//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: Player for HL2. // //============================================================================= #include "cbase.h" #include "hl2_player.h" #include "globalstate.h" #include "game.h" #include "gamerules.h" #include "trains.h" #include "basehlcombatweapon_shared.h" #include "vcollide_parse.h" #include "in_buttons.h" #include "ai_interactions.h" #include "ai_squad.h" #include "igamemovement.h" #include "ai_hull.h" #include "hl2_shareddefs.h" #include "info_camera_link.h" #include "point_camera.h" #include "engine/IEngineSound.h" #include "ndebugoverlay.h" #include "iservervehicle.h" #include "IVehicle.h" #include "globals.h" #include "collisionutils.h" #include "coordsize.h" #include "effect_color_tables.h" #include "vphysics/player_controller.h" #include "player_pickup.h" #include "weapon_physcannon.h" #include "script_intro.h" #include "effect_dispatch_data.h" #include "te_effect_dispatch.h" #include "ai_basenpc.h" #include "AI_Criteria.h" #include "npc_barnacle.h" #include "entitylist.h" #include "env_zoom.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern ConVar weapon_showproficiency; // Do not touch with without seeing me, please! (sjb) // For consistency's sake, enemy gunfire is traced against a scaled down // version of the player's hull, not the hitboxes for the player's model // because the player isn't aware of his model, and can't do anything about // preventing headshots and other such things. Also, game difficulty will // not change if the model changes. This is the value by which to scale // the X/Y of the player's hull to get the volume to trace bullets against. #define PLAYER_HULL_REDUCTION 0.70 // This switches between the single primary weapon, and multiple weapons with buckets approach (jdw) #define HL2_SINGLE_PRIMARY_WEAPON_MODE 0 #define TIME_IGNORE_FALL_DAMAGE 10.0 extern int gEvilImpulse101; ConVar sv_autojump( "sv_autojump", "0" ); ConVar hl2_walkspeed( "hl2_walkspeed", "150" ); ConVar hl2_normspeed( "hl2_normspeed", "190" ); ConVar hl2_sprintspeed( "hl2_sprintspeed", "320" ); #ifdef HL2MP #define HL2_WALK_SPEED 150 #define HL2_NORM_SPEED 190 #define HL2_SPRINT_SPEED 320 #else #define HL2_WALK_SPEED hl2_walkspeed.GetFloat() #define HL2_NORM_SPEED hl2_normspeed.GetFloat() #define HL2_SPRINT_SPEED hl2_sprintspeed.GetFloat() #endif ConVar player_showpredictedposition( "player_showpredictedposition", "0" ); ConVar player_showpredictedposition_timestep( "player_showpredictedposition_timestep", "1.0" ); ConVar player_squad_transient_commands( "player_squad_transient_commands", "1", FCVAR_REPLICATED ); ConVar player_squad_double_tap_time( "player_squad_double_tap_time", "0.25" ); ConVar sv_infinite_aux_power( "sv_infinite_aux_power", "0", FCVAR_CHEAT ); #ifndef HL2MP LINK_ENTITY_TO_CLASS( player, CHL2_Player ); #endif PRECACHE_REGISTER(player); CBaseEntity *FindEntityForward( CBasePlayer *pMe, bool fHull ); BEGIN_SIMPLE_DATADESC( LadderMove_t ) DEFINE_FIELD( m_bForceLadderMove, FIELD_BOOLEAN ), DEFINE_FIELD( m_bForceMount, FIELD_BOOLEAN ), DEFINE_FIELD( m_flStartTime, FIELD_TIME ), DEFINE_FIELD( m_flArrivalTime, FIELD_TIME ), DEFINE_FIELD( m_vecGoalPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecStartPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_hForceLadder, FIELD_EHANDLE ), DEFINE_FIELD( m_hReservedSpot, FIELD_EHANDLE ), END_DATADESC() // Global Savedata for HL2 player BEGIN_DATADESC( CHL2_Player ) DEFINE_FIELD( m_nControlClass, FIELD_INTEGER ), DEFINE_EMBEDDED( m_HL2Local ), DEFINE_FIELD( m_bSprintEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTimeAllSuitDevicesOff, FIELD_TIME ), DEFINE_FIELD( m_fIsSprinting, FIELD_BOOLEAN ), DEFINE_FIELD( m_fIsWalking, FIELD_BOOLEAN ), // Field is used within a single tick, no need to save restore // DEFINE_FIELD( m_bPlayUseDenySound, FIELD_BOOLEAN ), // m_pPlayerAISquad reacquired on load DEFINE_AUTO_ARRAY( m_vecMissPositions, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_nNumMissPositions, FIELD_INTEGER ), // m_pPlayerAISquad DEFINE_EMBEDDED( m_CommanderUpdateTimer ), // m_RealTimeLastSquadCommand DEFINE_FIELD( m_QueuedCommand, FIELD_INTEGER ), DEFINE_FIELD( m_flTimeIgnoreFallDamage, FIELD_TIME ), // Suit power fields DEFINE_FIELD( m_flSuitPowerLoad, FIELD_FLOAT ), DEFINE_FIELD( m_flIdleTime, FIELD_TIME ), DEFINE_FIELD( m_flMoveTime, FIELD_TIME ), DEFINE_FIELD( m_flLastDamageTime, FIELD_TIME ), DEFINE_FIELD( m_flTargetFindTime, FIELD_TIME ), DEFINE_FIELD( m_flAdmireGlovesAnimTime, FIELD_FLOAT ), DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreFallDamage", InputIgnoreFallDamage ), DEFINE_INPUTFUNC( FIELD_VOID, "OnSquadMemberKilled", OnSquadMemberKilled ), DEFINE_SOUNDPATCH( m_sndLeeches ), DEFINE_SOUNDPATCH( m_sndWaterSplashes ), END_DATADESC() CHL2_Player::CHL2_Player() { m_nNumMissPositions = 0; m_pPlayerAISquad = 0; } // // SUIT POWER DEVICES // #define SUITPOWER_CHARGE_RATE 12.5 // 100 units in 8 seconds #ifdef HL2MP CSuitPowerDevice SuitDeviceSprint( bits_SUIT_DEVICE_SPRINT, 25.0f ); // 100 units in 4 seconds #else CSuitPowerDevice SuitDeviceSprint( bits_SUIT_DEVICE_SPRINT, 12.5f ); // 100 units in 8 seconds #endif CSuitPowerDevice SuitDeviceFlashlight( bits_SUIT_DEVICE_FLASHLIGHT, 2.222 ); // 100 units in 45 second CSuitPowerDevice SuitDeviceBreather( bits_SUIT_DEVICE_BREATHER, 10.00 ); // 100 units in 10 seconds IMPLEMENT_SERVERCLASS_ST(CHL2_Player, DT_HL2_Player) SendPropDataTable(SENDINFO_DT(m_HL2Local), &REFERENCE_SEND_TABLE(DT_HL2Local), SendProxy_SendLocalDataTable), SendPropBool( SENDINFO(m_fIsSprinting) ), END_SEND_TABLE() void CHL2_Player::Precache( void ) { BaseClass::Precache(); PrecacheScriptSound( "HL2Player.SprintNoPower" ); PrecacheScriptSound( "HL2Player.SprintStart" ); PrecacheScriptSound( "HL2Player.UseDeny" ); PrecacheScriptSound( "HL2Player.FlashLightOn" ); PrecacheScriptSound( "HL2Player.FlashLightOff" ); PrecacheScriptSound( "HL2Player.PickupWeapon" ); PrecacheScriptSound( "HL2Player.TrainUse" ); PrecacheScriptSound( "HL2Player.Use" ); PrecacheScriptSound( "HL2Player.BurnPain" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHL2_Player::CheckSuitZoom( void ) { //Adrian - No zooming without a suit! if ( IsSuitEquipped() ) { if ( m_afButtonReleased & IN_ZOOM ) { StopZooming(); } else if ( m_afButtonPressed & IN_ZOOM ) { StartZooming(); } } } void CHL2_Player::EquipSuit( void ) { BaseClass::EquipSuit(); StartAdmireGlovesAnimation(); } void CHL2_Player::HandleSpeedChanges( void ) { int buttonsChanged = m_afButtonPressed | m_afButtonReleased; if( buttonsChanged & IN_SPEED ) { // The state of the sprint/run button has changed. if ( IsSuitEquipped() ) { if ( !