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281 lines
8.3 KiB
281 lines
8.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include <stdarg.h>
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#include "engine/IEngineSound.h"
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#include "filesystem.h"
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#include "igamemovement.h"
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#include "engine/IEngineTrace.h"
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#include "engine/ivmodelinfo.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern CMoveData *g_pMoveData;
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class CMoveHelperClient : public IMoveHelper
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{
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public:
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CMoveHelperClient( void );
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virtual ~CMoveHelperClient( void );
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char const* GetName( EntityHandle_t handle ) const;
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// touch lists
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virtual void ResetTouchList( void );
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virtual bool AddToTouched( const trace_t& tr, const Vector& impactvelocity );
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virtual void ProcessImpacts( void );
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// Numbered line printf
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virtual void Con_NPrintf( int idx, char const* fmt, ... );
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virtual bool PlayerFallingDamage(void);
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virtual void PlayerSetAnimation( PLAYER_ANIM eAnim );
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// These have separate server vs client impementations
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virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch );
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virtual void StartSound( const Vector& origin, const char *soundname );
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virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
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virtual IPhysicsSurfaceProps *GetSurfaceProps( void );
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virtual bool IsWorldEntity( const CBaseHandle &handle );
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private:
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// results, tallied on client and server, but only used by server to run SV_Impact.
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// we store off our velocity in the trace_t structure so that we can determine results
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// of shoving boxes etc. around.
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struct touchlist_t
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{
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Vector deltavelocity;
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trace_t trace;
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touchlist_t() {}
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private:
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touchlist_t( const touchlist_t &src );
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};
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CUtlVector<touchlist_t> m_TouchList;
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};
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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IMPLEMENT_MOVEHELPER();
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static CMoveHelperClient s_MoveHelperClient;
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CMoveHelperClient::CMoveHelperClient( void )
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{
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SetSingleton( this );
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}
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CMoveHelperClient::~CMoveHelperClient( void )
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{
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SetSingleton( 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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char const* CMoveHelperClient::GetName( EntityHandle_t handle ) const
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{
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return "";
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}
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//-----------------------------------------------------------------------------
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// Touch list
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//-----------------------------------------------------------------------------
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void CMoveHelperClient::ResetTouchList( void )
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{
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m_TouchList.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Adds to the touched list
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//-----------------------------------------------------------------------------
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bool CMoveHelperClient::AddToTouched( const trace_t& tr, const Vector& impactvelocity )
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{
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int i;
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// Look for duplicates
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for (i = 0; i < m_TouchList.Size(); i++)
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{
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if (m_TouchList[i].trace.m_pEnt == tr.m_pEnt)
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{
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return false;
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}
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}
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i = m_TouchList.AddToTail();
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m_TouchList[i].trace = tr;
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VectorCopy( impactvelocity, m_TouchList[i].deltavelocity );
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return true;
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}
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void CMoveHelperClient::ProcessImpacts( void )
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// Relink in order to build absorigin and absmin/max to reflect any changes
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// from prediction. Relink will early out on SOLID_NOT
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// TODO: Touch triggers on the client
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//pPlayer->PhysicsTouchTriggers();
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// Don't bother if the player ain't solid
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if ( pPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
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return;
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// Save off the velocity, cause we need to temporarily reset it
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Vector vel = pPlayer->GetAbsVelocity();
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// Touch other objects that were intersected during the movement.
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for (int i = 0 ; i < m_TouchList.Size(); i++)
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{
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// Run the impact function as if we had run it during movement.
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C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() );
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if ( !entity )
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continue;
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Assert( entity != pPlayer );
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// Don't ever collide with self!!!!
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if ( entity == pPlayer )
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continue;
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// Reconstruct trace results.
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m_TouchList[i].trace.m_pEnt = entity;
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// Use the velocity we had when we collided, so boxes will move, etc.
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pPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );
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entity->PhysicsImpact( pPlayer, m_TouchList[i].trace );
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}
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// Restore the velocity
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pPlayer->SetAbsVelocity( vel );
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// So no stuff is ever left over, sigh...
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ResetTouchList();
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}
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void CMoveHelperClient::StartSound( const Vector& origin, const char *soundname )
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{
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if ( !soundname )
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return;
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CLocalPlayerFilter filter;
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filter.UsePredictionRules();
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, soundname, &origin );
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}
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//-----------------------------------------------------------------------------
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// Play a sound
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//-----------------------------------------------------------------------------
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void CMoveHelperClient::StartSound( const Vector& origin, int channel,
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char const* pSample, float volume, soundlevel_t soundlevel, int fFlags, int pitch )
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{
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if ( pSample )
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{
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C_BaseEntity::PrecacheScriptSound( pSample );
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CLocalPlayerFilter filter;
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filter.UsePredictionRules();
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EmitSound_t ep;
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ep.m_nChannel = channel;
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ep.m_pSoundName = pSample;
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ep.m_flVolume = volume;
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ep.m_SoundLevel = soundlevel;
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ep.m_nPitch = pitch;
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ep.m_pOrigin = &origin;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, ep );
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}
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}
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//-----------------------------------------------------------------------------
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// Play a event
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//-----------------------------------------------------------------------------
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void CMoveHelperClient::PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
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{
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// TODO
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if (g_pMoveData->m_bFirstRunOfFunctions )
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{
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}
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}
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//-----------------------------------------------------------------------------
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// Surface properties interface
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//-----------------------------------------------------------------------------
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IPhysicsSurfaceProps *CMoveHelperClient::GetSurfaceProps( void )
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{
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extern IPhysicsSurfaceProps *physprops;
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return physprops;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bDeveloper -
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// *pFormat -
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// ... -
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//-----------------------------------------------------------------------------
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void CMoveHelperClient::Con_NPrintf( int idx, char const* pFormat, ...)
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{
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va_list marker;
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char msg[8192];
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va_start(marker, pFormat);
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Q_vsnprintf(msg, sizeof( msg ), pFormat, marker);
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va_end(marker);
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#if defined( CSTRIKE_DLL ) || defined( DOD_DLL ) // reltodo
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engine->Con_NPrintf( idx, "%s", msg );
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#else
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engine->Con_NPrintf( idx, msg );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when the player falls onto a surface fast enough to take
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// damage, according to the rules in CGameMovement::CheckFalling.
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// Output : Returns true if the player survived the fall, false if they died.
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//-----------------------------------------------------------------------------
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bool CMoveHelperClient::PlayerFallingDamage(void)
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{
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// Do nothing; falling damage is applied in MoveHelper_Server::PlayerFallingDamage.
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return(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets an animation in the player.
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// Input : eAnim - Animation to set.
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//-----------------------------------------------------------------------------
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void CMoveHelperClient::PlayerSetAnimation( PLAYER_ANIM eAnim )
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{
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// Do nothing on the client. Animations are set on the server.
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}
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bool CMoveHelperClient::IsWorldEntity( const CBaseHandle &handle )
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{
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return handle == cl_entitylist->GetNetworkableHandle( 0 );
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}
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