You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
245 lines
7.4 KiB
245 lines
7.4 KiB
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============ |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//============================================================================= |
|
|
|
#include "cbase.h" |
|
#include "player_command.h" |
|
#include "igamemovement.h" |
|
#include "in_buttons.h" |
|
#include "ipredictionsystem.h" |
|
#include "asw_player.h" |
|
#include "asw_marine.h" |
|
#include "asw_marine_command.h" |
|
#include "asw_imarinegamemovement.h" |
|
#include "asw_marine_gamemovement.h" |
|
#include "ilagcompensationmanager.h" |
|
#include "asw_lag_compensation.h" |
|
#include "iservervehicle.h" |
|
#include "asw_movedata.h" |
|
|
|
static CASW_MoveData g_MoveData; |
|
CMoveData *g_pMoveData = &g_MoveData; |
|
|
|
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; |
|
|
|
extern IGameMovement *g_pGameMovement; |
|
extern ConVar sv_noclipduringpause; |
|
|
|
extern IMarineGameMovement *g_pMarineGameMovement; |
|
extern ConVar asw_allow_detach; |
|
ConVar asw_move_marine("asw_move_marine", "1", FCVAR_CHEAT, "Activate remote control of named entity"); |
|
|
|
void CommentarySystem_PePlayerRunCommand( CBasePlayer *player, CUserCmd *ucmd ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Sets up the move data for Infested |
|
//----------------------------------------------------------------------------- |
|
class CASW_PlayerMove : public CPlayerMove |
|
{ |
|
DECLARE_CLASS( CASW_PlayerMove, CPlayerMove ); |
|
|
|
public: |
|
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); |
|
virtual void RunCommand( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper ); |
|
}; |
|
|
|
// PlayerMove Interface |
|
static CASW_PlayerMove g_PlayerMove; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Singleton accessor |
|
//----------------------------------------------------------------------------- |
|
CPlayerMove *PlayerMove() |
|
{ |
|
return &g_PlayerMove; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: This is called pre player movement and copies all the data necessary |
|
// from the player for movement. (Server-side, the client-side version |
|
// of this code can be found in prediction.cpp.) |
|
//----------------------------------------------------------------------------- |
|
void CASW_PlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) |
|
{ |
|
player->AvoidPhysicsProps( ucmd ); |
|
|
|
BaseClass::SetupMove( player, ucmd, pHelper, move ); |
|
|
|
// this forces horizontal movement |
|
CASW_Player *pASWPlayer = dynamic_cast<CASW_Player*>(player); |
|
if (pASWPlayer && pASWPlayer->GetMarine() && !asw_allow_detach.GetBool()) |
|
{ |
|
move->m_vecAngles.x = 0; |
|
move->m_vecViewAngles.x = 0; |
|
|
|
CBaseEntity *pMoveParent = player->GetMoveParent(); |
|
if (!pMoveParent) |
|
{ |
|
move->m_vecAbsViewAngles = move->m_vecViewAngles; |
|
} |
|
else |
|
{ |
|
matrix3x4_t viewToParent, viewToWorld; |
|
AngleMatrix( move->m_vecViewAngles, viewToParent ); |
|
ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld ); |
|
MatrixAngles( viewToWorld, move->m_vecAbsViewAngles ); |
|
} |
|
} |
|
CASW_MoveData *pASWMove = static_cast<CASW_MoveData*>( move ); |
|
pASWMove->m_iForcedAction = ucmd->forced_action; |
|
// setup trace optimization |
|
g_pGameMovement->SetupMovementBounds( move ); |
|
} |
|
|
|
extern void DiffPrint( bool bServer, int nCommandNumber, char const *fmt, ... ); |
|
extern ConVar asw_rts_controls; |
|
|
|
void CASW_PlayerMove::RunCommand( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper ) |
|
{ |
|
CASW_Player *pASWPlayer = static_cast<CASW_Player*>( player ); |
|
Assert( pASWPlayer ); |
|
|
|
StartCommand( player, ucmd ); |
|
|
|
pASWPlayer->SetHighlightEntity( CBaseEntity::Instance( ucmd->crosshair_entity ) ); |
|
|
|
// Set globals appropriately |
|
gpGlobals->curtime = player->m_nTickBase * TICK_INTERVAL; |
|
