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:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "gamemovement.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "in_buttons.h"
#include "movevars_shared.h"
#include "collisionutils.h"
#include "debugoverlay_shared.h"
#include "baseobject_shared.h"
#include "particle_parse.h"
#include "baseobject_shared.h"
#include "coordsize.h"
#include "tf_weapon_medigun.h"
#include "tf_wearable_item_demoshield.h"
#include "takedamageinfo.h"
#include "tf_weapon_buff_item.h"
#include "halloween/tf_weapon_spellbook.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "c_world.h"
#include "c_team.h"
#include "prediction.h"
#define CTeam C_Team
#else
#include "tf_player.h"
#include "team.h"
#include "bot/tf_bot.h"
#include "tf_fx.h"
#endif
ConVar tf_duck_debug_spew( "tf_duck_debug_spew", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar tf_showspeed( "tf_showspeed", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar tf_avoidteammates( "tf_avoidteammates", "1", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Controls how teammates interact when colliding.\n 0: Teammates block each other\n 1: Teammates pass through each other, but push each other away (default)" );
ConVar tf_avoidteammates_pushaway( "tf_avoidteammates_pushaway", "1", FCVAR_REPLICATED, "Whether or not teammates push each other away when occupying the same space" );
ConVar tf_solidobjects( "tf_solidobjects", "1", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_clamp_back_speed( "tf_clamp_back_speed", "0.9", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar tf_clamp_back_speed_min( "tf_clamp_back_speed_min", "100", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar tf_clamp_airducks( "tf_clamp_airducks", "1", FCVAR_REPLICATED );
ConVar tf_resolve_stuck_players( "tf_resolve_stuck_players", "1", FCVAR_REPLICATED );
ConVar tf_scout_hype_mod( "tf_scout_hype_mod", "55", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_max_charge_speed( "tf_max_charge_speed", "750", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_parachute_gravity( "tf_parachute_gravity", "0.2f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Gravity while parachute is deployed" );
ConVar tf_parachute_maxspeed_xy( "tf_parachute_maxspeed_xy", "400.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max XY Speed while Parachute is deployed" );
ConVar tf_parachute_maxspeed_z( "tf_parachute_maxspeed_z", "-100.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed while Parachute is deployed" );
ConVar tf_parachute_maxspeed_onfire_z( "tf_parachute_maxspeed_onfire_z", "10.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed when on Fire and Parachute is deployed" );
ConVar tf_parachute_aircontrol( "tf_parachute_aircontrol", "2.5f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Multiplier for how much air control players have when Parachute is deployed" );
ConVar tf_halloween_kart_aircontrol( "tf_halloween_kart_aircontrol", "1.2f", FCVAR_CHEAT | FCVAR_REPLICATED, "Multiplier for how much air control players have when in Kart Mode" );
ConVar tf_ghost_up_speed( "tf_ghost_up_speed", "300.f", FCVAR_CHEAT | FCVAR_REPLICATED, "Speed that ghost go upward while holding jump key" );
ConVar tf_ghost_xy_speed( "tf_ghost_xy_speed", "300.f", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_grapplinghook_move_speed( "tf_grapplinghook_move_speed", "750", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar tf_grapplinghook_use_acceleration( "tf_grapplinghook_use_acceleration", "0", FCVAR_REPLICATED, "Use full acceleration calculation for grappling hook movement" );
ConVar tf_grapplinghook_acceleration( "tf_grapplinghook_acceleration", "3500", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar tf_grapplinghook_dampening( "tf_grapplinghook_dampening", "500", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar tf_grapplinghook_follow_distance( "tf_grapplinghook_follow_distance", "64", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar tf_grapplinghook_jump_up_speed( "tf_grapplinghook_jump_up_speed", "375", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar tf_grapplinghook_prevent_fall_damage( "tf_grapplinghook_prevent_fall_damage", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar tf_grapplinghook_medic_latch_speed_scale( "tf_grapplinghook_medic_latch_speed_scale", "0.65", FCVAR_REPLICATED | FCVAR_CHEAT );
#ifdef STAGING_ONLY
ConVar tf_movement_doubletap_window( "tf_movement_doubletap_window", "0.1f", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar tf_space_gravity_jump_multipler( "tf_space_gravity_jump_multipler", "1.05", FCVAR_CHEAT | FCVAR_REPLICATED, "Multiplier for player jump velocity in space" );
ConVar tf_space_aircontrol( "tf_space_aircontrol", "1.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Multiplier for how much air control players have in space" );
ConVar tf_taunt_move_speed( "tf_taunt_move_speed", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
#endif // STAGING_ONLY
extern ConVar cl_forwardspeed;
extern ConVar cl_backspeed;
extern ConVar cl_sidespeed;
extern ConVar mp_tournament_readymode_countdown;
#define TF_MAX_SPEED (400 * 1.3) // 400 is Scout max speed, and we allow up to 3% movement bonus.
#define TF_WATERJUMP_FORWARD 30
#define TF_WATERJUMP_UP 300
#define TF_TIME_TO_DUCK 0.3f
#define TF_AIRDUCKED_COUNT 2
//ConVar tf_waterjump_up( "tf_waterjump_up", "300", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
//ConVar tf_waterjump_forward( "tf_waterjump_forward", "30", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
#define NUM_CROUCH_HINTS 3
class CTFGameMovement : public CGameMovement
{
public:
DECLARE_CLASS( CTFGameMovement, CGameMovement );
CTFGameMovement();
virtual void PlayerMove();
virtual unsigned int PlayerSolidMask( bool brushOnly = false );
virtual void ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove );
virtual bool CanAccelerate();
virtual bool CheckJumpButton();
virtual int CheckStuck( void );
virtual bool CheckWater( void );
virtual void WaterMove( void );
virtual void FullWalkMove();
virtual void WalkMove( void );
virtual void AirMove( void );
virtual void FullTossMove( void );
virtual void CategorizePosition( void );
virtual void CheckFalling( void );
virtual void Duck( void );
virtual Vector GetPlayerViewOffset( bool ducked ) const;
bool GrapplingHookMove( void );
bool ChargeMove( void );
bool StunMove( void );
bool TauntMove( void );
void VehicleMove( void );
bool HighMaxSpeedMove( void );
virtual float GetAirSpeedCap( void );
virtual void TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm );
virtual CBaseHandle TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm );
virtual void StepMove( Vector &vecDestination, trace_t &trace );
virtual bool GameHasLadders() const;
virtual void SetGroundEntity( trace_t *pm );
virtual void PlayerRoughLandingEffects( float fvol );
virtual void HandleDuckingSpeedCrop( void );
protected:
virtual void CheckWaterJump( void );
void FullWalkMoveUnderwater();
private:
bool CheckWaterJumpButton( void );
void AirDash( void );
void PreventBunnyJumping();
void ToggleParachute( void );
void CheckKartWallBumping();
// Ducking.
#if 0
// New duck tests!
void HandleDuck( int nButtonsPressed );
void HandleUnDuck( int nButtonsReleased );
void TestDuck();
#endif
void DuckOverrides();
void OnDuck( int nButtonsPressed );
void OnUnDuck( int nButtonsReleased );
#ifdef STAGING_ONLY
void CheckForDoubleTap( void );
void OnDoubleTapped( int nKey );
void TeleportMove( Vector &vecDirection, float flDist );
CUtlMap< int, float > m_MoveKeyDownTimes;
float m_flNextDoubleTapTeleportTime;
#endif // STAGING_ONLY
private:
Vector m_vecWaterPoint;
CTFPlayer *m_pTFPlayer;
bool m_isPassingThroughEnemies;
static float CalcWishSpeedThreshold()
{
return 100.0f * sv_friction.GetFloat() / (sv_accelerate.GetFloat());
}
};
// Expose our interface.
static CTFGameMovement g_GameMovement;
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
// ---------------------------------------------------------------------------------------- //
// CTFGameMovement.
// ---------------------------------------------------------------------------------------- //
CTFGameMovement::CTFGameMovement()
{
m_pTFPlayer = NULL;
m_isPassingThroughEnemies = false;
#ifdef STAGING_ONLY
m_MoveKeyDownTimes.SetLessFunc( DefLessFunc (int) );
m_flNextDoubleTapTeleportTime = 0.f;
#endif // STAGING_ONLY
}
//----------------------------------------------------------------------------------------
// Purpose: moves the player
//----------------------------------------------------------------------------------------
void CTFGameMovement::PlayerMove()
{
// call base class to do movement
BaseClass::PlayerMove();
// handle player's interaction with water
int nNewWaterLevel = m_pTFPlayer->GetWaterLevel();
if ( m_nOldWaterLevel != nNewWaterLevel )
{
if ( WL_NotInWater == m_nOldWaterLevel )
{
// The player has just entered the water. Determine if we should play a splash sound.
bool bPlaySplash = false;
Vector vecVelocity = m_pTFPlayer->GetAbsVelocity();
if ( vecVelocity.z <= -200.0f )
{
// If the player has significant downward velocity, play a splash regardless of water depth. (e.g. Jumping hard into a puddle)
bPlaySplash = true;
}
else
{
// Look at the water depth below the player. If it's significantly deep, play a splash to accompany the sinking that's about to happen.
Vector vecStart = m_pTFPlayer->GetAbsOrigin();
Vector vecEnd = vecStart;
vecEnd.z -= 20; // roughly thigh deep
trace_t tr;
// see if we hit anything solid a little bit below the player
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction >= 1.0f )
{
// some amount of water below the player, play a splash
bPlaySplash = true;
}
}
if ( bPlaySplash )
{
m_pTFPlayer->EmitSound( "Physics.WaterSplash" );
}
}
}
// Remove our shield charge if we slow down a bunch.
float flSpeed = VectorLength( mv->m_vecVelocity );
if ( flSpeed < 300.0f )
{
m_pTFPlayer->m_Shared.EndCharge();
}
}
Vector CTFGameMovement::GetPlayerViewOffset( bool ducked ) const
{
return ( ( ducked ) ? ( VEC_DUCK_VIEW_SCALED( m_pTFPlayer ) ) : ( m_pTFPlayer->GetClassEyeHeight() ) );
}
//-----------------------------------------------------------------------------
// Purpose: Allow bots etc to use slightly different solid masks
//-----------------------------------------------------------------------------
unsigned int CTFGameMovement::PlayerSolidMask( bool brushOnly )
{
unsigned int uMask = 0;
// Ghost players dont collide with anything but the world
if ( m_pTFPlayer && m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
{
return MASK_PLAYERSOLID_BRUSHONLY;
}
if ( m_pTFPlayer && !m_isPassingThroughEnemies )
{
switch( m_pTFPlayer->GetTeamNumber() )
{
case TF_TEAM_RED:
uMask = CONTENTS_BLUETEAM;
break;
case TF_TEAM_BLUE:
uMask = CONTENTS_REDTEAM;
break;
}
}
return ( uMask | BaseClass::PlayerSolidMask( brushOnly ) );
}
//-----------------------------------------------------------------------------
// Purpose: Overridden to allow players to run faster than the maxspeed
//-----------------------------------------------------------------------------
void CTFGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove )
{
// Verify data.
Assert( pBasePlayer );
Assert( pMove );
if ( !pBasePlayer || !pMove )
return;
// Reset point contents for water check.
ResetGetPointContentsCache();
// Cropping movement speed scales mv->m_fForwardSpeed etc. globally
// Once we crop, we don't want to recursively crop again, so we set the crop
// flag globally here once per usercmd cycle.
m_iSpeedCropped = SPEED_CROPPED_RESET;
// Get the current TF player.
m_pTFPlayer = ToTFPlayer( pBasePlayer );
player = m_pTFPlayer;
mv = pMove;
// The max speed is currently set to the scout - if this changes we need to change this!
mv->m_flMaxSpeed = TF_MAX_SPEED;
// Handle charging demomens
ChargeMove();
// Handle player stun.
StunMove();
// Handle player taunt move
TauntMove();
// Handle grappling hook move
GrapplingHookMove();
// Handle scouts that can move really fast with buffs
HighMaxSpeedMove();
// Run the command.
PlayerMove();
#ifdef STAGING_ONLY
CheckForDoubleTap();
#endif // STAGING_ONLY
FinishMove();
#if defined(GAME_DLL)
m_pTFPlayer->m_bTakenBlastDamageSinceLastMovement = false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGameMovement::GrapplingHookMove()
{
CBaseEntity *pHookTarget = m_pTFPlayer->GetGrapplingHookTarget();
if ( !pHookTarget )
return false;
// check if player can be moved
if ( !m_pTFPlayer->CanPlayerMove() || m_pTFPlayer->m_Shared.IsControlStunned() )
{
mv->m_flForwardMove = 0.f;
mv->m_flSideMove = 0.f;
mv->m_flUpMove = 0.f;
mv->m_nButtons = 0;
m_pTFPlayer->m_nButtons = mv->m_nButtons;
return false;
}
m_pTFPlayer->SetGroundEntity( NULL );
Vector vDesiredMove = pHookTarget->WorldSpaceCenter() - m_pTFPlayer->WorldSpaceCenter();
CTFPlayer *pPlayerToCheckForRune = m_pTFPlayer;
if ( pHookTarget->IsPlayer() )
{
CTFPlayer *pHookedPlayer = ToTFPlayer( pHookTarget );
bool bFollowingAllyGrapple = false;
// If our target is grappling, adjust aim to behind them
CBaseEntity *pHookedPlayerTarget = pHookedPlayer->GetGrapplingHookTarget();
if ( pHookedPlayerTarget )
{
bFollowingAllyGrapple = pHookedPlayer->GetTeamNumber() == m_pTFPlayer->GetTeamNumber();
Vector vTargetGrapple = pHookedPlayerTarget->WorldSpaceCenter() - pHookedPlayer->WorldSpaceCenter();
vTargetGrapple.NormalizeInPlace();
vDesiredMove += vTargetGrapple * ( -1 * tf_grapplinghook_follow_distance.GetFloat() );
}
else
{
// Otherwise, aim short of their center.
