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 "cs_gamerules.h"
#include "in_buttons.h"
#include "movevars_shared.h"
#include "weapon_csbase.h"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
#define STAMINA_MAX 100.0
#define STAMINA_COST_JUMP 25.0
#define STAMINA_COST_FALL 20.0
#define STAMINA_RECOVER_RATE 19.0
extern bool g_bMovementOptimizations;
ConVar sv_timebetweenducks( "sv_timebetweenducks", "0", FCVAR_REPLICATED, "Minimum time before recognizing consecutive duck key", true, 0.0, true, 2.0 );
ConVar sv_enableboost( "sv_enableboost", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Allow boost exploits");
ConVar cs_autojump( "cs_autojump", "0", FCVAR_REPLICATED | FCVAR_NOTIFY );
class CCSGameMovement : public CGameMovement
{
public:
DECLARE_CLASS( CCSGameMovement, CGameMovement );
CCSGameMovement();
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove );
virtual bool CanAccelerate();
virtual bool CheckJumpButton( void );
virtual void PreventBunnyJumping( void );
virtual void ReduceTimers( void );
virtual void WalkMove( void );
virtual void AirMove( void );
virtual bool LadderMove( void );
virtual void DecayPunchAngle( void );
virtual void CheckParameters( void );
// allow overridden versions to respond to jumping
virtual void OnJump( float fImpulse );
virtual void OnLand( float fVelocity );
// Ducking
virtual void Duck( void );
virtual void FinishUnDuck( void );
virtual void FinishDuck( void );
virtual bool CanUnduck();
virtual void HandleDuckingSpeedCrop();
virtual bool OnLadder( trace_t &trace );
virtual float LadderDistance( void ) const
{
if ( player->GetMoveType() == MOVETYPE_LADDER )
return 10.0f;
return 2.0f;
}
virtual unsigned int LadderMask( void ) const
{
return MASK_PLAYERSOLID & ( ~CONTENTS_PLAYERCLIP );
}
virtual float ClimbSpeed( void ) const;
virtual float LadderLateralMultiplier( void ) const;
virtual void TryTouchGround( const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, unsigned int fMask, int collisionGroup, trace_t& pm );
protected:
virtual void PlayerMove();
void CheckForLadders( bool wasOnGround );
virtual unsigned int PlayerSolidMask( bool brushOnly = false ); ///< returns the solid mask for the given player, so bots can have a more-restrictive set
float m_fTimeLastUnducked;
public:
CCSPlayer *m_pCSPlayer;
};
//-----------------------------------------------------------------------------
// Purpose: used by the TryTouchGround function to exclude non-standables from
// consideration
//-----------------------------------------------------------------------------
bool CheckForStandable( IHandleEntity *pHandleEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( !pEntity )
return false;
return ( pEntity->IsPlayer() && pEntity->GetGroundEntity() != NULL ) || pEntity->IsStandable();
}
// Expose our interface.
static CCSGameMovement g_GameMovement;
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
// ---------------------------------------------------------------------------------------- //
// CCSGameMovement.
// ---------------------------------------------------------------------------------------- //
CCSGameMovement::CCSGameMovement()
{
m_fTimeLastUnducked = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Allow bots etc to use slightly different solid masks
//-----------------------------------------------------------------------------
unsigned int CCSGameMovement::PlayerSolidMask( bool brushOnly )
{
bool isBot = !player || player->IsBot();
if ( brushOnly )
{
if ( isBot )
{
return MASK_PLAYERSOLID_BRUSHONLY | CONTENTS_MONSTERCLIP;
}
else
{
return MASK_PLAYERSOLID_BRUSHONLY;
}
}
else
{
if ( isBot )
{
return MASK_PLAYERSOLID | CONTENTS_MONSTERCLIP;
}
else
{
return MASK_PLAYERSOLID;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameMovement::CheckParameters( void )
{
QAngle v_angle;
// maintaining auto-duck during jumps
if ( m_pCSPlayer->m_duckUntilOnGround )
{
if ( !player->GetGroundEntity() )
{
if ( mv->m_nButtons & IN_DUCK )
{
m_pCSPlayer->m_duckUntilOnGround = false; // player hit +duck, so cancel our auto duck
}
else
{
mv->m_nButtons |= IN_DUCK;
}
}
}
// it would be nice to put this into the player->GetPlayerMaxSpeed() method, but
// this flag is only stored in the move!
