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127 lines
3.9 KiB
127 lines
3.9 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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#ifndef TF_GAMEMOVEMENT_H
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#define TF_GAMEMOVEMENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "gamemovement.h"
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#include "tf_movedata.h"
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#include "movevars_shared.h"
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class CBaseTFPlayer;
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class CBasePlayer;
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//-----------------------------------------------------------------------------
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// This class is the GameMovement class for team fortress and overrides
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// some of the default behavior.
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//-----------------------------------------------------------------------------
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class CTFGameMovement : public CGameMovement
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{
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// Team Fortress 2 game movement base class.
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DECLARE_CLASS( CTFGameMovement, CGameMovement );
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public:
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// CGameMovement public overrides.
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virtual void PlayerMove( void );
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virtual void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData ) {}
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// Utility
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inline CTFMoveData *TFMove( void ) { return static_cast<CTFMoveData*>( mv ); }
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protected:
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// Player movement functions.
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virtual bool PrePlayerMove( void );
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virtual void HandlePlayerMove( void );
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virtual void PostPlayerMove( void );
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// Player pre-movement functions.
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virtual int CheckStuck( void );
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virtual void UpdateTimers( void );
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bool CheckDeath( void );
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virtual void SetupViewAngles( void );
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virtual void HandleDuck( void );
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virtual void FinishUnDuck( void );
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virtual void SetupSpeed( void );
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void SpeedCrop( void );
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void Accelerate( Vector& wishdir, float wishspeed, float accel);
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void AccelerateWithoutMomentum( Vector& wishdir, float wishspeed, float accel);
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virtual float GetAirSpeedCap( void );
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float CalcGravityAdjustment( const Vector &wishdir );
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void HandleLadder( void );
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virtual void CategorizePosition( void );
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virtual bool CheckJumpButton( void );
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virtual void PlayStepSound( surfacedata_t *psurface, float fvol, bool force );
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// Should the step sound play?
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virtual bool ShouldPlayStepSound( surfacedata_t *psurface, float fvol );
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// Specific movement functions.
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virtual void FullWalkMove();
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virtual void WalkMove( void );
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virtual void _WalkMove( void );
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void WalkMove2( void );
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void AirMove( void );
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virtual int TryPlayerMove( Vector *pFirstDest=NULL, trace_t *pFirstTrace=NULL );
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int TryPlayerMove2( void );
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void ResolveStanding( void );
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void TryStanding( void );
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bool ChargeMove( void );
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bool StunMove( void );
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void EndCharge( void );
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virtual void HandleDuckingSpeedCrop( void );
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// Figures out how the constraint should slow us down
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float ComputeConstraintSpeedFactor( void );
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// Movement helpers.
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virtual bool CalcWishVelocityAndPosition( Vector &vWishPos, Vector &vWishDir, float &flWishSpeed );
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inline void TracePlayerBBoxWithStep( const Vector &vStart, const Vector &vEnd, unsigned int fMask, int collisionGroup, trace_t &trace );
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// Momentum
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void SetMomentumList( float flValue = 1.0f );
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void AddToMomentumList( float flValue );
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float GetMomentum( void );
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// Collision response functions.
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bool CollisionResponseGeneric( const trace_t &trace, int &nBlocked );
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void CollisionResponseStuck( void );
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void CollisionResponseNone( const trace_t &trace );
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bool RedirectGroundVelocity( const trace_t &trace );
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bool RedirectAirVelocity( const trace_t &trace );
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inline int BlockerType( const Vector &vImpactNormal );
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protected:
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// Per movement collision data cache(s)
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Vector m_vecGroundNormal;
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Vector m_vecOriginalVelocity;
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int m_nLanding;
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enum { MAX_IMPACT_PLANES = 5 };
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int m_nImpactPlaneCount;
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Vector m_aImpactPlaneNormals[MAX_IMPACT_PLANES];
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enum { MOVEMENTSTACK_MAXSIZE = 10 };
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struct MovementStackData_t
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{
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Vector m_vecPosition;
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Vector m_vecVelocity;
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Vector m_vecImpactNormal;
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};
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int m_nMovementStackSize;
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MovementStackData_t m_aMovementStack[MOVEMENTSTACK_MAXSIZE];
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};
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#endif // TF_GAMEMOVEMENT_H
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