vDesiredMove += vDesiredMove.Normalized() * ( -1 * tf_grapplinghook_follow_distance.GetFloat() );
}
if ( bFollowingAllyGrapple )
{
pPlayerToCheckForRune = pHookedPlayer;
}
}
mv->m_flMaxSpeed = tf_grapplinghook_move_speed.GetFloat();
// If we're grappling along with an ally, use their rune to avoid falling behind or passing them
if ( pPlayerToCheckForRune->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
{
mv->m_flMaxSpeed = 950.f;
}
// Heavies get a grapple speed reduction across the board, even if they have Agility
if ( pPlayerToCheckForRune->GetPlayerClass()->GetClassIndex() == TF_CLASS_HEAVYWEAPONS )
{
mv->m_flMaxSpeed *= 0.70f;
}
// Grapple movement speed penalty if player is carrying the flag and a powerup
else if ( pPlayerToCheckForRune->HasTheFlag() && pPlayerToCheckForRune->m_Shared.GetCarryingRuneType() != RUNE_NONE )
{
if ( pPlayerToCheckForRune->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
{
mv->m_flMaxSpeed *= 0.8f;
}
else
{
mv->m_flMaxSpeed *= 0.65f;
}
}
// Pyros that are hooked into enemy players travel slower because of their advantage in close quarters
else if ( pPlayerToCheckForRune->GetPlayerClass()->GetClassIndex() == TF_CLASS_PYRO && pPlayerToCheckForRune->m_Shared.InCond( TF_COND_GRAPPLED_TO_PLAYER ) )
{
mv->m_flMaxSpeed *= 0.7f;
}
// if the medic hook latched on to teammate, his movement should be slower to eventually detach from the healing target
// this requires medic to do something instead of getting a free ride (except medic with AGILITY rune)
if ( m_pTFPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC && pHookTarget->IsPlayer() && pHookTarget->InSameTeam( m_pTFPlayer ) && m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_AGILITY )
{
mv->m_flMaxSpeed *= tf_grapplinghook_medic_latch_speed_scale.GetFloat();
}
if ( tf_grapplinghook_use_acceleration.GetBool() )
{
// Use acceleration with dampening
float flSpeed = mv->m_vecVelocity.Length();
if ( flSpeed > 0.f ) {
float flDampen = Min( tf_grapplinghook_dampening.GetFloat() * gpGlobals->frametime, flSpeed );
mv->m_vecVelocity *= ( flSpeed - flDampen ) / flSpeed;
}
mv->m_vecVelocity += vDesiredMove.Normalized() * ( tf_grapplinghook_acceleration.GetFloat() * gpGlobals->frametime );
flSpeed = mv->m_vecVelocity.Length();
if ( flSpeed > mv->m_flMaxSpeed )
{
mv->m_vecVelocity *= mv->m_flMaxSpeed / flSpeed;
}
}
else
{
// Simple velocity calculation
float vDist = vDesiredMove.Length();
if ( vDist > mv->m_flMaxSpeed * gpGlobals->frametime )
{
mv->m_vecVelocity = vDesiredMove * ( mv->m_flMaxSpeed / vDist );
}
else
{
mv->m_vecVelocity = vDesiredMove / gpGlobals->frametime;
}
}
// slow down when player is close to the hook target to prevent yoyo effect
float flDistSqrToTarget = m_pTFPlayer->GetAbsOrigin().DistToSqr( pHookTarget->GetAbsOrigin() );
if ( flDistSqrToTarget < 10000 )
{
// remap the speed between 80-100 unit distance
mv->m_vecVelocity = mv->m_vecVelocity.Normalized() * RemapValClamped( flDistSqrToTarget, 6400, 10000, 0.f, mv->m_flMaxSpeed );
}
mv->m_flForwardMove = 0.f;
mv->m_flSideMove = 0.f;
mv->m_flUpMove = 0.f;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGameMovement::ChargeMove()
{
if ( !m_pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
{
// Check for Quick Fix Medic healing a charging player
if ( !m_pTFPlayer->IsPlayerClass( TF_CLASS_MEDIC ) )
return false;
CTFWeaponBase *pTFWeapon = m_pTFPlayer->GetActiveTFWeapon();
if ( !pTFWeapon )
return false;
if ( pTFWeapon->GetWeaponID() != TF_WEAPON_MEDIGUN )
return false;
CWeaponMedigun *pMedigun = static_cast< CWeaponMedigun* >( pTFWeapon );
if ( !pMedigun || pMedigun->GetMedigunType() != MEDIGUN_QUICKFIX )
return false;
CTFPlayer *pHealTarget = ToTFPlayer( pMedigun->GetHealTarget() );
if ( !pHealTarget || !pHealTarget->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
return false;
}
mv->m_flMaxSpeed = tf_max_charge_speed.GetFloat();
int oldbuttons = mv->m_nButtons;
// Handle demoman shield charge.
mv->m_flForwardMove = tf_max_charge_speed.GetFloat();
mv->m_flSideMove = 0.0f;
mv->m_flUpMove = 0.0f;
if ( mv->m_nButtons & IN_ATTACK2 )
{
// Allow the player to continue to hold alt-fire.
mv->m_nButtons = IN_ATTACK2;
}
else
{
mv->m_nButtons = 0;
}
if ( oldbuttons & IN_ATTACK )
{
mv->m_nButtons |= IN_ATTACK;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGameMovement::StunMove()
{
// Handle control stun.
if ( m_pTFPlayer->m_Shared.IsControlStunned()
|| m_pTFPlayer->m_Shared.IsLoserStateStunned() )
{
// Can't fire or select weapons.
if ( m_pTFPlayer->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
{
// Heavies can still spin their gun.
if ( mv->m_nButtons & IN_ATTACK2 || mv->m_nButtons & IN_ATTACK )
{
mv->m_nButtons = IN_ATTACK2; // Turn off all other buttons.
}
}
else
{
mv->m_nButtons = 0;
}
if ( m_pTFPlayer->m_Shared.IsControlStunned() )
{
mv->m_flForwardMove = 0.0f;
mv->m_flSideMove = 0.0f;
mv->m_flUpMove = 0.0f;
}
m_pTFPlayer->m_nButtons = mv->m_nButtons;
}
// Handle movement stuns
float flStunAmount = m_pTFPlayer->m_Shared.GetAmountStunned( TF_STUN_MOVEMENT );
// Lerp to the desired amount
if ( flStunAmount )
{
if ( m_pTFPlayer->m_Shared.m_flStunLerpTarget != flStunAmount )
{
m_pTFPlayer->m_Shared.m_flLastMovementStunChange = gpGlobals->curtime;
m_pTFPlayer->m_Shared.m_flStunLerpTarget = flStunAmount;
m_pTFPlayer->m_Shared.m_bStunNeedsFadeOut = true;
}
mv->m_flForwardMove *= 1.f - flStunAmount;
mv->m_flSideMove *= 1.f - flStunAmount;
if ( m_pTFPlayer->m_Shared.GetStunFlags() & TF_STUN_MOVEMENT_FORWARD_ONLY )
{
mv->m_flForwardMove = 0.f;
}
return true;
}
else if ( m_pTFPlayer->m_Shared.m_flLastMovementStunChange )
{
// Lerp out to normal speed
if ( m_pTFPlayer->m_Shared.m_bStunNeedsFadeOut )
{
m_pTFPlayer->m_Shared.m_flLastMovementStunChange = gpGlobals->curtime;
m_pTFPlayer->m_Shared.m_bStunNeedsFadeOut = false;
}
float flCurStun = RemapValClamped( (gpGlobals->curtime - m_pTFPlayer->m_Shared.m_flLastMovementStunChange), 0.2, 0.0, 0.0, 1.0 );
if ( flCurStun )
{
float flRemap = m_pTFPlayer->m_Shared.m_flStunLerpTarget * flCurStun;
mv->m_flForwardMove *= (1.0 - flRemap);
mv->m_flSideMove *= (1.0 - flRemap);
if ( m_pTFPlayer->m_Shared.GetStunFlags() & TF_STUN_MOVEMENT_FORWARD_ONLY )
{
mv->m_flForwardMove = 0.f;
}
}
else
{
m_pTFPlayer->m_Shared.m_flStunLerpTarget = 0.f;
m_pTFPlayer->m_Shared.m_flLastMovementStunChange = 0;
}
return true;
}
// No one can move when in a final countdown transition.
// Do this here to avoid the inevitable hack that prevents players
// from receiving a flag or condition by stalling thinks, etc.
if ( TFGameRules() && TFGameRules()->BInMatchStartCountdown() )
{
mv->m_flForwardMove = 0.f;
mv->m_flSideMove = 0.f;
mv->m_flUpMove = 0.f;
mv->m_nButtons = 0;
m_pTFPlayer->m_nButtons = mv->m_nButtons;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGameMovement::TauntMove( void )
{
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
VehicleMove();
}
else if ( m_pTFPlayer->m_Shared.InCond( TF_COND_TAUNTING ) && m_pTFPlayer->CanMoveDuringTaunt() )
{
m_pTFPlayer->SetTauntYaw( mv->m_vecViewAngles[YAW] );
bool bForceMoveForward = m_pTFPlayer->IsTauntForceMovingForward();
float flMaxMoveSpeed = m_pTFPlayer->GetTauntMoveSpeed();
float flAcceleration = m_pTFPlayer->GetTauntMoveAcceleration();
float flMoveDir = 0.f;
if ( !bForceMoveForward )
{
// Grab analog inputs, normalized to [0,1], to allow controller to also drive taunt movement.
if ( mv->m_flForwardMove > 0 && cl_forwardspeed.GetFloat() > 0 )
{
flMoveDir += mv->m_flForwardMove / cl_forwardspeed.GetFloat();
}
else if ( mv->m_flForwardMove < 0 && cl_backspeed.GetFloat() > 0 )
{
flMoveDir += mv->m_flForwardMove / cl_backspeed.GetFloat();
}
// No need to read buttons explicitly anymore, since that input is already included in m_flForwardMove
/* if ( mv->m_nButtons & IN_FORWARD )
flMoveDir += 1.f;
if ( mv->m_nButtons & IN_BACK )
flMoveDir += -1.f; */
// Clamp to [0,1], just in case.
if ( flMoveDir > 1.0f )
{
flMoveDir = 1.0f;
}
else if ( flMoveDir < -1.0f )
{
flMoveDir = -1.0f;
}
}
else
{
flMoveDir = 1.f;
}
bool bMoving = flMoveDir != 0.f;
float flSign = bMoving ? 1.f : -1.f;
#ifdef STAGING_ONLY
flMaxMoveSpeed = tf_taunt_move_speed.GetFloat() > 0.f ? tf_taunt_move_speed.GetFloat() : flMaxMoveSpeed;
#endif // STAGING_ONLY
if ( flAcceleration > 0.f )
{
m_pTFPlayer->SetCurrentTauntMoveSpeed( clamp( m_pTFPlayer->GetCurrentTauntMoveSpeed() + flSign * ( gpGlobals->frametime / flAcceleration ) * flMaxMoveSpeed, 0.f, flMaxMoveSpeed ) );
}
else
{
m_pTFPlayer->SetCurrentTauntMoveSpeed( flMaxMoveSpeed );
}
// don't allow taunt to move if the player cannot move
if ( !m_pTFPlayer->CanPlayerMove() )
{
flMaxMoveSpeed = 0.f;
}
float flSmoothMoveSpeed = 0.f;
if ( flMaxMoveSpeed > 0.f )
{
flSmoothMoveSpeed = SimpleSpline( m_pTFPlayer->GetCurrentTauntMoveSpeed() / flMaxMoveSpeed ) * flMaxMoveSpeed;
}
mv->m_flMaxSpeed = flMaxMoveSpeed;
mv->m_flForwardMove = flMoveDir * flSmoothMoveSpeed;
mv->m_flClientMaxSpeed = flMaxMoveSpeed;
return true;
}
else
{
m_pTFPlayer->SetCurrentTauntMoveSpeed( 0.f );
}
return false;
}
ConVar tf_halloween_kart_dash_speed( "tf_halloween_kart_dash_speed", "1000", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_dash_accel( "tf_halloween_kart_dash_accel", "750", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_normal_speed( "tf_halloween_kart_normal_speed", "650", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_normal_accel( "tf_halloween_kart_normal_accel", "300", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_slowmoving_accel( "tf_halloween_kart_slowmoving_accel", "500", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_slowmoving_threshold( "tf_halloween_kart_slowmoving_threshold", "300", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_reverse_speed( "tf_halloween_kart_reverse_speed", "-50", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_brake_speed( "tf_halloween_kart_brake_speed", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_brake_accel( "tf_halloween_kart_brake_accel", "500", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_idle_speed( "tf_halloween_kart_idle_speed", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_coast_accel( "tf_halloween_kart_coast_accel", "300", FCVAR_CHEAT | FCVAR_REPLICATED );
ConVar tf_halloween_kart_bombhead_scale( "tf_halloween_kart_bombhead_scale", "1.5f", FCVAR_CHEAT | FCVAR_REPLICATED );
void CTFGameMovement::VehicleMove( void )
{
// Reset Flags
m_pTFPlayer->m_iKartState = 0;
m_pTFPlayer->SetTauntYaw( mv->m_vecViewAngles[YAW] );
float flMaxMoveSpeed = tf_halloween_kart_normal_speed.GetFloat();
float flTargetSpeed = tf_halloween_kart_idle_speed.GetFloat();
// Just standard accell by default
float flAcceleration = tf_halloween_kart_coast_accel.GetFloat();
bool bInput = false;
// Hitting the gas
if ( mv->m_flForwardMove > 0.0f )
{
// Grab normalized analog input (no need to check key input explicitly, since it's already baked into m_flForwardMove
float flNormalizedForwardInput = cl_forwardspeed.GetFloat() > 0.0f ? mv->m_flForwardMove / cl_forwardspeed.GetFloat() : 0.0f;
if ( flNormalizedForwardInput > 1.0f )
{
flNormalizedForwardInput = 1.0f;
}
// Target normal speed
flTargetSpeed = tf_halloween_kart_normal_speed.GetFloat();
// Use normal accell speed if it's faster than our current speed
if ( flTargetSpeed > m_pTFPlayer->GetCurrentTauntMoveSpeed() )
{
if ( m_pTFPlayer->GetCurrentTauntMoveSpeed() < tf_halloween_kart_slowmoving_threshold.GetFloat() )
{
flAcceleration = tf_halloween_kart_slowmoving_accel.GetFloat() * flNormalizedForwardInput;
}
else
{
flAcceleration = tf_halloween_kart_normal_accel.GetFloat() * flNormalizedForwardInput;
}
}
bInput = true;
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Driving;
}
else if ( mv->m_flForwardMove < 0.0f ) // Hitting the brakes
{
// Grab normalized analog input (no need to check key input explicitly, since it's already baked into m_flForwardMove. And flip the sign, since we're going backwards.