(m_afButtonPressed & IN_SPEED) && IsSprinting() ) { StopSprinting(); } else if ( (m_afButtonPressed & IN_SPEED) && !IsSprinting() ) { if ( CanSprint() ) { StartSprinting(); } else { // Reset key, so it will be activated post whatever is suppressing it. m_nButtons &= ~IN_SPEED; } } } else { // ROBIN: We're trialling Sprint not affecting movement speed without the HEV suit /* // The state of the WALK button has changed. if( !IsWalking() && !(m_afButtonPressed & IN_SPEED) ) { StartWalking(); } else if( IsWalking() && !IsSprinting() && (m_afButtonPressed & IN_SPEED) && !(m_nButtons & IN_DUCK) ) { StopWalking(); } */ } } else if( buttonsChanged & IN_WALK ) { if ( IsSuitEquipped() ) { // The state of the WALK button has changed. if( IsWalking() && !(m_afButtonPressed & IN_WALK) ) { StopWalking(); } else if( !IsWalking() && !IsSprinting() && (m_afButtonPressed & IN_WALK) && !(m_nButtons & IN_DUCK) ) { StartWalking(); } } } if ( IsSuitEquipped() && m_fIsWalking && !(m_nButtons & IN_WALK) ) StopWalking(); } //----------------------------------------------------------------------------- // Purpose: Allow pre-frame adjustments on the player //----------------------------------------------------------------------------- void CHL2_Player::PreThink(void) { if ( player_showpredictedposition.GetBool() ) { Vector predPos; UTIL_PredictedPosition( this, player_showpredictedposition_timestep.GetFloat(), &predPos ); NDebugOverlay::Box( predPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 0, 255, 0, 0, 0.01f ); NDebugOverlay::Line( GetAbsOrigin(), predPos, 0, 255, 0, 0, 0.01f ); } // Riding a vehicle? if ( IsInAVehicle() ) { // make sure we update the client, check for timed damage and update suit even if we are in a vehicle UpdateClientData(); CheckTimeBasedDamage(); // Allow the suit to recharge when in the vehicle. SuitPower_Update(); CheckSuitUpdate(); CheckSuitZoom(); WaterMove(); return; } // This is an experiment of mine- autojumping! // only affects you if sv_autojump is nonzero. if( (GetFlags() & FL_ONGROUND) && sv_autojump.GetFloat() != 0 ) { // check autojump Vector vecCheckDir; vecCheckDir = GetAbsVelocity(); float flVelocity = VectorNormalize( vecCheckDir ); if( flVelocity > 200 ) { // Going fast enough to autojump vecCheckDir = WorldSpaceCenter() + vecCheckDir * 34 - Vector( 0, 0, 16 ); trace_t tr; UTIL_TraceHull( WorldSpaceCenter() - Vector( 0, 0, 16 ), vecCheckDir, NAI_Hull::Mins(HULL_TINY_CENTERED),NAI_Hull::Maxs(HULL_TINY_CENTERED), MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER, &tr ); //NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 ); if( tr.fraction == 1.0 && !tr.startsolid ) { // Now trace down! UTIL_TraceLine( vecCheckDir, vecCheckDir - Vector( 0, 0, 64 ), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &tr ); //NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 ); if( tr.fraction == 1.0 && !tr.startsolid ) { // !!!HACKHACK // I KNOW, I KNOW, this is definitely not the right way to do this, // but I'm prototyping! (sjb) Vector vecNewVelocity = GetAbsVelocity(); vecNewVelocity.z += 250; SetAbsVelocity( vecNewVelocity ); } } } } HandleSpeedChanges(); if ( g_fGameOver || IsPlayerLockedInPlace() ) return; // finale ItemPreFrame( ); WaterMove(); if ( g_pGameRules && g_pGameRules->FAllowFlashlight() ) m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; else m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT; CommanderUpdate(); // Operate suit accessories and manage power consumption/charge SuitPower_Update(); // checks if new client data (for HUD and view control) needs to be sent to the client UpdateClientData(); CheckTimeBasedDamage(); CheckSuitUpdate(); CheckSuitZoom(); if (m_lifeState >= LIFE_DYING) { PlayerDeathThink(); return; } // So the correct flags get sent to client asap. // if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) AddFlag( FL_ONTRAIN ); else RemoveFlag( FL_ONTRAIN ); // Train speed control if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) { CBaseEntity *pTrain = GetGroundEntity(); float vel; if ( pTrain ) { if ( !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) ) pTrain = NULL; } if ( !pTrain ) { if ( GetActiveWeapon() && (GetActiveWeapon()->ObjectCaps() & FCAP_DIRECTIONAL_USE) ) { m_iTrain = TRAIN_ACTIVE | TRAIN_NEW; if ( m_nButtons & IN_FORWARD ) { m_iTrain |= TRAIN_FAST; } else if ( m_nButtons & IN_BACK ) { m_iTrain |= TRAIN_BACK; } else { m_iTrain |= TRAIN_NEUTRAL; } return; } else { trace_t trainTrace; // Maybe this is on the other side of a level transition UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-38), MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trainTrace ); if ( trainTrace.fraction != 1.0 && trainTrace.m_pEnt ) pTrain = trainTrace.m_pEnt; if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(this) ) { // Warning( "In train mode with no train!\n" ); m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; return; } } } else if ( !( GetFlags() & FL_ONGROUND ) || pTrain->HasSpawnFlags( SF_TRACKTRAIN_NOCONTROL ) || (m_nButtons & (IN_MOVELEFT|IN_MOVERIGHT) ) ) { // Turn off the train if you jump, strafe, or the train controls go dead m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; return; } SetAbsVelocity( vec3_origin ); vel = 0; if ( m_afButtonPressed & IN_FORWARD ) { vel = 1; pTrain->Use( this, this, USE_SET, (float)vel ); } else if ( m_afButtonPressed & IN_BACK ) { vel = -1; pTrain->Use( this, this, USE_SET, (float)vel ); } if (vel) { m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed()); m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW; } } else if (m_iTrain & TRAIN_ACTIVE) { m_iTrain = TRAIN_NEW; // turn off train } // // If we're not on the ground, we're falling. Update our falling velocity. // if ( !( GetFlags() & FL_ONGROUND ) ) { m_Local.m_flFallVelocity = -GetAbsVelocity().z; } if ( m_afPhysicsFlags & PFLAG_ONBARNACLE ) { bool bOnBarnacle = false; CNPC_Barnacle *pBarnacle = NULL; do { // FIXME: Not a good or fast solution, but maybe it will catch the bug! pBarnacle = (CNPC_Barnacle*)gEntList.FindEntityByClassname( pBarnacle, "npc_barnacle" ); if ( pBarnacle ) { if ( pBarnacle->GetEnemy() == this ) { bOnBarnacle = true; } } } while ( pBarnacle ); if ( !bOnBarnacle ) { Warning( "Attached to barnacle?