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223 lines
8.1 KiB
223 lines
8.1 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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//===========================================================================//
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#ifndef PORTAL_PLAYER_H
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#define PORTAL_PLAYER_H
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#pragma once
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#include "portal_playeranimstate.h"
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#include "c_basehlplayer.h"
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#include "portal_player_shared.h"
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#include "c_prop_portal.h"
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#include "weapon_portalbase.h"
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#include "c_func_liquidportal.h"
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#include "colorcorrectionmgr.h"
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//=============================================================================
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// >> Portal_Player
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//=============================================================================
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class C_Portal_Player : public C_BaseHLPlayer
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{
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public:
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DECLARE_CLASS( C_Portal_Player, C_BaseHLPlayer );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_Portal_Player();
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~C_Portal_Player( void );
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void ClientThink( void );
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void FixTeleportationRoll( void );
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static inline C_Portal_Player* GetLocalPortalPlayer()
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{
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return (C_Portal_Player*)C_BasePlayer::GetLocalPlayer();
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}
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static inline C_Portal_Player* GetLocalPlayer()
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{
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return (C_Portal_Player*)C_BasePlayer::GetLocalPlayer();
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}
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virtual const QAngle& GetRenderAngles();
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virtual void UpdateClientSideAnimation();
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void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
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virtual int DrawModel( int flags );
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virtual void AddEntity( void );
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QAngle GetAnimEyeAngles( void ) { return m_angEyeAngles; }
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Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
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// Used by prediction, sets the view angles for the player
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virtual void SetLocalViewAngles( const QAngle &viewAngles );
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virtual void SetViewAngles( const QAngle &ang );
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// Should this object cast shadows?
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virtual ShadowType_t ShadowCastType( void );
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virtual C_BaseAnimating* BecomeRagdollOnClient();
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virtual bool ShouldDraw( void );
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virtual const QAngle& EyeAngles();
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virtual void OnPreDataChanged( DataUpdateType_t type );
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virtual void OnDataChanged( DataUpdateType_t type );
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bool DetectAndHandlePortalTeleportation( void ); //detects if the player has portalled and fixes views
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virtual float GetFOV( void );
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virtual CStudioHdr* OnNewModel( void );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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virtual void ItemPreFrame( void );
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virtual void ItemPostFrame( void );
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virtual float GetMinFOV() const { return 5.0f; }
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virtual Vector GetAutoaimVector( float flDelta );
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virtual bool ShouldReceiveProjectedTextures( int flags );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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virtual void PreThink( void );
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virtual void DoImpactEffect( trace_t &tr, int nDamageType );
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virtual Vector EyePosition();
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Vector EyeFootPosition( const QAngle &qEyeAngles );//interpolates between eyes and feet based on view angle roll
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inline Vector EyeFootPosition( void ) { return EyeFootPosition( EyeAngles() ); };
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void PlayerPortalled( C_Prop_Portal *pEnteredPortal );
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virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
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void CalcPortalView( Vector &eyeOrigin, QAngle &eyeAngles );
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virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles);
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CBaseEntity* FindUseEntity( void );
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CBaseEntity* FindUseEntityThroughPortal( void );
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inline bool IsCloseToPortal( void ) //it's usually a good idea to turn on draw hacks when this is true
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{
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return ((PortalEyeInterpolation.m_bEyePositionIsInterpolating) || (m_hPortalEnvironment.Get() != NULL));
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}
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bool CanSprint( void );
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void StartSprinting( void );
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void StopSprinting( void );
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void HandleSpeedChanges( void );
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void UpdateLookAt( void );
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void Initialize( void );
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int GetIDTarget() const;
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void UpdateIDTarget( void );
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void ToggleHeldObjectOnOppositeSideOfPortal( void ) { m_bHeldObjectOnOppositeSideOfPortal = !m_bHeldObjectOnOppositeSideOfPortal; }
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void SetHeldObjectOnOppositeSideOfPortal( bool p_bHeldObjectOnOppositeSideOfPortal ) { m_bHeldObjectOnOppositeSideOfPortal = p_bHeldObjectOnOppositeSideOfPortal; }
