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