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: Client-side CBasePlayer.
//
// - Manages the player's flashlight effect.
//
//===========================================================================//
#include "cbase.h"
#include "c_baseplayer.h"
#include "flashlighteffect.h"
#include "weapon_selection.h"
#include "history_resource.h"
#include "iinput.h"
#include "input.h"
#include "view.h"
#include "iviewrender.h"
#include "iclientmode.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#include "c_soundscape.h"
#include "usercmd.h"
#include "c_playerresource.h"
#include "iclientvehicle.h"
#include "view_shared.h"
#include "movevars_shared.h"
#include "prediction.h"
#include "tier0/vprof.h"
#include "filesystem.h"
#include "bitbuf.h"
#include "KeyValues.h"
#include "particles_simple.h"
#include "fx_water.h"
#include "hltvcamera.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
#include "view_scene.h"
#include "c_vguiscreen.h"
#include "datacache/imdlcache.h"
#include "vgui/ISurface.h"
#include "voice_status.h"
#include "fx.h"
#include "dt_utlvector_recv.h"
#include "cam_thirdperson.h"
#if defined( REPLAY_ENABLED )
#include "replay/replaycamera.h"
#include "replay/ireplaysystem.h"
#include "replay/ienginereplay.h"
#endif
#include "steam/steam_api.h"
#include "sourcevr/isourcevirtualreality.h"
#include "client_virtualreality.h"
#ifdef TF_CLIENT_DLL
#include "tf_gamerules.h"
#endif
#if defined USES_ECON_ITEMS
#include "econ_wearable.h"
#endif
// NVNT haptics system interface
#include "haptics/ihaptics.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Don't alias here
#if defined( CBasePlayer )
#undef CBasePlayer
#endif
int g_nKillCamMode = OBS_MODE_NONE;
int g_nKillCamTarget1 = 0;
int g_nKillCamTarget2 = 0;
extern ConVar mp_forcecamera; // in gamevars_shared.h
#define FLASHLIGHT_DISTANCE 1000
#define MAX_VGUI_INPUT_MODE_SPEED 30
#define MAX_VGUI_INPUT_MODE_SPEED_SQ (MAX_VGUI_INPUT_MODE_SPEED*MAX_VGUI_INPUT_MODE_SPEED)
static Vector WALL_MIN(-WALL_OFFSET,-WALL_OFFSET,-WALL_OFFSET);
static Vector WALL_MAX(WALL_OFFSET,WALL_OFFSET,WALL_OFFSET);
bool CommentaryModeShouldSwallowInput( C_BasePlayer *pPlayer );
extern ConVar default_fov;
#ifndef _XBOX
extern ConVar sensitivity;
#endif
static C_BasePlayer *s_pLocalPlayer = NULL;
static ConVar cl_customsounds ( "cl_customsounds", "0", 0, "Enable customized player sound playback" );
static ConVar spec_track ( "spec_track", "0", 0, "Tracks an entity in spec mode" );
static ConVar cl_smooth ( "cl_smooth", "1", 0, "Smooth view/eye origin after prediction errors" );
static ConVar cl_smoothtime (
"cl_smoothtime",
"0.1",
0,
"Smooth client's view after prediction error over this many seconds",
true, 0.01, // min/max is 0.01/2.0
true, 2.0
);
#ifdef CSTRIKE_DLL
ConVar spec_freeze_time( "spec_freeze_time", "5.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Time spend frozen in observer freeze cam." );
ConVar spec_freeze_traveltime( "spec_freeze_traveltime", "0.7", FCVAR_CHEAT | FCVAR_REPLICATED, "Time taken to zoom in to frame a target in observer freeze cam.", true, 0.01, false, 0 );
ConVar spec_freeze_distance_min( "spec_freeze_distance_min", "80", FCVAR_CHEAT, "Minimum random distance from the target to stop when framing them in observer freeze cam." );
ConVar spec_freeze_distance_max( "spec_freeze_distance_max", "90", FCVAR_CHEAT, "Maximum random distance from the target to stop when framing them in observer freeze cam." );
#else
ConVar spec_freeze_time( "spec_freeze_time", "4.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Time spend frozen in observer freeze cam." );
ConVar spec_freeze_traveltime( "spec_freeze_traveltime", "0.4", FCVAR_CHEAT | FCVAR_REPLICATED, "Time taken to zoom in to frame a target in observer freeze cam.", true, 0.01, false, 0 );
ConVar spec_freeze_distance_min( "spec_freeze_distance_min", "96", FCVAR_CHEAT, "Minimum random distance from the target to stop when framing them in observer freeze cam." );
ConVar spec_freeze_distance_max( "spec_freeze_distance_max", "200", FCVAR_CHEAT, "Maximum random distance from the target to stop when framing them in observer freeze cam." );
#endif
static ConVar cl_first_person_uses_world_model ( "cl_first_person_uses_world_model", "0", FCVAR_NONE, "Causes the third person model to be drawn instead of the view model" );
ConVar demo_fov_override( "demo_fov_override", "0", FCVAR_CLIENTDLL | FCVAR_DONTRECORD, "If nonzero, this value will be used to override FOV during demo playback." );
// This only needs to be approximate - it just controls the distance to the pivot-point of the head ("the neck") of the in-game character, not the player's real-world neck length.
// Ideally we would find this vector by subtracting the neutral-pose difference between the head bone (the pivot point) and the "eyes" attachment point.
// However, some characters don't have this attachment point, and finding the neutral pose is a pain.
// This value is found by hand, and a good value depends more on the in-game models than on actual human shapes.
ConVar cl_meathook_neck_pivot_ingame_up( "cl_meathook_neck_pivot_ingame_up", "7.0" );
ConVar cl_meathook_neck_pivot_ingame_fwd( "cl_meathook_neck_pivot_ingame_fwd", "3.0" );
static ConVar cl_clean_textures_on_death( "cl_clean_textures_on_death", "0", FCVAR_DEVELOPMENTONLY, "If enabled, attempts to purge unused textures every time a freeze cam is shown" );
void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_ObserverMode ( const CRecvProxyData *pData, void *pStruct, void *pOut );
// -------------------------------------------------------------------------------- //
// RecvTable for CPlayerState.
// -------------------------------------------------------------------------------- //
BEGIN_RECV_TABLE_NOBASE(CPlayerState, DT_PlayerState)
RecvPropInt (RECVINFO(deadflag)),
END_RECV_TABLE()
BEGIN_RECV_TABLE_NOBASE( CPlayerLocalData, DT_Local )
RecvPropArray3( RECVINFO_ARRAY(m_chAreaBits), RecvPropInt(RECVINFO(m_chAreaBits[0]))),
RecvPropArray3( RECVINFO_ARRAY(m_chAreaPortalBits), RecvPropInt(RECVINFO(m_chAreaPortalBits[0]))),
RecvPropInt(RECVINFO(m_iHideHUD)),
// View
RecvPropFloat(RECVINFO(m_flFOVRate)),
RecvPropInt (RECVINFO(m_bDucked)),
RecvPropInt (RECVINFO(m_bDucking)),
RecvPropInt (RECVINFO(m_bInDuckJump)),
RecvPropFloat (RECVINFO(m_flDucktime)),
RecvPropFloat (RECVINFO(m_flDuckJumpTime)),
RecvPropFloat (RECVINFO(m_flJumpTime)),
RecvPropFloat (RECVINFO(m_flFallVelocity)),
#if PREDICTION_ERROR_CHECK_LEVEL > 1
RecvPropFloat (RECVINFO_NAME( m_vecPunchAngle.m_Value[0], m_vecPunchAngle[0])),
RecvPropFloat (RECVINFO_NAME( m_vecPunchAngle.m_Value[1], m_vecPunchAngle[1])),
RecvPropFloat (RECVINFO_NAME( m_vecPunchAngle.m_Value[2], m_vecPunchAngle[2] )),
RecvPropFloat (RECVINFO_NAME( m_vecPunchAngleVel.m_Value[0], m_vecPunchAngleVel[0] )),
RecvPropFloat (RECVINFO_NAME( m_vecPunchAngleVel.m_Value[1], m_vecPunchAngleVel[1] )),
RecvPropFloat (RECVINFO_NAME( m_vecPunchAngleVel.m_Value[2], m_vecPunchAngleVel[2] )),
#else
RecvPropVector (RECVINFO(m_vecPunchAngle)),
RecvPropVector (RECVINFO(m_vecPunchAngleVel)),
#endif
RecvPropInt (RECVINFO(m_bDrawViewmodel)),
RecvPropInt (RECVINFO(m_bWearingSuit)),
RecvPropBool (RECVINFO(m_bPoisoned)),
RecvPropFloat (RECVINFO(m_flStepSize)),
RecvPropInt (RECVINFO(m_bAllowAutoMovement)),
// 3d skybox data
RecvPropInt(RECVINFO(m_skybox3d.scale)),
RecvPropVector(RECVINFO(m_skybox3d.origin)),
RecvPropInt(RECVINFO(m_skybox3d.area)),
// 3d skybox fog data
RecvPropInt( RECVINFO( m_skybox3d.fog.enable ) ),
RecvPropInt( RECVINFO( m_skybox3d.fog.blend ) ),
RecvPropVector( RECVINFO( m_skybox3d.fog.dirPrimary ) ),
RecvPropInt( RECVINFO( m_skybox3d.fog.colorPrimary ) ),
RecvPropInt( RECVINFO( m_skybox3d.fog.colorSecondary ) ),
RecvPropFloat( RECVINFO( m_skybox3d.fog.start ) ),
RecvPropFloat( RECVINFO( m_skybox3d.fog.end ) ),
RecvPropFloat( RECVINFO( m_skybox3d.fog.maxdensity ) ),
// fog data
RecvPropEHandle( RECVINFO( m_PlayerFog.m_hCtrl ) ),
// audio data
RecvPropVector( RECVINFO( m_audio.localSound[0] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[1] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[2] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[3] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[4] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[5] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[6] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[7] ) ),
RecvPropInt( RECVINFO( m_audio.soundscapeIndex ) ),
RecvPropInt( RECVINFO( m_audio.localBits ) ),
RecvPropEHandle( RECVINFO( m_audio.ent ) ),
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
// This data only gets sent to clients that ARE this player entity.
// -------------------------------------------------------------------------------- //
BEGIN_RECV_TABLE_NOBASE( C_BasePlayer, DT_LocalPlayerExclusive )
RecvPropDataTable ( RECVINFO_DT(m_Local),0, &REFERENCE_RECV_TABLE(DT_Local) ),
RecvPropFloat ( RECVINFO(m_vecViewOffset[0]) ),
RecvPropFloat ( RECVINFO(m_vecViewOffset[1]) ),
RecvPropFloat ( RECVINFO(m_vecViewOffset[2]) ),
RecvPropFloat ( RECVINFO(m_flFriction) ),
RecvPropArray3 ( RECVINFO_ARRAY(m_iAmmo), RecvPropInt( RECVINFO(m_iAmmo[0])) ),
RecvPropInt ( RECVINFO(m_fOnTarget) ),
RecvPropInt ( RECVINFO( m_nTickBase ) ),
RecvPropInt ( RECVINFO( m_nNextThinkTick ) ),
RecvPropEHandle ( RECVINFO( m_hLastWeapon ) ),
RecvPropEHandle ( RECVINFO( m_hGroundEntity ) ),
RecvPropFloat ( RECVINFO(m_vecVelocity[0]), 0, RecvProxy_LocalVelocityX ),
RecvPropFloat ( RECVINFO(m_vecVelocity[1]), 0, RecvProxy_LocalVelocityY ),
RecvPropFloat ( RECVINFO(m_vecVelocity[2]), 0, RecvProxy_LocalVelocityZ ),
RecvPropVector ( RECVINFO( m_vecBaseVelocity ) ),
RecvPropEHandle ( RECVINFO( m_hConstraintEntity)),
RecvPropVector ( RECVINFO( m_vecConstraintCenter) ),
RecvPropFloat ( RECVINFO( m_flConstraintRadius )),
RecvPropFloat ( RECVINFO( m_flConstraintWidth )),
RecvPropFloat ( RECVINFO( m_flConstraintSpeedFactor )),
RecvPropFloat ( RECVINFO( m_flDeathTime )),
RecvPropInt ( RECVINFO( m_nWaterLevel ) ),
RecvPropFloat ( RECVINFO( m_flLaggedMovementValue )),
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
// DT_BasePlayer datatable.