float flNormalizedForwardInput = cl_backspeed.GetFloat() > 0.0f ? mv->m_flForwardMove / cl_backspeed.GetFloat() : 0.0f;
if ( flNormalizedForwardInput < -1.0f )
{
flNormalizedForwardInput = 1.0f;
}
else
{
flNormalizedForwardInput = -flNormalizedForwardInput;
}
// slowing down
if ( m_pTFPlayer->GetCurrentTauntMoveSpeed() > 0 )
{
// Target brake speed
flTargetSpeed = tf_halloween_kart_brake_speed.GetFloat();
// Use brake accell speed if it's slower than our current speed
if ( flTargetSpeed < m_pTFPlayer->GetCurrentTauntMoveSpeed() )
{
flAcceleration = tf_halloween_kart_brake_accel.GetFloat() * flNormalizedForwardInput;
}
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Braking;
}
// if we are already stopped, look for new input to start going backwards
else
{
// check for new input, else do nothing
if ( mv->m_flOldForwardMove >= 0.0f || m_pTFPlayer->GetCurrentTauntMoveSpeed() < 0 || m_pTFPlayer->GetVehicleReverseTime() < gpGlobals->curtime )
{
// going backwards, keep going backwards
flTargetSpeed = tf_halloween_kart_reverse_speed.GetFloat();
// Use brake accell speed if it's slower than our current speed
if ( flTargetSpeed < m_pTFPlayer->GetCurrentTauntMoveSpeed() )
{
flAcceleration = tf_halloween_kart_brake_accel.GetFloat() * flNormalizedForwardInput;
}
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Reversing;
}
else
{
// Stall for 1 second then start reversing
if ( m_pTFPlayer->GetVehicleReverseTime() == FLT_MAX )
{
m_pTFPlayer->SetVehicleReverseTime( gpGlobals->curtime + 0.6f );
}
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Stopped;
}
}
bInput = true;
}
if ( m_pTFPlayer->GetCurrentTauntMoveSpeed() > 0 )
{
m_pTFPlayer->SetVehicleReverseTime( FLT_MAX );
}
// braking?
if ( bInput && Sign( m_pTFPlayer->GetCurrentTauntMoveSpeed() ) != Sign( flTargetSpeed ) )
{
flAcceleration = tf_halloween_kart_brake_accel.GetFloat();
}
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_BOMB_HEAD ) )
{
flMaxMoveSpeed *= tf_halloween_kart_bombhead_scale.GetFloat();
flAcceleration *= tf_halloween_kart_bombhead_scale.GetFloat();
}
float flTargetMoveSpeed = Approach( flTargetSpeed, m_pTFPlayer->GetCurrentTauntMoveSpeed(), flAcceleration * gpGlobals->frametime );
float flSmoothMoveSpeed = Bias( fabs( m_pTFPlayer->GetCurrentTauntMoveSpeed() ) / flMaxMoveSpeed, 0.7f ) * flMaxMoveSpeed * Sign( flTargetMoveSpeed );
// Boost slams the accelerator
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART_DASH ) )
{
flTargetSpeed = tf_halloween_kart_dash_speed.GetFloat();
flMaxMoveSpeed = tf_halloween_kart_dash_speed.GetFloat();
flTargetMoveSpeed = flTargetSpeed;
flSmoothMoveSpeed = flTargetSpeed;
flAcceleration = tf_halloween_kart_dash_accel.GetFloat();
}
m_pTFPlayer->SetCurrentTauntMoveSpeed( flTargetMoveSpeed );
float flLeanAccel = flTargetSpeed > flSmoothMoveSpeed ? flAcceleration : flTargetSpeed < flSmoothMoveSpeed ? -flAcceleration : 0.f;
flLeanAccel = Sign( m_pTFPlayer->GetCurrentTauntMoveSpeed() ) != Sign( flTargetSpeed ) ? -flLeanAccel : flLeanAccel;
m_pTFPlayer->m_PlayerAnimState->Vehicle_LeanAccel( flLeanAccel );
#ifdef DEBUG
engine->Con_NPrintf( 0, "Speed: %3.2f", m_pTFPlayer->GetCurrentTauntMoveSpeed() );
engine->Con_NPrintf( 1, "Target: %3.2f", flTargetSpeed );
engine->Con_NPrintf( 2, "Accell: %3.2f", flAcceleration );
#endif
mv->m_flMaxSpeed = flMaxMoveSpeed;
mv->m_flForwardMove = flSmoothMoveSpeed;
mv->m_flClientMaxSpeed = flMaxMoveSpeed;
mv->m_flSideMove = 0.f; // No sideways movement
}
bool CTFGameMovement::HighMaxSpeedMove()
{
if ( fabsf( mv->m_flForwardMove ) < player->MaxSpeed() )
{
if ( AlmostEqual( mv->m_flForwardMove, cl_forwardspeed.GetFloat() ) )
{
mv->m_flForwardMove = player->MaxSpeed();
}
else if ( AlmostEqual( mv->m_flForwardMove, -cl_backspeed.GetFloat() ) )
{
mv->m_flForwardMove = -player->MaxSpeed();
}
}
if ( fabsf( mv->m_flSideMove ) < player->MaxSpeed() )
{
if ( AlmostEqual( mv->m_flSideMove, cl_sidespeed.GetFloat() ) )
{
mv->m_flSideMove = player->MaxSpeed();
}
else if ( AlmostEqual( mv->m_flSideMove, -cl_sidespeed.GetFloat() ) )
{
mv->m_flSideMove = -player->MaxSpeed();
}
}
return true;
}
bool CTFGameMovement::CanAccelerate()
{
// Only allow the player to accelerate when in certain states.
int nCurrentState = m_pTFPlayer->m_Shared.GetState();
if ( nCurrentState == TF_STATE_ACTIVE )
{
return player->GetWaterJumpTime() == 0;
}
else if ( player->IsObserver() )
{
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if we are in water. If so the jump button acts like a
// swim upward key.
//-----------------------------------------------------------------------------
bool CTFGameMovement::CheckWaterJumpButton( void )
{
// See if we are water jumping. If so, decrement count and return.
if ( player->m_flWaterJumpTime )
{
player->m_flWaterJumpTime -= gpGlobals->frametime;
if (player->m_flWaterJumpTime < 0)
{
player->m_flWaterJumpTime = 0;
}
return false;
}
// In water above our waist.
if ( player->GetWaterLevel() >= 2 || m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) )
{
// Swimming, not jumping.
SetGroundEntity( NULL );
int iCannotSwim = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iCannotSwim, cannot_swim );
if ( iCannotSwim )
{
return false;
}
// We move up a certain amount.
if ( player->GetWaterType() == CONTENTS_WATER || m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) )
{
mv->m_vecVelocity[2] = 100;
}
else if ( player->GetWaterType() == CONTENTS_SLIME )
{
mv->m_vecVelocity[2] = 80;
}
// Play swimming sound.
if ( player->m_flSwimSoundTime <= 0 && !m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) )
{
// Don't play sound again for 1 second.
player->m_flSwimSoundTime = 1000;
PlaySwimSound();
}
return false;
}
return true;
}
void CTFGameMovement::AirDash( void )
{
// Apply approx. the jump velocity added to an air dash.
Assert( GetCurrentGravity() == 800.0f );
float flJumpMod = 1.f;
// Passive version
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_pTFPlayer, flJumpMod, mod_jump_height );
// Weapon-restricted version
CTFWeaponBase *pWpn = m_pTFPlayer->GetActiveTFWeapon();
if ( pWpn )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWpn, flJumpMod, mod_jump_height_from_weapon );
}
// Lose hype on airdash
int iHypeResetsOnJump = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iHypeResetsOnJump, hype_resets_on_jump );
if ( iHypeResetsOnJump != 0 )
{
// Loose x hype on jump
float flHype = m_pTFPlayer->m_Shared.GetScoutHypeMeter();
m_pTFPlayer->m_Shared.SetScoutHypeMeter( flHype - iHypeResetsOnJump );
m_pTFPlayer->TeamFortress_SetSpeed();
}
if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
{
flJumpMod *= 1.8f;
}
float flDashZ = 268.3281572999747f * flJumpMod;
// Get the wish direction.
Vector vecForward, vecRight;
AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, NULL );
vecForward.z = 0.0f;
vecRight.z = 0.0f;
VectorNormalize( vecForward );
VectorNormalize( vecRight );
// Copy movement amounts
float flForwardMove = mv->m_flForwardMove;
float flSideMove = mv->m_flSideMove;
// Find the direction,velocity in the x,y plane.
Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ),
( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ),
0.0f );
// Update the velocity on the scout.
mv->m_vecVelocity = vecWishDirection;
mv->m_vecVelocity.z += flDashZ;
int iAirDash = m_pTFPlayer->m_Shared.GetAirDash();
if ( iAirDash == 0 )
{
#if defined(GAME_DLL)
// Our first air jump.
m_pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_DOUBLE_JUMP, "started_jumping:1" );
#else
IGameEvent *event = gameeventmanager->CreateEvent( "air_dash" );
if ( event )
{
event->SetInt( "player", m_pTFPlayer->GetUserID() );
gameeventmanager->FireEventClientSide( event );
}
#endif
}
else
{
#ifdef GAME_DLL
// Exertion damage from multi-dashing ( atomizer )
if ( !m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_SPEED_BOOST ) && !m_pTFPlayer->m_Shared.InCond( TF_COND_SODAPOPPER_HYPE ) )
{
m_pTFPlayer->TakeDamage( CTakeDamageInfo( m_pTFPlayer, m_pTFPlayer, vec3_origin, m_pTFPlayer->WorldSpaceCenter( ), 10.f, DMG_BULLET ) );
}
#endif
}
m_pTFPlayer->m_Shared.SetAirDash( iAirDash+1 );
// Play the gesture.
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_DOUBLEJUMP );
#ifdef GAME_DLL
// Pitch shift a sound for all airdashes greater then 1
if ( iAirDash > 0 )
{
EmitSound_t params;
params.m_pSoundName = "General.banana_slip";
params.m_flSoundTime = 0;
params.m_pflSoundDuration = 0;
//params.m_bWarnOnDirectWaveReference = true;
CPASFilter filter( m_pTFPlayer->GetAbsOrigin( ) );
params.m_flVolume = 0.1f;
params.m_SoundLevel = SNDLVL_25dB;
params.m_nPitch = RemapVal( iAirDash, 1.0f, 5.0f, 100.f, 120.f );
params.m_nFlags |= ( SND_CHANGE_PITCH | SND_CHANGE_VOL );
m_pTFPlayer->StopSound( "General.banana_slip" );
m_pTFPlayer->EmitSound( filter, m_pTFPlayer->entindex( ), params );
}
#endif // GAME_DLL
}
// Only allow bunny jumping up to 1.2x server / player maxspeed setting
#define BUNNYJUMP_MAX_SPEED_FACTOR 1.2f
void CTFGameMovement::PreventBunnyJumping()
{
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
return;
// Speed at which bunny jumping is limited
float maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * player->m_flMaxspeed;
if ( maxscaledspeed <= 0.0f )
return;
// Current player speed
float spd = mv->m_vecVelocity.Length();
if ( spd <= maxscaledspeed )
return;
// Apply this cropping fraction to velocity
float fraction = ( maxscaledspeed / spd );
mv->m_vecVelocity *= fraction;
}
void CTFGameMovement::ToggleParachute()
{
if ( (m_pTFPlayer->GetFlags() & FL_ONGROUND) || (mv->m_nOldButtons & IN_JUMP) )
return;
// Can not add if in kart (Kart code does it for spell) but players can manually undeploy
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) )
{
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_PARACHUTE_DEPLOYED );
}
return;
}
// Check for Parachute and deploy / undeploy
int iParachute = 0;
// Passive version
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iParachute, parachute_attribute );
if ( iParachute )
{
// Toggle between the conditions
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) )
{
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_PARACHUTE_DEPLOYED );
}
else
{
int iParachuteDisabled = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iParachuteDisabled, parachute_disabled );
if ( !iParachuteDisabled )
{
m_pTFPlayer->m_Shared.AddCond( TF_COND_PARACHUTE_DEPLOYED );
}
}
}
}
bool CTFGameMovement::CheckJumpButton()
{
// Are we dead? Then we cannot jump.
if ( player->pl.deadflag )
return false;
// Check to see if we are in water.
if ( !CheckWaterJumpButton() )
return false;
if ( m_pTFPlayer->GetGrapplingHookTarget() )
{
float flStartZ = mv->m_vecVelocity[2];
mv->m_vecVelocity[2] += tf_grapplinghook_jump_up_speed.GetFloat();
// Heavy gets a jump height reduction across the board, even if he has Agility
// Powered up flag carriers get the same penalty
if ( m_pTFPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_HEAVYWEAPONS || ( m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_NONE && m_pTFPlayer->HasTheFlag() ) )
{
mv->m_vecVelocity[2] *= 0.80f;
}
else if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_AGILITY && m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_NONE && m_pTFPlayer->HasTheFlag() )
{
mv->m_vecVelocity[2] *= 0.80f;
}
if ( mv->m_vecVelocity[2] > GetAirSpeedCap() )
mv->m_vecVelocity[2] = GetAirSpeedCap();
// Apply gravity.
FinishGravity();
mv->m_outJumpVel.z = mv->m_vecVelocity[2] - flStartZ;
mv->m_outStepHeight += 0.15f;
mv->m_nOldButtons |= IN_JUMP;
return true;
}
// holding jump key will make ghost fly
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
{
float flStartZ = mv->m_vecVelocity[2];
mv->m_vecVelocity[2] = tf_ghost_up_speed.GetFloat();
// Apply gravity.
FinishGravity();
mv->m_outJumpVel.z = mv->m_vecVelocity[2] - flStartZ;
mv->m_outStepHeight += 0.15f;
mv->m_nOldButtons |= IN_JUMP;
return true;
}
// Can't jump if our weapon disallows it.