gpGlobals->frametime = player->m_bGamePaused ? 0 : TICK_INTERVAL; |
|
|
|
// Add and subtract buttons we're forcing on the player |
|
ucmd->buttons |= player->m_afButtonForced; |
|
ucmd->buttons &= ~player->m_afButtonDisabled; |
|
|
|
if ( player->m_bGamePaused ) |
|
{ |
|
// If no clipping and cheats enabled and noclipduring game enabled, then leave |
|
// forwardmove and angles stuff in usercmd |
|
if ( player->GetMoveType() == MOVETYPE_NOCLIP && |
|
sv_cheats->GetBool() && |
|
sv_noclipduringpause.GetBool() ) |
|
{ |
|
gpGlobals->frametime = TICK_INTERVAL; |
|
} |
|
} |
|
|
|
/* |
|
// TODO: We can check whether the player is sending more commands than elapsed real time |
|
cmdtimeremaining -= ucmd->msec; |
|
if ( cmdtimeremaining < 0 ) |
|
{ |
|
// return; |
|
} |
|
*/ |
|
|
|
g_pGameMovement->StartTrackPredictionErrors( player ); |
|
|
|
CommentarySystem_PePlayerRunCommand( player, ucmd ); |
|
|
|
// Do weapon selection |
|
if ( ucmd->weaponselect != 0 ) |
|
{ |
|
CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) ); |
|
if (weapon) |
|
pASWPlayer->ASWSelectWeapon(weapon, 0); // ucmd->weaponsubtype); // infested - subtype var used for sending marine profile index instead |
|
} |
|
|
|
IServerVehicle *pVehicle = player->GetVehicle(); |
|
|
|
// Latch in impulse. |
|
if ( ucmd->impulse ) |
|
{ |
|
// Discard impulse commands unless the vehicle allows them. |
|
// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example. |
|
if ( !pVehicle || player->UsingStandardWeaponsInVehicle() ) |
|
{ |
|
player->m_nImpulse = ucmd->impulse; |
|
} |
|
} |
|
|
|
// Update player input button states |
|
VPROF_SCOPE_BEGIN( "player->UpdateButtonState" ); |
|
player->UpdateButtonState( ucmd->buttons ); |
|
VPROF_SCOPE_END(); |
|
|
|
CheckMovingGround( player, TICK_INTERVAL ); |
|
|
|
g_pMoveData->m_vecOldAngles = player->pl.v_angle; |
|
|
|
// Copy from command to player unless game .dll has set angle using fixangle |
|
if ( player->pl.fixangle == FIXANGLE_NONE ) |
|
{ |
|
player->pl.v_angle = ucmd->viewangles; |
|
} |
|
else if( player->pl.fixangle == FIXANGLE_RELATIVE ) |
|
{ |
|
player->pl.v_angle = ucmd->viewangles + player->pl.anglechange; |
|
} |
|
|
|
// TrackIR |
|
player->SetEyeAngleOffset(ucmd->headangles); |
|
player->SetEyeOffset(ucmd->headoffset); |
|
// TrackIR |
|
|
|
// Call standard client pre-think |
|
RunPreThink( player ); |
|
|
|
// Call Think if one is set |
|
RunThink( player, TICK_INTERVAL ); |
|
|
|
// Setup input. |
|
SetupMove( player, ucmd, moveHelper, g_pMoveData ); |
|
|
|
// Let the game do the movement. |
|
if (asw_allow_detach.GetBool()) |
|
{ |
|
if ( !pVehicle ) |
|
{ |
|
VPROF( "g_pGameMovement->ProcessMovement()" ); |
|
Assert( g_pGameMovement ); |
|
g_pGameMovement->ProcessMovement( player, g_pMoveData ); |
|
} |
|
else |
|
{ |
|
VPROF( "pVehicle->ProcessMovement()" ); |
|
pVehicle->ProcessMovement( player, g_pMoveData ); |
|
} |
|
} |
|
|
|
if ( asw_rts_controls.GetBool() ) |
|
{ |
|
Vector vecNewPos = g_pMoveData->GetAbsOrigin(); |
|
|
|
vecNewPos.y += ucmd->forwardmove * gpGlobals->frametime * 2; |
|
vecNewPos.x += ucmd->sidemove * gpGlobals->frametime * 2; |
|
|
|
g_pMoveData->SetAbsOrigin( vecNewPos ); |
|
} |
|
|
|
pASWPlayer->SetCrosshairTracePos( ucmd->crosshairtrace ); |
|
// Copy output |
|
FinishMove( player, ucmd, g_pMoveData ); |
|
|
|
// Let server invoke any needed impact functions |
|
VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" ); |
|
moveHelper->ProcessImpacts(); |
|
VPROF_SCOPE_END(); |
|
|
|
// put lag compensation here so it affects weapons |
|
lagcompensation->StartLagCompensation( player, LAG_COMPENSATE_BOUNDS ); |
|
RunPostThink( player ); |
|
lagcompensation->FinishLagCompensation( player ); |
|
|
|
// let the player drive marine movement here |
|
pASWPlayer->DriveMarineMovement( ucmd, moveHelper ); |
|
|
|
g_pGameMovement->FinishTrackPredictionErrors( player ); |
|
|
|
FinishCommand( player ); |
|
|
|
// Let time pass |
|
player->m_nTickBase++; |
|
} |