if ( mv->m_nButtons & IN_SPEED )
{
mv->m_flMaxSpeed *= CS_PLAYER_SPEED_WALK_MODIFIER;
}
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
player->GetMoveType() != MOVETYPE_NOCLIP &&
player->GetMoveType() != MOVETYPE_OBSERVER )
{
float spd;
spd = ( mv->m_flForwardMove * mv->m_flForwardMove ) +
( mv->m_flSideMove * mv->m_flSideMove ) +
( mv->m_flUpMove * mv->m_flUpMove );
// Slow down by the speed factor
float flSpeedFactor = 1.0f;
if (player->m_pSurfaceData)
{
flSpeedFactor = player->m_pSurfaceData->game.maxSpeedFactor;
}
// If we have a constraint, slow down because of that too.
float flConstraintSpeedFactor = ComputeConstraintSpeedFactor();
if (flConstraintSpeedFactor < flSpeedFactor)
flSpeedFactor = flConstraintSpeedFactor;
// Take the player's velocity modifier into account
if ( FBitSet( m_pCSPlayer->GetFlags(), FL_ONGROUND ) )
{
flSpeedFactor *= m_pCSPlayer->m_flVelocityModifier;
}
mv->m_flMaxSpeed *= flSpeedFactor;
if ( g_bMovementOptimizations )
{
// Same thing but only do the sqrt if we have to.
if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed*mv->m_flMaxSpeed ) )
{
float fRatio = mv->m_flMaxSpeed / sqrt( spd );
mv->m_flForwardMove *= fRatio;
mv->m_flSideMove *= fRatio;
mv->m_flUpMove *= fRatio;
}
}
else
{
spd = sqrt( spd );
if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed ) )
{
float fRatio = mv->m_flMaxSpeed / spd;
mv->m_flForwardMove *= fRatio;
mv->m_flSideMove *= fRatio;
mv->m_flUpMove *= fRatio;
}
}
}
if ( player->GetFlags() & FL_FROZEN ||
player->GetFlags() & FL_ONTRAIN ||
IsDead() )
{
mv->m_flForwardMove = 0;
mv->m_flSideMove = 0;
mv->m_flUpMove = 0;
}
DecayPunchAngle();
// Take angles from command.
if ( !IsDead() )
{
v_angle = mv->m_vecAngles;
v_angle = v_angle + player->m_Local.m_vecPunchAngle;
// Now adjust roll angle
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
player->GetMoveType() != MOVETYPE_NOCLIP )
{
mv->m_vecAngles[ROLL] = CalcRoll( v_angle, mv->m_vecVelocity, sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
}
else
{
mv->m_vecAngles[ROLL] = 0.0; // v_angle[ ROLL ];
}
mv->m_vecAngles[PITCH] = v_angle[PITCH];
mv->m_vecAngles[YAW] = v_angle[YAW];
}
else
{
mv->m_vecAngles = mv->m_vecOldAngles;
}
// Set dead player view_offset
if ( IsDead() )
{
player->SetViewOffset( VEC_DEAD_VIEWHEIGHT );
}
// Adjust client view angles to match values used on server.
if ( mv->m_vecAngles[YAW] > 180.0f )
{
mv->m_vecAngles[YAW] -= 360.0f;
}
// If we're standing on a player, then force them off.
if ( !player->IsObserver() && ( player->GetMoveType() != MOVETYPE_LADDER ) )
{
int nLevels = 0;
CBaseEntity *pCurGround = player->GetGroundEntity();
while ( pCurGround && pCurGround->IsPlayer() && nLevels < 1000 )
{
pCurGround = pCurGround->GetGroundEntity();
++nLevels;
}
if ( nLevels == 1000 )
Warning( "BUG: CCSGameMovement::CheckParameters - too many stacking levels.\n" );
// If they're stacked too many levels deep, slide them off.
