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793 lines
26 KiB
793 lines
26 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// |
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// |
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// Purpose: Client-side CBasePlayer. |
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// |
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// - Manages the player's flashlight effect. |
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// |
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//===========================================================================// |
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#ifndef C_BASEPLAYER_H |
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#define C_BASEPLAYER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "c_playerlocaldata.h" |
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#include "c_basecombatcharacter.h" |
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#include "playerstate.h" |
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#include "usercmd.h" |
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#include "shareddefs.h" |
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#include "timedevent.h" |
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#include "smartptr.h" |
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#include "fx_water.h" |
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#include "hintsystem.h" |
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#include "soundemittersystem/isoundemittersystembase.h" |
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#include "c_env_fog_controller.h" |
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#include "C_PostProcessController.h" |
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#include "C_ColorCorrection.h" |
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class C_BaseCombatWeapon; |
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class C_BaseViewModel; |
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class C_FuncLadder; |
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extern int g_nKillCamMode; |
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extern int g_nKillCamTarget1; |
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extern int g_nKillCamTarget2; |
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class C_CommandContext |
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{ |
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public: |
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bool needsprocessing; |
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CUserCmd cmd; |
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int command_number; |
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}; |
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class C_PredictionError |
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{ |
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public: |
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float time; |
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Vector error; |
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}; |
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#define CHASE_CAM_DISTANCE 96.0f |
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#define WALL_OFFSET 6.0f |
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enum PlayerRenderMode_t |
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{ |
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PLAYER_RENDER_NONE = 0, |
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PLAYER_RENDER_FIRSTPERSON, |
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PLAYER_RENDER_THIRDPERSON, |
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}; |
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bool IsInFreezeCam( void ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Base Player class |
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//----------------------------------------------------------------------------- |
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class C_BasePlayer : public C_BaseCombatCharacter |
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{ |
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public: |
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DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter ); |
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DECLARE_CLIENTCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_INTERPOLATION(); |
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C_BasePlayer(); |
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virtual ~C_BasePlayer(); |
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virtual void Spawn( void ); |
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virtual void SharedSpawn(); // Shared between client and server. |
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Class_T Classify( void ) { return CLASS_PLAYER; } |
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// IClientEntity overrides. |
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virtual void OnPreDataChanged( DataUpdateType_t updateType ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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virtual void PreDataUpdate( DataUpdateType_t updateType ); |
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virtual void PostDataUpdate( DataUpdateType_t updateType ); |
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virtual void ReceiveMessage( int classID, bf_read &msg ); |
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virtual void OnRestore(); |
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virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); |
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virtual void GetToolRecordingState( KeyValues *msg ); |
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void SetAnimationExtension( const char *pExtension ); |
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C_BaseViewModel *GetViewModel( int viewmodelindex = 0 ); |
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C_BaseCombatWeapon *GetActiveWeapon( void ) const; |
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const char *GetTracerType( void ); |
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// View model prediction setup |
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virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov ); |
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virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles); |
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// Handle view smoothing when going up stairs |
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void SmoothViewOnStairs( Vector& eyeOrigin ); |
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virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed); |
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void CalcViewRoll( QAngle& eyeAngles ); |
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virtual void CalcViewBob( Vector& eyeOrigin ); |
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void CreateWaterEffects( void ); |
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virtual void SetPlayerUnderwater( bool state ); |
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void UpdateUnderwaterState( void ); |
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bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; } |
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virtual C_BaseCombatCharacter *ActivePlayerCombatCharacter( void ) { return this; } |
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virtual Vector Weapon_ShootPosition(); |
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virtual bool Weapon_CanUse( C_BaseCombatWeapon *pWeapon ); |
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virtual void Weapon_DropPrimary( void ) {} |
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virtual Vector GetAutoaimVector( float flScale ); |
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void SetSuitUpdate(char *name, int fgroup, int iNoRepeat); |
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// Input handling |
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd ); |
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virtual void AvoidPhysicsProps( CUserCmd *pCmd ); |
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virtual void PlayerUse( void ); |
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CBaseEntity *FindUseEntity( void ); |
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virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps ); |
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// Data handlers |
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virtual bool IsPlayer( void ) const { return true; } |