// -------------------------------------------------------------------------------- //
#if defined USES_ECON_ITEMS
EXTERN_RECV_TABLE(DT_AttributeList);
#endif
IMPLEMENT_CLIENTCLASS_DT(C_BasePlayer, DT_BasePlayer, CBasePlayer)
// We have both the local and nonlocal data in here, but the server proxies
// only send one.
RecvPropDataTable( "localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalPlayerExclusive) ),
#if defined USES_ECON_ITEMS
RecvPropDataTable(RECVINFO_DT(m_AttributeList),0, &REFERENCE_RECV_TABLE(DT_AttributeList) ),
#endif
RecvPropDataTable(RECVINFO_DT(pl), 0, &REFERENCE_RECV_TABLE(DT_PlayerState), DataTableRecvProxy_StaticDataTable),
RecvPropInt (RECVINFO(m_iFOV)),
RecvPropInt (RECVINFO(m_iFOVStart)),
RecvPropFloat (RECVINFO(m_flFOVTime)),
RecvPropInt (RECVINFO(m_iDefaultFOV)),
RecvPropEHandle (RECVINFO(m_hZoomOwner)),
RecvPropEHandle( RECVINFO(m_hVehicle) ),
RecvPropEHandle( RECVINFO(m_hUseEntity) ),
RecvPropInt (RECVINFO(m_iHealth)),
RecvPropInt (RECVINFO(m_lifeState)),
RecvPropInt (RECVINFO(m_iBonusProgress)),
RecvPropInt (RECVINFO(m_iBonusChallenge)),
RecvPropFloat (RECVINFO(m_flMaxspeed)),
RecvPropInt (RECVINFO(m_fFlags)),
RecvPropInt (RECVINFO(m_iObserverMode), 0, RecvProxy_ObserverMode ),
RecvPropEHandle (RECVINFO(m_hObserverTarget), RecvProxy_ObserverTarget ),
RecvPropArray ( RecvPropEHandle( RECVINFO( m_hViewModel[0] ) ), m_hViewModel ),
RecvPropString( RECVINFO(m_szLastPlaceName) ),
#if defined USES_ECON_ITEMS
RecvPropUtlVector( RECVINFO_UTLVECTOR( m_hMyWearables ), MAX_WEARABLES_SENT_FROM_SERVER, RecvPropEHandle(NULL, 0, 0) ),
#endif
END_RECV_TABLE()
BEGIN_PREDICTION_DATA_NO_BASE( CPlayerState )
DEFINE_PRED_FIELD( deadflag, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
// DEFINE_FIELD( netname, string_t ),
// DEFINE_FIELD( fixangle, FIELD_INTEGER ),
// DEFINE_FIELD( anglechange, FIELD_FLOAT ),
// DEFINE_FIELD( v_angle, FIELD_VECTOR ),
END_PREDICTION_DATA()
BEGIN_PREDICTION_DATA_NO_BASE( CPlayerLocalData )
// DEFINE_PRED_TYPEDESCRIPTION( m_skybox3d, sky3dparams_t ),
// DEFINE_PRED_TYPEDESCRIPTION( m_fog, fogparams_t ),
// DEFINE_PRED_TYPEDESCRIPTION( m_audio, audioparams_t ),
DEFINE_FIELD( m_nStepside, FIELD_INTEGER ),
DEFINE_PRED_FIELD( m_iHideHUD, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
#if PREDICTION_ERROR_CHECK_LEVEL > 1
DEFINE_PRED_FIELD( m_vecPunchAngle, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_vecPunchAngleVel, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
#else
DEFINE_PRED_FIELD_TOL( m_vecPunchAngle, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.125f ),
DEFINE_PRED_FIELD_TOL( m_vecPunchAngleVel, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.125f ),
#endif
DEFINE_PRED_FIELD( m_bDrawViewmodel, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bWearingSuit, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bPoisoned, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bAllowAutoMovement, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bDucked, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bDucking, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bInDuckJump, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flDucktime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flDuckJumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flJumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flFallVelocity, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.5f ),
// DEFINE_PRED_FIELD( m_nOldButtons, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_FIELD( m_nOldButtons, FIELD_INTEGER ),
DEFINE_FIELD( m_flOldForwardMove, FIELD_FLOAT ),
DEFINE_PRED_FIELD( m_flStepSize, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_FIELD( m_flFOVRate, FIELD_FLOAT ),
END_PREDICTION_DATA()
BEGIN_PREDICTION_DATA( C_BasePlayer )
DEFINE_PRED_TYPEDESCRIPTION( m_Local, CPlayerLocalData ),
DEFINE_PRED_TYPEDESCRIPTION( pl, CPlayerState ),
DEFINE_PRED_FIELD( m_iFOV, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hZoomOwner, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flFOVTime, FIELD_FLOAT, 0 ),
DEFINE_PRED_FIELD( m_iFOVStart, FIELD_INTEGER, 0 ),
DEFINE_PRED_FIELD( m_hVehicle, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flMaxspeed, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.5f ),
DEFINE_PRED_FIELD( m_iHealth, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iBonusProgress, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iBonusChallenge, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fOnTarget, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_lifeState, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nWaterLevel, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_vecBaseVelocity, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.05 ),
DEFINE_FIELD( m_nButtons, FIELD_INTEGER ),
DEFINE_FIELD( m_flWaterJumpTime, FIELD_FLOAT ),
DEFINE_FIELD( m_nImpulse, FIELD_INTEGER ),
DEFINE_FIELD( m_flStepSoundTime, FIELD_FLOAT ),
DEFINE_FIELD( m_flSwimSoundTime, FIELD_FLOAT ),
DEFINE_FIELD( m_vecLadderNormal, FIELD_VECTOR ),
DEFINE_FIELD( m_flPhysics, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_szAnimExtension, FIELD_CHARACTER ),
DEFINE_FIELD( m_afButtonLast, FIELD_INTEGER ),
DEFINE_FIELD( m_afButtonPressed, FIELD_INTEGER ),
DEFINE_FIELD( m_afButtonReleased, FIELD_INTEGER ),
// DEFINE_FIELD( m_vecOldViewAngles, FIELD_VECTOR ),
// DEFINE_ARRAY( m_iOldAmmo, FIELD_INTEGER, MAX_AMMO_TYPES ),
//DEFINE_FIELD( m_hOldVehicle, FIELD_EHANDLE ),
// DEFINE_FIELD( m_pModelLight, dlight_t* ),
// DEFINE_FIELD( m_pEnvironmentLight, dlight_t* ),
// DEFINE_FIELD( m_pBrightLight, dlight_t* ),
DEFINE_PRED_FIELD( m_hLastWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nTickBase, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hGroundEntity, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_ARRAY( m_hViewModel, FIELD_EHANDLE, MAX_VIEWMODELS, FTYPEDESC_INSENDTABLE ),
DEFINE_FIELD( m_surfaceFriction, FIELD_FLOAT ),
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( player, C_BasePlayer );
// -------------------------------------------------------------------------------- //
// Functions.
// -------------------------------------------------------------------------------- //
C_BasePlayer::C_BasePlayer() : m_iv_vecViewOffset( "C_BasePlayer::m_iv_vecViewOffset" )
{
AddVar( &m_vecViewOffset, &m_iv_vecViewOffset, LATCH_SIMULATION_VAR );
#ifdef _DEBUG
m_vecLadderNormal.Init();
m_vecOldViewAngles.Init();
#endif
m_pFlashlight = NULL;
m_pCurrentVguiScreen = NULL;
m_pCurrentCommand = NULL;
m_flPredictionErrorTime = -100;
m_StuckLast = 0;
m_bWasFrozen = false;
m_bResampleWaterSurface = true;
ResetObserverMode();
m_vecPredictionError.Init();
m_flPredictionErrorTime = 0;
m_surfaceProps = 0;
m_pSurfaceData = NULL;
m_surfaceFriction = 1.0f;
m_chTextureType = 0;
m_flNextAchievementAnnounceTime = 0;
m_bFiredWeapon = false;
m_nForceVisionFilterFlags = 0;
m_nLocalPlayerVisionFlags = 0;
ListenForGameEvent( "base_player_teleported" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BasePlayer::~C_BasePlayer()
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
if ( this == s_pLocalPlayer )
{
s_pLocalPlayer = NULL;
}
delete m_pFlashlight;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::Spawn( void )
{
// Clear all flags except for FL_FULLEDICT
ClearFlags();
AddFlag( FL_CLIENT );
int fEffects = GetEffects() & EF_NOSHADOW;
SetEffects( fEffects );
m_iFOV = 0; // init field of view.
SetModel( "models/player.mdl" );
Precache();
SetThink(NULL);
SharedSpawn();
m_bWasFreezeFraming = false;
m_bFiredWeapon = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BasePlayer::AudioStateIsUnderwater( Vector vecMainViewOrigin )
{
if ( IsObserver() )
{
// Just check the view position
int cont = enginetrace->GetPointContents ( vecMainViewOrigin );
return (cont & MASK_WATER);
}
return ( GetWaterLevel() >= WL_Eyes );
}
bool C_BasePlayer::IsHLTV() const
{
return ( IsLocalPlayer() && engine->IsHLTV() );
}
bool C_BasePlayer::IsReplay() const
{
#if defined( REPLAY_ENABLED )
return ( IsLocalPlayer() && g_pEngineClientReplay->IsPlayingReplayDemo() );
#else
return false;
#endif
}
CBaseEntity *C_BasePlayer::GetObserverTarget() const // returns players target or NULL
{
#ifndef _XBOX
if ( IsHLTV() )
{
return HLTVCamera()->GetPrimaryTarget();
}
#if defined( REPLAY_ENABLED )
if ( IsReplay() )
{
return ReplayCamera()->GetPrimaryTarget();
}
#endif
#endif
if ( GetObserverMode() == OBS_MODE_ROAMING )
{
return NULL; // no target in roaming mode
}
else
{
if ( IsLocalPlayer() && UseVR() )
{
// In VR mode, certain views cause disorientation and nausea. So let's not.
switch ( m_iObserverMode )
{
case OBS_MODE_NONE: // not in spectator mode
case OBS_MODE_FIXED: // view from a fixed camera position
case OBS_MODE_IN_EYE: // follow a player in first person view
case OBS_MODE_CHASE: // follow a player in third person view
case OBS_MODE_POI: // PASSTIME point of interest - game objective, big fight, anything interesting
case OBS_MODE_ROAMING: // free roaming
return m_hObserverTarget;
break;
case OBS_MODE_DEATHCAM: // special mode for death cam animation
case OBS_MODE_FREEZECAM: // zooms to a target, and freeze-frames on them
// These are both terrible - they get overriden to chase, but here we change it to "chase" your own body (which will be ragdolled).
return (const_cast<C_BasePlayer*>(this))->GetBaseEntity();
break;
default:
assert ( false );
break;
}
}
return m_hObserverTarget;
}
}
// Called from Recv Proxy, mainly to reset tone map scale
void C_BasePlayer::SetObserverTarget( EHANDLE hObserverTarget )
{
// If the observer target is changing to an entity that the client doesn't know about yet,
// it can resolve to NULL. If the client didn't have an observer target before, then
// comparing EHANDLEs directly will see them as equal, since it uses Get(), and compares
// NULL to NULL. To combat this, we need to check against GetEntryIndex() and
// GetSerialNumber().