\n" ); Assert( 0 ); m_afPhysicsFlags &= ~PFLAG_ONBARNACLE; } else { SetAbsVelocity( vec3_origin ); } } // StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating? // Update weapon's ready status UpdateWeaponPosture(); // Disallow shooting while zooming if ( m_nButtons & IN_ZOOM ) { //FIXME: Held weapons like the grenade get sad when this happens m_nButtons &= ~(IN_ATTACK|IN_ATTACK2); } } void CHL2_Player::PostThink( void ) { BaseClass::PostThink(); if ( !g_fGameOver && !IsPlayerLockedInPlace() && IsAlive() ) { HandleAdmireGlovesAnimation(); } } void CHL2_Player::StartAdmireGlovesAnimation( void ) { CBaseViewModel *vm = GetViewModel( 0 ); if ( vm && !GetActiveWeapon() ) { vm->SetWeaponModel( "models/weapons/v_hands.mdl", NULL ); ShowViewModel( true ); int idealSequence = vm->SelectWeightedSequence( ACT_VM_IDLE ); if ( idealSequence >= 0 ) { vm->SendViewModelMatchingSequence( idealSequence ); m_flAdmireGlovesAnimTime = gpGlobals->curtime + vm->SequenceDuration( idealSequence ); } } } void CHL2_Player::HandleAdmireGlovesAnimation( void ) { CBaseViewModel *pVM = GetViewModel(); if ( pVM && pVM->GetOwningWeapon() == NULL ) { if ( m_flAdmireGlovesAnimTime != 0.0 ) { if ( m_flAdmireGlovesAnimTime > gpGlobals->curtime ) { pVM->m_flPlaybackRate = 1.0f; pVM->StudioFrameAdvance( ); } else if ( m_flAdmireGlovesAnimTime < gpGlobals->curtime ) { m_flAdmireGlovesAnimTime = 0.0f; pVM->SetWeaponModel( NULL, NULL ); } } } else m_flAdmireGlovesAnimTime = 0.0f; } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ Class_T CHL2_Player::Classify ( void ) { // If player controlling another entity? If so, return this class if (m_nControlClass != CLASS_NONE) { return m_nControlClass; } else { if(IsInAVehicle()) { IServerVehicle *pVehicle = GetVehicle(); return pVehicle->ClassifyPassenger( this, CLASS_PLAYER ); } else { return CLASS_PLAYER; } } } //----------------------------------------------------------------------------- // Purpose: This is a generic function (to be implemented by sub-classes) to // handle specific interactions between different types of characters // (For example the barnacle grabbing an NPC) // Input : Constant for the type of interaction // Output : true - if sub-class has a response for the interaction // false - if sub-class has no response //----------------------------------------------------------------------------- bool CHL2_Player::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt) { if ( interactionType == g_interactionBarnacleVictimDangle ) return false; if (interactionType == g_interactionBarnacleVictimReleased) { m_afPhysicsFlags &= ~PFLAG_ONBARNACLE; SetMoveType( MOVETYPE_WALK ); return true; } else if (interactionType == g_interactionBarnacleVictimGrab) { m_afPhysicsFlags |= PFLAG_ONBARNACLE; ClearUseEntity(); return true; } return false; } void CHL2_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper) { // Handle FL_FROZEN. if ( m_afPhysicsFlags & PFLAG_ONBARNACLE ) { ucmd->forwardmove = 0; ucmd->sidemove = 0; ucmd->upmove = 0; ucmd->buttons &= ~IN_USE; } // Can't use stuff while dead if ( IsDead() ) { ucmd->buttons &= ~IN_USE; } //Update our movement information if ( ( ucmd->forwardmove != 0 ) || ( ucmd->sidemove != 0 ) || ( ucmd->upmove != 0 ) ) { m_flIdleTime -= TICK_INTERVAL * 2.0f; if ( m_flIdleTime < 0.0f ) { m_flIdleTime = 0.0f; } m_flMoveTime += TICK_INTERVAL; if ( m_flMoveTime > 4.0f ) { m_flMoveTime = 4.0f; } } else { m_flIdleTime += TICK_INTERVAL; if ( m_flIdleTime > 4.0f ) { m_flIdleTime = 4.0f; } m_flMoveTime -= TICK_INTERVAL * 2.0f; if ( m_flMoveTime < 0.0f ) { m_flMoveTime = 0.0f; } } //Msg("Player time: [ACTIVE: %f]\t[IDLE: %f]\n", m_flMoveTime, m_flIdleTime ); BaseClass::PlayerRunCommand( ucmd, moveHelper ); } //----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2_Player::Spawn(void) { #ifndef HL2MP SetModel( "models/player.mdl" ); #endif BaseClass::Spawn(); // // Our player movement speed is set once here. This will override the cl_xxxx // cvars unless they are set to be lower than this. // //m_flMaxspeed = 320; InitSprinting(); if ( !IsSuitEquipped() ) StartWalking(); SuitPower_SetCharge( 100 ); m_Local.m_iHideHUD |= HIDEHUD_CHAT; m_pPlayerAISquad = g_AI_SquadManager.FindCreateSquad(AllocPooledString(PLAYER_SQUADNAME)); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::InitSprinting( void ) { m_bSprintEnabled = true; StopSprinting(); } //----------------------------------------------------------------------------- // Purpose: Returns whether or not we are allowed to sprint now. //----------------------------------------------------------------------------- bool CHL2_Player::CanSprint() { return ( m_bSprintEnabled && // Only if sprint is enabled !IsWalking() && // Not if we're walking !( m_Local.m_bDucked && !m_Local.m_bDucking ) && // Nor if we're ducking (GetWaterLevel() != 3) && // Certainly not underwater (GlobalEntity_GetState("suit_no_sprint") != GLOBAL_ON) ); // Out of the question without the sprint module } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::StartSprinting( void ) { if( m_HL2Local.m_flSuitPower < 10 ) { // Don't sprint unless there's a reasonable // amount of suit power. CPASAttenuationFilter filter( this ); filter.UsePredictionRules(); EmitSound( filter, entindex(), "HL2Player.SprintNoPower" ); return; } if( !SuitPower_AddDevice( SuitDeviceSprint ) ) return; CPASAttenuationFilter filter( this ); filter.UsePredictionRules(); EmitSound( filter, entindex(), "HL2Player.SprintStart" ); SetMaxSpeed( HL2_SPRINT_SPEED ); m_fIsSprinting = true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::StopSprinting( void ) { if ( m_HL2Local.m_bitsActiveDevices & SuitDeviceSprint.GetDeviceID() ) { SuitPower_RemoveDevice( SuitDeviceSprint ); } SetMaxSpeed( HL2_NORM_SPEED ); m_fIsSprinting = false; } //----------------------------------------------------------------------------- // Purpose: Called to disable and enable sprint due to temporary circumstances: // - Carrying a heavy object with the physcannon //----------------------------------------------------------------------------- void CHL2_Player::EnableSprint( bool bEnable ) { if ( !bEnable && IsSprinting() ) { StopSprinting(); } m_bSprintEnabled = bEnable; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::StartWalking( void ) { SetMaxSpeed( HL2_WALK_SPEED ); m_fIsWalking = true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::StopWalking( void ) { SetMaxSpeed( HL2_NORM_SPEED ); m_fIsWalking = false; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CHL2_Player::CanZoom( CBaseEntity *pRequester ) { if ( IsZooming() ) return false; //Check our weapon return true; } //----------------------------------------------------------------------------- // Purpose: +zoom suit zoom //----------------------------------------------------------------------------- void CHL2_Player::StartZooming( void ) { int iFOV = 25; if ( SetFOV( this, iFOV, 0.4f ) ) { m_HL2Local.m_bZooming = true; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHL2_Player::StopZooming( void ) { int iFOV = GetZoomOwnerDesiredFOV( m_hZoomOwner ); if ( SetFOV( this, iFOV, 0.2f ) ) { m_HL2Local.m_bZooming = false; } } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CHL2_Player::IsZooming( void ) { if ( m_hZoomOwner != NULL ) return