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virtual int GetHealth() const { return m_iHealth; } |
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int GetBonusProgress() const { return m_iBonusProgress; } |
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int GetBonusChallenge() const { return m_iBonusChallenge; } |
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// observer mode |
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virtual int GetObserverMode() const; |
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virtual CBaseEntity *GetObserverTarget() const; |
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void SetObserverTarget( EHANDLE hObserverTarget ); |
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bool AudioStateIsUnderwater( Vector vecMainViewOrigin ); |
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bool IsObserver() const; |
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bool IsHLTV() const; |
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bool IsReplay() const; |
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void ResetObserverMode(); |
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bool IsBot( void ) const { return false; } |
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// Eye position.. |
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virtual Vector EyePosition(); |
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virtual const QAngle &EyeAngles(); // Direction of eyes |
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void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp ); |
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virtual const QAngle &LocalEyeAngles(); // Direction of eyes |
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// This can be overridden to return something other than m_pRagdoll if the mod uses separate |
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// entities for ragdolls. |
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virtual IRagdoll* GetRepresentativeRagdoll() const; |
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// override the initial bone position for ragdolls |
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virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt ); |
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// Returns eye vectors |
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void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL ); |
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void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle |
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bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; }; |
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// Team handlers |
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virtual void TeamChange( int iNewTeam ); |
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// Flashlight |
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void Flashlight( void ); |
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void UpdateFlashlight( void ); |
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void TurnOffFlashlight( void ); // TERROR |
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virtual const char *GetFlashlightTextureName( void ) const { return NULL; } // TERROR |
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virtual float GetFlashlightFOV( void ) const { return 0.0f; } // TERROR |
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virtual float GetFlashlightFarZ( void ) const { return 0.0f; } // TERROR |
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virtual float GetFlashlightLinearAtten( void ) const { return 0.0f; } // TERROR |
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virtual bool CastsFlashlightShadows( void ) const { return true; } // TERROR |
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virtual void GetFlashlightOffset( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Vector *pVecOffset ) const; |
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Vector m_vecFlashlightOrigin; |
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Vector m_vecFlashlightForward; |
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Vector m_vecFlashlightUp; |
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Vector m_vecFlashlightRight; |
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// Weapon selection code |
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virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); } |
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virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void ); |
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// Returns the view model if this is the local player. If you're in third person or |
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// this is a remote player, it returns the active weapon |
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// (and its appropriate left/right weapon if this is TF2). |
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virtual C_BaseAnimating* GetRenderedWeaponModel(); |
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virtual bool IsOverridingViewmodel( void ) { return false; }; |
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags, const RenderableInstance_t &instance ) { return 0; }; |
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virtual float GetDefaultAnimSpeed( void ) { return 1.0; } |
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void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; } |
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float MaxSpeed() const { return m_flMaxspeed; } |
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// Should this object cast shadows? |
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; } |
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virtual bool ShouldReceiveProjectedTextures( int flags ) |
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{ |
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return false; |
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} |
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// Makes sure s_pLocalPlayer is properly initialized |
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void CheckForLocalPlayer( int nSplitScreenSlot ); |
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/// Is the passed in player one of the split screen users |
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static bool IsLocalPlayer( const C_BaseEntity *pl ); |
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/// is this player a local player ( call when you have already verified that your pointer really is a C_BasePlayer ) |
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inline bool IsLocalPlayer( void ) const; |
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// Global/static methods |
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virtual void ThirdPersonSwitch( bool bThirdperson ); |
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bool ShouldDrawLocalPlayer(); |
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static C_BasePlayer *GetLocalPlayer( int nSlot = -1 ); |
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static void SetRemoteSplitScreenPlayerViewsAreLocalPlayer( bool bSet ); //if true, calls to GetLocalPlayer() will return a remote splitscreen player when applicable. |
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static bool HasAnyLocalPlayer(); |
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static int GetSplitScreenSlotForPlayer( C_BaseEntity *pl ); |
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void AddSplitScreenPlayer( C_BasePlayer *pOther ); |
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void RemoveSplitScreenPlayer( C_BasePlayer *pOther ); |
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CUtlVector< CHandle< C_BasePlayer > > &GetSplitScreenPlayers(); |
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bool IsSplitScreenPartner( C_BasePlayer *pPlayer ); |
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bool IsSplitScreenPlayer() const; |
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int GetSplitScreenPlayerSlot(); |
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virtual IClientModelRenderable* GetClientModelRenderable(); |
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virtual bool PreRender( int nSplitScreenPlayerSlot ); |
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int GetUserID( void ) const; |
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virtual bool CanSetSoundMixer( void ); |
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// return the entity used for soundscape radius checks |
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virtual C_BaseEntity *GetSoundscapeListener(); |