if ( nLevels > 1 )
{
mv->m_flForwardMove = mv->m_flMaxSpeed * 3;
mv->m_flSideMove = 0;
mv->m_nButtons = 0;
mv->m_nImpulseCommand = 0;
}
}
}
void CCSGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove )
{
m_pCSPlayer = ToCSPlayer( pBasePlayer );
Assert( m_pCSPlayer );
BaseClass::ProcessMovement( pBasePlayer, pMove );
}
bool CCSGameMovement::CanAccelerate()
{
// Only allow the player to accelerate when in certain states.
CSPlayerState curState = m_pCSPlayer->State_Get();
if ( curState == STATE_ACTIVE )
{
return player->GetWaterJumpTime() == 0;
}
else if ( player->IsObserver() )
{
return true;
}
else
{
return false;
}
}
void CCSGameMovement::PlayerMove()
{
if ( !m_pCSPlayer->CanMove() )
{
mv->m_flForwardMove = 0;
mv->m_flSideMove = 0;
mv->m_flUpMove = 0;
mv->m_nButtons &= ~(IN_JUMP | IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT);
}
BaseClass::PlayerMove();
if ( FBitSet( m_pCSPlayer->GetFlags(), FL_ONGROUND ) )
{
if ( m_pCSPlayer->m_flVelocityModifier < 1.0 )
{
m_pCSPlayer->m_flVelocityModifier += gpGlobals->frametime / 3.0f;
}
if ( m_pCSPlayer->m_flVelocityModifier > 1.0 )
m_pCSPlayer->m_flVelocityModifier = 1.0;
}
#if !defined(CLIENT_DLL)
if ( m_pCSPlayer->IsAlive() )
{
// Check if our eye height is too close to the ceiling and lower it.
// This is needed because we have taller models with the old collision bounds.
const float eyeClearance = 12.0f; // eye pos must be this far below the ceiling
Vector offset = player->GetViewOffset();
Vector vHullMin = GetPlayerMins( player->m_Local.m_bDucked );
vHullMin.z = 0.0f;
Vector vHullMax = GetPlayerMaxs( player->m_Local.m_bDucked );
Vector start = player->GetAbsOrigin();
start.z += vHullMax.z;
Vector end = start;
end.z += eyeClearance - vHullMax.z;
end.z += player->m_Local.m_bDucked ? VEC_DUCK_VIEW_SCALED( player ).z : VEC_VIEW_SCALED( player ).z;
vHullMax.z = 0.0f;
Vector fudge( 1, 1, 0 );
vHullMin += fudge;
vHullMax -= fudge;
trace_t trace;
Ray_t ray;
ray.Init( start, end, vHullMin, vHullMax );
UTIL_TraceRay( ray, PlayerSolidMask(), mv->m_nPlayerHandle.Get(), COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.fraction < 1.0f )
{
float est = start.z + trace.fraction * (end.z - start.z) - player->GetAbsOrigin().z - eyeClearance;
if ( ( player->GetFlags() & FL_DUCKING ) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
{
offset.z = est;
}
else
{
offset.z = MIN( est, offset.z );
}
player->SetViewOffset( offset );
}
else
{
if ( ( player->GetFlags() & FL_DUCKING ) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
{
player->SetViewOffset( VEC_VIEW_SCALED( player ) );
}
else if ( m_pCSPlayer->m_duckUntilOnGround )
{
// Duck Hull, but we're in the air. Calculate where the view would be.