true; return false; } class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent { public: int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) { CHL2_Player *pPlayer = (CHL2_Player *)pObject->GetGameData(); if ( pPlayer ) { if ( pPlayer->TouchedPhysics() ) { return 0; } } return 1; } }; static CPhysicsPlayerCallback playerCallback; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHL2_Player::InitVCollision( void ) { BaseClass::InitVCollision(); // Setup the HL2 specific callback. IPhysicsPlayerController *pPlayerController = GetPhysicsController(); if ( pPlayerController ) { pPlayerController->SetEventHandler( &playerCallback ); } } CHL2_Player::~CHL2_Player( void ) { } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CHL2_Player::CommanderFindGoal( commandgoal_t *pGoal ) { CAI_BaseNPC *pAllyNpc; trace_t tr; Vector vecTarget; Vector forward; EyeVectors( &forward ); //--------------------------------- // MASK_SHOT on purpose! So that you don't hit the invisible hulls of the NPCs. CTraceFilterSkipTwoEntities filter( this, PhysCannonGetHeldEntity( GetActiveWeapon() ), COLLISION_GROUP_INTERACTIVE_DEBRIS ); UTIL_TraceLine( EyePosition(), EyePosition() + forward * MAX_COORD_RANGE, MASK_SHOT, &filter, &tr ); if( !tr.DidHitWorld() ) { CUtlVector Allies; AISquadIter_t iter; for ( pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) ) { if ( pAllyNpc->IsCommandable() ) Allies.AddToTail( pAllyNpc ); } for( int i = 0 ; i < Allies.Count() ; i++ ) { if( Allies[ i ]->IsValidCommandTarget( tr.m_pEnt ) ) { pGoal->m_pGoalEntity = tr.m_pEnt; return true; } } } if( tr.fraction == 1.0 || (tr.surface.flags & SURF_SKY) ) { // Move commands invalid against skybox. pGoal->m_vecGoalLocation = tr.endpos; return false; } if ( tr.m_pEnt->IsNPC() && ((CAI_BaseNPC *)(tr.m_pEnt))->IsCommandable() ) { pGoal->m_vecGoalLocation = tr.m_pEnt->GetAbsOrigin(); } else { vecTarget = tr.endpos; Vector mins( -16, -16, 0 ); Vector maxs( 16, 16, 0 ); // Back up from whatever we hit so that there's enough space at the // target location for a bounding box. // Now trace down. //UTIL_TraceLine( vecTarget, vecTarget - Vector( 0, 0, 8192 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); UTIL_TraceHull( vecTarget + tr.plane.normal * 24, vecTarget - Vector( 0, 0, 8192 ), mins, maxs, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); if ( !tr.startsolid ) pGoal->m_vecGoalLocation = tr.endpos; else pGoal->m_vecGoalLocation = vecTarget; } pAllyNpc = GetSquadCommandRepresentative(); if ( !pAllyNpc ) return false; vecTarget = pGoal->m_vecGoalLocation; if ( !pAllyNpc->FindNearestValidGoalPos( vecTarget, &pGoal->m_vecGoalLocation ) ) return false; return ( ( vecTarget - pGoal->m_vecGoalLocation ).LengthSqr() < Square( 15*12 ) ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- CAI_BaseNPC *CHL2_Player::GetSquadCommandRepresentative() { if ( m_pPlayerAISquad != NULL ) { CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(); if ( pAllyNpc ) { return pAllyNpc->GetSquadCommandRepresentative(); } } return NULL; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CHL2_Player::GetNumSquadCommandables() { AISquadIter_t iter; int c = 0; for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) ) { if ( pAllyNpc->IsCommandable() ) c++; } return c; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CHL2_Player::GetNumSquadCommandableMedics() { AISquadIter_t iter; int c = 0; for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) ) { if ( pAllyNpc->IsCommandable() && pAllyNpc->IsMedic() ) c++; } return c; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::CommanderUpdate() { CAI_BaseNPC *pCommandRepresentative = GetSquadCommandRepresentative(); bool bFollowMode = false; if ( pCommandRepresentative ) { bFollowMode = ( pCommandRepresentative->GetCommandGoal() == vec3_invalid ); // set the variables for network transmission (to show on the hud) m_HL2Local.m_iSquadMemberCount = GetNumSquadCommandables(); m_HL2Local.m_iSquadMedicCount = GetNumSquadCommandableMedics(); m_HL2Local.m_fSquadInFollowMode = bFollowMode; // debugging code for displaying extra squad indicators /* char *pszMoving = ""; AISquadIter_t iter; for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) ) { if ( pAllyNpc->IsCommandMoving() ) { pszMoving = "<-"; break; } } NDebugOverlay::ScreenText( 0.932, 0.919, CFmtStr( "%d|%c%s", GetNumSquadCommandables(), ( bFollowMode ) ? 'F' : 'S', pszMoving ), 255, 128, 0, 128, 0 ); */ } else { m_HL2Local.m_iSquadMemberCount = 0; m_HL2Local.m_iSquadMedicCount = 0; m_HL2Local.m_fSquadInFollowMode = true; } if ( m_QueuedCommand != CC_NONE && ( m_QueuedCommand == CC_FOLLOW || gpGlobals->realtime - m_RealTimeLastSquadCommand >= player_squad_double_tap_time.GetFloat() ) ) { CommanderExecute( m_QueuedCommand ); m_QueuedCommand = CC_NONE; } else if ( !bFollowMode && pCommandRepresentative && m_CommanderUpdateTimer.Expired() && player_squad_transient_commands.GetBool() ) { m_CommanderUpdateTimer.Set(2.5); if ( pCommandRepresentative->ShouldAutoSummon() ) CommanderExecute( CC_FOLLOW ); } } //----------------------------------------------------------------------------- // Purpose: // // bHandled - indicates whether to continue delivering this order to // all allies. Allows us to stop delivering certain types of orders once we find // a suitable candidate. (like picking up a single weapon. We don't wish for // all allies to respond and try to pick up one weapon). //----------------------------------------------------------------------------- bool CHL2_Player::CommanderExecuteOne( CAI_BaseNPC *pNpc, const commandgoal_t &goal, CAI_BaseNPC **Allies, int numAllies ) { if ( goal.m_pGoalEntity ) { return pNpc->TargetOrder( goal.m_pGoalEntity, Allies, numAllies ); } else if ( pNpc->IsInPlayerSquad() ) { pNpc->MoveOrder( goal.m_vecGoalLocation, Allies, numAllies ); } return true; } //--------------------------------------------------------- //--------------------------------------------------------- void CHL2_Player::CommanderExecute( CommanderCommand_t command ) { CAI_BaseNPC *pPlayerSquadLeader = GetSquadCommandRepresentative(); if ( !pPlayerSquadLeader ) { EmitSound( "HL2Player.UseDeny" ); return; } int i; CUtlVector Allies; commandgoal_t goal; if ( command == CC_TOGGLE ) { if ( pPlayerSquadLeader->GetCommandGoal() != vec3_invalid ) command = CC_FOLLOW; else command = CC_SEND; } else { if ( command == CC_FOLLOW && pPlayerSquadLeader->GetCommandGoal() == vec3_invalid ) return; } if ( command == CC_FOLLOW ) { goal.m_pGoalEntity = this; goal.m_vecGoalLocation = vec3_invalid; } else { goal.m_pGoalEntity = NULL; goal.m_vecGoalLocation = vec3_invalid; // Find a goal for ourselves. if( !CommanderFindGoal( &goal ) ) { EmitSound( "HL2Player.UseDeny" ); return; // just keep following } } #ifdef _DEBUG if( goal.m_pGoalEntity == NULL && goal.m_vecGoalLocation == vec3_invalid ) { DevMsg( 1, "**ERROR: Someone sent an invalid goal to CommanderExecute!