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#if !defined( NO_ENTITY_PREDICTION ) |
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void AddToPlayerSimulationList( C_BaseEntity *other ); |
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void SimulatePlayerSimulatedEntities( void ); |
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void RemoveFromPlayerSimulationList( C_BaseEntity *ent ); |
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void ClearPlayerSimulationList( void ); |
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#endif |
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virtual void PhysicsSimulate( void ); |
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; } |
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// Prediction stuff |
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virtual bool ShouldPredict( void ); |
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virtual C_BasePlayer *GetPredictionOwner( void ); |
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virtual void PreThink( void ); |
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virtual void PostThink( void ); |
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virtual void ItemPreFrame( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void AbortReload( void ); |
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virtual void SelectLastItem(void); |
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virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon ); |
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virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; } |
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virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon ); |
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virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed) |
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virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); } |
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void ResetAutoaim( void ); |
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virtual void SelectItem( const char *pstr, int iSubType = 0 ); |
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virtual void UpdateClientData( void ); |
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virtual float GetFOV( void ) const; |
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virtual int GetDefaultFOV( void ) const; |
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virtual bool IsZoomed( void ) { return false; } |
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bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate, int iZoomStart = 0 ); |
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void ClearZoomOwner( void ); |
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float GetFOVDistanceAdjustFactor(); |
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virtual void ViewPunch( const QAngle &angleOffset ); |
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void ViewPunchReset( float tolerance = 0 ); |
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void UpdateButtonState( int nUserCmdButtonMask ); |
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int GetImpulse( void ) const; |
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virtual bool Simulate(); |
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virtual bool ShouldInterpolate(); |
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virtual bool ShouldDraw(); |
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virtual int DrawModel( int flags, const RenderableInstance_t &instance ); |
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// Called when not in tactical mode. Allows view to be overriden for things like driving a tank. |
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virtual void OverrideView( CViewSetup *pSetup ); |
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C_BaseEntity *GetViewEntity( void ) const { return m_hViewEntity; } |
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// returns the player name |
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const char * GetPlayerName(); |
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virtual const Vector GetPlayerMins( void ) const; // uses local player |
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virtual const Vector GetPlayerMaxs( void ) const; // uses local player |
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virtual void UpdateCollisionBounds( void ); |
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// Is the player dead? |
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bool IsPlayerDead(); |
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bool IsPoisoned( void ) { return m_Local.m_bPoisoned; } |
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virtual C_BaseEntity* GetUseEntity( void ) const; |
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virtual C_BaseEntity* GetPotentialUseEntity( void ) const; |
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// Vehicles... |
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IClientVehicle *GetVehicle(); |
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const IClientVehicle *GetVehicle() const; |
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bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; } |
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virtual void SetVehicleRole( int nRole ); |
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void LeaveVehicle( void ); |
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bool UsingStandardWeaponsInVehicle( void ); |
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virtual void SetAnimation( PLAYER_ANIM playerAnim ); |
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float GetTimeBase( void ) const; |
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float GetFinalPredictedTime() const; |
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bool IsInVGuiInputMode() const; |
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bool IsInViewModelVGuiInputMode() const; |
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C_CommandContext *GetCommandContext(); |
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// Get the command number associated with the current usercmd we're running (if in predicted code). |
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int CurrentCommandNumber() const; |
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const CUserCmd *GetCurrentUserCommand() const; |
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virtual const QAngle& GetPunchAngle(); |
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void SetPunchAngle( const QAngle &angle ); |
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float GetWaterJumpTime() const; |
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void SetWaterJumpTime( float flWaterJumpTime ); |
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float GetSwimSoundTime( void ) const; |
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void SetSwimSoundTime( float flSwimSoundTime ); |
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float GetDeathTime( void ) { return m_flDeathTime; } |
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void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin ); |
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const Vector &GetPreviouslyPredictedOrigin() const; |
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// CS wants to allow small FOVs for zoomed-in AWPs. |
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virtual float GetMinFOV() const; |
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virtual void DoMuzzleFlash(); |
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virtual void PlayPlayerJingle(); |
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity ); |
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ); |
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virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName ); |
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virtual void GetStepSoundVelocities( float *velwalk, float *velrun ); |
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virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking ); |
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// Called by prediction when it detects a prediction correction. |
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// vDelta is the line from where the client had predicted the player to at the usercmd in question, |
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// to where the server says the client should be at said usercmd. |
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void NotePredictionError( const Vector &vDelta ); |
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// Called by the renderer to apply the prediction error smoothing. |
