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126 lines
3.9 KiB
126 lines
3.9 KiB
//========= 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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#ifndef TF_GAMEMOVEMENT_H |
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#define TF_GAMEMOVEMENT_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "gamemovement.h" |
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#include "tf_movedata.h" |
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#include "movevars_shared.h" |
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class CBaseTFPlayer; |
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class CBasePlayer; |
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//----------------------------------------------------------------------------- |
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// This class is the GameMovement class for team fortress and overrides |
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// some of the default behavior. |
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//----------------------------------------------------------------------------- |
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class CTFGameMovement : public CGameMovement |
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{ |
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// Team Fortress 2 game movement base class. |
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DECLARE_CLASS( CTFGameMovement, CGameMovement ); |
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public: |
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// CGameMovement public overrides. |
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virtual void PlayerMove( void ); |
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virtual void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData ) {} |
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// Utility |
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inline CTFMoveData *TFMove( void ) { return static_cast<CTFMoveData*>( mv ); } |
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protected: |
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// Player movement functions. |
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virtual bool PrePlayerMove( void ); |
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virtual void HandlePlayerMove( void ); |
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virtual void PostPlayerMove( void ); |
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// Player pre-movement functions. |
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virtual int CheckStuck( void ); |
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virtual void UpdateTimers( void ); |
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bool CheckDeath( void ); |
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virtual void SetupViewAngles( void ); |
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virtual void HandleDuck( void ); |
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virtual void FinishUnDuck( void ); |
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virtual void SetupSpeed( void ); |
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void SpeedCrop( void ); |
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void Accelerate( Vector& wishdir, float wishspeed, float accel); |
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void AccelerateWithoutMomentum( Vector& wishdir, float wishspeed, float accel); |
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virtual float GetAirSpeedCap( void ); |
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float CalcGravityAdjustment( const Vector &wishdir ); |
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void HandleLadder( void ); |
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virtual void CategorizePosition( void ); |
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virtual bool CheckJumpButton( void ); |
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virtual void PlayStepSound( surfacedata_t *psurface, float fvol, bool force ); |
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// Should the step sound play? |
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virtual bool ShouldPlayStepSound( surfacedata_t *psurface, float fvol ); |
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// Specific movement functions. |
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virtual void FullWalkMove(); |
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virtual void WalkMove( void ); |
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virtual void _WalkMove( void ); |
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void WalkMove2( void ); |
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void AirMove( void ); |
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virtual int TryPlayerMove( Vector *pFirstDest=NULL, trace_t *pFirstTrace=NULL ); |
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int TryPlayerMove2( void ); |
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void ResolveStanding( void ); |
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void TryStanding( void ); |
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bool ChargeMove( void ); |
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bool StunMove( void ); |
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void EndCharge( void ); |
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virtual void HandleDuckingSpeedCrop( void ); |
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// Figures out how the constraint should slow us down |
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float ComputeConstraintSpeedFactor( void ); |
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// Movement helpers. |
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virtual bool CalcWishVelocityAndPosition( Vector &vWishPos, Vector &vWishDir, float &flWishSpeed ); |
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inline void TracePlayerBBoxWithStep( const Vector &vStart, const Vector &vEnd, unsigned int fMask, int collisionGroup, trace_t &trace ); |
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// Momentum |
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void SetMomentumList( float flValue = 1.0f ); |
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void AddToMomentumList( float flValue ); |
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float GetMomentum( void ); |
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// Collision response functions. |
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bool CollisionResponseGeneric( const trace_t &trace, int &nBlocked ); |
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void CollisionResponseStuck( void ); |
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void CollisionResponseNone( const trace_t &trace ); |
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bool RedirectGroundVelocity( const trace_t &trace ); |
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bool RedirectAirVelocity( const trace_t &trace ); |
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inline int BlockerType( const Vector &vImpactNormal ); |
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protected: |
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// Per movement collision data cache(s) |
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Vector m_vecGroundNormal; |
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Vector m_vecOriginalVelocity; |
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int m_nLanding; |
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enum { MAX_IMPACT_PLANES = 5 }; |
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int m_nImpactPlaneCount; |
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Vector m_aImpactPlaneNormals[MAX_IMPACT_PLANES]; |
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enum { MOVEMENTSTACK_MAXSIZE = 10 }; |
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struct MovementStackData_t |
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{ |
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Vector m_vecPosition; |
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Vector m_vecVelocity; |
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Vector m_vecImpactNormal; |
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}; |
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int m_nMovementStackSize; |
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MovementStackData_t m_aMovementStack[MOVEMENTSTACK_MAXSIZE]; |
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}; |
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#endif // TF_GAMEMOVEMENT_H
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