if ( hObserverTarget.GetEntryIndex() != m_hObserverTarget.GetEntryIndex() ||
hObserverTarget.GetSerialNumber() != m_hObserverTarget.GetSerialNumber())
{
// Init based on the new handle's entry index and serial number, so that it's Get()
// has a chance to become non-NULL even if it currently resolves to NULL.
m_hObserverTarget.Init( hObserverTarget.GetEntryIndex(), hObserverTarget.GetSerialNumber() );
IGameEvent *event = gameeventmanager->CreateEvent( "spec_target_updated" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
if ( IsLocalPlayer() )
{
ResetToneMapping(1.0);
}
// NVNT notify haptics of changed player
if ( haptics )
haptics->OnPlayerChanged();
if ( IsLocalPlayer() )
{
// On a change of viewing mode or target, we may want to reset both head and torso to point at the new target.
g_ClientVirtualReality.AlignTorsoAndViewToWeapon();
}
}
}
void C_BasePlayer::SetObserverMode ( int iNewMode )
{
if ( m_iObserverMode != iNewMode )
{
m_iObserverMode = iNewMode;
if ( IsLocalPlayer() )
{
// On a change of viewing mode or target, we may want to reset both head and torso to point at the new target.
g_ClientVirtualReality.AlignTorsoAndViewToWeapon();
}
}
}
int C_BasePlayer::GetObserverMode() const
{
#ifndef _XBOX
if ( IsHLTV() )
{
return HLTVCamera()->GetMode();
}
#if defined( REPLAY_ENABLED )
if ( IsReplay() )
{
return ReplayCamera()->GetMode();
}
#endif
#endif
if ( IsLocalPlayer() && UseVR() )
{
// IN VR mode, certain views cause disorientation and nausea. So let's not.
switch ( m_iObserverMode )
{
case OBS_MODE_NONE: // not in spectator mode
case OBS_MODE_FIXED: // view from a fixed camera position
case OBS_MODE_IN_EYE: // follow a player in first person view
case OBS_MODE_CHASE: // follow a player in third person view
case OBS_MODE_POI: // PASSTIME point of interest - game objective, big fight, anything interesting
case OBS_MODE_ROAMING: // free roaming
return m_iObserverMode;
break;
case OBS_MODE_DEATHCAM: // special mode for death cam animation
case OBS_MODE_FREEZECAM: // zooms to a target, and freeze-frames on them
// These are both terrible - just do chase of your ragdoll.
return OBS_MODE_CHASE;
break;
default:
assert ( false );
break;
}
}
return m_iObserverMode;
}
bool C_BasePlayer::ViewModel_IsTransparent( void )
{
return IsTransparent();
}
bool C_BasePlayer::ViewModel_IsUsingFBTexture( void )
{
return UsesPowerOfTwoFrameBufferTexture();
}
//-----------------------------------------------------------------------------
// Used by prediction, sets the view angles for the player
//-----------------------------------------------------------------------------
void C_BasePlayer::SetLocalViewAngles( const QAngle &viewAngles )
{
pl.v_angle = viewAngles;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : ang -
//-----------------------------------------------------------------------------
void C_BasePlayer::SetViewAngles( const QAngle& ang )
{
SetLocalAngles( ang );
SetNetworkAngles( ang );
}
surfacedata_t* C_BasePlayer::GetGroundSurface()
{
//
// Find the name of the material that lies beneath the player.
//
Vector start, end;
VectorCopy( GetAbsOrigin(), start );
VectorCopy( start, end );
// Straight down
end.z -= 64;
// Fill in default values, just in case.
Ray_t ray;
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
trace_t trace;
UTIL_TraceRay( ray, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.fraction == 1.0f )
return NULL; // no ground
return physprops->GetSurfaceData( trace.surface.surfaceProps );
}
void C_BasePlayer::FireGameEvent( IGameEvent *event )
{
if ( FStrEq( event->GetName(), "base_player_teleported" ) )
{
const int index_ = event->GetInt( "entindex" );
if ( index_ == entindex() && IsLocalPlayer() )
{
// In VR, we want to make sure our head and body
// are aligned after we teleport.
g_ClientVirtualReality.AlignTorsoAndViewToWeapon();
}
}
}
//-----------------------------------------------------------------------------
// returns the player name
//-----------------------------------------------------------------------------
const char * C_BasePlayer::GetPlayerName()
{
return g_PR ? g_PR->GetPlayerName( entindex() ) : "";
}
//-----------------------------------------------------------------------------
// Is the player dead?
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsPlayerDead()
{
return pl.deadflag == true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::SetVehicleRole( int nRole )
{
if ( !IsInAVehicle() )
return;
// HL2 has only a player in a vehicle.
if ( nRole > VEHICLE_ROLE_DRIVER )
return;
char szCmd[64];
Q_snprintf( szCmd, sizeof( szCmd ), "vehicleRole %i\n", nRole );
engine->ServerCmd( szCmd );
}
//-----------------------------------------------------------------------------
// Purpose: Store original ammo data to see what has changed
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BasePlayer::OnPreDataChanged( DataUpdateType_t updateType )
{
for (int i = 0; i < MAX_AMMO_TYPES; ++i)
{
m_iOldAmmo[i] = GetAmmoCount(i);
}
m_bWasFreezeFraming = (GetObserverMode() == OBS_MODE_FREEZECAM);
m_hOldFogController = m_Local.m_PlayerFog.m_hCtrl;
BaseClass::OnPreDataChanged( updateType );
}
void C_BasePlayer::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_BasePlayer::PostDataUpdate( DataUpdateType_t updateType )
{
// This has to occur here as opposed to OnDataChanged so that EHandles to the player created
// on this same frame are not stomped because prediction thinks there
// isn't a local player yet!!!
if ( updateType == DATA_UPDATE_CREATED )
{
// Make sure s_pLocalPlayer is correct
int iLocalPlayerIndex = engine->GetLocalPlayer();
if ( g_nKillCamMode )
iLocalPlayerIndex = g_nKillCamTarget1;
if ( iLocalPlayerIndex == index )
{
Assert( s_pLocalPlayer == NULL );
s_pLocalPlayer = this;
// Reset our sound mixed in case we were in a freeze cam when we
// changed level, which would cause the snd_soundmixer to be left modified.
ConVar *pVar = (ConVar *)cvar->FindVar( "snd_soundmixer" );
pVar->Revert();
}
}
bool bForceEFNoInterp = IsNoInterpolationFrame();
if ( IsLocalPlayer() )
{
SetSimulatedEveryTick( true );
}
else
{
SetSimulatedEveryTick( false );
// estimate velocity for non local players
float flTimeDelta = m_flSimulationTime - m_flOldSimulationTime;
if ( flTimeDelta > 0 && !( IsNoInterpolationFrame() || bForceEFNoInterp ) )
{
Vector newVelo = (GetNetworkOrigin() - GetOldOrigin() ) / flTimeDelta;
SetAbsVelocity( newVelo);
}
}
BaseClass::PostDataUpdate( updateType );
// Only care about this for local player
if ( IsLocalPlayer() )
{
QAngle angles;
engine->GetViewAngles( angles );
if ( updateType == DATA_UPDATE_CREATED )
{
SetLocalViewAngles( angles );
m_flOldPlayerZ = GetLocalOrigin().z;
// NVNT the local player has just been created.
// set in the "on_foot" navigation.
if ( haptics )
{
haptics->LocalPlayerReset();
haptics->SetNavigationClass("on_foot");
haptics->ProcessHapticEvent(2,"Movement","BasePlayer");
}
}
SetLocalAngles( angles );
if ( !m_bWasFreezeFraming && GetObserverMode() == OBS_MODE_FREEZECAM )
{
m_vecFreezeFrameStart = MainViewOrigin();
m_flFreezeFrameStartTime = gpGlobals->curtime;
m_flFreezeFrameDistance = RandomFloat( spec_freeze_distance_min.GetFloat(), spec_freeze_distance_max.GetFloat() );
m_flFreezeZOffset = RandomFloat( -30, 20 );
m_bSentFreezeFrame = false;
m_nForceVisionFilterFlags = 0;
C_BaseEntity *target = GetObserverTarget();
if ( target && target->IsPlayer() )
{
C_BasePlayer *player = ToBasePlayer( target );
if ( player )
{
m_nForceVisionFilterFlags = player->GetVisionFilterFlags();
CalculateVisionUsingCurrentFlags();
}
}
IGameEvent *pEvent = gameeventmanager->CreateEvent( "show_freezepanel" );
if ( pEvent )
{
pEvent->SetInt( "killer", target ? target->entindex() : 0 );
gameeventmanager->FireEventClientSide( pEvent );
}
// Force the sound mixer to the freezecam mixer
ConVar *pVar = (ConVar *)cvar->FindVar( "snd_soundmixer" );
pVar->SetValue( "FreezeCam_Only" );
// When we start, give unused textures an opportunity to unload
if ( cl_clean_textures_on_death.GetBool() )
g_pMaterialSystem->UncacheUnusedMaterials( false );
}
else if ( m_bWasFreezeFraming && GetObserverMode() != OBS_MODE_FREEZECAM )
{
IGameEvent *pEvent = gameeventmanager->CreateEvent( "hide_freezepanel" );
if ( pEvent )
{
gameeventmanager->FireEventClientSide( pEvent );
}
view->FreezeFrame(0);
ConVar *pVar = (ConVar *)cvar->FindVar( "snd_soundmixer" );
pVar->Revert();
m_nForceVisionFilterFlags = 0;
CalculateVisionUsingCurrentFlags();
}
// force calculate vision when the local vision flags changed
int nCurrentLocalPlayerVisionFlags = GetLocalPlayerVisionFilterFlags();
if ( m_nLocalPlayerVisionFlags != nCurrentLocalPlayerVisionFlags )
{
CalculateVisionUsingCurrentFlags();
m_nLocalPlayerVisionFlags = nCurrentLocalPlayerVisionFlags;
}
}
// If we are updated while paused, allow the player origin to be snapped by the
// server if we receive a packet from the server
if ( engine->IsPaused() || bForceEFNoInterp )
{
ResetLatched();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BasePlayer::CanSetSoundMixer( void )
{
// Can't set sound mixers when we're in freezecam mode, since it has a code-enforced mixer
return (GetObserverMode() != OBS_MODE_FREEZECAM);
}
void C_BasePlayer::ReceiveMessage( int classID, bf_read &msg )
{
if ( classID != GetClientClass()->m_ClassID )
{
// message is for subclass
BaseClass::ReceiveMessage( classID, msg );
return;
}
int messageType = msg.ReadByte();
switch( messageType )
{
case PLAY_PLAYER_JINGLE:
PlayPlayerJingle();
break;
}
}
void C_BasePlayer::OnRestore()
{
BaseClass::OnRestore();
if ( IsLocalPlayer() )
{
// debounce the attack key, for if it was used for restore
input->ClearInputButton( IN_ATTACK | IN_ATTACK2 );
// GetButtonBits() has to be called for the above to take effect
input->GetButtonBits( 0 );
}
// For ammo history icons to current value so they don't flash on level transtions
for ( int i = 0; i < MAX_AMMO_TYPES; i++ )
{
m_iOldAmmo[i] = GetAmmoCount(i);
}
}
//-----------------------------------------------------------------------------
// Purpose: Process incoming data
//-----------------------------------------------------------------------------
void C_BasePlayer::OnDataChanged( DataUpdateType_t updateType )
{
#if !defined( NO_ENTITY_PREDICTION )
if ( IsLocalPlayer() )
{
SetPredictionEligible( true );
}
#endif
BaseClass::OnDataChanged( updateType );
// Only care about this for local player
if ( IsLocalPlayer() )
{
// Reset engine areabits pointer
render->SetAreaState( m_Local.m_chAreaBits, m_Local.m_chAreaPortalBits );
// Check for Ammo pickups.
for ( int i = 0; i < MAX_AMMO_TYPES; i++ )
{
if ( GetAmmoCount(i) > m_iOldAmmo[i] )
{
// Don't add to ammo pickup if the ammo doesn't do it
const FileWeaponInfo_t *pWeaponData = gWR.GetWeaponFromAmmo(i);
if ( !pWeaponData || !( pWeaponData->iFlags & ITEM_FLAG_NOAMMOPICKUPS ) )
{
// We got more ammo for this ammo index. Add it to the ammo history
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
if( pHudHR )
{
pHudHR->AddToHistory( HISTSLOT_AMMO, i, abs(GetAmmoCount(i) - m_iOldAmmo[i]) );
}
}
}
}
Soundscape_Update( m_Local.m_audio );
if ( m_hOldFogController != m_Local.m_PlayerFog.m_hCtrl )
{
FogControllerChanged( updateType == DATA_UPDATE_CREATED );
}
}
}
//-----------------------------------------------------------------------------
// Did we just enter a vehicle this frame?
