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650 lines
19 KiB
650 lines
19 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 "c_basehlplayer.h"
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#include "playerandobjectenumerator.h"
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#include "engine/ivdebugoverlay.h"
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#include "c_ai_basenpc.h"
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#include "in_buttons.h"
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#include "collisionutils.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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// How fast to avoid collisions with center of other object, in units per second
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#define AVOID_SPEED 2000.0f
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extern ConVar cl_forwardspeed;
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extern ConVar cl_backspeed;
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extern ConVar cl_sidespeed;
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extern ConVar zoom_sensitivity_ratio;
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extern ConVar default_fov;
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extern ConVar sensitivity;
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ConVar cl_npc_speedmod_intime( "cl_npc_speedmod_intime", "0.25", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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ConVar cl_npc_speedmod_outtime( "cl_npc_speedmod_outtime", "1.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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IMPLEMENT_CLIENTCLASS_DT(C_BaseHLPlayer, DT_HL2_Player, CHL2_Player)
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RecvPropDataTable( RECVINFO_DT(m_HL2Local),0, &REFERENCE_RECV_TABLE(DT_HL2Local) ),
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RecvPropBool( RECVINFO( m_fIsSprinting ) ),
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA( C_BaseHLPlayer )
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DEFINE_PRED_TYPEDESCRIPTION( m_HL2Local, C_HL2PlayerLocalData ),
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DEFINE_PRED_FIELD( m_fIsSprinting, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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//-----------------------------------------------------------------------------
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// Purpose: Drops player's primary weapon
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//-----------------------------------------------------------------------------
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void CC_DropPrimary( void )
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{
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C_BasePlayer *pPlayer = (C_BasePlayer *) C_BasePlayer::GetLocalPlayer();
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if ( pPlayer == NULL )
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return;
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pPlayer->Weapon_DropPrimary();
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}
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static ConCommand dropprimary("dropprimary", CC_DropPrimary, "dropprimary: Drops the primary weapon of the player.");
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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C_BaseHLPlayer::C_BaseHLPlayer()
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{
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AddVar( &m_Local.m_vecPunchAngle, &m_Local.m_iv_vecPunchAngle, LATCH_SIMULATION_VAR );
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AddVar( &m_Local.m_vecPunchAngleVel, &m_Local.m_iv_vecPunchAngleVel, LATCH_SIMULATION_VAR );
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m_flZoomStart = 0.0f;
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m_flZoomEnd = 0.0f;
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m_flZoomRate = 0.0f;
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m_flZoomStartTime = 0.0f;
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m_flSpeedMod = cl_forwardspeed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_BaseHLPlayer::OnDataChanged( DataUpdateType_t updateType )
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{
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// Make sure we're thinking
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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BaseClass::OnDataChanged( updateType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseHLPlayer::Weapon_DropPrimary( void )
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{
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engine->ServerCmd( "DropPrimary" );
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}
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float C_BaseHLPlayer::GetFOV()
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{
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//Find our FOV with offset zoom value
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float flFOVOffset = BaseClass::GetFOV() + GetZoom();
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// Clamp FOV in MP
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int min_fov = ( gpGlobals->maxClients == 1 ) ? 5 : default_fov.GetInt();
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// Don't let it go too low
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flFOVOffset = MAX( min_fov, flFOVOffset );
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return flFOVOffset;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : float
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//-----------------------------------------------------------------------------
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float C_BaseHLPlayer::GetZoom( void )
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{
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float fFOV = m_flZoomEnd;
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//See if we need to lerp the values
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if ( ( m_flZoomStart != m_flZoomEnd ) && ( m_flZoomRate > 0.0f ) )
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{
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float deltaTime = (float)( gpGlobals->curtime - m_flZoomStartTime ) / m_flZoomRate;
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if ( deltaTime >= 1.0f )
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{
