Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_tfc_player.h"
#include "c_user_message_register.h"
#include "view.h"
#include "iclientvehicle.h"
#include "ivieweffects.h"
#include "input.h"
#include "IEffects.h"
#include "fx.h"
#include "c_basetempentity.h"
#include "hud_macros.h"
#include "engine/ivdebugoverlay.h"
#include "smoke_fog_overlay.h"
#include "playerandobjectenumerator.h"
#include "bone_setup.h"
#include "in_buttons.h"
#include "r_efx.h"
#include "dlight.h"
#include "shake.h"
#include "cl_animevent.h"
#include "weapon_tfcbase.h"
#if defined( CTFCPlayer )
#undef CTFCPlayer
#endif
#include "materialsystem/imesh.h" //for materials->FindMaterial
#include "iviewrender.h" //for view->
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class C_TEPlayerAnimEvent : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType )
{
// Create the effect.
C_TFCPlayer *pPlayer = dynamic_cast< C_TFCPlayer* >( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData );
}
}
public:
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};
IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );
// ------------------------------------------------------------------------------------------ //
// Data tables and prediction tables.
// ------------------------------------------------------------------------------------------ //
BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_iEvent ) ),
RecvPropInt( RECVINFO( m_nData ) )
END_RECV_TABLE()
IMPLEMENT_CLIENTCLASS_DT( C_TFCPlayer, DT_TFCPlayer, CTFCPlayer )
RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
RecvPropDataTable( RECVINFO_DT( m_Shared ), 0, &REFERENCE_RECV_TABLE( DT_TFCPlayerShared ) )
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_TFCPlayer )
DEFINE_PRED_TYPEDESCRIPTION( m_Shared, CTFCPlayerShared ),
END_PREDICTION_DATA()
// ------------------------------------------------------------------------------------------ //
// C_TFCPlayer implementation.
// ------------------------------------------------------------------------------------------ //
C_TFCPlayer::C_TFCPlayer() :
m_iv_angEyeAngles( "C_TFCPlayer::m_iv_angEyeAngles" )
{
m_PlayerAnimState = CreatePlayerAnimState( this );
m_Shared.Init( this );
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
}
C_TFCPlayer::~C_TFCPlayer()
{
m_PlayerAnimState->Release();
}
C_TFCPlayer* C_TFCPlayer::GetLocalTFCPlayer()
{
return ToTFCPlayer( C_BasePlayer::GetLocalPlayer() );
}
const QAngle& C_TFCPlayer::GetRenderAngles()
{
if ( IsRagdoll() )
{
return vec3_angle;
}
else
{
return m_PlayerAnimState->GetRenderAngles();
}
}
void C_TFCPlayer::UpdateClientSideAnimation()
{
// Update the animation data. It does the local check here so this works when using
// a third-person camera (and we don't have valid player angles).
if ( this == C_TFCPlayer::GetLocalTFCPlayer() )
m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
else
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
BaseClass::UpdateClientSideAnimation();
}
void C_TFCPlayer::PostDataUpdate( DataUpdateType_t updateType )
{
// C_BaseEntity assumes we're networking the entity's angles, so pretend that it
// networked the same value we already have.
SetNetworkAngles( GetLocalAngles() );
BaseClass::PostDataUpdate( updateType );
}
void C_TFCPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
m_PlayerAnimState->DoAnimationEvent( event, nData );
}
void C_TFCPlayer::ProcessMuzzleFlashEvent()
{
// Reenable when the weapons have muzzle flash attachments in the right spot.
if ( this != C_BasePlayer::GetLocalPlayer() )
{
Vector vAttachment;
QAngle dummyAngles;
C_WeaponTFCBase *pWeapon = m_Shared.GetActiveTFCWeapon();
if ( pWeapon )
{
int iAttachment = pWeapon->LookupAttachment( "muzzle_flash" );
if ( iAttachment > 0 )
{
float flScale = 1;
pWeapon->GetAttachment( iAttachment, vAttachment, dummyAngles );
// The way the models are setup, the up vector points along the barrel.
Vector vForward, vRight, vUp;
AngleVectors( dummyAngles, &vForward, &vRight, &vUp );
VectorAngles( vUp, dummyAngles );
FX_MuzzleEffect( vAttachment, dummyAngles, flScale, INVALID_EHANDLE_INDEX, NULL, true );
}
}
}
Vector vAttachment;
QAngle dummyAngles;
bool bFoundAttachment = GetAttachment( 1, vAttachment, dummyAngles );
// If we have an attachment, then stick a light on it.
if ( bFoundAttachment )
{
dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index );
el->origin = vAttachment;
el->radius = 24;
el->decay = el->radius / 0.05f;
el->die = gpGlobals->curtime + 0.05f;
el->color.r = 255;
el->color.g = 192;
el->color.b = 64;
el->color.exponent = 5;
}
}