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
// We've got the duck hull, pulled up to the top of where the player should be
Vector lowerClearance = hullSizeNormal - hullSizeCrouch;
Vector duckEyeHeight = GetPlayerViewOffset( false ) - lowerClearance;
player->SetViewOffset( duckEyeHeight );
}
else if( player->m_Local.m_bDucked && !player->m_Local.m_bDucking )
{
player->SetViewOffset( VEC_DUCK_VIEW );
}
}
}
#endif
}
void CCSGameMovement::WalkMove( void )
{
if ( m_pCSPlayer->m_flStamina > 0 )
{
float flRatio;
flRatio = ( STAMINA_MAX - ( ( m_pCSPlayer->m_flStamina / 1000.0 ) * STAMINA_RECOVER_RATE ) ) / STAMINA_MAX;
// This Goldsrc code was run with variable timesteps and it had framerate dependencies.
// People looking at Goldsrc for reference are usually
// (these days) measuring the stoppage at 60fps or greater, so we need
// to account for the fact that Goldsrc was applying more stopping power
// since it applied the slowdown across more frames.
float flReferenceFrametime = 1.0f / 70.0f;
float flFrametimeRatio = gpGlobals->frametime / flReferenceFrametime;
flRatio = pow( flRatio, flFrametimeRatio );
mv->m_vecVelocity.x *= flRatio;
mv->m_vecVelocity.y *= flRatio;
}
BaseClass::WalkMove();
CheckForLadders( player->GetGroundEntity() != NULL );
}
//-------------------------------------------------------------------------------------------------------------------------------
void CCSGameMovement::AirMove( void )
{
BaseClass::AirMove();
CheckForLadders( false );
}
//-------------------------------------------------------------------------------------------------------------------------------
bool CCSGameMovement::OnLadder( trace_t &trace )
{
if ( trace.plane.normal.z == 1.0f )
return false;
return BaseClass::OnLadder( trace );
}
//-------------------------------------------------------------------------------------------------------------------------------
bool CCSGameMovement::LadderMove( void )
{
bool isOnLadder = BaseClass::LadderMove();
if ( isOnLadder && m_pCSPlayer )
{
m_pCSPlayer->SurpressLadderChecks( mv->GetAbsOrigin(), m_pCSPlayer->m_vecLadderNormal );
}
return isOnLadder;
}
//-------------------------------------------------------------------------------------------------------------------------------
/**
* In CS, crouching up ladders goes slowly and doesn't make a sound.
*/
float CCSGameMovement::ClimbSpeed( void ) const
{
if ( mv->m_nButtons & IN_DUCK )
{
return BaseClass::ClimbSpeed() * CS_PLAYER_SPEED_CLIMB_MODIFIER;
}
else
{
return BaseClass::ClimbSpeed();
}
}
//-------------------------------------------------------------------------------------------------------------------------------
/**
* In CS, strafing on ladders goes slowly.
*/
float CCSGameMovement::LadderLateralMultiplier( void ) const
{
if ( mv->m_nButtons & IN_DUCK )
{
return 1.0f;
}
else
{
return 0.5f;
}
}
//-------------------------------------------------------------------------------------------------------------------------------
/**
* Looks behind and beneath the player in the air, in case he skips out over the top of a ladder. If the
* trace hits a ladder, the player is snapped to the ladder.
*/
void CCSGameMovement::CheckForLadders( bool wasOnGround )
{
if ( !wasOnGround )
{
// If we're higher than the last place we were on the ground, bail - obviously we're not dropping
// past a ladder we might want to grab.
if ( mv->GetAbsOrigin().z > m_pCSPlayer->m_lastStandingPos.z )
return;
Vector dir = -m_pCSPlayer->m_lastStandingPos + mv->GetAbsOrigin();
if ( !dir.x && !dir.y )
{
// If we're dropping straight down, we don't know which way to look for a ladder. Oh well.
return;
}
dir.z = 0.0f;
float dist = dir.NormalizeInPlace();
if ( dist > 64.0f )
{
// Don't grab ladders too far behind us.
return;
}
trace_t trace;
TracePlayerBBox(
mv->GetAbsOrigin(),
m_pCSPlayer->m_lastStandingPos - dir*(5+dist),
(PlayerSolidMask() & (~CONTENTS_PLAYERCLIP)), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( trace.fraction != 1.0f && OnLadder( trace ) && trace.plane.normal.z != 1.0f )
{
if ( m_pCSPlayer->CanGrabLadder( trace.endpos, trace.plane.normal ) )
{
player->SetMoveType( MOVETYPE_LADDER );
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
player->SetLadderNormal( trace.plane.normal );
mv->m_vecVelocity.Init();
// The ladder check ignored playerclips, to fix a bug exposed by de_train, where a clipbrush is
// flush with a ladder. This causes the above tracehull to fail unless we ignore playerclips.