\n" ); } #endif // _DEBUG AISquadIter_t iter; for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) ) { if ( pAllyNpc->IsCommandable() ) Allies.AddToTail( pAllyNpc ); } //--------------------------------- // If the trace hits an NPC, send all ally NPCs a "target" order. Always // goes to targeted one first #ifdef DEBUG int nAIs = g_AI_Manager.NumAIs(); #endif CAI_BaseNPC * pTargetNpc = (goal.m_pGoalEntity) ? goal.m_pGoalEntity->MyNPCPointer() : NULL; bool bHandled = false; if( pTargetNpc ) { bHandled = !CommanderExecuteOne( pTargetNpc, goal, Allies.Base(), Allies.Count() ); } for ( i = 0; !bHandled && i < Allies.Count(); i++ ) { if ( Allies[i] != pTargetNpc && Allies[i]->IsPlayerAlly() ) { bHandled = !CommanderExecuteOne( Allies[i], goal, Allies.Base(), Allies.Count() ); } Assert( nAIs == g_AI_Manager.NumAIs() ); // not coded to support mutating set of NPCs } } //----------------------------------------------------------------------------- // Enter/exit commander mode, manage ally selection. //----------------------------------------------------------------------------- void CHL2_Player::CommanderMode() { float commandInterval = gpGlobals->realtime - m_RealTimeLastSquadCommand; m_RealTimeLastSquadCommand = gpGlobals->realtime; if ( commandInterval < player_squad_double_tap_time.GetFloat() ) { m_QueuedCommand = CC_FOLLOW; } else { m_QueuedCommand = (player_squad_transient_commands.GetBool()) ? CC_SEND : CC_TOGGLE; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- static CBaseEntity *CreateJeep( CBasePlayer *pPlayer ) { // Cheat to create a jeep in front of the player Vector vecForward; AngleVectors( pPlayer->EyeAngles(), &vecForward ); CBaseEntity *pJeep = (CBaseEntity *)CreateEntityByName( "prop_vehicle_jeep" ); if ( pJeep ) { Vector vecOrigin = pPlayer->GetAbsOrigin() + vecForward * 256 + Vector(0,0,64); QAngle vecAngles( 0, pPlayer->GetAbsAngles().y - 90, 0 ); pJeep->SetAbsOrigin( vecOrigin ); pJeep->SetAbsAngles( vecAngles ); pJeep->KeyValue( "model", "models/buggy.mdl" ); pJeep->KeyValue( "solid", "6" ); pJeep->KeyValue( "targetname", "jeep" ); pJeep->KeyValue( "vehiclescript", "scripts/vehicles/jeep_test.txt" ); pJeep->Spawn(); pJeep->Activate(); pJeep->Teleport( &vecOrigin, &vecAngles, NULL ); return pJeep; } return NULL; } void CC_CH_CreateJeep( void ) { CBasePlayer *pPlayer = UTIL_GetCommandClient(); if ( !pPlayer ) return; CreateJeep( pPlayer ); } static ConCommand ch_createjeep("ch_createjeep", CC_CH_CreateJeep, "Spawn jeep in front of the player.", FCVAR_CHEAT); //----------------------------------------------------------------------------- // Create an airboat in front of the specified player //----------------------------------------------------------------------------- static CBaseEntity *CreateAirboat( CBasePlayer *pPlayer ) { // Cheat to create a jeep in front of the player Vector vecForward; AngleVectors( pPlayer->EyeAngles(), &vecForward ); CBaseEntity *pAirboat = ( CBaseEntity* )CreateEntityByName( "prop_vehicle_airboat" ); if ( pAirboat ) { Vector vecOrigin = pPlayer->GetAbsOrigin() + vecForward * 256 + Vector( 0,0,64 ); QAngle vecAngles( 0, pPlayer->GetAbsAngles().y - 90, 0 ); pAirboat->SetAbsOrigin( vecOrigin ); pAirboat->SetAbsAngles( vecAngles ); pAirboat->KeyValue( "model", "models/airboat.mdl" ); pAirboat->KeyValue( "solid", "6" ); pAirboat->KeyValue( "targetname", "airboat" ); pAirboat->KeyValue( "vehiclescript", "scripts/vehicles/airboat.txt" ); pAirboat->Spawn(); pAirboat->Activate(); return pAirboat; } return NULL; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CC_CH_CreateAirboat( void ) { CBasePlayer *pPlayer = UTIL_GetCommandClient(); if ( !pPlayer ) return; CreateAirboat( pPlayer ); } static ConCommand ch_createairboat( "ch_createairboat", CC_CH_CreateAirboat, "Spawn airboat in front of the player.", FCVAR_CHEAT ); //----------------------------------------------------------------------------- // Purpose: // Input : iImpulse - //----------------------------------------------------------------------------- void CHL2_Player::CheatImpulseCommands( int iImpulse ) { switch( iImpulse ) { case 50: { CommanderMode(); break; } case 51: { // Cheat to create a dynamic resupply item Vector vecForward; AngleVectors( EyeAngles(), &vecForward ); CBaseEntity *pItem = (CBaseEntity *)CreateEntityByName( "item_dynamic_resupply" ); if ( pItem ) { Vector vecOrigin = GetAbsOrigin() + vecForward * 256 + Vector(0,0,64); QAngle vecAngles( 0, GetAbsAngles().y - 90, 0 ); pItem->SetAbsOrigin( vecOrigin ); pItem->SetAbsAngles( vecAngles ); pItem->KeyValue( "targetname", "resupply" ); pItem->Spawn(); pItem->Activate(); } break; } case 52: { // Rangefinder trace_t tr; UTIL_TraceLine( EyePosition(), EyePosition() + EyeDirection3D() * MAX_COORD_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); if( tr.fraction != 1.0 ) { float flDist = (tr.startpos - tr.endpos).Length(); float flDist2D = (tr.startpos - tr.endpos).Length2D(); DevMsg( 1,"\nStartPos: %.4f %.4f %.4f --- EndPos: %.4f %.4f %.4f\n", tr.startpos.x,tr.startpos.y,tr.startpos.z,tr.endpos.x,tr.endpos.y,tr.endpos.z ); DevMsg( 1,"3D Distance: %.4f units (%.2f feet) --- 2D Distance: %.4f units (%.2f feet)\n", flDist, flDist / 12.0, flDist2D, flDist2D / 12.0 ); } break; } case 82: // Cheat to create a jeep in front of the player CreateJeep( this ); break; case 83: // Cheat to create a airboat in front of the player CreateAirboat( this ); break; case 101: gEvilImpulse101 = true; EquipSuit(); // Give the player everything! BaseClass::GiveAmmo( 255, "Pistol"); BaseClass::GiveAmmo( 255, "AR2"); BaseClass::GiveAmmo( 5, "AR2AltFire"); BaseClass::GiveAmmo( 255, "SMG1"); BaseClass::GiveAmmo( 255, "Buckshot"); BaseClass::GiveAmmo( 3, "smg1_grenade"); BaseClass::GiveAmmo( 3, "rpg_round"); BaseClass::GiveAmmo( 5, "grenade"); BaseClass::GiveAmmo( 32, "357" ); BaseClass::GiveAmmo( 16, "XBowBolt" ); GiveNamedItem( "weapon_smg1" ); GiveNamedItem( "weapon_frag" ); GiveNamedItem( "weapon_crowbar" ); GiveNamedItem( "weapon_pistol" ); GiveNamedItem( "weapon_ar2" ); GiveNamedItem( "weapon_shotgun" ); GiveNamedItem( "weapon_physcannon" ); GiveNamedItem( "weapon_bugbait" ); GiveNamedItem( "weapon_rpg" ); GiveNamedItem( "weapon_357" ); GiveNamedItem( "weapon_crossbow" ); if ( GetHealth() < 100 ) { TakeHealth( 25, DMG_GENERIC ); } gEvilImpulse101 = false; break; default: BaseClass::CheatImpulseCommands( iImpulse ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHL2_Player::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize ) { BaseClass::SetupVisibility( pViewEntity, pvs, pvssize ); int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum(); PointCameraSetupVisibility( this, area, pvs, pvssize ); // If the intro script is playing, we want to get it's visibility points if ( g_hIntroScript ) { Vector vecOrigin; CBaseEntity *pCamera; if ( g_hIntroScript->GetIncludedPVSOrigin( &vecOrigin, &pCamera ) ) { // If it's a point camera, turn it on CPointCamera *pPointCamera = dynamic_cast< CPointCamera* >(pCamera); if ( pPointCamera ) { pPointCamera->SetActive( true ); } engine->AddOriginToPVS( vecOrigin ); } } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::SuitPower_Update( void ) { if( SuitPower_ShouldRecharge() ) { SuitPower_Charge( SUITPOWER_CHARGE_RATE * gpGlobals->frametime ); } else if( m_HL2Local.m_bitsActiveDevices ) { float flPowerLoad = m_flSuitPowerLoad; if( SuitPower_IsDeviceActive(SuitDeviceSprint) ) { if( !fabs(GetAbsVelocity().x) && !fabs(GetAbsVelocity().y) ) { // If player's not moving, don't drain sprint juice. flPowerLoad -= SuitDeviceSprint.GetDeviceDrainRate(); } } if( !SuitPower_Drain( flPowerLoad * gpGlobals->frametime ) ) { // TURN OFF ALL DEVICES!! if( IsSprinting() ) { StopSprinting(); } if( FlashlightIsOn() ) { #ifndef HL2MP FlashlightTurnOff(); #endif } } // turn off flashlight a little bit after it hits below one aux power notch (5%) if( m_HL2Local.m_flSuitPower < 4.8f && FlashlightIsOn() ) { #ifndef HL2MP FlashlightTurnOff(); #endif } } } //----------------------------------------------------------------------------- // Charge battery fully, turn off all devices. //----------------------------------------------------------------------------- void CHL2_Player::SuitPower_Initialize( void ) { m_HL2Local.m_bitsActiveDevices = 0x00000000; m_HL2Local.m_flSuitPower = 100.0; m_flSuitPowerLoad = 0.0; } //----------------------------------------------------------------------------- // Purpose: Interface to drain power from the suit's power supply. // Input: Amount of charge to remove (expressed as percentage of full charge) // Output: Returns TRUE if successful, FALSE if not enough power available. //----------------------------------------------------------------------------- bool CHL2_Player::SuitPower_Drain( float flPower ) { // Suitpower cheat on? if ( sv_infinite_aux_power.GetBool() ) return true; m_HL2Local.m_flSuitPower -= flPower; if( m_HL2Local.m_flSuitPower < 0.0 ) { // Power is depleted! // Clamp and fail m_HL2Local.m_flSuitPower = 0.0; return false; } return true; } //----------------------------------------------------------------------------- // Purpose: Interface to add power to the suit's power supply // Input: Amount of charge to add //----------------------------------------------------------------------------- void CHL2_Player::SuitPower_Charge( float flPower ) { m_HL2Local.m_flSuitPower += flPower; if( m_HL2Local.m_flSuitPower > 100.0 ) { // Full charge, clamp. m_HL2Local.m_flSuitPower = 100.0; } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CHL2_Player::SuitPower_IsDeviceActive( const CSuitPowerDevice &device ) { return (m_HL2Local.m_bitsActiveDevices & device.GetDeviceID()) != 0; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CHL2_Player::SuitPower_AddDevice( const CSuitPowerDevice &device ) { // Make sure this device is NOT active!! if( m_HL2Local.m_bitsActiveDevices & device.GetDeviceID() ) return false; if( !IsSuitEquipped() ) return false; m_HL2Local.m_bitsActiveDevices |= device.GetDeviceID(); m_flSuitPowerLoad += device.GetDeviceDrainRate(); return true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CHL2_Player::SuitPower_RemoveDevice( const CSuitPowerDevice &device ) { // Make sure this device is active!! if( ! (m_HL2Local.m_bitsActiveDevices & device.GetDeviceID()) ) return false; if( !IsSuitEquipped() ) return false; // Take a little bit of suit power when you disable a device. If the device is shutting off // because the battery is drained, no harm done, the battery charge cannot go below 0. // This code in combination with the delay before the suit can start recharging are a defense // against exploits where the player could rapidly tap sprint and never run out of power. SuitPower_Drain( device.GetDeviceDrainRate() * 0.1f ); m_HL2Local.m_bitsActiveDevices &= ~device.GetDeviceID(); m_flSuitPowerLoad -= device.GetDeviceDrainRate(); if( m_HL2Local.m_bitsActiveDevices == 0x00000000 ) { // With this device turned off, we can set this timer which tells us when the // suit power system entered a no-load state. m_flTimeAllSuitDevicesOff = gpGlobals->curtime; } return true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- #define SUITPOWER_BEGIN_RECHARGE_DELAY 0.5f bool CHL2_Player::SuitPower_ShouldRecharge( void ) { // Make sure all devices are off. if( m_HL2Local.m_bitsActiveDevices != 0x00000000 ) return false; // Is the system fully charged? if( m_HL2Local.m_flSuitPower >= 100.0f ) return false; // Has the system been in a no-load state for long enough // to begin recharging? if( gpGlobals->curtime < m_flTimeAllSuitDevicesOff + SUITPOWER_BEGIN_RECHARGE_DELAY ) return false; return true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- ConVar sk_battery( "sk_battery","0" ); bool CHL2_Player::ApplyBattery( float powerMultiplier ) { const float MAX_NORMAL_BATTERY = 100; if ((ArmorValue() < MAX_NORMAL_BATTERY) && IsSuitEquipped()) { int pct; char szcharge[64]; IncrementArmorValue( sk_battery.GetFloat() * powerMultiplier, MAX_NORMAL_BATTERY ); CPASAttenuationFilter filter( this, "ItemBattery.Touch" ); EmitSound( filter, entindex(), "ItemBattery.Touch" ); CSingleUserRecipientFilter user( this ); user.MakeReliable(); UserMessageBegin( user, "ItemPickup" ); WRITE_STRING( "item_battery" ); MessageEnd(); // Suit reports new power level // For some reason this wasn't working in release build -- round it. pct = (int)( (float)(ArmorValue() * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5); pct = (pct / 5); if (pct > 0) pct--; Q_snprintf( szcharge,sizeof(szcharge),"!HEV_%1dP", pct ); //UTIL_EmitSoundSuit(edict(), szcharge); //SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC); return true; } return false; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int CHL2_Player::FlashlightIsOn( void ) { return IsEffectActive( EF_DIMLIGHT ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::FlashlightTurnOn( void ) { if( !SuitPower_AddDevice( SuitDeviceFlashlight ) ) return; AddEffects( EF_DIMLIGHT ); EmitSound( "HL2Player.FlashLightOn" ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::FlashlightTurnOff( void ) { if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) ) return; RemoveEffects( EF_DIMLIGHT ); EmitSound( "HL2Player.FlashLightOff" ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::SetPlayerUnderwater( bool