//-----------------------------------------------------------------------------
bool C_BasePlayer::JustEnteredVehicle()
{
if ( !IsInAVehicle() )
return false;
return ( m_hOldVehicle == m_hVehicle );
}
//-----------------------------------------------------------------------------
// Are we in VGUI input mode?.
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsInVGuiInputMode() const
{
return (m_pCurrentVguiScreen.Get() != NULL);
}
//-----------------------------------------------------------------------------
// Are we inputing to a view model vgui screen
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsInViewModelVGuiInputMode() const
{
C_BaseEntity *pScreenEnt = m_pCurrentVguiScreen.Get();
if ( !pScreenEnt )
return false;
Assert( dynamic_cast<C_VGuiScreen*>(pScreenEnt) );
C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pScreenEnt);
return ( pVguiScreen->IsAttachedToViewModel() && pVguiScreen->AcceptsInput() );
}
//-----------------------------------------------------------------------------
// Check to see if we're in vgui input mode...
//-----------------------------------------------------------------------------
void C_BasePlayer::DetermineVguiInputMode( CUserCmd *pCmd )
{
// If we're dead, close down and abort!
if ( !IsAlive() )
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
m_pCurrentVguiScreen.Set( NULL );
return;
}
// If we're in vgui mode *and* we're holding down mouse buttons,
// stay in vgui mode even if we're outside the screen bounds
if (m_pCurrentVguiScreen.Get() && (pCmd->buttons & (IN_ATTACK | IN_ATTACK2)) )
{
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
// Kill all attack inputs if we're in vgui screen mode
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);
return;
}
// We're not in vgui input mode if we're moving, or have hit a key
// that will make us move...
// Not in vgui mode if we're moving too quickly
// ROBIN: Disabled movement preventing VGUI screen usage
//if (GetVelocity().LengthSqr() > MAX_VGUI_INPUT_MODE_SPEED_SQ)
if ( 0 )
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
m_pCurrentVguiScreen.Set( NULL );
return;
}
// Don't enter vgui mode if we've got combat buttons held down
bool bAttacking = false;
if ( ((pCmd->buttons & IN_ATTACK) || (pCmd->buttons & IN_ATTACK2)) && !m_pCurrentVguiScreen.Get() )
{
bAttacking = true;
}
// Not in vgui mode if we're pushing any movement key at all
// Not in vgui mode if we're in a vehicle...
// ROBIN: Disabled movement preventing VGUI screen usage
//if ((pCmd->forwardmove > MAX_VGUI_INPUT_MODE_SPEED) ||
// (pCmd->sidemove > MAX_VGUI_INPUT_MODE_SPEED) ||
// (pCmd->upmove > MAX_VGUI_INPUT_MODE_SPEED) ||
// (pCmd->buttons & IN_JUMP) ||
// (bAttacking) )
if ( bAttacking || IsInAVehicle() )
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
m_pCurrentVguiScreen.Set( NULL );
return;
}
// Don't interact with world screens when we're in a menu
if ( vgui::surface()->IsCursorVisible() )
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
m_pCurrentVguiScreen.Set( NULL );
return;
}
// Not in vgui mode if there are no nearby screens
C_BaseEntity *pOldScreen = m_pCurrentVguiScreen.Get();
m_pCurrentVguiScreen = FindNearbyVguiScreen( EyePosition(), pCmd->viewangles, GetTeamNumber() );
if (pOldScreen != m_pCurrentVguiScreen)
{
DeactivateVguiScreen( pOldScreen );
ActivateVguiScreen( m_pCurrentVguiScreen.Get() );
}
if (m_pCurrentVguiScreen.Get())
{
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
// Kill all attack inputs if we're in vgui screen mode
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handling
//-----------------------------------------------------------------------------
bool C_BasePlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd )
{
// Allow the vehicle to clamp the view angles
if ( IsInAVehicle() )
{
IClientVehicle *pVehicle = m_hVehicle.Get()->GetClientVehicle();
if ( pVehicle )
{
pVehicle->UpdateViewAngles( this, pCmd );
engine->SetViewAngles( pCmd->viewangles );
}
}
else
{
#ifndef _X360
if ( joy_autosprint.GetBool() )
#endif
{
if ( input->KeyState( &in_joyspeed ) != 0.0f )
{
pCmd->buttons |= IN_SPEED;
}
}
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
pWeapon->CreateMove( flInputSampleTime, pCmd, m_vecOldViewAngles );
}
}
// If the frozen flag is set, prevent view movement (server prevents the rest of the movement)
if ( GetFlags() & FL_FROZEN )
{
// Don't stomp the first time we get frozen
if ( m_bWasFrozen )
{
// Stomp the new viewangles with old ones
pCmd->viewangles = m_vecOldViewAngles;
engine->SetViewAngles( pCmd->viewangles );
}
else
{
m_bWasFrozen = true;
}
}
else
{
m_bWasFrozen = false;
}
m_vecOldViewAngles = pCmd->viewangles;
// Check to see if we're in vgui input mode...
DetermineVguiInputMode( pCmd );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Player has changed to a new team
//-----------------------------------------------------------------------------
void C_BasePlayer::TeamChange( int iNewTeam )
{
// Base class does nothing
}
//-----------------------------------------------------------------------------
// Purpose: Creates, destroys, and updates the flashlight effect as needed.
//-----------------------------------------------------------------------------
void C_BasePlayer::UpdateFlashlight()
{
// The dim light is the flashlight.
if ( IsEffectActive( EF_DIMLIGHT ) )
{
if (!m_pFlashlight)
{
// Turned on the headlight; create it.
m_pFlashlight = new CFlashlightEffect(index);
if (!m_pFlashlight)
return;
m_pFlashlight->TurnOn();
}
Vector vecForward, vecRight, vecUp;
EyeVectors( &vecForward, &vecRight, &vecUp );
// Update the light with the new position and direction.
m_pFlashlight->UpdateLight( EyePosition(), vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE );
}
else if (m_pFlashlight)
{
// Turned off the flashlight; delete it.
delete m_pFlashlight;
m_pFlashlight = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Creates player flashlight if it's ative
//-----------------------------------------------------------------------------
void C_BasePlayer::Flashlight( void )
{
UpdateFlashlight();
// Check for muzzle flash and apply to view model
C_BaseAnimating *ve = this;
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
ve = dynamic_cast< C_BaseAnimating* >( GetObserverTarget() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Engine is asking whether to add this player to the visible entities list
//-----------------------------------------------------------------------------
void C_BasePlayer::AddEntity( void )
{
// FIXME/UNDONE: Should the local player say yes to adding itself now
// and then, when it ges time to render and it shouldn't still do the render with
// STUDIO_EVENTS set so that its attachment points will get updated even if not
// in third person?
// Add in water effects
if ( IsLocalPlayer() )
{
CreateWaterEffects();
}
// If set to invisible, skip. Do this before resetting the entity pointer so it has
// valid data to decide whether it's visible.
if ( !IsVisible() || !g_pClientMode->ShouldDrawLocalPlayer( this ) )
{
return;
}
// Server says don't interpolate this frame, so set previous info to new info.
if ( IsNoInterpolationFrame() || Teleported() )
{
ResetLatched();
}
// Add in lighting effects
CreateLightEffects();
}
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::CreateWaterEffects( void )
{
// Must be completely submerged to bother
if ( GetWaterLevel() < 3 )
{
m_bResampleWaterSurface = true;
return;
}
// Do special setup if this is our first time back underwater
if ( m_bResampleWaterSurface )
{
// Reset our particle timer
m_tWaterParticleTimer.Init( 32 );
// Find the surface of the water to clip against
m_flWaterSurfaceZ = UTIL_WaterLevel( WorldSpaceCenter(), WorldSpaceCenter().z, WorldSpaceCenter().z + 256 );
m_bResampleWaterSurface = false;
}
// Make sure the emitter is setup
if ( m_pWaterEmitter == NULL )
{
if ( ( m_pWaterEmitter = WaterDebrisEffect::Create( "splish" ) ) == NULL )
return;
}
Vector vecVelocity;
GetVectors( &vecVelocity, NULL, NULL );
Vector offset = WorldSpaceCenter();
m_pWaterEmitter->SetSortOrigin( offset );
SimpleParticle *pParticle;
float curTime = gpGlobals->frametime;
// Add as many particles as we need
while ( m_tWaterParticleTimer.NextEvent( curTime ) )
{
offset = WorldSpaceCenter() + ( vecVelocity * 128.0f ) + RandomVector( -128, 128 );
// Make sure we don't start out of the water!
if ( offset.z > m_flWaterSurfaceZ )
{
offset.z = ( m_flWaterSurfaceZ - 8.0f );
}
pParticle = (SimpleParticle *) m_pWaterEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_Fleck_Cement[random->RandomInt(0,1)], offset );
if (pParticle == NULL)
continue;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 4.0f );
pParticle->m_vecVelocity = RandomVector( -2.0f, 2.0f );
//FIXME: We should tint these based on the water's fog value!
float color = random->RandomInt( 32, 128 );
pParticle->m_uchColor[0] = color;
pParticle->m_uchColor[1] = color;
pParticle->m_uchColor[2] = color;
pParticle->m_uchStartSize = 1;
pParticle->m_uchEndSize = 1;
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -0.5f, 0.5f );
}
}
//-----------------------------------------------------------------------------
// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
//-----------------------------------------------------------------------------
void C_BasePlayer::OverrideView( CViewSetup *pSetup )
{
}
bool C_BasePlayer::ShouldInterpolate()
{
// always interpolate myself
if ( IsLocalPlayer() )
return true;
#ifndef _XBOX
// always interpolate entity if followed by HLTV
if ( HLTVCamera()->GetCameraMan() == this )
return true;
#endif
return BaseClass::ShouldInterpolate();
}
bool C_BasePlayer::ShouldDraw()
{
return ShouldDrawThisPlayer() && BaseClass::ShouldDraw();
}
int C_BasePlayer::DrawModel( int flags )
{
#ifndef PORTAL
// In Portal this check is already performed as part of
// C_Portal_Player::DrawModel()
if ( !ShouldDrawThisPlayer() )
{
return 0;
}
#endif
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector C_BasePlayer::GetChaseCamViewOffset( CBaseEntity *target )
{
C_BasePlayer *player = ToBasePlayer( target );
if ( player )
{
if ( player->IsAlive() )
{
if ( player->GetFlags() & FL_DUCKING )
{
return VEC_DUCK_VIEW_SCALED( player );
}
return VEC_VIEW_SCALED( player );
}
else
{
// assume it's the players ragdoll
return VEC_DEAD_VIEWHEIGHT_SCALED( player );
}
}
// assume it's the players ragdoll
return VEC_DEAD_VIEWHEIGHT;
}
void C_BasePlayer::CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
C_BaseEntity *target = GetObserverTarget();
if ( !target )
{
// just copy a save in-map position
VectorCopy( EyePosition(), eyeOrigin );
VectorCopy( EyeAngles(), eyeAngles );
return;
};
// If our target isn't visible, we're at a camera point of some kind.