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bool IsHeldObjectOnOppositeSideOfPortal( void ) { return m_bHeldObjectOnOppositeSideOfPortal; }
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CProp_Portal *GetHeldObjectPortal( void ) { return m_pHeldObjectPortal; }
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Activity TranslateActivity( Activity baseAct, bool *pRequired = NULL );
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CWeaponPortalBase* GetActivePortalWeapon() const;
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bool IsSuppressingCrosshair( void ) { return m_bSuppressingCrosshair; }
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private:
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C_Portal_Player( const C_Portal_Player & );
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void UpdatePortalEyeInterpolation( void );
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CPortalPlayerAnimState *m_PlayerAnimState;
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QAngle m_angEyeAngles;
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CInterpolatedVar< QAngle > m_iv_angEyeAngles;
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virtual IRagdoll *GetRepresentativeRagdoll() const;
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EHANDLE m_hRagdoll;
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int m_headYawPoseParam;
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int m_headPitchPoseParam;
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float m_headYawMin;
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float m_headYawMax;
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float m_headPitchMin;
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float m_headPitchMax;
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bool m_bSuppressingCrosshair;
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bool m_isInit;
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Vector m_vLookAtTarget;
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float m_flLastBodyYaw;
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float m_flCurrentHeadYaw;
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float m_flCurrentHeadPitch;
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float m_flStartLookTime;
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int m_iIDEntIndex;
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CountdownTimer m_blinkTimer;
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int m_iSpawnInterpCounter;
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int m_iSpawnInterpCounterCache;
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int m_iPlayerSoundType;
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bool m_bHeldObjectOnOppositeSideOfPortal;
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CProp_Portal *m_pHeldObjectPortal;
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int m_iForceNoDrawInPortalSurface; //only valid for one frame, used to temp disable drawing of the player model in a surface because of freaky artifacts
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struct PortalEyeInterpolation_t
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{
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bool m_bEyePositionIsInterpolating; //flagged when the eye position would have popped between two distinct positions and we're smoothing it over
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Vector m_vEyePosition_Interpolated; //we'll be giving the interpolation a certain amount of instant movement per frame based on how much an uninterpolated eye would have moved
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Vector m_vEyePosition_Uninterpolated; //can't have smooth movement without tracking where we just were
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//bool m_bNeedToUpdateEyePosition;
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//int m_iFrameLastUpdated;
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int m_iTickLastUpdated;
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float m_fTickInterpolationAmountLastUpdated;
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bool m_bDisableFreeMovement; //used for one frame usually when error in free movement is likely to be high
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bool m_bUpdatePosition_FreeMove;
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PortalEyeInterpolation_t( void ) : m_iTickLastUpdated(0), m_fTickInterpolationAmountLastUpdated(0.0f), m_bDisableFreeMovement(false), m_bUpdatePosition_FreeMove(false) { };
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} PortalEyeInterpolation;
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struct PreDataChanged_Backup_t
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{
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CHandle<C_Prop_Portal> m_hPortalEnvironment;
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CHandle<C_Func_LiquidPortal> m_hSurroundingLiquidPortal;
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//Vector m_ptPlayerPosition;
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QAngle m_qEyeAngles;
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} PreDataChanged_Backup;
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Vector m_ptEyePosition_LastCalcView;
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QAngle m_qEyeAngles_LastCalcView; //we've got some VERY persistent single frame errors while teleporting, this will be updated every frame in CalcView() and will serve as a central source for fixed angles
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C_Prop_Portal *m_pPortalEnvironment_LastCalcView;
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ClientCCHandle_t m_CCDeathHandle; // handle to death cc effect
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float m_flDeathCCWeight; // for fading in cc effect
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bool m_bPortalledMessagePending; //Player portalled. It's easier to wait until we get a OnDataChanged() event or a CalcView() before we do anything about it. Otherwise bits and pieces can get undone
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VMatrix m_PendingPortalMatrix;
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public:
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bool m_bPitchReorientation;
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float m_fReorientationRate;
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bool m_bEyePositionIsTransformedByPortal; //when the eye and body positions are not on the same side of a portal
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CHandle<C_Prop_Portal> m_hPortalEnvironment; //a portal whose environment the player is currently in, should be invalid most of the time
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CHandle<C_Func_LiquidPortal> m_hSurroundingLiquidPortal; //a liquid portal whose volume the player is standing in
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};
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inline C_Portal_Player *ToPortalPlayer( CBaseEntity *pEntity )
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{
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if ( !pEntity || !pEntity->IsPlayer() )
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return NULL;
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return dynamic_cast<C_Portal_Player*>( pEntity );
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}
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inline C_Portal_Player *GetPortalPlayer( void )
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{
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return static_cast<C_Portal_Player*>( C_BasePlayer::GetLocalPlayer() );
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}
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#endif //Portal_PLAYER_H
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