// However, we have to check for playerclips before we snap to that pos, so we don't warp a
// player into a clipbrush.
TracePlayerBBox(
mv->GetAbsOrigin(),
m_pCSPlayer->m_lastStandingPos - dir*(5+dist),
PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
mv->SetAbsOrigin( trace.endpos );
}
}
}
else
{
m_pCSPlayer->m_lastStandingPos = mv->GetAbsOrigin();
}
}
void CCSGameMovement::ReduceTimers( void )
{
float frame_msec = 1000.0f * gpGlobals->frametime;
if ( m_pCSPlayer->m_flStamina > 0 )
{
m_pCSPlayer->m_flStamina -= frame_msec;
if ( m_pCSPlayer->m_flStamina < 0 )
{
m_pCSPlayer->m_flStamina = 0;
}
}
BaseClass::ReduceTimers();
}
ConVar sv_enablebunnyhopping( "sv_enablebunnyhopping", "0", FCVAR_REPLICATED | FCVAR_NOTIFY );
// Only allow bunny jumping up to 1.1x server / player maxspeed setting
#define BUNNYJUMP_MAX_SPEED_FACTOR 1.1f
// taken from TF2 but changed BUNNYJUMP_MAX_SPEED_FACTOR from 1.1 to 1.0
void CCSGameMovement::PreventBunnyJumping()
{
// 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;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSGameMovement::CheckJumpButton( void )
{
if (m_pCSPlayer->pl.deadflag)
{
mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
return false;
}
// See if we are waterjumping. If so, decrement count and return.
if (m_pCSPlayer->m_flWaterJumpTime)
{
m_pCSPlayer->m_flWaterJumpTime -= gpGlobals->frametime;
if (m_pCSPlayer->m_flWaterJumpTime < 0)
m_pCSPlayer->m_flWaterJumpTime = 0;
return false;
}
// If we are in the water most of the way...
if ( m_pCSPlayer->GetWaterLevel() >= 2 )
{
// swimming, not jumping
SetGroundEntity( NULL );
if(m_pCSPlayer->GetWaterType() == CONTENTS_WATER) // We move up a certain amount
mv->m_vecVelocity[2] = 100;
else if (m_pCSPlayer->GetWaterType() == CONTENTS_SLIME)
mv->m_vecVelocity[2] = 80;
// play swiming sound
if ( m_pCSPlayer->m_flSwimSoundTime <= 0 )
{
// Don't play sound again for 1 second
m_pCSPlayer->m_flSwimSoundTime = 1000;
PlaySwimSound();
}
return false;
}
// No more effect
if (m_pCSPlayer->GetGroundEntity() == NULL)
{
mv->m_nOldButtons |= IN_JUMP;
return false; // in air, so no effect
}
if ( (mv->m_nOldButtons & IN_JUMP) &&
(!cs_autojump.GetBool() && m_pCSPlayer->GetGroundEntity()) )
{
return false; // don't pogo stick
}
if ( !sv_enablebunnyhopping.GetBool() )
{
PreventBunnyJumping();
}
// In the air now.