// Instead of letting the player rotate around an invisible point, treat
// the point as a fixed camera.
if ( !target->GetBaseAnimating() && !target->GetModel() )
{
CalcRoamingView( eyeOrigin, eyeAngles, fov );
return;
}
// QAngle tmpangles;
Vector forward, viewpoint;
// GetObserverCamOrigin() returns ragdoll pos if player is ragdolled
Vector origin = target->GetObserverCamOrigin();
VectorAdd( origin, GetChaseCamViewOffset( target ), origin );
QAngle viewangles;
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
viewangles = eyeAngles;
}
else if ( IsLocalPlayer() )
{
engine->GetViewAngles( viewangles );
if ( UseVR() )
{
// Don't let people play with the pitch - they drive it into the ground or into the air and
// it's distracting at best, nauseating at worst (e.g. when it clips through the ground plane).
viewangles[PITCH] = 20.0f;
}
}
else
{
viewangles = EyeAngles();
}
//=============================================================================
// HPE_BEGIN:
// [Forrest] Fix for (at least one potential case of) CSB-194. Spectating someone
// who is headshotted by a teammate and then switching to chase cam leaves
// you with a permanent roll to the camera that doesn't decay and is not reset
// even when switching to different players or at the start of the next round
// if you are still a spectator. (If you spawn as a player, the view is reset.
// if you switch spectator modes, the view is reset.)
//=============================================================================
#ifdef CSTRIKE_DLL
// The chase camera adopts the yaw and pitch of the previous camera, but the camera
// should not roll.
viewangles.z = 0;
#endif
//=============================================================================
// HPE_END
//=============================================================================
m_flObserverChaseDistance += gpGlobals->frametime*48.0f;
float flMinDistance = CHASE_CAM_DISTANCE_MIN;
float flMaxDistance = CHASE_CAM_DISTANCE_MAX;
if ( target && target->IsBaseTrain() )
{
// if this is a train, we want to be back a little further so we can see more of it
flMaxDistance *= 2.5f;
}
if ( target )
{
C_BaseAnimating *pTargetAnimating = target->GetBaseAnimating();
if ( pTargetAnimating )
{
float flScaleSquared = pTargetAnimating->GetModelScale() * pTargetAnimating->GetModelScale();
flMinDistance *= flScaleSquared;
flMaxDistance *= flScaleSquared;
m_flObserverChaseDistance = flMaxDistance;
}
}
if ( target && !target->IsPlayer() && target->IsNextBot() )
{
// if this is a boss, we want to be back a little further so we can see more of it
flMaxDistance *= 2.5f;
m_flObserverChaseDistance = flMaxDistance;
}
m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, flMinDistance, flMaxDistance );
AngleVectors( viewangles, &forward );
VectorNormalize( forward );
VectorMA(origin, -m_flObserverChaseDistance, forward, viewpoint );
trace_t trace;
CTraceFilterNoNPCsOrPlayer filter( target, COLLISION_GROUP_NONE );
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( origin, viewpoint, WALL_MIN, WALL_MAX, MASK_SOLID, &filter, &trace );
C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0)
{
viewpoint = trace.endpos;
m_flObserverChaseDistance = VectorLength(origin - eyeOrigin);
}
VectorCopy( viewangles, eyeAngles );
VectorCopy( viewpoint, eyeOrigin );
fov = GetFOV();
}
void C_BasePlayer::CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
C_BaseEntity *target = GetObserverTarget();
if ( !target )
{
target = this;
}
m_flObserverChaseDistance = 0.0;
eyeOrigin = target->EyePosition();
eyeAngles = target->EyeAngles();
if ( spec_track.GetInt() > 0 )
{
C_BaseEntity *pTarget = ClientEntityList().GetBaseEntity( spec_track.GetInt() );
if ( pTarget )
{
Vector v = pTarget->GetAbsOrigin(); v.z += 54;
QAngle a; VectorAngles( v - eyeOrigin, a );
NormalizeAngles( a );
eyeAngles = a;
engine->SetViewAngles( a );
}
}
// Apply a smoothing offset to smooth out prediction errors.
Vector vSmoothOffset;
GetPredictionErrorSmoothingVector( vSmoothOffset );
eyeOrigin += vSmoothOffset;
fov = GetFOV();
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the view for the player while he's in freeze frame observer mode
//-----------------------------------------------------------------------------
void C_BasePlayer::CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
C_BaseEntity *pTarget = GetObserverTarget();
if ( !pTarget )
{
CalcDeathCamView( eyeOrigin, eyeAngles, fov );
return;
}
// Zoom towards our target
float flCurTime = (gpGlobals->curtime - m_flFreezeFrameStartTime);
float flBlendPerc = clamp( flCurTime / spec_freeze_traveltime.GetFloat(), 0.f, 1.f );
flBlendPerc = SimpleSpline( flBlendPerc );
Vector vecCamDesired = pTarget->GetObserverCamOrigin(); // Returns ragdoll origin if they're ragdolled
VectorAdd( vecCamDesired, GetChaseCamViewOffset( pTarget ), vecCamDesired );
Vector vecCamTarget = vecCamDesired;
if ( pTarget->IsAlive() )
{
// Look at their chest, not their head
Vector maxs = pTarget->GetBaseAnimating() ? VEC_HULL_MAX_SCALED( pTarget->GetBaseAnimating() ) : VEC_HULL_MAX;
vecCamTarget.z -= (maxs.z * 0.5);
}
else
{
vecCamTarget.z += pTarget->GetBaseAnimating() ? VEC_DEAD_VIEWHEIGHT_SCALED( pTarget->GetBaseAnimating() ).z : VEC_DEAD_VIEWHEIGHT.z; // look over ragdoll, not through
}
// Figure out a view position in front of the target
Vector vecEyeOnPlane = eyeOrigin;
vecEyeOnPlane.z = vecCamTarget.z;
Vector vecTargetPos = vecCamTarget;
Vector vecToTarget = vecTargetPos - vecEyeOnPlane;
VectorNormalize( vecToTarget );
// Stop a few units away from the target, and shift up to be at the same height
vecTargetPos = vecCamTarget - (vecToTarget * m_flFreezeFrameDistance);
float flEyePosZ = pTarget->EyePosition().z;
vecTargetPos.z = flEyePosZ + m_flFreezeZOffset;
// Now trace out from the target, so that we're put in front of any walls
trace_t trace;
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( vecCamTarget, vecTargetPos, WALL_MIN, WALL_MAX, MASK_SOLID, pTarget, COLLISION_GROUP_NONE, &trace );
C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0)
{
// The camera's going to be really close to the target. So we don't end up
// looking at someone's chest, aim close freezecams at the target's eyes.
vecTargetPos = trace.endpos;
vecCamTarget = vecCamDesired;
// To stop all close in views looking up at character's chins, move the view up.
vecTargetPos.z += fabs(vecCamTarget.z - vecTargetPos.z) * 0.85;
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( vecCamTarget, vecTargetPos, WALL_MIN, WALL_MAX, MASK_SOLID, pTarget, COLLISION_GROUP_NONE, &trace );
C_BaseEntity::PopEnableAbsRecomputations();
vecTargetPos = trace.endpos;
}
// Look directly at the target
vecToTarget = vecCamTarget - vecTargetPos;
VectorNormalize( vecToTarget );
VectorAngles( vecToTarget, eyeAngles );
VectorLerp( m_vecFreezeFrameStart, vecTargetPos, flBlendPerc, eyeOrigin );
if ( flCurTime >= spec_freeze_traveltime.GetFloat() && !m_bSentFreezeFrame )
{
IGameEvent *pEvent = gameeventmanager->CreateEvent( "freezecam_started" );
if ( pEvent )
{
gameeventmanager->FireEventClientSide( pEvent );
}
m_bSentFreezeFrame = true;
view->FreezeFrame( spec_freeze_time.GetFloat() );
}
}
void C_BasePlayer::CalcInEyeCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
C_BaseEntity *target = GetObserverTarget();
if ( !target )
{
// just copy a save in-map position
VectorCopy( EyePosition(), eyeOrigin );
VectorCopy( EyeAngles(), eyeAngles );
return;
};
if ( !target->IsAlive() )
{
// if dead, show from 3rd person
CalcChaseCamView( eyeOrigin, eyeAngles, fov );
return;
}
fov = GetFOV(); // TODO use tragets FOV
m_flObserverChaseDistance = 0.0;
eyeAngles = target->EyeAngles();
eyeOrigin = target->GetAbsOrigin();
// Apply punch angle
VectorAdd( eyeAngles, GetPunchAngle(), eyeAngles );
#if defined( REPLAY_ENABLED )
if( engine->IsHLTV() || g_pEngineClientReplay->IsPlayingReplayDemo() )
#else
if( engine->IsHLTV() )
#endif
{
C_BaseAnimating *pTargetAnimating = target->GetBaseAnimating();
if ( target->GetFlags() & FL_DUCKING )
{
eyeOrigin += pTargetAnimating ? VEC_DUCK_VIEW_SCALED( pTargetAnimating ) : VEC_DUCK_VIEW;
}
else
{
eyeOrigin += pTargetAnimating ? VEC_VIEW_SCALED( pTargetAnimating ) : VEC_VIEW;
}
}
else
{
Vector offset = GetViewOffset();
#ifdef HL2MP
offset = target->GetViewOffset();
#endif
eyeOrigin += offset; // hack hack
}
engine->SetViewAngles( eyeAngles );
}
float C_BasePlayer::GetDeathCamInterpolationTime()
{
return DEATH_ANIMATION_TIME;
}
void C_BasePlayer::CalcDeathCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
CBaseEntity * pKiller = NULL;
if ( mp_forcecamera.GetInt() == OBS_ALLOW_ALL )
{
// if mp_forcecamera is off let user see killer or look around
pKiller = GetObserverTarget();
eyeAngles = EyeAngles();
}
float interpolation = ( gpGlobals->curtime - m_flDeathTime ) / GetDeathCamInterpolationTime();
interpolation = clamp( interpolation, 0.0f, 1.0f );
m_flObserverChaseDistance += gpGlobals->frametime*48.0f;
m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, ( CHASE_CAM_DISTANCE_MIN * 2 ), CHASE_CAM_DISTANCE_MAX );
QAngle aForward = eyeAngles;
Vector origin = EyePosition();
// NOTE: This will create the ragdoll in CSS if m_hRagdoll is set, but m_pRagdoll is not yet presetn
IRagdoll *pRagdoll = GetRepresentativeRagdoll();
if ( pRagdoll )
{
origin = pRagdoll->GetRagdollOrigin();
origin.z += VEC_DEAD_VIEWHEIGHT_SCALED( this ).z;
}
if ( pKiller && pKiller->IsPlayer() && (pKiller != this) )
{
Vector vKiller = pKiller->EyePosition() - origin;
QAngle aKiller; VectorAngles( vKiller, aKiller );
InterpolateAngles( aForward, aKiller, eyeAngles, interpolation );
};
Vector vForward; AngleVectors( eyeAngles, &vForward );
VectorNormalize( vForward );
VectorMA( origin, -m_flObserverChaseDistance, vForward, eyeOrigin );
trace_t trace; // clip against world
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0)
{
eyeOrigin = trace.endpos;
m_flObserverChaseDistance = VectorLength(origin - eyeOrigin);
}
fov = GetFOV();
}
//-----------------------------------------------------------------------------
// Purpose: Return the weapon to have open the weapon selection on, based upon our currently active weapon
// Base class just uses the weapon that's currently active.
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *C_BasePlayer::GetActiveWeaponForSelection( void )
{
return GetActiveWeapon();
}
C_BaseAnimating* C_BasePlayer::GetRenderedWeaponModel()
{
// Attach to either their weapon model or their view model.
if ( ShouldDrawLocalPlayer() || !IsLocalPlayer() )
{
return GetActiveWeapon();
}
else
{
return GetViewModel();
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets a pointer to the local player, if it exists yet.
// Output : C_BasePlayer
//-----------------------------------------------------------------------------
C_BasePlayer *C_BasePlayer::GetLocalPlayer( void )
{
return s_pLocalPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bThirdperson -
//-----------------------------------------------------------------------------
void C_BasePlayer::ThirdPersonSwitch( bool bThirdperson )
{
// We've switch from first to third, or vice versa.