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void GetPredictionErrorSmoothingVector( Vector &vOffset ); |
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virtual void ExitLadder() {} |
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surfacedata_t *GetLadderSurface( const Vector &origin ); |
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void ForceButtons( int nButtons ); |
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void UnforceButtons( int nButtons ); |
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void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; } |
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const Vector &GetLadderNormal( void ) const { return m_vecLadderNormal; } |
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int GetLadderSurfaceProps( void ) const { return m_ladderSurfaceProps; } |
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// Hints |
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virtual CHintSystem *Hints( void ) { return NULL; } |
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bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; } |
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bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; } |
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void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); } |
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virtual IMaterial *GetHeadLabelMaterial( void ); |
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// Fog |
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virtual fogparams_t *GetFogParams( void ) { return &m_CurrentFog; } |
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void FogControllerChanged( bool bSnap ); |
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void UpdateFogController( void ); |
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void UpdateFogBlend( void ); |
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C_PostProcessController* GetActivePostProcessController() const; |
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C_ColorCorrection* GetActiveColorCorrection() const; |
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void IncrementEFNoInterpParity(); |
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int GetEFNoInterpParity() const; |
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float GetFOVTime( void ){ return m_flFOVTime; } |
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PlayerRenderMode_t GetPlayerRenderMode( int nSlot ); |
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virtual void OnAchievementAchieved( int iAchievement ) {} |
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protected: |
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fogparams_t m_CurrentFog; |
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EHANDLE m_hOldFogController; |
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public: |
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// RecvProxies |
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static void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_ObserverMode( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_LocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_LocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_NonLocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_NonLocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_NonLocalCellOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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static void RecvProxy_NonLocalCellOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
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virtual bool ShouldRegenerateOriginFromCellBits() const; |
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public: |
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int m_StuckLast; |
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// Data for only the local player |
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CNetworkVarEmbedded( CPlayerLocalData, m_Local ); |
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EHANDLE m_hTonemapController; |
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// Data common to all other players, too |
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CPlayerState pl; |
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public: |
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// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system) |
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// FTYPEDESC_INSENDTABLE STUFF |
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// Player FOV values |
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int m_iFOV; // field of view |
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int m_iFOVStart; // starting value of the FOV changing over time (client only) |
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int m_afButtonLast; |
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int m_afButtonPressed; |
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int m_afButtonReleased; |
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int m_nButtons; |
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protected: |
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int m_nImpulse; |
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CNetworkVar( int, m_ladderSurfaceProps ); |
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int m_flPhysics; |
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public: |
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float m_flFOVTime; // starting time of the FOV zoom |
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private: |
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float m_flWaterJumpTime; // used to be called teleport_time |
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float m_flSwimSoundTime; |
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protected: |
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float m_flStepSoundTime; |
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float m_surfaceFriction; |
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private: |
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CNetworkVector( m_vecLadderNormal ); |
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// FTYPEDESC_INSENDTABLE STUFF (end) |
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public: |
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char m_szAnimExtension[32]; |
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private: |
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int m_nOldTickBase; |
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private: |
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int m_iBonusProgress; |
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int m_iBonusChallenge; |
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private: |
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float m_flMaxspeed; |
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public: |
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EHANDLE m_hZoomOwner; // This is a pointer to the entity currently controlling the player's zoom |
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private: |
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EHANDLE m_hVehicle; |
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typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle; |
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CBaseCombatWeaponHandle m_hLastWeapon; |
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// players own view models, left & right hand |
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CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ]; |
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public: |
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// For weapon prediction |
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bool m_fOnTarget; //Is the crosshair on a target? |
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// END PREDICTION DATA COMPACTION |
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public: |
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int m_iDefaultFOV; // default FOV if no other zooms are occurring |
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// Only this entity can change the zoom state once it has ownership |
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int m_afButtonForced; // These are forced onto the player's inputs |
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CUserCmd *m_pCurrentCommand; |
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EHANDLE m_hViewEntity; |
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// Movement constraints |
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EHANDLE m_hConstraintEntity; |