CTFWeaponBase *pWpn = m_pTFPlayer->GetActiveTFWeapon();
if ( pWpn && !pWpn->OwnerCanJump() )
return false;
// Cannot jump while taunting
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
return false;
// Check to see if the player is a scout.
bool bScout = m_pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_SCOUT );
bool bAirDash = false;
bool bOnGround = ( player->GetGroundEntity() != NULL );
ToggleParachute();
// Cannot jump will ducked.
if ( player->GetFlags() & FL_DUCKING )
{
// Let a scout do it.
bool bAllow = ( bScout && !bOnGround );
if ( !bAllow )
return false;
}
// Cannot jump while in the unduck transition.
if ( ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) ) || ( player->m_Local.m_flDuckJumpTime > 0.0f ) )
return false;
// Cannot jump again until the jump button has been released.
if ( mv->m_nOldButtons & IN_JUMP )
return false;
// In air, so ignore jumps
// (unless you are a scout or ghost or parachute
if ( !bOnGround )
{
if ( m_pTFPlayer->CanAirDash() )
{
bAirDash = true;
}
else
{
mv->m_nOldButtons |= IN_JUMP;
return false;
}
}
// Check for an air dash.
if ( bAirDash )
{
AirDash();
// Reset air duck for Scouts on AirDash.
m_pTFPlayer->m_Shared.SetAirDucked( 0 );
return true;
}
PreventBunnyJumping();
// Start jump animation and player sound (specific TF animation and flags).
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
m_pTFPlayer->m_Shared.SetJumping( true );
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
m_pTFPlayer->EmitSound( "BumperCar.Jump" );
}
// Set the player as in the air.
SetGroundEntity( NULL );
// Check the surface the player is standing on to see if it impacts jumping.
float flGroundFactor = 1.0f;
if ( player->m_pSurfaceData )
{
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
}
// fMul = sqrt( 2.0 * gravity * jump_height (21.0units) ) * GroundFactor
Assert( GetCurrentGravity() == 800.0f );
float flJumpMod = 1.f;
//if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
//{
// flJumpMod *= 1.3f;
//}
// Passive version
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_pTFPlayer, flJumpMod, mod_jump_height );
// Weapon-restricted version
if ( pWpn )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWpn, flJumpMod, mod_jump_height_from_weapon );
}
/*
#ifdef STAGING_ONLY
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
{
flJumpMod *= tf_space_gravity_jump_multipler.GetFloat();
}
#endif // STAGING_ONLY
*/
if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
{
flJumpMod *= 1.8f;
}
float flMul = ( 289.0f * flJumpMod ) * flGroundFactor;
// Save the current z velocity.
float flStartZ = mv->m_vecVelocity[2];
// Acclerate upward
if ( ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
{
// If we are ducking...
// d = 0.5 * g * t^2 - distance traveled with linear accel
// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
// v = g * t - velocity at the end (just invert it to jump up that high)
// v = g * sqrt(2.0 * 45 / g )
// v^2 = g * g * 2.0 * 45 / g
// v = sqrt( g * 2.0 * 45 )
mv->m_vecVelocity[2] = flMul; // 2 * gravity * jump_height * ground_factor
}
else
{
mv->m_vecVelocity[2] += flMul; // 2 * gravity * jump_height * ground_factor
}
// Apply gravity.
FinishGravity();
// Save the output data for the physics system to react to if need be.
mv->m_outJumpVel.z += mv->m_vecVelocity[2] - flStartZ;
mv->m_outStepHeight += 0.15f;
// Flag that we jumped and don't jump again until it is released.
mv->m_nOldButtons |= IN_JUMP;
return true;
}
//--------------------------------------------------------
int CTFGameMovement::CheckStuck( void )
{
// assume we are not stuck in a player
m_isPassingThroughEnemies = false;
if ( tf_resolve_stuck_players.GetBool() )
{
const Vector &originalPos = mv->GetAbsOrigin();
trace_t traceresult;
TracePlayerBBox( originalPos, originalPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
#ifdef GAME_DLL
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && m_pTFPlayer && m_pTFPlayer->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
{
if ( traceresult.startsolid )
{
if ( m_pTFPlayer->m_playerMovementStuckTimer.HasStarted() && m_pTFPlayer->m_playerMovementStuckTimer.IsElapsed() )
{
DevMsg( "%3.2f: A robot is interpenetrating a solid - killed!\n", gpGlobals->curtime );
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" startsolid killed (position \"%3.2f %3.2f %3.2f\")\n",
m_pTFPlayer->GetPlayerName(),
m_pTFPlayer->GetUserID(),
m_pTFPlayer->GetNetworkIDString(),
m_pTFPlayer->GetTeam()->GetName(),
m_pTFPlayer->GetAbsOrigin().x, m_pTFPlayer->GetAbsOrigin().y, m_pTFPlayer->GetAbsOrigin().z );
m_pTFPlayer->TakeDamage( CTakeDamageInfo( m_pTFPlayer, m_pTFPlayer, vec3_origin, m_pTFPlayer->WorldSpaceCenter(), 999999.9f, DMG_CRUSH ) );
}
else
{
if ( traceresult.m_pEnt )
{
Warning( "Robot's getting stuck with %s\n", traceresult.m_pEnt->GetClassname() );
}
}
}
else
{
// Bot is *not* stuck right now. Continually restart timer, so if we become stuck it will count down and expire.
const float stuckTooLongTime = 10.0f;
m_pTFPlayer->m_playerMovementStuckTimer.Start( stuckTooLongTime );
}
}
#endif
if ( traceresult.startsolid && traceresult.DidHitNonWorldEntity() )
{
if ( traceresult.m_pEnt->IsPlayer() )
{
// We are stuck in an enemy player. Don't collide with enemies until we are no longer penetrating them.
m_isPassingThroughEnemies = true;
// verify position is now clear
TracePlayerBBox( originalPos, originalPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
if ( !traceresult.DidHit() )
{
// no longer stuck
DevMsg( "%3.2f: Resolved stuck player/player\n", gpGlobals->curtime );
return 0;
}
}
else if ( fabs( traceresult.m_pEnt->GetAbsVelocity().z ) > 0.7071f && FClassnameIs( traceresult.m_pEnt, "func_tracktrain" ) )
{
// we're stuck in a vertically moving tracktrain, assume flat surface normal and move us out
SetGroundEntity( &traceresult );
// we're stuck in a vertically moving tracktrain, snap on top of it
const float maxAdjust = 80.0f;
const float step = 10.0f;
Vector tryPos;
for( float shift = step; shift < maxAdjust; shift += step )
{
tryPos = mv->GetAbsOrigin();
tryPos.z += shift;
TracePlayerBBox( tryPos, tryPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
if ( !traceresult.DidHit() || ( traceresult.m_pEnt && traceresult.m_pEnt->IsPlayer() ) )
{
// no longer stuck
mv->SetAbsOrigin( tryPos );
DevMsg( "%3.2f: Forced stuck player to top of func_tracktrain\n", gpGlobals->curtime );
return 0;
}
}
}
}
}
return BaseClass::CheckStuck();
}
bool CTFGameMovement::CheckWater( void )
{
Vector vecPlayerMin = GetPlayerMins();
Vector vecPlayerMax = GetPlayerMaxs();
Vector vecPoint( ( mv->GetAbsOrigin().x + ( vecPlayerMin.x + vecPlayerMax.x ) * 0.5f ),
( mv->GetAbsOrigin().y + ( vecPlayerMin.y + vecPlayerMax.y ) * 0.5f ),
( mv->GetAbsOrigin().z + vecPlayerMin.z + 1 ) );
// Assume that we are not in water at all.
int wl = WL_NotInWater;
int wt = CONTENTS_EMPTY;
// Check to see if our feet are underwater.
int nContents = GetPointContentsCached( vecPoint, 0 );
if ( nContents & MASK_WATER )
{
// Clear our jump flag, because we have landed in water.
m_pTFPlayer->m_Shared.SetJumping( false );
// Set water type and level.
wt = nContents;
wl = WL_Feet;
float flWaistZ = mv->GetAbsOrigin().z + ( vecPlayerMin.z + vecPlayerMax.z ) * 0.5f + 12.0f;
// Now check eyes
vecPoint.z = mv->GetAbsOrigin().z + player->GetViewOffset()[2];
nContents = GetPointContentsCached( vecPoint, 1 );
if ( nContents & MASK_WATER )
{
// In over our eyes
wl = WL_Eyes;
VectorCopy( vecPoint, m_vecWaterPoint );
m_vecWaterPoint.z = flWaistZ;
}
else
{
// Now check a point that is at the player hull midpoint (waist) and see if that is underwater.
vecPoint.z = flWaistZ;
nContents = GetPointContentsCached( vecPoint, 2 );
if ( nContents & MASK_WATER )
{
// Set the water level at our waist.
wl = WL_Waist;
VectorCopy( vecPoint, m_vecWaterPoint );
}
}
}
// force player to be under water
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_CURSE ) )
{
wl = WL_Eyes;
}
player->SetWaterLevel( wl );
player->SetWaterType( wt );
// If we just transitioned from not in water to water, record the time for splashes, etc.
if ( ( WL_NotInWater == m_nOldWaterLevel ) && ( wl > WL_NotInWater ) )
{
m_flWaterEntryTime = gpGlobals->curtime;
}
#ifdef GAME_DLL
else if ( ( WL_NotInWater == wl ) && ( m_nOldWaterLevel > WL_NotInWater ) )
{
m_pTFPlayer->SetWaterExitTime( gpGlobals->curtime );
}
#endif
if ( m_nOldWaterLevel != wl )
{
m_pTFPlayer->TeamFortress_SetSpeed();
}
return ( wl > WL_Feet );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::WaterMove( void )
{
float wishspeed;
Vector wishdir;
Vector start, dest;
Vector temp;
trace_t pm;
float speed, newspeed, addspeed, accelspeed;
// Determine movement angles.
Vector vecForward, vecRight, vecUp;
AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp );
// Calculate the desired direction and speed.
Vector vecWishVelocity;
for ( int iAxis = 0 ; iAxis < 3; ++iAxis )
{
vecWishVelocity[iAxis] = ( vecForward[iAxis] * mv->m_flForwardMove ) + ( vecRight[iAxis] * mv->m_flSideMove );
}
// if you can't swim just sink instead
int iCannotSwim = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iCannotSwim, cannot_swim );
if ( iCannotSwim )
{
vecWishVelocity[0] *= 0.1;
vecWishVelocity[1] *= 0.1;
vecWishVelocity[2] = -60;
}
// Check for upward velocity (JUMP).
else if ( mv->m_nButtons & IN_JUMP )
{
if ( player->GetWaterLevel() == WL_Eyes )
{
vecWishVelocity[2] += mv->m_flClientMaxSpeed;
}
}
// Sinking if not moving.
else if ( !mv->m_flForwardMove && !mv->m_flSideMove && !mv->m_flUpMove )
{
vecWishVelocity[2] -= 60;
}
// Move up based on view angle.
else
{
vecWishVelocity[2] += mv->m_flUpMove;
}
// Copy it over and determine speed
VectorCopy( vecWishVelocity, wishdir );
wishspeed = VectorNormalize( wishdir );
// Cap speed.
if (wishspeed > mv->m_flMaxSpeed)
{
VectorScale( vecWishVelocity, mv->m_flMaxSpeed/wishspeed, vecWishVelocity );
wishspeed = mv->m_flMaxSpeed;
}
// Slow us down a bit.
int iSwimmingMastery = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iSwimmingMastery, swimming_mastery );
if ( iSwimmingMastery == 0 )
{
wishspeed *= 0.8;
}
// Water friction
VectorCopy( mv->m_vecVelocity, temp );
speed = VectorNormalize( temp );
if ( speed )
{
newspeed = speed - gpGlobals->frametime * speed * sv_friction.GetFloat() * player->m_surfaceFriction;
if ( newspeed < 0.1f )
{
newspeed = 0;
}
VectorScale (mv->m_vecVelocity, newspeed/speed, mv->m_vecVelocity);
}
else
{
newspeed = 0;
}
// water acceleration
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
{
VectorNormalize(vecWishVelocity);
accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
for ( int i = 0; i < 3; i++)
{
float deltaSpeed = accelspeed * vecWishVelocity[i];
mv->m_vecVelocity[i] += deltaSpeed;
mv->m_outWishVel[i] += deltaSpeed;
}
float flGhostXYSpeed = mv->m_vecVelocity.Length2D();
if ( flGhostXYSpeed > tf_ghost_xy_speed.GetFloat() )
{
float flGhostXYSpeedScale = tf_ghost_xy_speed.GetFloat() / flGhostXYSpeed;
mv->m_vecVelocity.x *= flGhostXYSpeedScale;
mv->m_vecVelocity.y *= flGhostXYSpeedScale;
}
}
else if (wishspeed >= 0.1f) // old !
{
addspeed = wishspeed - newspeed;
if (addspeed > 0)
{
VectorNormalize(vecWishVelocity);
accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
if (accelspeed > addspeed)
{
accelspeed = addspeed;
}
for ( int i = 0; i < 3; i++)
{
float deltaSpeed = accelspeed * vecWishVelocity[i];
mv->m_vecVelocity[i] += deltaSpeed;
mv->m_outWishVel[i] += deltaSpeed;
}
}
}
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
// Now move
// assume it is a stair or a slope, so press down from stepheight above
VectorMA (mv->GetAbsOrigin(), gpGlobals->frametime, mv->m_vecVelocity, dest);
TracePlayerBBox( mv->GetAbsOrigin(), dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
if ( pm.fraction == 1.0f )
{
VectorCopy( dest, start );
if ( player->m_Local.m_bAllowAutoMovement )
{
start[2] += player->m_Local.m_flStepSize + 1;
}
TracePlayerBBox( start, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
if (!pm.startsolid && !pm.allsolid)
{
#if 0
float stepDist = pm.endpos.z - mv->GetAbsOrigin().z;
mv->m_outStepHeight += stepDist;
// walked up the step, so just keep result and exit
Vector vecNewWaterPoint;
VectorCopy( m_vecWaterPoint, vecNewWaterPoint );
vecNewWaterPoint.z += ( dest.z - mv->GetAbsOrigin().z );
bool bOutOfWater = !( enginetrace->GetPointContents( vecNewWaterPoint ) & MASK_WATER );
if ( bOutOfWater && ( mv->m_vecVelocity.z > 0.0f ) && ( pm.fraction == 1.0f ) )
{
// Check the waist level water positions.
trace_t traceWater;
UTIL_TraceLine( vecNewWaterPoint, m_vecWaterPoint, CONTENTS_WATER, player, COLLISION_GROUP_NONE, &traceWater );
if( traceWater.fraction < 1.0f )
{
float flFraction = 1.0f - traceWater.fraction;
// Vector vecSegment;
// VectorSubtract( mv->GetAbsOrigin(), dest, vecSegment );
// VectorMA( mv->GetAbsOrigin(), flFraction, vecSegment, mv->GetAbsOrigin() );
float flZDiff = dest.z - mv->GetAbsOrigin().z;
float flSetZ = mv->GetAbsOrigin().z + ( flFraction * flZDiff );
flSetZ -= 0.0325f;
VectorCopy (pm.endpos, mv->GetAbsOrigin());
mv->GetAbsOrigin().z = flSetZ;
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
mv->m_vecVelocity.z = 0.0f;
}
}
else
{
VectorCopy (pm.endpos, mv->GetAbsOrigin());
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
}
return;
#endif
float stepDist = pm.endpos.z - mv->GetAbsOrigin().z;
mv->m_outStepHeight += stepDist;
// walked up the step, so just keep result and exit
mv->SetAbsOrigin( pm.endpos );
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
return;
}
// Try moving straight along out normal path.
