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 "player_command.h"
#include "player.h"
#include "igamemovement.h"
#include "hl_movedata.h"
#include "ipredictionsystem.h"
#include "iservervehicle.h"
#include "hl2_player.h"
#include "vehicle_base.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CHLPlayerMove : public CPlayerMove
{
DECLARE_CLASS( CHLPlayerMove, CPlayerMove );
public:
CHLPlayerMove() :
m_bWasInVehicle( false ),
m_bVehicleFlipped( false ),
m_bInGodMode( false ),
m_bInNoClip( false )
{
m_vecSaveOrigin.Init();
}
void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
private:
Vector m_vecSaveOrigin;
bool m_bWasInVehicle;
bool m_bVehicleFlipped;
bool m_bInGodMode;
bool m_bInNoClip;
};
//
//
// PlayerMove Interface
static CHLPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove()
{
return &g_PlayerMove;
}
//
static CHLMoveData g_HLMoveData;
CMoveData *g_pMoveData = &g_HLMoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
void CHLPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
// Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
// Convert to HL2 data.
CHL2_Player *pHLPlayer = static_cast<CHL2_Player*>( player );
Assert( pHLPlayer );
CHLMoveData *pHLMove = static_cast<CHLMoveData*>( move );
Assert( pHLMove );
player->m_flForwardMove = ucmd->forwardmove;
player->m_flSideMove = ucmd->sidemove;
pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting();
if ( gpGlobals->frametime != 0 )
{
IServerVehicle *pVehicle = player->GetVehicle();
if ( pVehicle )
{
pVehicle->SetupMove( player, ucmd, pHelper, move );
if ( !m_bWasInVehicle )
{
m_bWasInVehicle = true;
m_vecSaveOrigin.Init();
}
}
else
{
m_vecSaveOrigin = player->GetAbsOrigin();
if ( m_bWasInVehicle )
{
m_bWasInVehicle = false;
}
}
}
}
void CHLPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
// Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move );
if ( gpGlobals->frametime != 0 )
{
float distance = 0.0f;
IServerVehicle *pVehicle = player->GetVehicle();
if ( pVehicle )
{
pVehicle->FinishMove( player, ucmd, move );
IPhysicsObject *obj = player->GetVehicleEntity()->VPhysicsGetObject();
if ( obj )
{
Vector newPos;
obj->GetPosition( &newPos, NULL );
distance = VectorLength( newPos - m_vecSaveOrigin );
if ( m_vecSaveOrigin == vec3_origin || distance > 100.0f )
distance = 0.0f;
m_vecSaveOrigin = newPos;
}
CPropVehicleDriveable *driveable = dynamic_cast< CPropVehicleDriveable * >( player->GetVehicleEntity() );
if ( driveable )
{
// Overturned and at rest (if still moving it can fix itself)
bool bFlipped = driveable->IsOverturned() && ( distance < 0.5f );
if ( m_bVehicleFlipped != bFlipped )
{
if ( bFlipped )
{
gamestats->Event_FlippedVehicle( player, driveable );
}
m_bVehicleFlipped = bFlipped;
}
}
else
{
m_bVehicleFlipped = false;
}
}
else
{
m_bVehicleFlipped = false;
distance = VectorLength( player->GetAbsOrigin() - m_vecSaveOrigin );
}
if ( distance > 0 )
{
gamestats->Event_PlayerTraveled( player, distance, pVehicle ? true : false, !pVehicle && static_cast< CHL2_Player * >( player )->IsSprinting() );
}
}
bool bGodMode = ( player->GetFlags() & FL_GODMODE ) ? true : false;
if ( m_bInGodMode != bGodMode )
{
m_bInGodMode = bGodMode;
if ( bGodMode )
{
gamestats->Event_PlayerEnteredGodMode( player );
}
}
bool bNoClip = ( player->GetMoveType() == MOVETYPE_NOCLIP );
if ( m_bInNoClip != bNoClip )
{
m_bInNoClip = bNoClip;
if ( bNoClip )
{
gamestats->Event_PlayerEnteredNoClip( player );
}
}
}