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//If we're past the zoom time, just take the new value and stop lerping
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fFOV = m_flZoomStart = m_flZoomEnd;
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}
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else
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{
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fFOV = SimpleSplineRemapVal( deltaTime, 0.0f, 1.0f, m_flZoomStart, m_flZoomEnd );
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}
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}
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return fFOV;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : FOVOffset -
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// time -
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//-----------------------------------------------------------------------------
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void C_BaseHLPlayer::Zoom( float FOVOffset, float time )
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{
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m_flZoomStart = GetZoom();
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m_flZoomEnd = FOVOffset;
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m_flZoomRate = time;
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m_flZoomStartTime = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hack to zero out player's pitch, use value from poseparameter instead
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// Input : flags -
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// Output : int
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//-----------------------------------------------------------------------------
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int C_BaseHLPlayer::DrawModel( int flags )
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{
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// Not pitch for player
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QAngle saveAngles = GetLocalAngles();
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QAngle useAngles = saveAngles;
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useAngles[ PITCH ] = 0.0f;
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SetLocalAngles( useAngles );
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int iret = BaseClass::DrawModel( flags );
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SetLocalAngles( saveAngles );
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return iret;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Helper to remove from ladder
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//-----------------------------------------------------------------------------
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void C_BaseHLPlayer::ExitLadder()
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{
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if ( MOVETYPE_LADDER != GetMoveType() )
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return;
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SetMoveType( MOVETYPE_WALK );
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SetMoveCollide( MOVECOLLIDE_DEFAULT );
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// Remove from ladder
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m_HL2Local.m_hLadder = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines if a player can be safely moved towards a point
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// Input: pos - position to test move to, fVertDist - how far to trace downwards to see if the player would fall,
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// radius - how close the player can be to the object, objPos - position of the object to avoid,
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// objDir - direction the object is travelling
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//-----------------------------------------------------------------------------
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bool C_BaseHLPlayer::TestMove( const Vector &pos, float fVertDist, float radius, const Vector &objPos, const Vector &objDir )
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{
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trace_t trUp;
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trace_t trOver;
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trace_t trDown;
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float flHit1, flHit2;
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UTIL_TraceHull( GetAbsOrigin(), pos, GetPlayerMins(), GetPlayerMaxs(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trOver );
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if ( trOver.fraction < 1.0f )
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{
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// check if the endpos intersects with the direction the object is travelling. if it doesn't, this is a good direction to move.
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if ( objDir.IsZero() ||
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( IntersectInfiniteRayWithSphere( objPos, objDir, trOver.endpos, radius, &flHit1, &flHit2 ) &&
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( ( flHit1 >= 0.0f ) || ( flHit2 >= 0.0f ) ) )
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)
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{
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// our first trace failed, so see if we can go farther if we step up.
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// trace up to see if we have enough room.
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UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, m_Local.m_flStepSize ),
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GetPlayerMins(), GetPlayerMaxs(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trUp );
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// do a trace from the stepped up height
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UTIL_TraceHull( trUp.endpos, pos + Vector( 0, 0, trUp.endpos.z - trUp.startpos.z ),
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GetPlayerMins(), GetPlayerMaxs(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trOver );
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if ( trOver.fraction < 1.0f )
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{
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// check if the endpos intersects with the direction the object is travelling. if it doesn't, this is a good direction to move.