UpdateVisibility();
// Update the visibility of anything bone attached to us.
if ( IsLocalPlayer() )
{
bool bShouldDrawLocalPlayer = ShouldDrawLocalPlayer();
for ( int i=0; i<GetNumBoneAttachments(); ++i )
{
C_BaseAnimating* pBoneAttachment = GetBoneAttachment( i );
if ( pBoneAttachment )
{
if ( bShouldDrawLocalPlayer )
{
pBoneAttachment->RemoveEffects( EF_NODRAW );
}
else
{
pBoneAttachment->AddEffects( EF_NODRAW );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: single place to decide whether the camera is in the first-person position
// NOTE - ShouldDrawLocalPlayer() can be true even if the camera is in the first-person position, e.g. in VR.
//-----------------------------------------------------------------------------
/*static*/ bool C_BasePlayer::LocalPlayerInFirstPersonView()
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer == NULL )
{
return false;
}
#ifdef TF_CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsCompetitiveMode() && TFGameRules()->PlayersAreOnMatchSummaryStage() )
{
return false;
}
#endif
int ObserverMode = pLocalPlayer->GetObserverMode();
if ( ( ObserverMode == OBS_MODE_NONE ) || ( ObserverMode == OBS_MODE_IN_EYE ) )
{
return !input->CAM_IsThirdPerson() && ( !ToolsEnabled() || !ToolFramework_IsThirdPersonCamera() );
}
// Not looking at the local player, e.g. in a replay in third person mode or freelook.
return false;
}
//-----------------------------------------------------------------------------
// Purpose: single place to decide whether the local player should draw
//-----------------------------------------------------------------------------
/*static*/ bool C_BasePlayer::ShouldDrawLocalPlayer()
{
if ( !UseVR() )
{
return !LocalPlayerInFirstPersonView() || cl_first_person_uses_world_model.GetBool();
}
static ConVarRef vr_first_person_uses_world_model( "vr_first_person_uses_world_model" );
return !LocalPlayerInFirstPersonView() || vr_first_person_uses_world_model.GetBool();
}
//-----------------------------------------------------------------------------
// Purpose: single place to decide whether the camera is in the first-person position
// NOTE - ShouldDrawLocalPlayer() can be true even if the camera is in the first-person position, e.g. in VR.
//-----------------------------------------------------------------------------
bool C_BasePlayer::InFirstPersonView()
{
if ( IsLocalPlayer() )
{
return LocalPlayerInFirstPersonView();
}
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer == NULL )
{
return false;
}
// If this is who we're observing in first person, it's counted as the "local" player.
if ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pLocalPlayer->GetObserverTarget() == ToBasePlayer(this) )
{
return LocalPlayerInFirstPersonView();
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: single place to decide whether the player is being drawn with the standard model (i.e. not the viewmodel)
// NOTE - ShouldDrawLocalPlayer() can be true even if the camera is in the first-person position, e.g. in VR.
//-----------------------------------------------------------------------------
bool C_BasePlayer::ShouldDrawThisPlayer()
{
if ( !InFirstPersonView() )
{
return true;
}
if ( !UseVR() && cl_first_person_uses_world_model.GetBool() )
{
return true;
}
if ( UseVR() )
{
static ConVarRef vr_first_person_uses_world_model( "vr_first_person_uses_world_model" );
if ( vr_first_person_uses_world_model.GetBool() )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsLocalPlayer( void ) const
{
return ( GetLocalPlayer() == this );
}
int C_BasePlayer::GetUserID( void )
{
player_info_t pi;
if ( !engine->GetPlayerInfo( entindex(), &pi ) )
return -1;
return pi.userID;
}
// For weapon prediction
void C_BasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
{
// FIXME
}
void C_BasePlayer::UpdateClientData( void )
{
// Update all the items
for ( int i = 0; i < WeaponCount(); i++ )
{
if ( GetWeapon(i) ) // each item updates it's successors
GetWeapon(i)->UpdateClientData( this );
}
}
// Prediction stuff
void C_BasePlayer::PreThink( void )
{
#if !defined( NO_ENTITY_PREDICTION )
ItemPreFrame();
UpdateClientData();
UpdateUnderwaterState();
// Update the player's fog data if necessary.
UpdateFogController();
if (m_lifeState >= LIFE_DYING)
return;
//
// If we're not on the ground, we're falling. Update our falling velocity.
//
if ( !( GetFlags() & FL_ONGROUND ) )
{
m_Local.m_flFallVelocity = -GetAbsVelocity().z;
}
#endif
}
void C_BasePlayer::PostThink( void )
{
#if !defined( NO_ENTITY_PREDICTION )
MDLCACHE_CRITICAL_SECTION();
if ( IsAlive())
{
// Need to do this on the client to avoid prediction errors
if ( GetFlags() & FL_DUCKING )
{
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
}
else
{
SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );
}
if ( !CommentaryModeShouldSwallowInput( this ) )
{
// do weapon stuff
ItemPostFrame();
}
if ( GetFlags() & FL_ONGROUND )
{
m_Local.m_flFallVelocity = 0;
}
// Don't allow bogus sequence on player
if ( GetSequence() == -1 )
{
SetSequence( 0 );
}
StudioFrameAdvance();
}
// Even if dead simulate entities
SimulatePlayerSimulatedEntities();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: send various tool messages - viewoffset, and base class messages (flex and bones)
//-----------------------------------------------------------------------------
void C_BasePlayer::GetToolRecordingState( KeyValues *msg )
{
if ( !ToolsEnabled() )
return;
VPROF_BUDGET( "C_BasePlayer::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
BaseClass::GetToolRecordingState( msg );
msg->SetInt( "baseplayer", 1 );
msg->SetInt( "localplayer", IsLocalPlayer() ? 1 : 0 );
msg->SetString( "playername", GetPlayerName() );
static CameraRecordingState_t state;
state.m_flFOV = GetFOV();
float flZNear = view->GetZNear();
float flZFar = view->GetZFar();
CalcView( state.m_vecEyePosition, state.m_vecEyeAngles, flZNear, flZFar, state.m_flFOV );
state.m_bThirdPerson = !engine->IsPaused() && ::input->CAM_IsThirdPerson();
// this is a straight copy from ClientModeShared::OverrideView,
// When that method is removed in favor of rolling it into CalcView,
// then this code can (should!) be removed
if ( state.m_bThirdPerson )
{
const Vector& cam_ofs = g_ThirdPersonManager.GetCameraOffsetAngles();
QAngle camAngles;
camAngles[ PITCH ] = cam_ofs[ PITCH ];
camAngles[ YAW ] = cam_ofs[ YAW ];
camAngles[ ROLL ] = 0;
Vector camForward, camRight, camUp;
AngleVectors( camAngles, &camForward, &camRight, &camUp );
VectorMA( state.m_vecEyePosition, -cam_ofs[ ROLL ], camForward, state.m_vecEyePosition );
// Override angles from third person camera
VectorCopy( camAngles, state.m_vecEyeAngles );
}
msg->SetPtr( "camera", &state );
}
//-----------------------------------------------------------------------------
// Purpose: Simulate the player for this frame
//-----------------------------------------------------------------------------
void C_BasePlayer::Simulate()
{
//Frame updates
if ( this == C_BasePlayer::GetLocalPlayer() )
{
//Update the flashlight
Flashlight();
// Update the player's fog data if necessary.
UpdateFogController();
}
else
{
// update step sounds for all other players
Vector vel;
EstimateAbsVelocity( vel );
UpdateStepSound( GetGroundSurface(), GetAbsOrigin(), vel );
}
BaseClass::Simulate();
if ( IsNoInterpolationFrame() || Teleported() )
{
ResetLatched();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseViewModel
// Consider using GetRenderedWeaponModel() instead - it will get the
// viewmodel or the active weapon as appropriate.
//-----------------------------------------------------------------------------
C_BaseViewModel *C_BasePlayer::GetViewModel( int index_ /*= 0*/, bool bObserverOK )
{
Assert( index_ >= 0 && index_ < MAX_VIEWMODELS );
C_BaseViewModel *vm = m_hViewModel[index_];
if ( bObserverOK && GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BasePlayer *target = ToBasePlayer( GetObserverTarget() );
// get the targets viewmodel unless the target is an observer itself
if ( target && target != this && !target->IsObserver() )
{
vm = target->GetViewModel( index_ );
}
}
return vm;
}
C_BaseCombatWeapon *C_BasePlayer::GetActiveWeapon( void ) const
{
const C_BasePlayer *fromPlayer = this;
// if localplayer is in InEye spectator mode, return weapon on chased player
if ( (fromPlayer == GetLocalPlayer()) && ( GetObserverMode() == OBS_MODE_IN_EYE) )
{
C_BaseEntity *target = GetObserverTarget();
if ( target && target->IsPlayer() )
{
fromPlayer = ToBasePlayer( target );
}
}
return fromPlayer->C_BaseCombatCharacter::GetActiveWeapon();
}
//=========================================================
// Autoaim
// set crosshair position to point to enemey
//=========================================================
Vector C_BasePlayer::GetAutoaimVector( float flScale )
{
// Never autoaim a predicted weapon (for now)
Vector forward;
AngleVectors( GetAbsAngles() + m_Local.m_vecPunchAngle, &forward );
return forward;
}
void C_BasePlayer::PlayPlayerJingle()
{
#ifndef _XBOX
// Find player sound for shooter
player_info_t info;
engine->GetPlayerInfo( entindex(), &info );
if ( !cl_customsounds.GetBool() )
return;
// Doesn't have a jingle sound
if ( !info.customFiles[1] )
return;
char soundhex[ 16 ];
Q_binarytohex( (byte *)&info.customFiles[1], sizeof( info.customFiles[1] ), soundhex, sizeof( soundhex ) );
// See if logo has been downloaded.
char fullsoundname[ 512 ];
Q_snprintf( fullsoundname, sizeof( fullsoundname ), "sound/temp/%s.wav", soundhex );
if ( !filesystem->FileExists( fullsoundname ) )
{
char custname[ 512 ];
Q_snprintf( custname, sizeof( custname ), "download/user_custom/%c%c/%s.dat", soundhex[0], soundhex[1], soundhex );
// it may have been downloaded but not copied under materials folder
if ( !filesystem->FileExists( custname ) )
return; // not downloaded yet
// copy from download folder to materials/temp folder
// this is done since material system can access only materials/*.vtf files
if ( !engine->CopyLocalFile( custname, fullsoundname) )
return;
}
Q_snprintf( fullsoundname, sizeof( fullsoundname ), "temp/%s.wav", soundhex );
CLocalPlayerFilter filter;
EmitSound_t ep;
ep.m_nChannel = CHAN_VOICE;
ep.m_pSoundName = fullsoundname;
ep.m_flVolume = VOL_NORM;
ep.m_SoundLevel = SNDLVL_NORM;
C_BaseEntity::EmitSound( filter, GetSoundSourceIndex(), ep );
#endif
}
// Stuff for prediction
void C_BasePlayer::SetSuitUpdate(const char *name, int fgroup, int iNoRepeat)
{
// FIXME: Do something here?
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::ResetAutoaim( void )
{
#if 0
if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0)
{
m_vecAutoAim = QAngle( 0, 0, 0 );
engine->CrosshairAngle( edict(), 0, 0 );
}
#endif
m_fOnTarget = false;
}
bool C_BasePlayer::ShouldPredict( void )
{
#if !defined( NO_ENTITY_PREDICTION )
// Do this before calling into baseclass so prediction data block gets allocated
if ( IsLocalPlayer() )
{
return true;
}
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Special processing for player simulation
// NOTE: Don't chain to BaseClass!!!!
//-----------------------------------------------------------------------------
void C_BasePlayer::PhysicsSimulate( void )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "C_BasePlayer::PhysicsSimulate" );
// If we've got a moveparent, we must simulate that first.