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Vector m_vecConstraintCenter; |
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float m_flConstraintRadius; |
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float m_flConstraintWidth; |
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float m_flConstraintSpeedFactor; |
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bool m_bConstraintPastRadius; |
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protected: |
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virtual void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); |
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void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles, |
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float& zNear, float& zFar, float& fov ); |
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virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); |
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virtual Vector GetChaseCamViewOffset( CBaseEntity *target ); |
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void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); |
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void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); |
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virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); |
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virtual void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov); |
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virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); |
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// Check to see if we're in vgui input mode... |
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void DetermineVguiInputMode( CUserCmd *pCmd ); |
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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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// used by client side player footsteps |
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surfacedata_t* GetGroundSurface(); |
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protected: |
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// Did we just enter a vehicle this frame? |
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bool JustEnteredVehicle(); |
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// DATA |
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int m_iObserverMode; // if in spectator mode != 0 |
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EHANDLE m_hObserverTarget; // current observer target |
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float m_flObserverChaseDistance; // last distance to observer traget |
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Vector m_vecFreezeFrameStart; |
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float m_flFreezeFrameStartTime; // Time at which we entered freeze frame observer mode |
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float m_flFreezeFrameDistance; |
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bool m_bWasFreezeFraming; |
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float m_flDeathTime; // last time player died |
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private: |
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// Make sure no one calls this... |
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C_BasePlayer& operator=( const C_BasePlayer& src ); |
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C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible |
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// Vehicle stuff. |
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EHANDLE m_hOldVehicle; |
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EHANDLE m_hUseEntity; |
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CInterpolatedVar< Vector > m_iv_vecViewOffset; |
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// Not replicated |
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Vector m_vecWaterJumpVel; |
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protected: |
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QAngle m_vecOldViewAngles; |
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private: |
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bool m_bWasFrozen; |
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int m_nTickBase; |
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int m_nFinalPredictedTick; |
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EHANDLE m_pCurrentVguiScreen; |
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// Player flashlight dynamic light pointers |
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bool m_bFlashlightEnabled[ MAX_SPLITSCREEN_PLAYERS ]; |
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#if !defined( NO_ENTITY_PREDICTION ) |
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CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer; |
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#endif |
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float m_flOldPlayerZ; |
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float m_flOldPlayerViewOffsetZ; |
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Vector m_vecVehicleViewOrigin; // Used to store the calculated view of the player while riding in a vehicle |
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QAngle m_vecVehicleViewAngles; // Vehicle angles |
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float m_flVehicleViewFOV; |
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int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one the view was calculated for |
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// For UI purposes... |
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int m_iOldAmmo[ MAX_AMMO_TYPES ]; |
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C_CommandContext m_CommandContext; |
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// For underwater effects |
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float m_flWaterSurfaceZ; |
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bool m_bResampleWaterSurface; |
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TimedEvent m_tWaterParticleTimer; |
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CSmartPtr<WaterDebrisEffect> m_pWaterEmitter; |
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bool m_bPlayerUnderwater; |
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friend class CPrediction; |
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friend class CASW_Prediction; |
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// HACK FOR TF2 Prediction |
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friend class CTFGameMovementRecon; |
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friend class CGameMovement; |
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friend class CTFGameMovement; |
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friend class CCSGameMovement; |
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friend class CHL2GameMovement; |
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friend class CPortalGameMovement; |
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friend class CASW_MarineGameMovement; |
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friend class CPaintGameMovement; |
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// Accessors for gamemovement |
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float GetStepSize( void ) const { return m_Local.m_flStepSize; } |
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float m_flNextAvoidanceTime; |
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float m_flAvoidanceRight; |
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float m_flAvoidanceForward; |
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float m_flAvoidanceDotForward; |
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float m_flAvoidanceDotRight; |
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protected: |
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virtual bool IsDucked( void ) const { return m_Local.m_bDucked; } |
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virtual bool IsDucking( void ) const { return m_Local.m_bDucking; } |
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virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; } |
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void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4a_t *pBonesOut, float curtimeOffset ); |
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float m_flLaggedMovementValue; |
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// These are used to smooth out prediction corrections. They're most useful when colliding with |