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if ( objDir.IsZero() ||
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( IntersectInfiniteRayWithSphere( objPos, objDir, trOver.endpos, radius, &flHit1, &flHit2 ) && ( ( flHit1 >= 0.0f ) || ( flHit2 >= 0.0f ) ) ) )
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{
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return false;
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}
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}
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}
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}
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// trace down to see if this position is on the ground
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UTIL_TraceLine( trOver.endpos, trOver.endpos - Vector( 0, 0, fVertDist ),
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MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trDown );
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if ( trDown.fraction == 1.0f )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Client-side obstacle avoidance
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//-----------------------------------------------------------------------------
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void C_BaseHLPlayer::PerformClientSideObstacleAvoidance( float flFrameTime, CUserCmd *pCmd )
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{
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// Don't avoid if noclipping or in movetype none
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switch ( GetMoveType() )
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{
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case MOVETYPE_NOCLIP:
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case MOVETYPE_NONE:
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case MOVETYPE_OBSERVER:
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return;
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default:
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break;
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}
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// Try to steer away from any objects/players we might interpenetrate
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Vector size = WorldAlignSize();
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float radius = 0.7f * sqrt( size.x * size.x + size.y * size.y );
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float curspeed = GetLocalVelocity().Length2D();
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//int slot = 1;
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//engine->Con_NPrintf( slot++, "speed %f\n", curspeed );
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//engine->Con_NPrintf( slot++, "radius %f\n", radius );
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// If running, use a larger radius
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float factor = 1.0f;
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if ( curspeed > 150.0f )
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{
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curspeed = MIN( 2048.0f, curspeed );
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factor = ( 1.0f + ( curspeed - 150.0f ) / 150.0f );
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//engine->Con_NPrintf( slot++, "scaleup (%f) to radius %f\n", factor, radius * factor );
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radius = radius * factor;
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}
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Vector currentdir;
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Vector rightdir;
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QAngle vAngles = pCmd->viewangles;
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vAngles.x = 0;
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AngleVectors( vAngles, ¤tdir, &rightdir, NULL );
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bool istryingtomove = false;
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bool ismovingforward = false;
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if ( fabs( pCmd->forwardmove ) > 0.0f ||
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fabs( pCmd->sidemove ) > 0.0f )
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{
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istryingtomove = true;
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if ( pCmd->forwardmove > 1.0f )
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{
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ismovingforward = true;
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}
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}
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if ( istryingtomove == true )
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radius *= 1.3f;
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CPlayerAndObjectEnumerator avoid( radius );
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partition->EnumerateElementsInSphere( PARTITION_CLIENT_SOLID_EDICTS, GetAbsOrigin(), radius, false, &avoid );
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// Okay, decide how to avoid if there's anything close by
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int c = avoid.GetObjectCount();
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if ( c <= 0 )
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return;
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//engine->Con_NPrintf( slot++, "moving %s forward %s\n", istryingtomove ? "true" : "false", ismovingforward ? "true" : "false" );
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float adjustforwardmove = 0.0f;
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float adjustsidemove = 0.0f;
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for ( int i = 0; i < c; i++ )
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{
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C_AI_BaseNPC *obj = dynamic_cast< C_AI_BaseNPC *>(avoid.GetObject( i ));
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if( !obj )
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continue;
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Vector vecToObject = obj->GetAbsOrigin() - GetAbsOrigin();
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float flDist = vecToObject.Length2D();
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// Figure out a 2D radius for the object
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Vector vecWorldMins, vecWorldMaxs;
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obj->CollisionProp()->WorldSpaceAABB( &vecWorldMins, &vecWorldMaxs );
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Vector objSize = vecWorldMaxs - vecWorldMins;
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float objectradius = 0.5f * sqrt( objSize.x * objSize.x + objSize.y * objSize.y );
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//Don't run this code if the NPC is not moving UNLESS we are in stuck inside of them.
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if ( !obj->IsMoving() && flDist > objectradius )
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continue;
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if ( flDist > objectradius && obj->IsEffectActive( EF_NODRAW ) )
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{
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obj->RemoveEffects( EF_NODRAW );
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}
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Vector vecNPCVelocity;
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obj->EstimateAbsVelocity( vecNPCVelocity );
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float flNPCSpeed = VectorNormalize( vecNPCVelocity );
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Vector vPlayerVel = GetAbsVelocity();
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VectorNormalize( vPlayerVel );
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float flHit1, flHit2;
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Vector vRayDir = vecToObject;
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VectorNormalize( vRayDir );
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float flVelProduct = DotProduct( vecNPCVelocity, vPlayerVel );
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float flDirProduct = DotProduct( vRayDir, vPlayerVel );
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if ( !IntersectInfiniteRayWithSphere(
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GetAbsOrigin(),
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vRayDir,
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obj->GetAbsOrigin(),
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radius,
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&flHit1,
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&flHit2 ) )
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continue;
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Vector dirToObject = -vecToObject;
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VectorNormalize( dirToObject );
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float fwd = 0;
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float rt = 0;
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float sidescale = 2.0f;
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float forwardscale = 1.0f;
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bool foundResult = false;
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Vector vMoveDir = vecNPCVelocity;
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if ( flNPCSpeed > 0.001f )
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{
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// This NPC is moving. First try deflecting the player left or right relative to the NPC's velocity.