CBaseEntity *pMoveParent = GetMoveParent();
if (pMoveParent)
{
pMoveParent->PhysicsSimulate();
}
// Make sure not to simulate this guy twice per frame
if (m_nSimulationTick == gpGlobals->tickcount)
return;
m_nSimulationTick = gpGlobals->tickcount;
if ( !IsLocalPlayer() )
return;
C_CommandContext *ctx = GetCommandContext();
Assert( ctx );
Assert( ctx->needsprocessing );
if ( !ctx->needsprocessing )
return;
ctx->needsprocessing = false;
// Handle FL_FROZEN.
if(GetFlags() & FL_FROZEN)
{
ctx->cmd.forwardmove = 0;
ctx->cmd.sidemove = 0;
ctx->cmd.upmove = 0;
ctx->cmd.buttons = 0;
ctx->cmd.impulse = 0;
//VectorCopy ( pl.v_angle, ctx->cmd.viewangles );
}
// Run the next command
prediction->RunCommand(
this,
&ctx->cmd,
MoveHelper() );
#endif
}
const QAngle& C_BasePlayer::GetPunchAngle()
{
return m_Local.m_vecPunchAngle.Get();
}
void C_BasePlayer::SetPunchAngle( const QAngle &angle )
{
m_Local.m_vecPunchAngle = angle;
}
float C_BasePlayer::GetWaterJumpTime() const
{
return m_flWaterJumpTime;
}
void C_BasePlayer::SetWaterJumpTime( float flWaterJumpTime )
{
m_flWaterJumpTime = flWaterJumpTime;
}
float C_BasePlayer::GetSwimSoundTime() const
{
return m_flSwimSoundTime;
}
void C_BasePlayer::SetSwimSoundTime( float flSwimSoundTime )
{
m_flSwimSoundTime = flSwimSoundTime;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this object can be +used by the player
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float C_BasePlayer::GetFOV( void )
{
// Allow users to override the FOV during demo playback
bool bUseDemoOverrideFov = engine->IsPlayingDemo() && demo_fov_override.GetFloat() > 0.0f;
#if defined( REPLAY_ENABLED )
bUseDemoOverrideFov = bUseDemoOverrideFov && !g_pEngineClientReplay->IsPlayingReplayDemo();
#endif
if ( bUseDemoOverrideFov )
{
return clamp( demo_fov_override.GetFloat(), 10.0f, 90.0f );
}
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BasePlayer *pTargetPlayer = dynamic_cast<C_BasePlayer*>( GetObserverTarget() );
// get fov from observer target. Not if target is observer itself
if ( pTargetPlayer && !pTargetPlayer->IsObserver() )
{
return pTargetPlayer->GetFOV();
}
}
// Allow our vehicle to override our FOV if it's currently at the default FOV.
float flDefaultFOV;
IClientVehicle *pVehicle = GetVehicle();
if ( pVehicle )
{
CacheVehicleView();
flDefaultFOV = ( m_flVehicleViewFOV == 0 ) ? GetDefaultFOV() : m_flVehicleViewFOV;
}
else
{
flDefaultFOV = GetDefaultFOV();
}
float fFOV = ( m_iFOV == 0 ) ? flDefaultFOV : m_iFOV;
// Don't do lerping during prediction. It's only necessary when actually rendering,
// and it'll cause problems due to prediction timing messiness.
if ( !prediction->InPrediction() )
{
// See if we need to lerp the values for local player
if ( IsLocalPlayer() && ( fFOV != m_iFOVStart ) && (m_Local.m_flFOVRate > 0.0f ) )
{
float deltaTime = (float)( gpGlobals->curtime - m_flFOVTime ) / m_Local.m_flFOVRate;
#if !defined( NO_ENTITY_PREDICTION )
if ( GetPredictable() )
{
// m_flFOVTime was set to a predicted time in the future, because the FOV change was predicted.
deltaTime = (float)( GetFinalPredictedTime() - m_flFOVTime );
deltaTime += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
deltaTime /= m_Local.m_flFOVRate;
}
#endif
if ( deltaTime >= 1.0f )
{
//If we're past the zoom time, just take the new value and stop lerping
m_iFOVStart = fFOV;
}
else
{
fFOV = SimpleSplineRemapValClamped( deltaTime, 0.0f, 1.0f, (float) m_iFOVStart, fFOV );
}
}
}
return fFOV;
}
void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
float flNewVel_x = pData->m_Value.m_Float;
Vector vecVelocity = pPlayer->GetLocalVelocity();
if( vecVelocity.x != flNewVel_x ) // Should this use an epsilon check?
{
vecVelocity.x = flNewVel_x;
pPlayer->SetLocalVelocity( vecVelocity );
}
}
void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
float flNewVel_y = pData->m_Value.m_Float;
Vector vecVelocity = pPlayer->GetLocalVelocity();
if( vecVelocity.y != flNewVel_y )
{
vecVelocity.y = flNewVel_y;
pPlayer->SetLocalVelocity( vecVelocity );
}
}
void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
float flNewVel_z = pData->m_Value.m_Float;
Vector vecVelocity = pPlayer->GetLocalVelocity();
if( vecVelocity.z != flNewVel_z )
{
vecVelocity.z = flNewVel_z;
pPlayer->SetLocalVelocity( vecVelocity );
}
}
void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
EHANDLE hTarget;
RecvProxy_IntToEHandle( pData, pStruct, &hTarget );
pPlayer->SetObserverTarget( hTarget );
}
void RecvProxy_ObserverMode( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
pPlayer->SetObserverMode ( pData->m_Value.m_Int );
}
//-----------------------------------------------------------------------------
// Purpose: Remove this player from a vehicle
//-----------------------------------------------------------------------------
void C_BasePlayer::LeaveVehicle( void )
{
if ( NULL == m_hVehicle.Get() )
return;
// Let server do this for now
#if 0
IClientVehicle *pVehicle = GetVehicle();
Assert( pVehicle );
int nRole = pVehicle->GetPassengerRole( this );
Assert( nRole != VEHICLE_ROLE_NONE );
SetParent( NULL );
// Find the first non-blocked exit point:
Vector vNewPos = GetAbsOrigin();
QAngle qAngles = GetAbsAngles();
pVehicle->GetPassengerExitPoint( nRole, &vNewPos, &qAngles );
OnVehicleEnd( vNewPos );
SetAbsOrigin( vNewPos );
SetAbsAngles( qAngles );
m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
RemoveEffects( EF_NODRAW );
SetMoveType( MOVETYPE_WALK );
SetCollisionGroup( COLLISION_GROUP_PLAYER );
qAngles[ROLL] = 0;
SnapEyeAngles( qAngles );
m_hVehicle = NULL;
pVehicle->SetPassenger(nRole, NULL);
Weapon_Switch( m_hLastWeapon );
#endif
}
float C_BasePlayer::GetMinFOV() const
{
if ( gpGlobals->maxClients == 1 )
{
// Let them do whatever they want, more or less, in single player
return 5;
}
else
{
return 75;
}
}
float C_BasePlayer::GetFinalPredictedTime() const
{
return ( m_nFinalPredictedTick * TICK_INTERVAL );
}
void C_BasePlayer::NotePredictionError( const Vector &vDelta )
{
// don't worry about prediction errors when dead
if ( !IsAlive() )
return;
#if !defined( NO_ENTITY_PREDICTION )
Vector vOldDelta;
GetPredictionErrorSmoothingVector( vOldDelta );
// sum all errors within smoothing time
m_vecPredictionError = vDelta + vOldDelta;
// remember when last error happened
m_flPredictionErrorTime = gpGlobals->curtime;
ResetLatched();
#endif
}
// offset curtime and setup bones at that time using fake interpolation
// fake interpolation means we don't have reliable interpolation history (the local player doesn't animate locally)
// so we just modify cycle and origin directly and use that as a fake guess
bool C_BasePlayer::ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset )
{
// we don't have any interpolation data, so fake it
float cycle = m_flCycle;
Vector origin = GetLocalOrigin();
// blow the cached prev bones
InvalidateBoneCache();
// reset root position to flTime
Interpolate( gpGlobals->curtime + curtimeOffset );
// force cycle back by boneDt
m_flCycle = fmod( 10 + cycle + m_flPlaybackRate * curtimeOffset, 1.0f );
SetLocalOrigin( origin + curtimeOffset * GetLocalVelocity() );
// Setup bone state to extrapolate physics velocity
bool bSuccess = SetupBones( pBonesOut, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, gpGlobals->curtime + curtimeOffset );
m_flCycle = cycle;
SetLocalOrigin( origin );
return bSuccess;
}
bool C_BasePlayer::GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt )
{
if ( !IsLocalPlayer() )
return BaseClass::GetRagdollInitBoneArrays(pDeltaBones0, pDeltaBones1, pCurrentBones, boneDt);
bool bSuccess = true;
if ( !ForceSetupBonesAtTimeFakeInterpolation( pDeltaBones0, -boneDt ) )
bSuccess = false;
if ( !ForceSetupBonesAtTimeFakeInterpolation( pDeltaBones1, 0 ) )
bSuccess = false;
float ragdollCreateTime = PhysGetSyncCreateTime();
if ( ragdollCreateTime != gpGlobals->curtime )
{
if ( !ForceSetupBonesAtTimeFakeInterpolation( pCurrentBones, ragdollCreateTime - gpGlobals->curtime ) )
bSuccess = false;
}
else
{
if ( !SetupBones( pCurrentBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, gpGlobals->curtime ) )
bSuccess = false;
}
return bSuccess;
}
void C_BasePlayer::GetPredictionErrorSmoothingVector( Vector &vOffset )
{
#if !defined( NO_ENTITY_PREDICTION )
if ( engine->IsPlayingDemo() || !cl_smooth.GetInt() || !cl_predict->GetInt() || engine->IsPaused() )
{
vOffset.Init();
return;
}
float errorAmount = ( gpGlobals->curtime - m_flPredictionErrorTime ) / cl_smoothtime.GetFloat();
if ( errorAmount >= 1.0f )
{
vOffset.Init();
return;
}
errorAmount = 1.0f - errorAmount;
vOffset = m_vecPredictionError * errorAmount;
#else
vOffset.Init();
#endif
}
IRagdoll* C_BasePlayer::GetRepresentativeRagdoll() const
{
return m_pRagdoll;
}
IMaterial *C_BasePlayer::GetHeadLabelMaterial( void )
{
if ( GetClientVoiceMgr() == NULL )
return NULL;
return GetClientVoiceMgr()->GetHeadLabelMaterial();
}
bool IsInFreezeCam( void )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Set the fog controller data per player.
// Input : &inputdata -
//-----------------------------------------------------------------------------
void C_BasePlayer::FogControllerChanged( bool bSnap )
{
if ( m_Local.m_PlayerFog.m_hCtrl )
{
fogparams_t *pFogParams = &(m_Local.m_PlayerFog.m_hCtrl->m_fog);
/*
Msg("Updating Fog Target: (%d,%d,%d) %.0f,%.0f -> (%d,%d,%d) %.0f,%.0f (%.2f seconds)\n",
m_CurrentFog.colorPrimary.GetR(), m_CurrentFog.colorPrimary.GetB(), m_CurrentFog.colorPrimary.GetG(),
m_CurrentFog.start.Get(), m_CurrentFog.end.Get(),
pFogParams->colorPrimary.GetR(), pFogParams->colorPrimary.GetB(), pFogParams->colorPrimary.GetG(),
pFogParams->start.Get(), pFogParams->end.Get(), pFogParams->duration.Get() );*/
// Setup the fog color transition.
m_Local.m_PlayerFog.m_OldColor = m_CurrentFog.colorPrimary;
m_Local.m_PlayerFog.m_flOldStart = m_CurrentFog.start;
m_Local.m_PlayerFog.m_flOldEnd = m_CurrentFog.end;
m_Local.m_PlayerFog.m_NewColor = pFogParams->colorPrimary;
m_Local.m_PlayerFog.m_flNewStart = pFogParams->start;
m_Local.m_PlayerFog.m_flNewEnd = pFogParams->end;
m_Local.m_PlayerFog.m_flTransitionTime = bSnap ? -1 : gpGlobals->curtime;
m_CurrentFog = *pFogParams;
// Update the fog player's local fog data with the fog controller's data if need be.