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// vphysics objects. The server will be sending constant prediction corrections, and these can help |
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// the errors not be so jerky. |
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Vector m_vecPredictionError; |
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float m_flPredictionErrorTime; |
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Vector m_vecPreviouslyPredictedOrigin; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin |
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char m_szLastPlaceName[MAX_PLACE_NAME_LENGTH]; // received from the server |
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// Texture names and surface data, used by CGameMovement |
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int m_surfaceProps; |
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surfacedata_t* m_pSurfaceData; |
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char m_chTextureType; |
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bool m_bSentFreezeFrame; |
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float m_flFreezeZOffset; |
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byte m_ubEFNoInterpParity; |
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byte m_ubOldEFNoInterpParity; |
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// If we have any attached split users, this is the list of them |
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CUtlVector< CHandle< CBasePlayer > > m_hSplitScreenPlayers; |
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int m_nSplitScreenSlot; //-1 == not a split player |
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CHandle< CBasePlayer > m_hSplitOwner; |
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bool m_bIsLocalPlayer; |
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private: |
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struct StepSoundCache_t |
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{ |
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StepSoundCache_t() : m_usSoundNameIndex( 0 ) {} |
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CSoundParameters m_SoundParameters; |
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unsigned short m_usSoundNameIndex; |
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}; |
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// One for left and one for right side of step |
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StepSoundCache_t m_StepSoundCache[ 2 ]; |
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public: |
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const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied |
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float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; } |
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bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name. |
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void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; } |
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const fogplayerparams_t& GetPlayerFog() const { return m_PlayerFog; } |
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private: |
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friend class CMoveHelperClient; |
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CNetworkHandle( CPostProcessController, m_hPostProcessCtrl ); // active postprocessing controller |
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CNetworkHandle( CColorCorrection, m_hColorCorrectionCtrl ); // active FXVolume color correction |
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// fog params |
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fogplayerparams_t m_PlayerFog; |
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}; |
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EXTERN_RECV_TABLE(DT_BasePlayer); |
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//----------------------------------------------------------------------------- |
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// Inline methods |
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//----------------------------------------------------------------------------- |
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inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity ) |
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{ |
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if ( !pEntity || !pEntity->IsPlayer() ) |
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return NULL; |
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#if _DEBUG |
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Assert( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL ); |
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#endif |
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return static_cast<C_BasePlayer *>( pEntity ); |
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} |
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inline const C_BasePlayer *ToBasePlayer( const C_BaseEntity *pEntity ) |
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{ |
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if ( !pEntity || !pEntity->IsPlayer() ) |
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return NULL; |
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#if _DEBUG |
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Assert( dynamic_cast<const C_BasePlayer *>( pEntity ) != NULL ); |
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#endif |
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return static_cast<const C_BasePlayer *>( pEntity ); |
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} |
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inline IClientVehicle *C_BasePlayer::GetVehicle() |
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{ |
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C_BaseEntity *pVehicleEnt = m_hVehicle.Get(); |
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return pVehicleEnt ? pVehicleEnt->GetClientVehicle() : NULL; |
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} |
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inline bool C_BasePlayer::IsObserver() const |
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{ |
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return (GetObserverMode() != OBS_MODE_NONE); |
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} |
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inline int C_BasePlayer::GetImpulse( void ) const |
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{ |
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return m_nImpulse; |
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} |
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inline C_CommandContext* C_BasePlayer::GetCommandContext() |
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{ |
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return &m_CommandContext; |
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} |
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inline int CBasePlayer::CurrentCommandNumber() const |
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{ |
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Assert( m_pCurrentCommand ); |
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if ( !m_pCurrentCommand ) |
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return 0; |
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return m_pCurrentCommand->command_number; |
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} |
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inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const |
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{ |
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Assert( m_pCurrentCommand ); |
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return m_pCurrentCommand; |
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} |
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extern bool g_bEngineIsHLTV; |
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inline bool C_BasePlayer::IsHLTV() const |
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{ |
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return m_bIsLocalPlayer && g_bEngineIsHLTV; |
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} |
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inline bool C_BasePlayer::IsLocalPlayer( void ) const |
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{ |
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return m_bIsLocalPlayer; |
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} |
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#endif // C_BASEPLAYER_H
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