TryPlayerMove();
}
else
{
if ( !player->GetGroundEntity() )
{
TryPlayerMove();
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
return;
}
StepMove( dest, pm );
}
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::WalkMove( void )
{
// Get the movement angles.
Vector vecForward, vecRight, vecUp;
AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp );
vecForward.z = 0.0f;
vecRight.z = 0.0f;
VectorNormalize( vecForward );
VectorNormalize( vecRight );
// Copy movement amounts
float flForwardMove = mv->m_flForwardMove;
float flSideMove = mv->m_flSideMove;
// Find the direction,velocity in the x,y plane.
Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ),
( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ),
0.0f );
// Calculate the speed and direction of movement, then clamp the speed.
float flWishSpeed = VectorNormalize( vecWishDirection );
flWishSpeed = clamp( flWishSpeed, 0.0f, mv->m_flMaxSpeed );
// Accelerate in the x,y plane.
mv->m_vecVelocity.z = 0;
float flAccelerate = sv_accelerate.GetFloat();
// if our wish speed is too low (attributes), we must increase acceleration or we'll never overcome friction
// Reverse the basic friction calculation to find our required acceleration
if ( flWishSpeed > 0 && flWishSpeed < CalcWishSpeedThreshold() )
{
// accelspeed = accel * gpGlobals->frametime * wishspeed * player->m_surfaceFriction;
// accelspeed > drop;
// drop = accel * frametime * wish * plFriction
// accel > drop / (wish * gametime * plFriction)
// drop = control * (plFriction * sv_friction) * gameTime;
// accel > control * sv_friction / wish
float flSpeed = VectorLength( mv->m_vecVelocity );
float flControl = (flSpeed < sv_stopspeed.GetFloat()) ? sv_stopspeed.GetFloat() : flSpeed;
flAccelerate = (flControl * sv_friction.GetFloat()) / flWishSpeed + 1;
}
Accelerate( vecWishDirection, flWishSpeed, flAccelerate );
Assert( mv->m_vecVelocity.z == 0.0f );
// Clamp the players speed in x,y.
float flNewSpeed = VectorLength( mv->m_vecVelocity );
if ( flNewSpeed > mv->m_flMaxSpeed )
{
float flScale = ( mv->m_flMaxSpeed / flNewSpeed );
mv->m_vecVelocity.x *= flScale;
mv->m_vecVelocity.y *= flScale;
}
float flForwardPull = m_pTFPlayer->GetMovementForwardPull();
if ( flForwardPull > 0.0f )
{
mv->m_vecVelocity += vecForward * flForwardPull;
if ( mv->m_vecVelocity.Length2D() > mv->m_flMaxSpeed )
{
VectorNormalize( mv->m_vecVelocity );
mv->m_vecVelocity *= mv->m_flMaxSpeed;
}
}
// Now reduce their backwards speed to some percent of max, if they are traveling backwards
// unless they are under some minimum, to not penalize deployed snipers or heavies
if ( tf_clamp_back_speed.GetFloat() < 1.0 && VectorLength( mv->m_vecVelocity ) > tf_clamp_back_speed_min.GetFloat() )
{
float flDot = DotProduct( vecForward, mv->m_vecVelocity );
// are we moving backwards at all?
if ( flDot < 0 )
{
Vector vecBackMove = vecForward * flDot;
Vector vecRightMove = vecRight * DotProduct( vecRight, mv->m_vecVelocity );
// clamp the back move vector if it is faster than max
float flBackSpeed = VectorLength( vecBackMove );
float flMaxBackSpeed = ( mv->m_flMaxSpeed * tf_clamp_back_speed.GetFloat() );
if ( flBackSpeed > flMaxBackSpeed )
{
vecBackMove *= flMaxBackSpeed / flBackSpeed;
}
// reassemble velocity
mv->m_vecVelocity = vecBackMove + vecRightMove;
// Re-run this to prevent crazy values (clients can induce this via usercmd viewangles hacking)
flNewSpeed = VectorLength( mv->m_vecVelocity );
if ( flNewSpeed > mv->m_flMaxSpeed )
{
float flScale = ( mv->m_flMaxSpeed / flNewSpeed );
mv->m_vecVelocity.x *= flScale;
mv->m_vecVelocity.y *= flScale;
}
}
}
// Add base velocity to the player's current velocity - base velocity = velocity from conveyors, etc.
VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
// Calculate the current speed and return if we are not really moving.
float flSpeed = VectorLength( mv->m_vecVelocity );
if ( flSpeed < 1.0f )
{
// I didn't remove the base velocity here since it wasn't moving us in the first place.
mv->m_vecVelocity.Init();
return;
}
// Calculate the destination.
Vector vecDestination;
vecDestination.x = mv->GetAbsOrigin().x + ( mv->m_vecVelocity.x * gpGlobals->frametime );
vecDestination.y = mv->GetAbsOrigin().y + ( mv->m_vecVelocity.y * gpGlobals->frametime );
vecDestination.z = mv->GetAbsOrigin().z;
#ifdef GAME_DLL
// allow bot to approve position change for intentional movement
INextBot *bot = player->MyNextBotPointer();
if ( bot && bot->GetIntentionInterface()->IsPositionAllowed( bot, vecDestination ) == ANSWER_NO )
{
// rejected - stay put
return;
}
#endif
// Try moving to the destination.
trace_t trace;
TracePlayerBBox( mv->GetAbsOrigin(), vecDestination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( trace.fraction == 1.0f )
{
// Made it to the destination (remove the base velocity).
mv->SetAbsOrigin( trace.endpos );
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
// Save the wish velocity.
mv->m_outWishVel += ( vecWishDirection * flWishSpeed );
// Try and keep the player on the ground.
// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
// StayOnGround();
#ifdef CLIENT_DLL
// Track how far we moved (if we're a Scout or an Engineer carrying a building).
CTFPlayer* pTFPlayer = ToTFPlayer( player );
if ( pTFPlayer->IsPlayerClass( TF_CLASS_SCOUT ) ||
( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) && pTFPlayer->m_Shared.IsCarryingObject() ) )
{
float fInchesToMeters = 0.0254f;
float fWorldScale = 0.25;
float fMeters = pTFPlayer->GetMetersRan();
float fMetersRan = flSpeed*fInchesToMeters*fWorldScale*gpGlobals->frametime;
pTFPlayer->SetMetersRan( fMeters + fMetersRan, gpGlobals->framecount );
}
#endif
return;
}
CTFPlayer* pBumpPlayer = ToTFPlayer( trace.m_pEnt );
if ( pBumpPlayer )
{
m_pTFPlayer->m_Shared.EndCharge();
}
// Now try and do a step move.
StepMove( vecDestination, trace );
// Remove base velocity.
Vector baseVelocity = player->GetBaseVelocity();
VectorSubtract( mv->m_vecVelocity, baseVelocity, mv->m_vecVelocity );
CheckKartWallBumping();
// Save the wish velocity.
mv->m_outWishVel += ( vecWishDirection * flWishSpeed );
// Try and keep the player on the ground.
// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
// StayOnGround();
#if 0
// Debugging!!!
Vector vecTestVelocity = mv->m_vecVelocity;
vecTestVelocity.z = 0.0f;
float flTestSpeed = VectorLength( vecTestVelocity );
if ( baseVelocity.IsZero() && ( flTestSpeed > ( mv->m_flMaxSpeed + 1.0f ) ) )
{
Msg( "Step Max Speed < %f\n", flTestSpeed );
}
if ( tf_showspeed.GetBool() )
{
Msg( "Speed=%f\n", flTestSpeed );
}
#endif
}
void CTFGameMovement::CheckKartWallBumping()
{
// Karts need to drop their velocity when they bump into things
if ( !m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
return;
const float flCurrentSpeed = m_pTFPlayer->GetCurrentTauntMoveSpeed();
const float flMaxSpeed = mv->m_vecVelocity.Length();
const float flClampedSpeed = clamp( flCurrentSpeed, -flMaxSpeed, flMaxSpeed );
m_pTFPlayer->SetCurrentTauntMoveSpeed( flClampedSpeed );
// We hit a wall at a good speed
if ( fabs( flCurrentSpeed ) > 100.f && ( flCurrentSpeed - flClampedSpeed > 100.f ) )
{
// Play a flinch to show we impacted something
bool bDashing = m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART_DASH );
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_CUSTOM_GESTURE, bDashing ? ACT_KART_IMPACT_BIG : ACT_KART_IMPACT );
Vector vAim = m_pTFPlayer->GetLocalVelocity();
vAim.z = 0;
vAim.NormalizeInPlace();
// Handle hitting skybox (disappear).
trace_t pWallTrace;
UTIL_TraceLine( m_pTFPlayer->GetAbsOrigin(), m_pTFPlayer->GetAbsOrigin() + vAim * 64, MASK_SOLID, m_pTFPlayer, COLLISION_GROUP_DEBRIS, &pWallTrace );
// if we collide with a wall that is 90degrees or higher, bump backwards
if ( pWallTrace.fraction < 1.0 && !( pWallTrace.surface.flags & SURF_SKY ) && pWallTrace.m_pEnt && !pWallTrace.m_pEnt->IsPlayer() && pWallTrace.plane.normal.z <= 0 )
{
#ifdef GAME_DLL
// Bounce off the wall, deflect in the direction of the normal of the surface that we collided with
Vector vOld = m_pTFPlayer->GetLocalVelocity();
Vector vNew = ( -2.0f * pWallTrace.plane.normal.Dot( vOld ) * pWallTrace.plane.normal + vOld );
vNew.NormalizeInPlace();
m_pTFPlayer->AddHalloweenKartPushEvent( m_pTFPlayer, NULL, NULL, vNew * vOld.Length() / 2.0f, 0 );
if ( bDashing )
{
// Stop moving
m_pTFPlayer->SetAbsVelocity( vec3_origin );
m_pTFPlayer->SetCurrentTauntMoveSpeed( 0 );
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_HALLOWEEN_KART_DASH );
}
m_pTFPlayer->SetCurrentTauntMoveSpeed( 0.f );
#endif
#ifdef CLIENT_DLL
if ( bDashing )
{
m_pTFPlayer->EmitSound( "BumperCar.BumpHard" );
m_pTFPlayer->ParticleProp()->Create( "kart_impact_sparks", PATTACH_ABSORIGIN, NULL, vAim );
}
else
{
m_pTFPlayer->EmitSound( "BumperCar.Bump" );
m_pTFPlayer->ParticleProp()->Create( "kart_impact_sparks", PATTACH_ABSORIGIN, NULL, vAim );
}
#endif
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFGameMovement::GetAirSpeedCap( void )
{
if ( m_pTFPlayer->GetGrapplingHookTarget() )
{
if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
{
switch ( m_pTFPlayer->GetPlayerClass()->GetClassIndex() )
{
case TF_CLASS_SOLDIER:
case TF_CLASS_HEAVYWEAPONS:
return 850.f;
default:
return 950.f;
}
}
return tf_grapplinghook_move_speed.GetFloat();
}
else if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
{
return tf_max_charge_speed.GetFloat();
}
else
{
float flCap = BaseClass::GetAirSpeedCap();
/*
#ifdef STAGING_ONLY
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
{
flCap *= tf_space_aircontrol.GetFloat();
}
#endif
*/
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) )
{
flCap *= tf_parachute_aircontrol.GetFloat();
}
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART_DASH ) )
{
return tf_halloween_kart_dash_speed.GetFloat();
}
flCap *= tf_halloween_kart_aircontrol.GetFloat();
}
float flIncreasedAirControl = 1.f;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_pTFPlayer, flIncreasedAirControl, mod_air_control );
return ( flCap * flIncreasedAirControl );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::AirMove( void )
{
// check if grappling move should do step move
if ( m_pTFPlayer->GetGrapplingHookTarget() )
{
// Try moving to the destination.
Vector vecDestination = mv->GetAbsOrigin() + ( mv->m_vecVelocity * gpGlobals->frametime );
trace_t trace;
TracePlayerBBox( mv->GetAbsOrigin(), vecDestination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( trace.fraction != 1.f )
{
StepMove( vecDestination, trace );
return;
}
}
int i;
Vector wishvel;
float fmove, smove;
Vector wishdir;
float wishspeed;
Vector forward, right, up;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
// Copy movement amounts
fmove = mv->m_flForwardMove;
smove = mv->m_flSideMove;
// Zero out z components of movement vectors
forward[2] = 0;
right[2] = 0;
VectorNormalize(forward); // Normalize remainder of vectors
VectorNormalize(right); //
for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] = 0; // Zero out z part of velocity
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
wishspeed = VectorNormalize(wishdir);
//
// clamp to server defined max speed
//
if ( wishspeed != 0 && (wishspeed > mv->m_flMaxSpeed))
{
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
wishspeed = mv->m_flMaxSpeed;
}
float flAirAccel = sv_airaccelerate.GetFloat();
/*
#ifdef STAGING_ONLY
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
{
flAirAccel *= tf_space_aircontrol.GetFloat();
}
#endif
*/
AirAccelerate( wishdir, wishspeed, flAirAccel );
float flForwardPull = m_pTFPlayer->GetMovementForwardPull();
if ( flForwardPull > 0.0f )
{
mv->m_vecVelocity += forward * flForwardPull;
if ( mv->m_vecVelocity.Length2D() > mv->m_flMaxSpeed )
{
float flZ = mv->m_vecVelocity.z;
mv->m_vecVelocity.z = 0.0f;
VectorNormalize( mv->m_vecVelocity );
mv->m_vecVelocity *= mv->m_flMaxSpeed;
mv->m_vecVelocity.z = flZ;
}
}
// Add in any base velocity to the current velocity.
VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
int iBlocked = TryPlayerMove();
// TryPlayerMove uses '2' to indictate wall colision wtf
if ( iBlocked & 2 )
{
CheckKartWallBumping();
}
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
}
extern void TracePlayerBBoxForGround( const Vector& start, const Vector& end, const Vector& minsSrc,
const Vector& maxsSrc, IHandleEntity *player, unsigned int fMask,
int collisionGroup, trace_t& pm );
//-----------------------------------------------------------------------------
// This filter checks against buildable objects.
//-----------------------------------------------------------------------------
class CTraceFilterObject : public CTraceFilterSimple
{
public:
DECLARE_CLASS( CTraceFilterObject, CTraceFilterSimple );
CTraceFilterObject( const IHandleEntity *passentity, int collisionGroup );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
};
CTraceFilterObject::CTraceFilterObject( const IHandleEntity *passentity, int collisionGroup ) :
BaseClass( passentity, collisionGroup )
{
}
bool CTraceFilterObject::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
CBaseEntity *pMe = const_cast< CBaseEntity * >( EntityFromEntityHandle( GetPassEntity() ) );
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( pEntity )
{
#ifdef STAGING_ONLY
// Special case stealth clips through all players and objects
CTFPlayer *pTFPlayerMe = ToTFPlayer( pMe );
if ( pTFPlayerMe && pTFPlayerMe->m_Shared.InCond( TF_COND_STEALTHED_PHASE ) )
{
// if we don't want to collide with anything, just remove this if
if ( pEntity->IsBaseObject() || pEntity->IsPlayer() )
{
return false;
}
}
if ( pEntity->IsPlayer() )
{
CTFPlayer *pTFPlayerThem = ToTFPlayer( pEntity );
if ( pTFPlayerThem && pTFPlayerThem->m_Shared.InCond( TF_COND_STEALTHED_PHASE ) )
return false;
}
#endif // STAGING_ONLY
if ( pEntity->IsBaseObject() )
{
CBaseObject *pObject = assert_cast<CBaseObject *>( pEntity );
if ( pObject && pObject->GetOwner() == pMe )
{
#ifdef GAME_DLL
// engineer-bots should not collide with their buildables to avoid nasty pathing issues
CTFPlayer *pOwner = ToTFPlayer( pMe );
if ( pOwner->IsBotOfType( TF_BOT_TYPE ) )
{
bool bHitObjectType = pObject->GetType() == OBJ_SENTRYGUN || pObject->GetType() == OBJ_DISPENSER;
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
bHitObjectType |= pObject->GetType() == OBJ_TELEPORTER;
}
if ( bHitObjectType )
{
// engineer bots not blocked by sentries or dispensers
return false;
}
}
#endif
// my buildings are solid to me
return true;
}
}
#ifdef GAME_DLL
else if ( pEntity->IsPlayer() )
{
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
CTFBot *bot = ToTFBot( pEntity );
if ( bot && ( bot->HasMission( CTFBot::MISSION_DESTROY_SENTRIES ) || bot->HasMission( CTFBot::MISSION_REPROGRAMMED ) ) )
{
// Don't collide with sentry busters since they don't collide with us
return false;
}
CTFBot *meBot = ToTFBot( pMe );
if ( meBot && ( meBot->HasMission( CTFBot::MISSION_DESTROY_SENTRIES ) || meBot->HasMission( CTFBot::MISSION_REPROGRAMMED ) ) )
{
// Sentry Busters don't collide with enemies (so they can't be body-blocked)
return false;
}
}
}
else if ( pEntity->MyNextBotPointer() && !pEntity->MyNextBotPointer()->GetLocomotionInterface()->ShouldCollideWith( pMe ) )
{
return false;
}
#endif
}
return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
}
CBaseHandle CTFGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm )
{
if( tf_solidobjects.GetBool() == false )
return BaseClass::TestPlayerPosition( pos, collisionGroup, pm );
Ray_t ray;
ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() );
CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup );
enginetrace->TraceRay( ray, PlayerSolidMask(), &traceFilter, &pm );
if ( (pm.contents & PlayerSolidMask()) && pm.m_pEnt )
{
return pm.m_pEnt->GetRefEHandle();
}
else
{
return INVALID_EHANDLE_INDEX;
}
}
//-----------------------------------------------------------------------------
// Traces player movement + position
//-----------------------------------------------------------------------------
void CTFGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm )
{
if( tf_solidobjects.GetBool() == false )
return BaseClass::TracePlayerBBox( start, end, fMask, collisionGroup, pm );
Ray_t ray;
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup );
enginetrace->TraceRay( ray, fMask, &traceFilter, &pm );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &input -
//-----------------------------------------------------------------------------
void CTFGameMovement::CategorizePosition( void )
{
// Observer.
if ( player->IsObserver() )
return;
// Reset this each time we-recategorize, otherwise we have bogus friction when we jump into water and plunge downward really quickly
player->m_surfaceFriction = 1.0f;
// Doing this before we move may introduce a potential latency in water detection, but
// doing it after can get us stuck on the bottom in water if the amount we move up
// is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call
// this several times per frame, so we really need to avoid sticking to the bottom of
// water on each call, and the converse case will correct itself if called twice.
CheckWater();
// If standing on a ladder we are not on ground.
if ( player->GetMoveType() == MOVETYPE_LADDER )
{
SetGroundEntity( NULL );
return;
}
// Check for a jump.
if ( mv->m_vecVelocity.z > 250.0f )
{
#if defined(GAME_DLL)
if ( m_pTFPlayer->m_bTakenBlastDamageSinceLastMovement )
{
m_pTFPlayer->SetBlastJumpState( TF_PLAYER_ENEMY_BLASTED_ME );
}
#endif
SetGroundEntity( NULL );
return;
}
// Calculate the start and end position.
Vector vecStartPos = mv->GetAbsOrigin();
Vector vecEndPos( mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, ( mv->GetAbsOrigin().z - 2.0f ) );
// NOTE YWB 7/5/07: Since we're already doing a traceline here, we'll subsume the StayOnGround (stair debouncing) check into the main traceline we do here to see what we're standing on
bool bUnderwater = ( player->GetWaterLevel() >= WL_Eyes );
bool bMoveToEndPos = false;
if ( player->GetMoveType() == MOVETYPE_WALK &&
player->GetGroundEntity() != NULL && !bUnderwater )
{
// if walking and still think we're on ground, we'll extend trace down by stepsize so we don't bounce down slopes
vecEndPos.z -= player->GetStepSize();
bMoveToEndPos = true;
}
trace_t trace;
TracePlayerBBox( vecStartPos, vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
// Steep plane, not on ground.
if ( trace.plane.normal.z < 0.7f )
{
// Test four sub-boxes, to see if any of them would have found shallower slope we could actually stand on.
TracePlayerBBoxForGround( vecStartPos, vecEndPos, GetPlayerMins(), GetPlayerMaxs(), mv->m_nPlayerHandle.Get(), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( trace.plane.normal[2] < 0.7f )
{
// Too steep.
SetGroundEntity( NULL );
if ( ( mv->m_vecVelocity.z > 0.0f ) &&
( player->GetMoveType() != MOVETYPE_NOCLIP ) )
{
player->m_surfaceFriction = 0.25f;
}
}
else
{
SetGroundEntity( &trace );
}
}
else
{
// YWB: This logic block essentially lifted from StayOnGround implementation
if ( bMoveToEndPos &&
!trace.startsolid && // not sure we need this check as fraction would == 0.0f?
trace.fraction > 0.0f && // must go somewhere
trace.fraction < 1.0f ) // must hit something
{
float flDelta = fabs( mv->GetAbsOrigin().z - trace.endpos.z );
// HACK HACK: The real problem is that trace returning that strange value
// we can't network over based on bit precision of networking origins
if ( flDelta > 0.5f * COORD_RESOLUTION )
{
Vector org = mv->GetAbsOrigin();
org.z = trace.endpos.z;
mv->SetAbsOrigin( org );
}
}
SetGroundEntity( &trace );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::CheckWaterJump( void )
{
Vector flatforward;
Vector flatvelocity;
float curspeed;
// Jump button down?
bool bJump = ( ( mv->m_nButtons & IN_JUMP ) != 0 );
Vector forward, right;
AngleVectors( mv->m_vecViewAngles, &forward, &right, NULL ); // Determine movement angles
// Already water jumping.
if (player->m_flWaterJumpTime)
return;
// Don't hop out if we just jumped in
if (mv->m_vecVelocity[2] < -180)
return; // only hop out if we are moving up
// See if we are backing up
flatvelocity[0] = mv->m_vecVelocity[0];
flatvelocity[1] = mv->m_vecVelocity[1];
flatvelocity[2] = 0;
// Must be moving
curspeed = VectorNormalize( flatvelocity );
#if 1
// Copy movement amounts
float fmove = mv->m_flForwardMove;
float smove = mv->m_flSideMove;
for ( int iAxis = 0; iAxis < 2; ++iAxis )
{
flatforward[iAxis] = forward[iAxis] * fmove + right[iAxis] * smove;
}
#else
// see if near an edge
flatforward[0] = forward[0];
flatforward[1] = forward[1];
#endif
flatforward[2] = 0;
VectorNormalize( flatforward );
// Are we backing into water from steps or something? If so, don't pop forward
if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) && !bJump )
return;
Vector vecStart;
// Start line trace at waist height (using the center of the player for this here)
vecStart = mv->GetAbsOrigin() + (GetPlayerMins() + GetPlayerMaxs() ) * 0.5;
Vector vecEnd;
VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd );
trace_t tr;
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
if ( tr.fraction < 1.0 ) // solid at waist
{
IPhysicsObject *pPhysObj = tr.m_pEnt->VPhysicsGetObject();
if ( pPhysObj )
{
if ( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
return;
}
vecStart.z = mv->GetAbsOrigin().z + player->GetViewOffset().z + WATERJUMP_HEIGHT;
VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd );
VectorMA( vec3_origin, -50.0f, tr.plane.normal, player->m_vecWaterJumpVel );
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
if ( tr.fraction == 1.0 ) // open at eye level
{
// Now trace down to see if we would actually land on a standable surface.
VectorCopy( vecEnd, vecStart );
vecEnd.z -= 1024.0f;
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
if ( ( tr.fraction < 1.0f ) && ( tr.plane.normal.z >= 0.7 ) )
{
mv->m_vecVelocity[2] = TF_WATERJUMP_UP/*tf_waterjump_up.GetFloat()*/; // Push up
mv->m_nOldButtons |= IN_JUMP; // Don't jump again until released
player->AddFlag( FL_WATERJUMP );
player->m_flWaterJumpTime = 2000.0f; // Do this for 2 seconds
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::CheckFalling( void )
{
// if we landed on the ground
if ( player->GetGroundEntity() != NULL && !IsDead() )
{
// turn off the jumping flag if we're on ground after a jump
if ( m_pTFPlayer->m_Shared.IsJumping() )
{
m_pTFPlayer->m_Shared.SetJumping( false );
#ifdef CLIENT_DLL
IGameEvent *event = gameeventmanager->CreateEvent( "landed" );
if ( event && m_pTFPlayer->IsLocalPlayer() )
{
event->SetInt( "player", m_pTFPlayer->GetUserID() );
gameeventmanager->FireEventClientSide( event );
}
#endif // CLIENT_DLL
}
}
BaseClass::CheckFalling();
}
void CTFGameMovement::FullWalkMoveUnderwater()
{
if ( player->GetWaterLevel() == WL_Waist )
{
CheckWaterJump();
}
// If we are falling again, then we must not trying to jump out of water any more.
if ( ( mv->m_vecVelocity.z < 0.0f ) && player->m_flWaterJumpTime )
{
player->m_flWaterJumpTime = 0.0f;
}
// Was jump button pressed?
if ( mv->m_nButtons & IN_JUMP )
{
CheckJumpButton();
}
else
{
mv->m_nOldButtons &= ~IN_JUMP;
}
// Perform regular water movement
WaterMove();
// Redetermine position vars
CategorizePosition();
// If we are on ground, no downward velocity.
if ( player->GetGroundEntity() != NULL )
{
mv->m_vecVelocity[2] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::FullWalkMove()
{
if ( !InWater() )
{
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) && mv->m_vecVelocity[2] < 0 )
{
mv->m_vecVelocity[2] = Max( mv->m_vecVelocity[2], tf_parachute_maxspeed_z.GetFloat() );
float flDrag = tf_parachute_maxspeed_xy.GetFloat();
// Instead of clamping, we'll dampen
float flSpeedX = abs( mv->m_vecVelocity[0] );
float flSpeedY = abs( mv->m_vecVelocity[1] );
float flReductionX = flSpeedX > flDrag ? ( flSpeedX - flDrag ) / 3.0f - 10.0f : 0;
float flReductionY = flSpeedY > flDrag ? ( flSpeedY - flDrag ) / 3.0f - 10.0f : 0;
mv->m_vecVelocity[0] = Clamp( mv->m_vecVelocity[0], -flDrag - flReductionX, flDrag + flReductionX );
mv->m_vecVelocity[1] = Clamp( mv->m_vecVelocity[1], -flDrag - flReductionY, flDrag + flReductionY );
}
StartGravity();
}
// If we are leaping out of the water, just update the counters.
if ( player->m_flWaterJumpTime )
{
// Try to jump out of the water (and check to see if we still are).
WaterJump();
TryPlayerMove();
CheckWater();
return;
}
// If we are swimming in the water, see if we are nudging against a place we can jump up out
// of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0.
// Also run the swim code if we're a ghost or have the TF_COND_SWIMMING_NO_EFFECTS condition
if ( InWater() || ( m_pTFPlayer && ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) || m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) ) ) )
{
FullWalkMoveUnderwater();
return;
}
if (mv->m_nButtons & IN_JUMP)
{
CheckJumpButton();
}
else
{
mv->m_nOldButtons &= ~IN_JUMP;
}
// Make sure velocity is valid.
CheckVelocity();
if (player->GetGroundEntity() != NULL)
{
mv->m_vecVelocity[2] = 0.0;
Friction();
WalkMove();
}
else
{
AirMove();
}
// Set final flags.
CategorizePosition();
// Add any remaining gravitational component if we are not in water.
if ( !InWater() )
{
FinishGravity();
}
// If we are on ground, no downward velocity.
if ( player->GetGroundEntity() != NULL )
{
mv->m_vecVelocity[2] = 0;
}
// Handling falling.