UpdateFogController();
}
}
//-----------------------------------------------------------------------------
// Purpose: Check to see that the controllers data is up to date.
//-----------------------------------------------------------------------------
void C_BasePlayer::UpdateFogController( void )
{
if ( m_Local.m_PlayerFog.m_hCtrl )
{
// Don't bother copying while we're transitioning, since it'll be stomped in UpdateFogBlend();
if ( m_Local.m_PlayerFog.m_flTransitionTime == -1 && (m_hOldFogController == m_Local.m_PlayerFog.m_hCtrl) )
{
fogparams_t *pFogParams = &(m_Local.m_PlayerFog.m_hCtrl->m_fog);
if ( m_CurrentFog != *pFogParams )
{
/*
Msg("FORCING UPDATE: (%d,%d,%d) %.0f,%.0f -> (%d,%d,%d) %.0f,%.0f (%.2f seconds)\n",
m_CurrentFog.colorPrimary.GetR(), m_CurrentFog.colorPrimary.GetB(), m_CurrentFog.colorPrimary.GetG(),
m_CurrentFog.start.Get(), m_CurrentFog.end.Get(),
pFogParams->colorPrimary.GetR(), pFogParams->colorPrimary.GetB(), pFogParams->colorPrimary.GetG(),
pFogParams->start.Get(), pFogParams->end.Get(), pFogParams->duration.Get() );*/
m_CurrentFog = *pFogParams;
}
}
}
else
{
if ( m_CurrentFog.farz != -1 || m_CurrentFog.enable != false )
{
// No fog controller in this level. Use default fog parameters.
m_CurrentFog.farz = -1;
m_CurrentFog.enable = false;
}
}
// Update the fog blending state - of necessary.
UpdateFogBlend();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void C_BasePlayer::UpdateFogBlend( void )
{
// Transition.
if ( m_Local.m_PlayerFog.m_flTransitionTime != -1 )
{
float flTimeDelta = gpGlobals->curtime - m_Local.m_PlayerFog.m_flTransitionTime;
if ( flTimeDelta < m_CurrentFog.duration )
{
float flScale = flTimeDelta / m_CurrentFog.duration;
m_CurrentFog.colorPrimary.SetR( ( m_Local.m_PlayerFog.m_NewColor.r * flScale ) + ( m_Local.m_PlayerFog.m_OldColor.r * ( 1.0f - flScale ) ) );
m_CurrentFog.colorPrimary.SetG( ( m_Local.m_PlayerFog.m_NewColor.g * flScale ) + ( m_Local.m_PlayerFog.m_OldColor.g * ( 1.0f - flScale ) ) );
m_CurrentFog.colorPrimary.SetB( ( m_Local.m_PlayerFog.m_NewColor.b * flScale ) + ( m_Local.m_PlayerFog.m_OldColor.b * ( 1.0f - flScale ) ) );
m_CurrentFog.start.Set( ( m_Local.m_PlayerFog.m_flNewStart * flScale ) + ( ( m_Local.m_PlayerFog.m_flOldStart * ( 1.0f - flScale ) ) ) );
m_CurrentFog.end.Set( ( m_Local.m_PlayerFog.m_flNewEnd * flScale ) + ( ( m_Local.m_PlayerFog.m_flOldEnd * ( 1.0f - flScale ) ) ) );
}
else
{
// Slam the final fog values.
m_CurrentFog.colorPrimary.SetR( m_Local.m_PlayerFog.m_NewColor.r );
m_CurrentFog.colorPrimary.SetG( m_Local.m_PlayerFog.m_NewColor.g );
m_CurrentFog.colorPrimary.SetB( m_Local.m_PlayerFog.m_NewColor.b );
m_CurrentFog.start.Set( m_Local.m_PlayerFog.m_flNewStart );
m_CurrentFog.end.Set( m_Local.m_PlayerFog.m_flNewEnd );
m_Local.m_PlayerFog.m_flTransitionTime = -1;
/*
Msg("Finished transition to (%d,%d,%d) %.0f,%.0f\n",
m_CurrentFog.colorPrimary.GetR(), m_CurrentFog.colorPrimary.GetB(), m_CurrentFog.colorPrimary.GetG(),
m_CurrentFog.start.Get(), m_CurrentFog.end.Get() );*/
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BasePlayer::GetSteamID( CSteamID *pID )
{
// try to make this a little more efficient
player_info_t pi;
if ( engine->GetPlayerInfo( entindex(), &pi ) )
{
if ( pi.friendsID && steamapicontext && steamapicontext->SteamUtils() )
{
pID->InstancedSet( pi.friendsID, 1, GetUniverse(), k_EAccountTypeIndividual );
return true;
}
}
return false;
}
#if defined USES_ECON_ITEMS
//-----------------------------------------------------------------------------
// Purpose: Update the visibility of our worn items.
//-----------------------------------------------------------------------------
void C_BasePlayer::UpdateWearables( void )
{
for ( int i=0; i<m_hMyWearables.Count(); ++i )
{
CEconWearable* pItem = m_hMyWearables[i];
if ( pItem )
{
pItem->ValidateModelIndex();
pItem->UpdateVisibility();
pItem->CreateShadow();
}
}
}
#endif // USES_ECON_ITEMS
//-----------------------------------------------------------------------------
// Purpose: In meathook mode, fix the bone transforms to hang the user's own
// avatar under the camera.
//-----------------------------------------------------------------------------
void C_BasePlayer::BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName )
{
// Handle meathook mode. If we aren't rendering, just use last frame's transforms
if ( !InFirstPersonView() )
return;
// If we're in third-person view, don't do anything special.
// If we're in first-person view rendering the main view and using the viewmodel, we shouldn't have even got here!
// If we're in first-person view rendering the main view(s), meathook and headless.
// If we're in first-person view rendering shadowbuffers/reflections, don't do anything special either (we could do meathook but with a head?)
if ( IsAboutToRagdoll() )
{
// We're re-animating specifically to set up the ragdoll.
// Meathook can push the player through the floor, which makes the ragdoll fall through the world, which is no good.
// So do nothing.
return;
}
if ( !DrawingMainView() )
{
return;
}
// If we aren't drawing the player anyway, don't mess with the bones. This can happen in Portal.
if( !ShouldDrawThisPlayer() )
{
return;
}
m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
int iHead = LookupBone( pchHeadBoneName );
if ( iHead == -1 )
{
return;
}
matrix3x4_t &mHeadTransform = GetBoneForWrite( iHead );
// "up" on the head bone is along the negative Y axis - not sure why.
//Vector vHeadTransformUp ( -mHeadTransform[0][1], -mHeadTransform[1][1], -mHeadTransform[2][1] );
//Vector vHeadTransformFwd ( mHeadTransform[0][1], mHeadTransform[1][1], mHeadTransform[2][1] );
Vector vHeadTransformTranslation ( mHeadTransform[0][3], mHeadTransform[1][3], mHeadTransform[2][3] );
// Find out where the player's head (driven by the HMD) is in the world.
// We can't move this with animations or effects without causing nausea, so we need to move
// the whole body so that the animated head is in the right place to match the player-controlled head.
Vector vHeadUp;
Vector vRealPivotPoint;
if( UseVR() )
{
VMatrix mWorldFromMideye = g_ClientVirtualReality.GetWorldFromMidEye();
// What we do here is:
// * Take the required eye pos+orn - the actual pose the player is controlling with the HMD.
// * Go downwards in that space by cl_meathook_neck_pivot_ingame_* - this is now the neck-pivot in the game world of where the player is actually looking.
// * Now place the body of the animated character so that the head bone is at that position.
// The head bone is the neck pivot point of the in-game character.
Vector vRealMidEyePos = mWorldFromMideye.GetTranslation();
vRealPivotPoint = vRealMidEyePos - ( mWorldFromMideye.GetUp() * cl_meathook_neck_pivot_ingame_up.GetFloat() ) - ( mWorldFromMideye.GetForward() * cl_meathook_neck_pivot_ingame_fwd.GetFloat() );
}
else
{
// figure out where to put the body from the aim angles
Vector vForward, vRight, vUp;
AngleVectors( MainViewAngles(), &vForward, &vRight, &vUp );
vRealPivotPoint = MainViewOrigin() - ( vUp * cl_meathook_neck_pivot_ingame_up.GetFloat() ) - ( vForward * cl_meathook_neck_pivot_ingame_fwd.GetFloat() );
}
Vector vDeltaToAdd = vRealPivotPoint - vHeadTransformTranslation;
// Now add this offset to the entire skeleton.
for (int i = 0; i < hdr->numbones(); i++)
{
// Only update bones reference by the bone mask.
if ( !( hdr->boneFlags( i ) & boneMask ) )
{
continue;
}
matrix3x4_t& bone = GetBoneForWrite( i );
Vector vBonePos;
MatrixGetTranslation ( bone, vBonePos );
vBonePos += vDeltaToAdd;
MatrixSetTranslation ( vBonePos, bone );
}
// Then scale the head to zero, but leave its position - forms a "neck stub".
// This prevents us rendering junk all over the screen, e.g. inside of mouth, etc.
MatrixScaleByZero( mHeadTransform );
// TODO: right now we nuke the hats by shrinking them to nothing,
// but it feels like we should do something more sensible.
// For example, for one sniper taunt he takes his hat off and waves it - would be nice to see it then.
int iHelm = LookupBone( "prp_helmet" );
if ( iHelm != -1 )
{
// Scale the helmet.
matrix3x4_t &transformhelmet = GetBoneForWrite( iHelm );
MatrixScaleByZero( transformhelmet );
}
iHelm = LookupBone( "prp_hat" );
if ( iHelm != -1 )
{
matrix3x4_t &transformhelmet = GetBoneForWrite( iHelm );
MatrixScaleByZero( transformhelmet );
}
}
void CC_DumpClientSoundscapeData( const CCommand& args )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
Msg("Client Soundscape data dump:\n");
Msg(" Position: %.2f %.2f %.2f\n", pPlayer->GetAbsOrigin().x, pPlayer->GetAbsOrigin().y, pPlayer->GetAbsOrigin().z );
Msg(" soundscape index: %d\n", pPlayer->m_Local.m_audio.soundscapeIndex.Get() );
Msg(" entity index: %d\n", pPlayer->m_Local.m_audio.ent.Get() ? pPlayer->m_Local.m_audio.ent->entindex() : -1 );
if ( pPlayer->m_Local.m_audio.ent.Get() )
{
Msg(" entity pos: %.2f %.2f %.2f\n", pPlayer->m_Local.m_audio.ent.Get()->GetAbsOrigin().x, pPlayer->m_Local.m_audio.ent.Get()->GetAbsOrigin().y, pPlayer->m_Local.m_audio.ent.Get()->GetAbsOrigin().z );
if ( pPlayer->m_Local.m_audio.ent.Get()->IsDormant() )
{
Msg(" ENTITY IS DORMANT\n");
}
}
bool bFoundOne = false;
for ( int i = 0; i < NUM_AUDIO_LOCAL_SOUNDS; i++ )
{
if ( pPlayer->m_Local.m_audio.localBits & (1<<i) )
{
if ( !bFoundOne )
{
Msg(" Sound Positions:\n");
bFoundOne = true;
}
Vector vecPos = pPlayer->m_Local.m_audio.localSound[i];
Msg(" %d: %.2f %.2f %.2f\n", i, vecPos.x,vecPos.y, vecPos.z );
}
}
Msg("End dump.\n");
}
static ConCommand soundscape_dumpclient("soundscape_dumpclient", CC_DumpClientSoundscapeData, "Dumps the client's soundscape data.\n", FCVAR_CHEAT);