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129 lines
3.9 KiB
129 lines
3.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Special handling for hl2 usable ladders |
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// |
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//=============================================================================// |
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#include "gamemovement.h" |
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#include "func_ladder.h" |
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#if defined( CLIENT_DLL ) |
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#include "c_basehlplayer.h" |
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#define CHL2_Player C_BaseHLPlayer |
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#else |
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#include "hl2_player.h" |
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#endif |
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struct LadderMove_t; |
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class CInfoLadderDismount; |
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struct NearbyDismount_t |
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{ |
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CInfoLadderDismount *dismount; |
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float distSqr; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: HL2 specific movement code |
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//----------------------------------------------------------------------------- |
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class CHL2GameMovement : public CGameMovement |
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{ |
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typedef CGameMovement BaseClass; |
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public: |
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CHL2GameMovement(); |
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// Overrides |
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virtual void FullLadderMove(); |
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virtual bool LadderMove( void ); |
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virtual bool OnLadder( trace_t &trace ); |
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virtual int GetCheckInterval( IntervalType_t type ); |
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virtual void SetGroundEntity( trace_t *pm ); |
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virtual bool CanAccelerate( void ); |
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private: |
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// See if we are pressing use near a ladder "mount" point and if so, latch us onto the ladder |
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bool CheckLadderAutoMount( CFuncLadder *ladder, const Vector& bestOrigin ); |
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bool CheckLadderAutoMountCone( CFuncLadder *ladder, const Vector& bestOrigin, float maxAngleDelta, float maxDistToLadder ); |
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bool CheckLadderAutoMountEndPoint(CFuncLadder *ladder, const Vector& bestOrigin ); |
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bool LookingAtLadder( CFuncLadder *ladder ); |
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// Are we forcing the user's position to a new spot |
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bool IsForceMoveActive(); |
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// Start forcing player position |
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void StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder ); |
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// Returns false when finished |
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bool ContinueForcedMove(); |
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// Given a list of nearby ladders, find the best ladder and the "mount" origin |
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void Findladder( float maxdist, CFuncLadder **ppLadder, Vector& ladderOrigin, const CFuncLadder *skipLadder ); |
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// Debounce the +USE key |
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void SwallowUseKey(); |
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// Returns true if the player will auto-exit the ladder via a dismount node |
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bool ExitLadderViaDismountNode( CFuncLadder *ladder, bool strict, bool useAlternate = false ); |
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void GetSortedDismountNodeList( const Vector &org, float radius, CFuncLadder *ladder, CUtlRBTree< NearbyDismount_t, int >& list ); |
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LadderMove_t *GetLadderMove(); |
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CHL2_Player *GetHL2Player(); |
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void SetLadder( CFuncLadder *ladder ); |
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CFuncLadder *GetLadder(); |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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inline CHL2_Player *CHL2GameMovement::GetHL2Player() |
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{ |
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return static_cast< CHL2_Player * >( player ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : inline LadderMove* |
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//----------------------------------------------------------------------------- |
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inline LadderMove_t *CHL2GameMovement::GetLadderMove() |
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{ |
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CHL2_Player *p = GetHL2Player(); |
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if ( !p ) |
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{ |
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return NULL; |
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} |
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return p->GetLadderMove(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *ladder - |
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//----------------------------------------------------------------------------- |
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inline void CHL2GameMovement::SetLadder( CFuncLadder *ladder ) |
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{ |
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CFuncLadder* oldLadder = GetLadder(); |
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if ( !ladder && oldLadder ) |
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{ |
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oldLadder->PlayerGotOff( GetHL2Player() ); |
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} |
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GetHL2Player()->m_HL2Local.m_hLadder.Set( ladder ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : CFuncLadder |
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//----------------------------------------------------------------------------- |
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inline CFuncLadder *CHL2GameMovement::GetLadder() |
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{ |
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return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) ); |
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}
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