CheckFalling();
// Make sure velocity is valid.
CheckVelocity();
// #ifdef GAME_DLL
// if ( m_pTFPlayer->IsPlayerClass( TF_CLASS_SCOUT ) )
// {
// CTFWeaponBase* pWeapon = m_pTFPlayer->GetActiveTFWeapon();
// if ( pWeapon && pWeapon->GetWeaponID() == TF_WEAPON_SODA_POPPER )
// {
// float speed = VectorLength( mv->m_vecVelocity );
// float fDist = speed*gpGlobals->frametime;
// float fHype = m_pTFPlayer->m_Shared.GetScoutHypeMeter() + (fDist / tf_scout_hype_mod.GetFloat());
// if ( fHype > 100.f )
// fHype = 100.f;
// m_pTFPlayer->m_Shared.SetScoutHypeMeter( fHype );
// }
// }
// #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::FullTossMove( void )
{
trace_t pm;
Vector move;
// add velocity if player is moving
if ( (mv->m_flForwardMove != 0.0f) || (mv->m_flSideMove != 0.0f) || (mv->m_flUpMove != 0.0f))
{
Vector forward, right, up;
float fmove, smove;
Vector wishdir, wishvel;
float wishspeed;
int i;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
// Copy movement amounts
fmove = mv->m_flForwardMove;
smove = mv->m_flSideMove;
VectorNormalize (forward); // Normalize remainder of vectors.
VectorNormalize (right); //
for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] += mv->m_flUpMove;
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
wishspeed = VectorNormalize(wishdir);
//
// Clamp to server defined max speed
//
if (wishspeed > mv->m_flMaxSpeed)
{
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
wishspeed = mv->m_flMaxSpeed;
}
// Set pmove velocity
Accelerate ( wishdir, wishspeed, sv_accelerate.GetFloat() );
}
if ( mv->m_vecVelocity[2] > 0 )
{
SetGroundEntity( NULL );
}
// If on ground and not moving, return.
if ( player->GetGroundEntity() != NULL )
{
if (VectorCompare(player->GetBaseVelocity(), vec3_origin) &&
VectorCompare(mv->m_vecVelocity, vec3_origin))
return;
}
CheckVelocity();
// add gravity
if ( player->GetMoveType() == MOVETYPE_FLYGRAVITY )
{
AddGravity();
}
// move origin
// Base velocity is not properly accounted for since this entity will move again after the bounce without
// taking it into account
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
CheckVelocity();
VectorScale (mv->m_vecVelocity, gpGlobals->frametime, move);
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
PushEntity( move, &pm ); // Should this clear basevelocity
CheckVelocity();
if (pm.allsolid)
{
// entity is trapped in another solid
SetGroundEntity( &pm );
mv->m_vecVelocity.Init();
return;
}
if ( pm.fraction != 1.0f )
{
PerformFlyCollisionResolution( pm, move );
}
// Check for in water
CheckWater();
}
//-----------------------------------------------------------------------------
// Purpose: Does the basic move attempting to climb up step heights. It uses
// the mv->GetAbsOrigin() and mv->m_vecVelocity. It returns a new
// new mv->GetAbsOrigin(), mv->m_vecVelocity, and mv->m_outStepHeight.
//-----------------------------------------------------------------------------
void CTFGameMovement::StepMove( Vector &vecDestination, trace_t &trace )
{
trace_t saveTrace;
saveTrace = trace;
Vector vecEndPos;
VectorCopy( vecDestination, vecEndPos );
Vector vecPos, vecVel;
VectorCopy( mv->GetAbsOrigin(), vecPos );
VectorCopy( mv->m_vecVelocity, vecVel );
bool bLowRoad = false;
bool bUpRoad = true;
// First try the "high road" where we move up and over obstacles
if ( player->m_Local.m_bAllowAutoMovement )
{
// Trace up by step height
VectorCopy( mv->GetAbsOrigin(), vecEndPos );
vecEndPos.z += player->m_Local.m_flStepSize + DIST_EPSILON;
TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( !trace.startsolid && !trace.allsolid )
{
mv->SetAbsOrigin( trace.endpos );
}
// Trace over from there
TryPlayerMove();
// Then trace back down by step height to get final position
VectorCopy( mv->GetAbsOrigin(), vecEndPos );
vecEndPos.z -= player->m_Local.m_flStepSize + DIST_EPSILON;
TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
// If the trace ended up in empty space, copy the end over to the origin.
if ( !trace.startsolid && !trace.allsolid )
{
mv->SetAbsOrigin( trace.endpos );
}
// If we are not on the standable ground any more or going the "high road" didn't move us at all, then we'll also want to check the "low road"
if ( ( trace.fraction != 1.0f &&
trace.plane.normal[2] < 0.7 ) || VectorCompare( mv->GetAbsOrigin(), vecPos ) )
{
bLowRoad = true;
bUpRoad = false;
}
}
else
{
bLowRoad = true;
bUpRoad = false;
}
if ( bLowRoad )
{
// Save off upward results
Vector vecUpPos, vecUpVel;
if ( bUpRoad )
{
VectorCopy( mv->GetAbsOrigin(), vecUpPos );
VectorCopy( mv->m_vecVelocity, vecUpVel );
}
// Take the "low" road
mv->SetAbsOrigin( vecPos );
VectorCopy( vecVel, mv->m_vecVelocity );
VectorCopy( vecDestination, vecEndPos );
TryPlayerMove( &vecEndPos, &saveTrace );
// Down results.
Vector vecDownPos, vecDownVel;
VectorCopy( mv->GetAbsOrigin(), vecDownPos );
VectorCopy( mv->m_vecVelocity, vecDownVel );
if ( bUpRoad )
{
float flUpDist = ( vecUpPos.x - vecPos.x ) * ( vecUpPos.x - vecPos.x ) + ( vecUpPos.y - vecPos.y ) * ( vecUpPos.y - vecPos.y );
float flDownDist = ( vecDownPos.x - vecPos.x ) * ( vecDownPos.x - vecPos.x ) + ( vecDownPos.y - vecPos.y ) * ( vecDownPos.y - vecPos.y );
// decide which one went farther
if ( flUpDist >= flDownDist )
{
mv->SetAbsOrigin( vecUpPos );
VectorCopy( vecUpVel, mv->m_vecVelocity );
// copy z value from the Low Road move
mv->m_vecVelocity.z = vecDownVel.z;
}
}
}
float flStepDist = mv->GetAbsOrigin().z - vecPos.z;
if ( flStepDist > 0 )
{
mv->m_outStepHeight += flStepDist;
}
}
bool CTFGameMovement::GameHasLadders() const
{
return false;
}
void CTFGameMovement::SetGroundEntity( trace_t *pm )
{
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) && !m_pTFPlayer->GetGroundEntity() && pm && pm->m_pEnt )
{
m_pTFPlayer->EmitSound( "BumperCar.JumpLand" );
}
BaseClass::SetGroundEntity( pm );
if ( pm && pm->m_pEnt )
{
#ifdef GAME_DLL
int iAirDash = m_pTFPlayer->m_Shared.GetAirDash();
if ( iAirDash > 0 )
{
m_pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_DOUBLE_JUMP, "started_jumping:0" );
}
m_pTFPlayer->m_Shared.SetWeaponKnockbackID( -1 );
m_pTFPlayer->m_bScattergunJump = false;
#endif // GAME_DLL
m_pTFPlayer->m_Shared.SetAirDash( 0 );
m_pTFPlayer->m_Shared.SetAirDucked( 0 );
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_GRAPPLINGHOOK_SAFEFALL ) )
{
// CheckFalling happens after this. reset the fall velocity to prevent fall damage
if ( tf_grapplinghook_prevent_fall_damage.GetBool() )
player->m_Local.m_flFallVelocity = 0;
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_GRAPPLINGHOOK_SAFEFALL );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::PlayerRoughLandingEffects( float fvol )
{
if ( m_pTFPlayer )
{
/*
#ifdef STAGING_ONLY
// No impact effects if we're in space low-grav
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
{
return;
}
#endif // STAGING_ONLY
*/
// don't play landing sound when grappling hook into a surface
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_GRAPPLINGHOOK ) )
{
return;
}
if ( m_pTFPlayer->IsPlayerClass(TF_CLASS_SCOUT) )
{
// Scouts don't play rumble unless they take damage.
if ( fvol < 1.0 )
{
fvol = 0;
}
}
}
BaseClass::PlayerRoughLandingEffects( fvol );
}
#if 0
// Not being used currently - part of TestDuck!
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::HandleDuck( int nButtonsPressed )
{
// XBOX SERVER ONLY
#if !defined(CLIENT_DLL)
if ( IsX360() && nButtonsPressed & IN_DUCK )
{
// Hinting logic
if ( player->GetToggledDuckState() && player->m_nNumCrouches < NUM_CROUCH_HINTS )
{
UTIL_HudHintText( player, "#Valve_Hint_Crouch" );
player->m_nNumCrouches++;
}
}
#endif
bool bInAir = ( player->GetGroundEntity() == NULL );
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
// Starting a duck.
if ( ( nButtonsPressed & IN_DUCK ) && !bInDuck )
{
if ( !player->m_Local.m_bDucking )
{
player->m_Local.m_flDucktime = TIME_TO_DUCK_MS;
player->m_Local.m_bDucking = true;
}
else
{
// Find unduck percentage and calcluate the duck time.
float flPercentage = player->m_Local.m_flDucktime / TIME_TO_UNDUCK_MS;
player->m_Local.m_flDucktime = TIME_TO_DUCK_MS * ( 1.0f - flPercentage );
}
if ( m_pTFPlayer->m_Shared.GetAirDash() > 0 )
{
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_DOUBLEJUMP_CROUCH );
}
}
// Handle the ducking.
if ( player->m_Local.m_bDucking )
{
// Finish in duck transition when transition time is over, in "duck", in air.
if ( ( player->m_Local.m_flDucktime <= 0.0f ) || bInDuck || bInAir )
{
FinishDuck();
}
else
{
// Calculate the eye offset.
float flDuckFraction = SimpleSpline( 1.0f - ( player->m_Local.m_flDucktime / TIME_TO_DUCK_MS ) );
SetDuckedEyeOffset( flDuckFraction );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::HandleUnDuck( int nButtonsReleased )
{
if ( !player->m_Local.m_bAllowAutoMovement )
return;
bool bInAir = ( player->GetGroundEntity() == NULL );
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
// Ending a duck (or trying to).
if ( nButtonsReleased & IN_DUCK )
{
if ( bInDuck )
{
player->m_Local.m_flDucktime = TIME_TO_UNDUCK_MS;
player->m_Local.m_bDucking = true;
}
else if ( player->m_Local.m_bDucking )
{
// Find unduck percentage and calcluate the duck time.
float flPercentage = player->m_Local.m_flDucktime / TIME_TO_DUCK_MS;
player->m_Local.m_flDucktime = TIME_TO_UNDUCK_MS * ( 1.0f - flPercentage );
}
}
// Check to see if we are capable of unducking given our environment.
if ( CanUnduck() )
{
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
{
// We are unducking now.
player->m_Local.m_bDucking = true;
// Finish ducking immediately if duck time is over or we are in the air.
if ( player->m_Local.m_flDucktime <= 0.0f || bInAir )
{
FinishUnDuck();
}
else
{
// Calculate the eye offset.
float flDuckFraction = SimpleSpline( ( player->m_Local.m_flDucktime / TIME_TO_UNDUCK_MS ) );
SetDuckedEyeOffset( flDuckFraction );
}
}
}
else
{
// Under something where we cannot unduck - rest.
if ( player->m_Local.m_flDucktime != TIME_TO_UNDUCK_MS )
{
player->m_Local.m_flDucktime = TIME_TO_UNDUCK_MS;
player->m_Local.m_bDucked = true;
player->m_Local.m_bDucking = false;
player->AddFlag( FL_DUCKING );
// Reset the eye offset.
SetDuckedEyeOffset( 1.0f );
}
}
}
void CTFGameMovement::TestDuck( )
{
// Handle buttons.
int nButtonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons );
int nButtonsPressed = nButtonsChanged & mv->m_nButtons;
int nButtonsReleased = nButtonsChanged & mv->m_nOldButtons;
if ( mv->m_nButtons & IN_DUCK )
{
mv->m_nOldButtons |= IN_DUCK;
}
else
{
mv->m_nOldButtons &= ~IN_DUCK;
}
// Handle death.
if ( IsDead() )
return;
// Slow down ducked players.
HandleDuckingSpeedCrop();
// In some ducked state - button press to duck, duck transitions, or fully ducked.
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck )
{
// Duck State
if ( ( mv->m_nButtons & IN_DUCK ) )
{
HandleDuck( nButtonsPressed );
}
// Unduck State.
else
{
HandleUnDuck( nButtonsReleased );
}
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::DuckOverrides()
{
bool bOnGround = ( player->GetGroundEntity() != NULL );
// Don't allowing ducking in water.
if ( ( ( player->GetWaterLevel() >= WL_Feet ) && !bOnGround ) ||
player->GetWaterLevel() >= WL_Eyes )
{
mv->m_nButtons &= ~IN_DUCK;
}
if ( !tf_clamp_airducks.GetBool() )
return;
// Check the duck timer and disable the duck button.
if ( gpGlobals->curtime < m_pTFPlayer->m_Shared.GetDuckTimer() && bOnGround )
{
mv->m_nButtons &= ~IN_DUCK;
}
// If we're trying to stand up, don't let the player try to re-duck. This
// prevents what the community calls the "Quantum Crouch". The above ducktimer
// covers most of the cases where users play nice and duck and unduck while standing.