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// Start with whatever side they're on relative to the NPC's velocity.
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Vector vecNPCTrajectoryRight = CrossProduct( vecNPCVelocity, Vector( 0, 0, 1) );
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int iDirection = ( vecNPCTrajectoryRight.Dot( dirToObject ) > 0 ) ? 1 : -1;
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for ( int nTries = 0; nTries < 2; nTries++ )
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{
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Vector vecTryMove = vecNPCTrajectoryRight * iDirection;
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VectorNormalize( vecTryMove );
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Vector vTestPosition = GetAbsOrigin() + vecTryMove * radius * 2;
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if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
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{
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fwd = currentdir.Dot( vecTryMove );
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rt = rightdir.Dot( vecTryMove );
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//Msg( "PUSH DEFLECT fwd=%f, rt=%f\n", fwd, rt );
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foundResult = true;
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break;
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}
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else
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{
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// Try the other direction.
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iDirection *= -1;
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}
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}
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}
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else
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{
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// the object isn't moving, so try moving opposite the way it's facing
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Vector vecNPCForward;
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obj->GetVectors( &vecNPCForward, NULL, NULL );
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Vector vTestPosition = GetAbsOrigin() - vecNPCForward * radius * 2;
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if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
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{
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fwd = currentdir.Dot( -vecNPCForward );
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rt = rightdir.Dot( -vecNPCForward );
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if ( flDist < objectradius )
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{
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obj->AddEffects( EF_NODRAW );
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}
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//Msg( "PUSH AWAY FACE fwd=%f, rt=%f\n", fwd, rt );
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foundResult = true;
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}
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}
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||
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|
||
|
if ( !foundResult )
|
||
|
{
|
||
|
// test if we can move in the direction the object is moving
|
||
|
Vector vTestPosition = GetAbsOrigin() + vMoveDir * radius * 2;
|
||
|
if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