SetGroundEntity( NULL );
m_pCSPlayer->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
//MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
m_pCSPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
float flGroundFactor = 1.0f;
if (player->m_pSurfaceData)
{
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
}
// if we weren't ducking, bots and hostages do a crouchjump programatically
if ( (!player || player->IsBot()) && !(mv->m_nButtons & IN_DUCK) )
{
m_pCSPlayer->m_duckUntilOnGround = true;
FinishDuck();
}
// Acclerate upward
// If we are ducking...
float startz = mv->m_vecVelocity[2];
if ( m_pCSPlayer->m_duckUntilOnGround || ( m_pCSPlayer->m_Local.m_bDucking ) || ( m_pCSPlayer->GetFlags() & FL_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] = flGroundFactor * sqrt(2 * 800 * 57.0); // 2 * gravity * height
}
else
{
mv->m_vecVelocity[2] += flGroundFactor * sqrt(2 * 800 * 57.0); // 2 * gravity * height
}
if ( m_pCSPlayer->m_flStamina > 0 )
{
float flRatio;
flRatio = ( STAMINA_MAX - ( ( m_pCSPlayer->m_flStamina / 1000.0 ) * STAMINA_RECOVER_RATE ) ) / STAMINA_MAX;
mv->m_vecVelocity[2] *= flRatio;
}
m_pCSPlayer->m_flStamina = ( STAMINA_COST_JUMP / STAMINA_RECOVER_RATE ) * 1000.0;
FinishGravity();
mv->m_outWishVel.z += mv->m_vecVelocity[2] - startz;
mv->m_outStepHeight += 0.1f;
OnJump(mv->m_outWishVel.z);
#ifndef CLIENT_DLL
// allow bots to react
IGameEvent * event = gameeventmanager->CreateEvent( "player_jump" );
if ( event )
{
event->SetInt( "userid", m_pCSPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
#endif
// Flag that we jumped.
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
return true;
}
void CCSGameMovement::DecayPunchAngle( void )
{
float len;
Vector vPunchAngle;
vPunchAngle.x = m_pCSPlayer->m_Local.m_vecPunchAngle->x;
vPunchAngle.y = m_pCSPlayer->m_Local.m_vecPunchAngle->y;
vPunchAngle.z = m_pCSPlayer->m_Local.m_vecPunchAngle->z;
len = VectorNormalize ( vPunchAngle );
len -= (10.0 + len * 0.5) * gpGlobals->frametime;
len = MAX( len, 0.0 );
VectorScale ( vPunchAngle, len, vPunchAngle );
m_pCSPlayer->m_Local.m_vecPunchAngle.Set( 0, vPunchAngle.x );
m_pCSPlayer->m_Local.m_vecPunchAngle.Set( 1, vPunchAngle.y );
m_pCSPlayer->m_Local.m_vecPunchAngle.Set( 2, vPunchAngle.z );
}
void CCSGameMovement::HandleDuckingSpeedCrop()
{
//=============================================================================
// HPE_BEGIN:
// [Forrest]
//=============================================================================
// Movement speed in free look camera mode is unaffected by ducking state.
if ( player->GetObserverMode() == OBS_MODE_ROAMING )
return;
//=============================================================================
// HPE_END
//=============================================================================
if ( !( m_iSpeedCropped & SPEED_CROPPED_DUCK ) )
{
if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
{
mv->m_flForwardMove *= CS_PLAYER_SPEED_DUCK_MODIFIER;
mv->m_flSideMove *= CS_PLAYER_SPEED_DUCK_MODIFIER;
mv->m_flUpMove *= CS_PLAYER_SPEED_DUCK_MODIFIER;
m_iSpeedCropped |= SPEED_CROPPED_DUCK;
}
}
}
bool CCSGameMovement::CanUnduck()
{
trace_t trace;
Vector newOrigin;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
if ( player->GetGroundEntity() != NULL )
{
newOrigin += VEC_DUCK_HULL_MIN_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
}
else
{
// If in air an letting go of croush, make sure we can offset origin to make
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
newOrigin += -0.5f * ( hullSizeNormal - hullSizeCrouch );
}
UTIL_TraceHull( mv->GetAbsOrigin(), newOrigin, VEC_HULL_MIN_SCALED( player ), VEC_HULL_MAX_SCALED( player ), PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.startsolid || ( trace.fraction != 1.0f ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Stop ducking