state ) { if ( state ) { SuitPower_AddDevice( SuitDeviceBreather ); } else { SuitPower_RemoveDevice( SuitDeviceBreather ); } BaseClass::SetPlayerUnderwater( state ); } //----------------------------------------------------------------------------- bool CHL2_Player::PassesDamageFilter( const CTakeDamageInfo &info ) { if( info.GetAttacker()->MyNPCPointer() && info.GetAttacker()->MyNPCPointer()->IsPlayerAlly() ) { return false; } return BaseClass::PassesDamageFilter( info ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::InputIgnoreFallDamage( inputdata_t &inputdata ) { float timeToIgnore = inputdata.value.Float(); if ( timeToIgnore <= 0.0 ) timeToIgnore = TIME_IGNORE_FALL_DAMAGE; m_flTimeIgnoreFallDamage = gpGlobals->curtime + timeToIgnore; } //----------------------------------------------------------------------------- // Purpose: Notification of a player's npc ally in the players squad being killed //----------------------------------------------------------------------------- void CHL2_Player::OnSquadMemberKilled( inputdata_t &data ) { // send a message to the client, to notify the hud of the loss CSingleUserRecipientFilter user( this ); user.MakeReliable(); UserMessageBegin( user, "SquadMemberDied" ); MessageEnd(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHL2_Player::NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity ) { CAI_BaseNPC *pAttacker = pAttackerEntity->MyNPCPointer(); if ( pAttacker ) { const Vector &origin = GetAbsOrigin(); for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { const float NEAR_Z = 12*12; const float NEAR_XY_SQ = Square( 50*12 ); CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i]; if ( pNpc->IsPlayerAlly() ) { const Vector &originNpc = pNpc->GetAbsOrigin(); if ( fabsf( originNpc.z - origin.z ) < NEAR_Z ) { if ( (originNpc.AsVector2D() - origin.AsVector2D()).LengthSqr() < NEAR_XY_SQ ) { pNpc->OnFriendDamaged( this, pAttacker ); } } } } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CHL2_Player::OnTakeDamage( const CTakeDamageInfo &info ) { CBasePlayer *pPlayer = ToBasePlayer(this); if ( GlobalEntity_GetState( "gordon_invulnerable" ) == GLOBAL_ON ) return 0; if ( ( info.GetDamageType() & DMG_FALL ) && m_flTimeIgnoreFallDamage > gpGlobals->curtime ) { m_flTimeIgnoreFallDamage = 0; return 0; } if( info.GetDamageType() & DMG_BLAST_SURFACE ) { if( GetWaterLevel() > 2 ) { // Don't take blast damage from anything above the surface. if( info.GetInflictor()->GetWaterLevel() == 0 ) { return 0; } } } if ( info.GetDamage() > 0.0f ) { m_flLastDamageTime = gpGlobals->curtime; QAngle viewPunch; viewPunch.x = random->RandomFloat( 0.25f, 0.5f ); viewPunch.y = random->RandomFloat( -.6f, .6f ); viewPunch.z = 0.0f; //Add it to the view punch pPlayer->ViewPunch( viewPunch ); if ( info.GetAttacker() ) NotifyFriendsOfDamage( info.GetAttacker() ); } if( info.GetDamageType() & DMG_DROWN ) { if( m_idrowndmg == m_idrownrestored ) { EmitSound( "Player.DrownStart" ); } else { EmitSound( "Player.DrownContinue" ); } } if( info.GetDamageType() & DMG_BURN ) { EmitSound( "HL2Player.BurnPain" ); } // Modify the amount of damage the player takes, based on skill. CTakeDamageInfo playerDamage = info; // Should we run this damage through the skill level adjustment? bool bAdjustForSkillLevel = true; if( info.GetDamageType() == DMG_GENERIC && info.GetAttacker() == this && info.GetInflictor() == this ) { // Only do a skill level adjustment if the player isn't his own attacker AND inflictor. // This prevents damage from SetHealth() inputs from being adjusted for skill level. bAdjustForSkillLevel = false; } if( bAdjustForSkillLevel ) { playerDamage.AdjustPlayerDamageTakenForSkillLevel(); } return BaseClass::OnTakeDamage( playerDamage ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CHL2_Player::OnDamagedByExplosion( const CTakeDamageInfo &info ) { if ( info.GetInflictor() && info.GetInflictor()->ClassMatches( "mortarshell" ) ) { // No ear ringing for mortar UTIL_ScreenShake( info.GetInflictor()->GetAbsOrigin(), 4.0, 1.0, 0.5, 1000, SHAKE_START, false ); return; } BaseClass::OnDamagedByExplosion( info ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CHL2_Player::ShouldShootMissTarget( CBaseCombatCharacter *pAttacker ) { if( gpGlobals->curtime > m_flTargetFindTime ) { // Put this off into the future again. m_flTargetFindTime = gpGlobals->curtime + random->RandomFloat( 3, 5 ); return true; } return false; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- Vector CHL2_Player::GetAutoaimVector( float flDelta ) { return BaseClass::GetAutoaimVector( flDelta * g_pGameRules->GetAutoAimScale(this) ); } //----------------------------------------------------------------------------- // Purpose: // Input : iCount - // iAmmoIndex - // bSuppressSound - // Output : int //----------------------------------------------------------------------------- int CHL2_Player::GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound) { // Don't try to give the player invalid ammo indices. if (nAmmoIndex < 0) return 0; bool bCheckAutoSwitch = false; if (!HasAnyAmmoOfType(nAmmoIndex)) { bCheckAutoSwitch = true; } int nAdd = BaseClass::GiveAmmo(nCount, nAmmoIndex, bSuppressSound); if ( nCount > 0 && nAdd == 0 ) { // we've been denied the pickup, display a hud icon to show that CSingleUserRecipientFilter user( this ); user.MakeReliable(); UserMessageBegin( user, "AmmoDenied" ); WRITE_SHORT( nAmmoIndex ); MessageEnd(); } // // If I was dry on ammo for my best weapon and justed picked up ammo for it, // autoswitch to my best weapon now. // if (bCheckAutoSwitch) { CBaseCombatWeapon *pWeapon = g_pGameRules->GetNextBestWeapon(this, GetActiveWeapon()); if ( pWeapon && pWeapon->GetPrimaryAmmoType() == nAmmoIndex ) { SwitchToNextBestWeapon(GetActiveWeapon()); } } return nAdd; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CHL2_Player::Weapon_CanUse( CBaseCombatWeapon *pWeapon ) { #ifndef HL2MP if ( pWeapon->ClassMatches( "weapon_stunstick" ) ) { if ( ApplyBattery( 0.5 ) ) UTIL_Remove( pWeapon ); return false; } #endif return BaseClass::Weapon_CanUse( pWeapon ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pWeapon - //----------------------------------------------------------------------------- void CHL2_Player::Weapon_Equip( CBaseCombatWeapon *pWeapon ) { #if HL2_SINGLE_PRIMARY_WEAPON_MODE if ( pWeapon->GetSlot() == WEAPON_PRIMARY_SLOT ) { Weapon_DropSlot( WEAPON_PRIMARY_SLOT ); } #endif BaseClass::Weapon_Equip( pWeapon ); } //----------------------------------------------------------------------------- // Purpose: Player reacts to bumping a weapon. // Input : pWeapon - the weapon that the player bumped into. // Output : Returns true if player picked up the