|
||
|
{
|
||
|
fwd = currentdir.Dot( vMoveDir );
|
||
|
rt = rightdir.Dot( vMoveDir );
|
||
|
|
||
|
if ( flDist < objectradius )
|
||
|
{
|
||
|
obj->AddEffects( EF_NODRAW );
|
||
|
}
|
||
|
|
||
|
//Msg( "PUSH ALONG fwd=%f, rt=%f\n", fwd, rt );
|
||
|
|
||
|
foundResult = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// try moving directly away from the object
|
||
|
Vector vTestPosition = GetAbsOrigin() - dirToObject * radius * 2;
|
||
|
if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
|
||
|
{
|
||
|
fwd = currentdir.Dot( -dirToObject );
|
||
|
rt = rightdir.Dot( -dirToObject );
|
||
|
foundResult = true;
|
||
|
|
||
|
//Msg( "PUSH AWAY fwd=%f, rt=%f\n", fwd, rt );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !foundResult )
|
||
|
{
|
||
|
// test if we can move through the object
|
||
|
Vector vTestPosition = GetAbsOrigin() - vMoveDir * radius * 2;
|
||
|
fwd = currentdir.Dot( -vMoveDir );
|
||
|
rt = rightdir.Dot( -vMoveDir );
|
||
|
|
||
|
if ( flDist < objectradius )
|
||
|
{
|
||
|
obj->AddEffects( EF_NODRAW );
|
||
|
}
|
||
|
|
||
|
//Msg( "PUSH THROUGH fwd=%f, rt=%f\n", fwd, rt );
|
||
|
|
||
|
foundResult = true;
|
||
|
}
|
||
|
|
||
|
// If running, then do a lot more sideways veer since we're not going to do anything to
|
||
|
// forward velocity
|
||
|
if ( istryingtomove )
|
||
|
{
|
||
|
sidescale = 6.0f;
|
||
|
}
|
||
|
|
||
|
if ( flVelProduct > 0.0f && flDirProduct > 0.0f )
|
||
|
{
|
||
|
sidescale = 0.1f;
|
||
|
}
|
||
|
|
||
|
float force = 1.0f;
|
||
|
float forward = forwardscale * fwd * force * AVOID_SPEED;
|
||
|
float side = sidescale * rt * force * AVOID_SPEED;
|
||
|
|
||
|
adjustforwardmove += forward;
|
||
|
adjustsidemove += side;
|
||
|
}
|
||
|
|
||
|
pCmd->forwardmove += adjustforwardmove;
|
||
|
pCmd->sidemove += adjustsidemove;
|
||
|
|
||
|
// Clamp the move to within legal limits, preserving direction. This is a little
|
||
|
// complicated because we have different limits for forward, back, and side
|
||
|
|
||
|
//Msg( "PRECLAMP: forwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );
|
||
|
|
||
|
float flForwardScale = 1.0f;
|
||
|
if ( pCmd->forwardmove > fabs( cl_forwardspeed.GetFloat() ) )
|
||
|
{
|
||
|
flForwardScale = fabs( cl_forwardspeed.GetFloat() ) / pCmd->forwardmove;
|
||
|
}
|
||
|
else if ( pCmd->forwardmove < -fabs( cl_backspeed.GetFloat() ) )
|
||
|
{
|
||
|
flForwardScale = fabs( cl_backspeed.GetFloat() ) / fabs( pCmd->forwardmove );
|
||
|
}
|
||
|
|
||
|
float flSideScale = 1.0f;
|
||
|
if ( fabs( pCmd->sidemove ) > fabs( cl_sidespeed.GetFloat() ) )
|
||
|
{
|
||
|
flSideScale = fabs( cl_sidespeed.GetFloat() ) / fabs( pCmd->sidemove );
|
||
|
}
|
||
|
|
||
|
float flScale = MIN( flForwardScale, flSideScale );
|
||
|
pCmd->forwardmove *= flScale;
|
||
|
pCmd->sidemove *= flScale;
|
||
|
|
||
|
//Msg( "POSTCLAMP: forwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );
|
||
|
}
|
||
|
|
||
|
|
||
|
void C_BaseHLPlayer::PerformClientSideNPCSpeedModifiers( float flFrameTime, CUserCmd *pCmd )
|
||
|
{
|
||
|
if ( m_hClosestNPC == NULL )
|
||
|
{
|
||
|
if ( m_flSpeedMod != cl_forwardspeed.GetFloat() )
|
||
|
{
|
||
|
float flDeltaTime = (m_flSpeedModTime - gpGlobals->curtime);
|
||
|
m_flSpeedMod = RemapValClamped( flDeltaTime, cl_npc_speedmod_outtime.GetFloat(), 0, m_flExitSpeedMod, cl_forwardspeed.GetFloat() );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
C_AI_BaseNPC *pNPC = dynamic_cast< C_AI_BaseNPC *>( m_hClosestNPC.Get() );
|
||
|
|
||
|
if ( pNPC )
|
||
|
{
|
||
|
float flDist = (GetAbsOrigin() - pNPC->GetAbsOrigin()).LengthSqr();
|
||
|
bool bShouldModSpeed = false;
|
||
|
|
||
|
// Within range?