//-----------------------------------------------------------------------------
void CCSGameMovement::FinishUnDuck( void )
{
trace_t trace;
Vector newOrigin;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
if ( player->GetGroundEntity() != NULL )
{
newOrigin += VEC_DUCK_HULL_MIN_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
}
else
{
// If in air an letting go of croush, make sure we can offset origin to make
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
Vector viewDelta = -0.5f * ( hullSizeNormal - hullSizeCrouch );
VectorAdd( newOrigin, viewDelta, newOrigin );
}
player->m_Local.m_bDucked = false;
player->RemoveFlag( FL_DUCKING );
player->m_Local.m_bDucking = false;
player->SetViewOffset( GetPlayerViewOffset( false ) );
player->m_Local.m_flDucktime = 0;
mv->SetAbsOrigin( newOrigin );
// Recategorize position since ducking can change origin
CategorizePosition();
}
//-----------------------------------------------------------------------------
// Purpose: Finish ducking
//-----------------------------------------------------------------------------
void CCSGameMovement::FinishDuck( void )
{
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
Vector viewDelta = 0.5f * ( hullSizeNormal - hullSizeCrouch );
player->SetViewOffset( GetPlayerViewOffset( true ) );
player->AddFlag( FL_DUCKING );
player->m_Local.m_bDucking = false;
if ( !player->m_Local.m_bDucked )
{
Vector org = mv->GetAbsOrigin();
if ( player->GetGroundEntity() != NULL )
{
org -= VEC_DUCK_HULL_MIN_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
}
else
{
org += viewDelta;
}
mv->SetAbsOrigin( org );
player->m_Local.m_bDucked = true;
}
// See if we are stuck?
FixPlayerCrouchStuck( true );
// Recategorize position since ducking can change origin
CategorizePosition();
}
//-----------------------------------------------------------------------------
// Purpose: See if duck button is pressed and do the appropriate things
//-----------------------------------------------------------------------------
void CCSGameMovement::Duck( void )
{
// Fix taken from zblock for rapid crouch/stand not showing stand on other clients
if ( player->GetFlags() & FL_ONGROUND )
{
// if prevent crouch
if ( !( mv->m_nButtons & IN_DUCK ) && ( mv->m_nOldButtons & IN_DUCK ) )
{
// Player has released crouch and moving to standing
m_fTimeLastUnducked = gpGlobals->curtime;
}
else if ( ( mv->m_nButtons & IN_DUCK ) && !( mv->m_nOldButtons & IN_DUCK ) )
{
// Crouch from standing
if ( ( player->GetFlags() & FL_DUCKING )
&& ( m_fTimeLastUnducked > (gpGlobals->curtime - sv_timebetweenducks.GetFloat() ) ) )
{
// if the server thinks the player is still crouched
// AND the time the player started to stand (from being ducked) was less than 300ms ago
// prevent the player from ducking again
mv->m_nButtons &= ~IN_DUCK;
}
}
}
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"
// Check to see if we are in the air.
bool bInAir = player->GetGroundEntity() == NULL && player->GetMoveType() != MOVETYPE_LADDER;
if ( mv->m_nButtons & IN_DUCK )
{
mv->m_nOldButtons |= IN_DUCK;
}
else
{
mv->m_nOldButtons &= ~IN_DUCK;
}
if ( IsDead() )
{
// Unduck
if ( player->GetFlags() & FL_DUCKING )
{
FinishUnDuck();
}
return;
}
HandleDuckingSpeedCrop();
if ( m_pCSPlayer->m_duckUntilOnGround )
{
if ( !bInAir )
{
m_pCSPlayer->m_duckUntilOnGround = false;
if ( CanUnduck() )
{
FinishUnDuck();
}
return;
}
else
{
if ( mv->m_vecVelocity.z > 0.0f )
return;
// Check if we can un-duck. We want to unduck if we have space for the standing hull, and
// if it is less than 2 inches off the ground.