// The "Quantum Crouch" occurs when users do the following:
// 0: Get a Dispenser or other waist-high platform in front of you
// 1: Press Jump + Crouch and move towards the platform
// 2: Release Crouch while jumping
// ( this causes the duck timer to start counting down )
// 3: Land on the platform
// 4: While starting to stand up, press Crouch
// ( when the duck timer finishes, your view will be locked )
// The intent of the duck timer is to require you to stand up after you've started
// to unduck and to throttle duck spamming. This just enforces the unduck
// requirement.
if ( player->m_Local.m_bDucked && player->m_Local.m_bDucking )
{
mv->m_nButtons &= ~IN_DUCK;
}
// Only allow one duck per air event.
if ( !bOnGround && m_pTFPlayer->m_Shared.AirDuckedCount() >= TF_AIRDUCKED_COUNT )
{
mv->m_nButtons &= ~IN_DUCK;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::OnDuck( int nButtonsPressed )
{
// Check to see if we are in the air or ducking.
bool bInAir = ( player->GetGroundEntity() == NULL );
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
// XBOX SERVER ONLY
#if !defined(CLIENT_DLL)
if ( IsX360() && nButtonsPressed & IN_DUCK )
{
// Hinting logic
if ( player->GetToggledDuckState() && player->m_nNumCrouches < NUM_CROUCH_HINTS )
{
UTIL_HudHintText( player, "#Valve_Hint_Crouch" );
player->m_nNumCrouches++;
}
}
#endif
// Have the duck button pressed, but the player currently isn't in the duck position.
if ( ( nButtonsPressed & IN_DUCK ) && !bInDuck )
{
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
player->m_Local.m_bDucking = true;
if ( m_pTFPlayer->m_Shared.GetAirDash() > 0 )
{
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_DOUBLEJUMP_CROUCH );
}
}
// The player is in duck transition and not duck-jumping.
if ( player->m_Local.m_bDucking )
{
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDucktime );
float flDuckSeconds = flDuckMilliseconds * 0.001f;
// Finish in duck transition when transition time is over, in "duck", in air.
if ( ( flDuckSeconds > TIME_TO_DUCK ) || bInDuck || bInAir )
{
FinishDuck();
}
else
{
// Calc parametric time
float flDuckFraction = SimpleSpline( flDuckSeconds / TIME_TO_DUCK );
SetDuckedEyeOffset( flDuckFraction );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::OnUnDuck( int nButtonsReleased )
{
// Check to see if we are in the air or ducking.
bool bInAir = ( player->GetGroundEntity() == NULL );
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
// Once the duck button is released, start a timer. The player will not be able to engage in a duck
// until the timer expires. In addition, set that we have ducked in air (will be allowed only once
// while in air).
if ( nButtonsReleased & IN_DUCK )
{
m_pTFPlayer->m_Shared.SetDuckTimer( gpGlobals->curtime + TF_TIME_TO_DUCK );
if ( bInAir )
{
// Increment the number of times we have ducked in air.
int nCount = m_pTFPlayer->m_Shared.AirDuckedCount() + 1;
m_pTFPlayer->m_Shared.SetAirDucked( nCount );
}
}
// Try to unduck unless automovement is not allowed
// NOTE: When not onground, you can always unduck
if ( player->m_Local.m_bAllowAutoMovement || bInAir || player->m_Local.m_bDucking )
{
// We released the duck button, we aren't in "duck" and we are not in the air - start unduck transition.
if ( ( nButtonsReleased & IN_DUCK ) )
{
if ( bInDuck )
{
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
}
else if ( player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
{
// Invert time if release before fully ducked!!!
float unduckMilliseconds = 1000.0f * TIME_TO_UNDUCK;
float duckMilliseconds = 1000.0f * TIME_TO_DUCK;
float elapsedMilliseconds = GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_flDucktime;
float fracDucked = elapsedMilliseconds / duckMilliseconds;
float remainingUnduckMilliseconds = fracDucked * unduckMilliseconds;
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME - unduckMilliseconds + remainingUnduckMilliseconds;
}
}
// Check to see if we are capable of unducking.
if ( CanUnduck() )
{
// or unducking
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
{
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - (float)player->m_Local.m_flDucktime );
float flDuckSeconds = flDuckMilliseconds * 0.001f;
// Finish ducking immediately if duck time is over or not on ground
if ( flDuckSeconds > TIME_TO_UNDUCK || bInAir )
{
FinishUnDuck();
}
else
{
// Calc parametric time
float flDuckFraction = SimpleSpline( 1.0f - ( flDuckSeconds / TIME_TO_UNDUCK ) );
SetDuckedEyeOffset( flDuckFraction );
player->m_Local.m_bDucking = true;
}
}
}
else
{
// Still under something where we can't unduck, so make sure we reset this timer so
// that we'll unduck once we exit the tunnel, etc.
if ( player->m_Local.m_flDucktime != GAMEMOVEMENT_DUCK_TIME )
{
SetDuckedEyeOffset(1.0f);
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
player->m_Local.m_bDucked = true;
player->m_Local.m_bDucking = false;
player->AddFlag( FL_DUCKING );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Crop the speed of the player when ducking and on the ground.
//-----------------------------------------------------------------------------
void CTFGameMovement::HandleDuckingSpeedCrop( void )
{
BaseClass::HandleDuckingSpeedCrop();
if ( m_iSpeedCropped & SPEED_CROPPED_DUCK )
{
if ( m_pTFPlayer->m_Shared.IsLoser() )
{
mv->m_flForwardMove *= 0;
mv->m_flSideMove *= 0;
mv->m_flUpMove *= 0;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: See if duck button is pressed and do the appropriate things
//-----------------------------------------------------------------------------
void CTFGameMovement::Duck( void )
{
// Check duck overrides.
DuckOverrides();
// Calculate the button state.
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
if ( mv->m_nButtons & IN_DUCK )
{
mv->m_nOldButtons |= IN_DUCK;
}
else
{
mv->m_nOldButtons &= ~IN_DUCK;
}
// Handle death.
if ( IsDead() )
{
// Reset view offset when dead
Vector vecStandViewOffset = GetPlayerViewOffset( false );
Vector vecOffset = player->GetViewOffset();
if ( vecOffset.z != vecStandViewOffset.z )
{
vecOffset.z = vecStandViewOffset.z;
player->SetViewOffset( vecOffset );
}
return;
}
// Slow down ducked players.
HandleDuckingSpeedCrop();
// If the player is holding down the duck button, the player is in duck transition, ducking, or duck-jumping.
bool bFirstTimePredicted = true; // Assumes we never rerun commands on the server.
#ifdef CLIENT_DLL
bFirstTimePredicted = prediction->IsFirstTimePredicted();
#endif
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck )
{
if ( ( mv->m_nButtons & IN_DUCK ) )
{
// DUCK
OnDuck( buttonsPressed );
}
else
{
// UNDUCK (or attempt to...)
OnUnDuck( buttonsReleased );
}
}
// HACK: (jimd 5/25/2006) we have a reoccuring bug (#50063 in Tracker) where the player's
// view height gets left at the ducked height while the player is standing, but we haven't
// been able to repro it to find the cause. It may be fixed now due to a change I'm
// also making in UpdateDuckJumpEyeOffset but just in case, this code will sense the
// problem and restore the eye to the proper position. It doesn't smooth the transition,
// but it is preferable to leaving the player's view too low.
//
// If the player is still alive and not an observer, check to make sure that
// his view height is at the standing height.
else if ( bFirstTimePredicted && !IsDead() && !player->IsObserver() && !player->IsInAVehicle() && !( TFGameRules() && TFGameRules()->ShowMatchSummary() ) )
{
float flOffsetDelta = player->GetViewOffset().z - GetPlayerViewOffset( false ).z;
if ( ( fabs( flOffsetDelta ) > 0.1 ) )
{
// we should rarely ever get here, so assert so a coder knows when it happens
AssertMsg2( 0, "Restoring player view height at %i %0.3f\n", gpGlobals->tickcount, gpGlobals->curtime );
DevMsg( 1, "Restoring player view height at %i %0.3f. Delta: %f.\n", gpGlobals->tickcount, gpGlobals->curtime, flOffsetDelta );
// set the eye height to the non-ducked height
SetDuckedEyeOffset(0.0f);
}
}
if ( tf_duck_debug_spew.GetBool() )
{
#ifdef GAME_DLL
engine->Con_NPrintf( 0, "SERVER" );
engine->Con_NPrintf( 1, "m_flDucktime %3.2f", player->m_Local.m_flDucktime.Get() );
engine->Con_NPrintf( 2, "m_flDuckJumpTime %3.2f", player->m_Local.m_flDuckJumpTime.Get() );
engine->Con_NPrintf( 3, "m_bDucked %d", player->m_Local.m_bDucked.Get() );
engine->Con_NPrintf( 4, "m_bDucking %d", player->m_Local.m_bDucking.Get() );
engine->Con_NPrintf( 5, "m_bInDuckJump %d", player->m_Local.m_bInDuckJump.Get() );
engine->Con_NPrintf( 6, "viewoffset %3.2f, %3.2f, %3.2f", player->GetViewOffset().x, player->GetViewOffset().y, player->GetViewOffset().z );
engine->Con_NPrintf( 7, "IN_DUCK %d", mv->m_nButtons & IN_DUCK );
engine->Con_NPrintf( 8, "GetDuckTimer %3.2f", Max( 0.f, m_pTFPlayer->m_Shared.GetDuckTimer() - gpGlobals->curtime ) );
#else
engine->Con_NPrintf( 10 + 0, "CLIENT" );
engine->Con_NPrintf( 10 + 1, "m_flDucktime %3.2f", player->m_Local.m_flDucktime );
engine->Con_NPrintf( 10 + 2, "m_flDuckJumpTime %3.2f", player->m_Local.m_flDuckJumpTime );
engine->Con_NPrintf( 10 + 3, "m_bDucked %d", player->m_Local.m_bDucked );
engine->Con_NPrintf( 10 + 4, "m_bDucking %d", player->m_Local.m_bDucking );
engine->Con_NPrintf( 10 + 5, "m_bInDuckJump %d", player->m_Local.m_bInDuckJump );
engine->Con_NPrintf( 10 + 6, "viewoffset %3.2f, %3.2f, %3.2f", player->GetViewOffset().x, player->GetViewOffset().y, player->GetViewOffset().z );
engine->Con_NPrintf( 10 + 7, "IN_DUCK %d", mv->m_nButtons & IN_DUCK );
engine->Con_NPrintf( 10 + 8, "GetDuckTimer %3.2f", Max( 0.f, m_pTFPlayer->m_Shared.GetDuckTimer() - gpGlobals->curtime ) );
#endif
}
}
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// Purpose: See if the player's double tapped movement keys
//-----------------------------------------------------------------------------
void CTFGameMovement::CheckForDoubleTap( void )
{
float flMaxDoubleTapTimeDelta = tf_movement_doubletap_window.GetFloat();
static const int aMoveType[4] =
{
IN_MOVELEFT,
IN_MOVERIGHT,
IN_FORWARD,
IN_BACK,
// Add movetypes here
};
for ( int i = 0; i < ARRAYSIZE( aMoveType ); ++i )
{
// Record when they let go of the key
if ( ( mv->m_nOldButtons & aMoveType[i] ) && !( mv->m_nButtons & aMoveType[i] ) )
{
int index = m_MoveKeyDownTimes.Find( aMoveType[i] );
if ( index != m_MoveKeyDownTimes.InvalidIndex() )
{
m_MoveKeyDownTimes[index] = gpGlobals->curtime;
}
else
{
// Init
m_MoveKeyDownTimes.Insert( aMoveType[i], gpGlobals->curtime );
}
}
// If the button is down now, and wasn't before...
else if ( ( mv->m_nButtons & aMoveType[i] ) && !( mv->m_nOldButtons & aMoveType[i] ) )
{
int index = m_MoveKeyDownTimes.Find( aMoveType[i] );
if ( index != m_MoveKeyDownTimes.InvalidIndex() )
{
// ...check the time delta - if it's within range, consider it a double-tap.
if ( gpGlobals->curtime - m_MoveKeyDownTimes[index] <= flMaxDoubleTapTimeDelta )
{
OnDoubleTapped( aMoveType[i] );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: See if the player's double tapped movement keys
//-----------------------------------------------------------------------------
void CTFGameMovement::OnDoubleTapped( int nKey )
{
int iTeleportMove = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iTeleportMove, ability_doubletap_teleport );
if ( iTeleportMove )
{
Vector vecDir, vecForward, vecRight;
AngleVectors( m_pTFPlayer->GetAbsAngles(), &vecForward, &vecRight, NULL );
if ( nKey == IN_MOVELEFT )
{
vecRight.Negate();
TeleportMove( vecRight, 192.f );
}
else if ( nKey == IN_MOVERIGHT )
{
TeleportMove( vecRight, 192.f );
}
else if ( nKey == IN_FORWARD )
{
TeleportMove( vecForward, 192.f );
}
else if ( nKey == IN_BACK )
{
vecForward.Negate();
TeleportMove( vecForward, 192.f );
}
}
// DevMsg( "Double Tap! (%i)\n", nKey );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovement::TeleportMove( Vector &vecDirection, float flDist )
{
if ( m_flNextDoubleTapTeleportTime > gpGlobals->curtime )
return;
trace_t result;
CTraceFilterIgnoreTeammates traceFilter( m_pTFPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, m_pTFPlayer->GetTeamNumber() );
unsigned int nMask = m_pTFPlayer->GetTeamNumber() == TF_TEAM_RED ? CONTENTS_BLUETEAM : CONTENTS_REDTEAM;
nMask |= MASK_PLAYERSOLID;
// Try full distance
Vector vecPos = mv->GetAbsOrigin() + vecDirection * flDist;
UTIL_TraceHull( mv->GetAbsOrigin(), vecPos, VEC_HULL_MIN_SCALED( m_pTFPlayer ), VEC_HULL_MAX_SCALED( m_pTFPlayer ), nMask, &traceFilter, &result );
if ( result.DidHit() )
{
if ( result.fraction <= 0.2f )
return;
vecPos = mv->GetAbsOrigin() + ( ( vecPos - mv->GetAbsOrigin() ) * result.fraction );
// NDebugOverlay::SweptBox( mv->GetAbsOrigin(), vecPos, VEC_HULL_MIN_SCALED( m_pTFPlayer ), VEC_HULL_MAX_SCALED( m_pTFPlayer ), m_pTFPlayer->GetAbsAngles(), 255, 0, 0, 40, 5.f );
}
// Go there
mv->SetAbsOrigin( vecPos );
#ifdef GAME_DLL
// Screen flash
color32 fadeColor = { 255, 255, 255, 50 };
UTIL_ScreenFade( m_pTFPlayer, fadeColor, 0.25f, 0.4f, FFADE_IN );
if ( TFGameRules() )
{
TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_PLAYER_SPELL_TELEPORT, ( m_pTFPlayer->GetTeamNumber() == TF_TEAM_RED ) ? TF_TEAM_BLUE : TF_TEAM_RED );
}
#endif // GAME_DLL
// Cooldown
m_flNextDoubleTapTeleportTime = gpGlobals->curtime + 2.f;
}
#endif // STAGING_ONLY