//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "player_command.h" #include "player.h" #include "igamemovement.h" #include "hl_movedata.h" #include "ipredictionsystem.h" #include "iservervehicle.h" #include "hl2_player.h" #include "vehicle_base.h" #include "gamestats.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class CHLPlayerMove : public CPlayerMove { DECLARE_CLASS( CHLPlayerMove, CPlayerMove ); public: CHLPlayerMove() : m_bWasInVehicle( false ), m_bVehicleFlipped( false ), m_bInGodMode( false ), m_bInNoClip( false ) { m_vecSaveOrigin.Init(); } void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ); private: Vector m_vecSaveOrigin; bool m_bWasInVehicle; bool m_bVehicleFlipped; bool m_bInGodMode; bool m_bInNoClip; }; // // // PlayerMove Interface static CHLPlayerMove g_PlayerMove; //----------------------------------------------------------------------------- // Singleton accessor //----------------------------------------------------------------------------- CPlayerMove *PlayerMove() { return &g_PlayerMove; } // static CHLMoveData g_HLMoveData; CMoveData *g_pMoveData = &g_HLMoveData; IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; void CHLPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { // Call the default SetupMove code. BaseClass::SetupMove( player, ucmd, pHelper, move ); // Convert to HL2 data. CHL2_Player *pHLPlayer = static_cast( player ); Assert( pHLPlayer ); CHLMoveData *pHLMove = static_cast( move ); Assert( pHLMove ); player->m_flForwardMove = ucmd->forwardmove; player->m_flSideMove = ucmd->sidemove; pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting(); if ( gpGlobals->frametime != 0 ) { IServerVehicle *pVehicle = player->GetVehicle(); if ( pVehicle ) { pVehicle->SetupMove( player, ucmd, pHelper, move ); if ( !m_bWasInVehicle ) { m_bWasInVehicle = true; m_vecSaveOrigin.Init(); } } else { m_vecSaveOrigin = player->GetAbsOrigin(); if ( m_bWasInVehicle ) { m_bWasInVehicle = false; } } } } void CHLPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code. BaseClass::FinishMove( player, ucmd, move ); if ( gpGlobals->frametime != 0 ) { float distance = 0.0f; IServerVehicle *pVehicle = player->GetVehicle(); if ( pVehicle ) { pVehicle->FinishMove( player, ucmd, move ); IPhysicsObject *obj = player->GetVehicleEntity()->VPhysicsGetObject(); if ( obj ) { Vector newPos; obj->GetPosition( &newPos, NULL ); distance = VectorLength( newPos - m_vecSaveOrigin ); if ( m_vecSaveOrigin == vec3_origin || distance > 100.0f ) distance = 0.0f; m_vecSaveOrigin = newPos; } CPropVehicleDriveable *driveable = dynamic_cast< CPropVehicleDriveable * >( player->GetVehicleEntity() ); if ( driveable ) { // Overturned and at rest (if still moving it can fix itself) bool bFlipped = driveable->IsOverturned() && ( distance < 0.5f ); if ( m_bVehicleFlipped != bFlipped ) { if ( bFlipped ) { gamestats->Event_FlippedVehicle( player, driveable ); } m_bVehicleFlipped = bFlipped; } } else { m_bVehicleFlipped = false; } } else { m_bVehicleFlipped = false; distance = VectorLength( player->GetAbsOrigin() - m_vecSaveOrigin ); } if ( distance > 0 ) { gamestats->Event_PlayerTraveled( player, distance, pVehicle ? true : false, !pVehicle && static_cast< CHL2_Player * >( player )->IsSprinting() ); } } bool bGodMode = ( player->GetFlags() & FL_GODMODE ) ? true : false; if ( m_bInGodMode != bGodMode ) { m_bInGodMode = bGodMode; if ( bGodMode ) { gamestats->Event_PlayerEnteredGodMode( player ); } } bool bNoClip = ( player->GetMoveType() == MOVETYPE_NOCLIP ); if ( m_bInNoClip != bNoClip ) { m_bInNoClip = bNoClip; if ( bNoClip ) { gamestats->Event_PlayerEnteredNoClip( player ); } } }