trace_t trace;
Vector newOrigin;
Vector groundCheck;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
newOrigin -= ( hullSizeNormal - hullSizeCrouch );
groundCheck = newOrigin;
groundCheck.z -= player->GetStepSize();
UTIL_TraceHull( newOrigin, groundCheck, VEC_HULL_MIN_SCALED( player ), VEC_HULL_MAX_SCALED( player ), PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.startsolid || trace.fraction == 1.0f )
return; // Can't even stand up, or there's no ground underneath us
m_pCSPlayer->m_duckUntilOnGround = false;
if ( CanUnduck() )
{
FinishUnDuck();
}
return;
}
}
// Holding duck, in process of ducking or fully ducked?
if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
{
if ( mv->m_nButtons & IN_DUCK )
{
bool alreadyDucked = ( player->GetFlags() & FL_DUCKING ) ? true : false;
if ( (buttonsPressed & IN_DUCK ) && !( player->GetFlags() & FL_DUCKING ) )
{
// Use 1 second so super long jump will work
player->m_Local.m_flDucktime = 1000;
player->m_Local.m_bDucking = true;
}
float duckmilliseconds = MAX( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
float duckseconds = duckmilliseconds / 1000.0f;
//time = MAX( 0.0, ( 1.0 - (float)player->m_Local.m_flDucktime / 1000.0 ) );
if ( player->m_Local.m_bDucking )
{
if ( !( player->GetFlags() & FL_ANIMDUCKING ) )
player->AddFlag( FL_ANIMDUCKING );
// Finish ducking immediately if duck time is over or not on ground
if ( ( duckseconds > TIME_TO_DUCK ) ||
( player->GetGroundEntity() == NULL ) ||
alreadyDucked)
{
FinishDuck();
}
else
{
// Calc parametric time
float duckFraction = SimpleSpline( duckseconds / TIME_TO_DUCK );
SetDuckedEyeOffset( duckFraction );
}
}
}
else
{
// Try to unduck unless automovement is not allowed
// NOTE: When not onground, you can always unduck
if ( player->m_Local.m_bAllowAutoMovement || player->GetGroundEntity() == NULL )
{
if ( (buttonsReleased & IN_DUCK ) && ( player->GetFlags() & FL_DUCKING ) )
{
// Use 1 second so super long jump will work
player->m_Local.m_flDucktime = 1000;
player->m_Local.m_bDucking = true; // or unducking
}
float duckmilliseconds = MAX( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
float duckseconds = duckmilliseconds / 1000.0f;
if ( CanUnduck() )
{
if ( player->m_Local.m_bDucking ||
player->m_Local.m_bDucked ) // or unducking
{
if ( player->GetFlags() & FL_ANIMDUCKING )
player->RemoveFlag( FL_ANIMDUCKING );
// Finish ducking immediately if duck time is over or not on ground
if ( ( duckseconds > TIME_TO_UNDUCK ) ||
( player->GetGroundEntity() == NULL ) )
{
FinishUnDuck();
}
else
{
// Calc parametric time
float duckFraction = SimpleSpline( 1.0f - ( duckseconds / TIME_TO_UNDUCK ) );
SetDuckedEyeOffset( duckFraction );
}
}
}
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.
player->m_Local.m_flDucktime = 1000;
}
}
}
}
}
void CCSGameMovement::OnJump( float fImpulse )
{
m_pCSPlayer->OnJump( fImpulse );
}
void CCSGameMovement::OnLand( float fVelocity )
{
m_pCSPlayer->OnLand( fVelocity );
}
//-----------------------------------------------------------------------------
// Purpose: Essentially the same as TracePlayerBBox, but adds a callback to
// exclude entities that are not standable (except for other players)
//-----------------------------------------------------------------------------
void CCSGameMovement::TryTouchGround( const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, unsigned int fMask, int collisionGroup, trace_t& pm )
{
VPROF( "CCSGameMovement::TryTouchGround" );
Ray_t ray;
ray.Init( start, end, mins, maxs );
ShouldHitFunc_t pStandingTestCallback = sv_enableboost.GetBool() ? NULL : CheckForStandable;
UTIL_TraceRay( ray, fMask, mv->m_nPlayerHandle.Get(), collisionGroup, &pm, pStandingTestCallback );
}