|
||
|
if ( flDist < pNPC->GetSpeedModifyRadius() )
|
||
|
{
|
||
|
// Now, only slowdown if we're facing & running parallel to the target's movement
|
||
|
// Facing check first (in 2D)
|
||
|
Vector vecTargetOrigin = pNPC->GetAbsOrigin();
|
||
|
Vector los = ( vecTargetOrigin - EyePosition() );
|
||
|
los.z = 0;
|
||
|
VectorNormalize( los );
|
||
|
Vector facingDir;
|
||
|
AngleVectors( GetAbsAngles(), &facingDir );
|
||
|
float flDot = DotProduct( los, facingDir );
|
||
|
if ( flDot > 0.8 )
|
||
|
{
|
||
|
/*
|
||
|
// Velocity check (abort if the target isn't moving)
|
||
|
Vector vecTargetVelocity;
|
||
|
pNPC->EstimateAbsVelocity( vecTargetVelocity );
|
||
|
float flSpeed = VectorNormalize(vecTargetVelocity);
|
||
|
Vector vecMyVelocity = GetAbsVelocity();
|
||
|
VectorNormalize(vecMyVelocity);
|
||
|
if ( flSpeed > 1.0 )
|
||
|
{
|
||
|
// Velocity roughly parallel?
|
||
|
if ( DotProduct(vecTargetVelocity,vecMyVelocity) > 0.4 )
|
||
|
{
|
||
|
bShouldModSpeed = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// NPC's not moving, slow down if we're moving at him
|
||
|
//Msg("Dot: %.2f\n", DotProduct( los, vecMyVelocity ) );
|
||
|
if ( DotProduct( los, vecMyVelocity ) > 0.8 )
|
||
|
{
|
||
|
bShouldModSpeed = true;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
bShouldModSpeed = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !bShouldModSpeed )
|
||
|
{
|
||
|
m_hClosestNPC = NULL;
|
||
|
m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_outtime.GetFloat();
|
||
|
m_flExitSpeedMod = m_flSpeedMod;
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( m_flSpeedMod != pNPC->GetSpeedModifySpeed() )
|
||
|
{
|
||
|
float flDeltaTime = (m_flSpeedModTime - gpGlobals->curtime);
|
||
|
m_flSpeedMod = RemapValClamped( flDeltaTime, cl_npc_speedmod_intime.GetFloat(), 0, cl_forwardspeed.GetFloat(), pNPC->GetSpeedModifySpeed() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pCmd->forwardmove > 0.0f )
|
||
|
{
|
||
|
pCmd->forwardmove = clamp( pCmd->forwardmove, -m_flSpeedMod, m_flSpeedMod );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pCmd->forwardmove = clamp( pCmd->forwardmove, -m_flSpeedMod, m_flSpeedMod );
|
||
|
}
|
||
|
pCmd->sidemove = clamp( pCmd->sidemove, -m_flSpeedMod, m_flSpeedMod );
|
||
|
|
||
|
//Msg( "fwd %f right %f\n", pCmd->forwardmove, pCmd->sidemove );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Input handling
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool C_BaseHLPlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd )
|
||
|
{
|
||
|
bool bResult = BaseClass::CreateMove( flInputSampleTime, pCmd );
|
||
|
|
||
|
if ( !IsInAVehicle() )
|
||
|
{
|
||
|
PerformClientSideObstacleAvoidance( TICK_INTERVAL, pCmd );
|
||
|
PerformClientSideNPCSpeedModifiers( TICK_INTERVAL, pCmd );
|
||
|
}
|
||
|
|
||
|
return bResult;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Input handling
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_BaseHLPlayer::BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed )
|
||
|
{
|
||
|
BaseClass::BuildTransformations( hdr, pos, q, cameraTransform, boneMask, boneComputed );
|
||
|
BuildFirstPersonMeathookTransformations( hdr, pos, q, cameraTransform, boneMask, boneComputed, "ValveBiped.Bip01_Head1" );
|
||
|
}
|
||
|
|