weapon //----------------------------------------------------------------------------- bool CHL2_Player::BumpWeapon( CBaseCombatWeapon *pWeapon ) { #if HL2_SINGLE_PRIMARY_WEAPON_MODE CBaseCombatCharacter *pOwner = pWeapon->GetOwner(); // Can I have this weapon type? if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) ) { if ( gEvilImpulse101 ) { UTIL_Remove( pWeapon ); } return false; } // ---------------------------------------- // If I already have it just take the ammo // ---------------------------------------- if (Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType())) { //Only remove the weapon if we attained ammo from it if ( Weapon_EquipAmmoOnly( pWeapon ) == false ) return false; // Only remove me if I have no ammo left // Can't just check HasAnyAmmo because if I don't use clips, I want to be removed, if ( pWeapon->UsesClipsForAmmo1() && pWeapon->HasPrimaryAmmo() ) return false; UTIL_Remove( pWeapon ); return false; } // ------------------------- // Otherwise take the weapon // ------------------------- else { //Make sure we're not trying to take a new weapon type we already have if ( Weapon_SlotOccupied( pWeapon ) ) { CBaseCombatWeapon *pActiveWeapon = Weapon_GetSlot( WEAPON_PRIMARY_SLOT ); if ( pActiveWeapon != NULL && pActiveWeapon->HasAnyAmmo() == false && Weapon_CanSwitchTo( pWeapon ) ) { Weapon_Equip( pWeapon ); return true; } //Attempt to take ammo if this is the gun we're holding already if ( Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType() ) ) { Weapon_EquipAmmoOnly( pWeapon ); } return false; } pWeapon->CheckRespawn(); pWeapon->AddSolidFlags( FSOLID_NOT_SOLID ); pWeapon->AddEffects( EF_NODRAW ); Weapon_Equip( pWeapon ); EmitSound( "HL2Player.PickupWeapon" ); return true; } #else return BaseClass::BumpWeapon( pWeapon ); #endif } //----------------------------------------------------------------------------- // Purpose: // Input : *cmd - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CHL2_Player::ClientCommand(const char *cmd) { #if HL2_SINGLE_PRIMARY_WEAPON_MODE //Drop primary weapon if( stricmp( cmd, "DropPrimary" ) == 0 ) { Weapon_DropSlot( WEAPON_PRIMARY_SLOT ); return true; } #endif if ( !stricmp( cmd, "emit" ) ) { CSingleUserRecipientFilter filter( this ); if ( engine->Cmd_Argc() > 1 ) { EmitSound( filter, entindex(), engine->Cmd_Argv( 1 ) ); } else { EmitSound( filter, entindex(), "Test.Sound" ); } return true; } return BaseClass::ClientCommand( cmd ); } void CHL2_Player::GetInVehicle( IServerVehicle *pVehicle, int nRole ) { BaseClass::GetInVehicle( pVehicle, nRole ); } //----------------------------------------------------------------------------- // Purpose: // Output : void CBasePlayer::PlayerUse //----------------------------------------------------------------------------- void CHL2_Player::PlayerUse ( void ) { // Was use pressed or released? if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) ) return; if ( m_afButtonPressed & IN_USE ) { // Currently using a latched entity? if ( ClearUseEntity() ) { return; } else { if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) { m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; return; } else { // Start controlling the train! CBaseEntity *pTrain = GetGroundEntity(); if ( pTrain && !(m_nButtons & IN_JUMP) && (GetFlags() & FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(this) ) { m_afPhysicsFlags |= PFLAG_DIROVERRIDE; m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed()); m_iTrain |= TRAIN_NEW; EmitSound( "HL2Player.TrainUse" ); return; } } } // Tracker 3926: We can't +USE something if we're climbing a ladder if ( GetMoveType() == MOVETYPE_LADDER ) { return; } } CBaseEntity *pUseEntity = FindUseEntity(); bool usedSomething = false; // Found an object if ( pUseEntity ) { //!!!UNDONE: traceline here to prevent +USEing buttons through walls int caps = pUseEntity->ObjectCaps(); variant_t emptyVariant; if ( m_afButtonPressed & IN_USE ) { // Robin: Don't play sounds for NPCs, because NPCs will allow respond with speech. if ( !pUseEntity->MyNPCPointer() ) { EmitSound( "HL2Player.Use" ); } } if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) ) { if ( caps & FCAP_CONTINUOUS_USE ) m_afPhysicsFlags |= PFLAG_USING; pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE ); usedSomething = true; } // UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use { pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE ); usedSomething = true; } #if HL2_SINGLE_PRIMARY_WEAPON_MODE //Check for weapon pick-up if ( m_afButtonPressed & IN_USE ) { CBaseCombatWeapon *pWeapon = dynamic_cast(pUseEntity); if ( ( pWeapon != NULL ) && ( Weapon_CanSwitchTo( pWeapon ) ) ) { //Try to take ammo or swap the weapon if ( Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType() ) ) { Weapon_EquipAmmoOnly( pWeapon ); } else { Weapon_DropSlot( pWeapon->GetSlot() ); Weapon_Equip( pWeapon ); } usedSomething = true; } } #endif } else if ( m_afButtonPressed & IN_USE ) { // Signal that we want to play the deny sound, unless the user is +USEing on a ladder! // The sound is emitted in ItemPostFrame, since that occurs after GameMovement::ProcessMove which // lets the ladder code unset this flag. m_bPlayUseDenySound = true; } // Debounce the use key if ( usedSomething && pUseEntity ) { m_Local.m_nOldButtons |= IN_USE; m_afButtonPressed &= ~IN_USE; } } ConVar sv_show_crosshair_target( "sv_show_crosshair_target", "0" ); //----------------------------------------------------------------------------- // Purpose: Updates the posture of the weapon from lowered to ready //----------------------------------------------------------------------------- void CHL2_Player::UpdateWeaponPosture( void ) { Vector vecAim = GetAutoaimVector( 0.0f ); trace_t tr; UTIL_TraceLine( EyePosition(), EyePosition() + ( vecAim * MAX_COORD_RANGE ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); CBaseEntity *aimTarget = tr.m_pEnt; //If we're over something if ( aimTarget && !tr.DidHitWorld() ) { Disposition_t dis = IRelationType( aimTarget ); //Debug info for seeing what an object "cons" as if ( sv_show_crosshair_target.GetBool() ) { int text_offset = BaseClass::DrawDebugTextOverlays(); char tempstr[255]; switch ( dis ) { case D_LI: Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Like" ); break; case D_HT: Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Hate" ); break; case D_FR: Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Fear" ); break; case D_NU: Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Neutral" ); break; default: case D_ER: Q_snprintf( tempstr, sizeof(tempstr), "Disposition: !!!ERROR!!!" ); break; } //Draw the text NDebugOverlay::EntityText( aimTarget->entindex(), text_offset, tempstr, 0 ); } //See if we hates it if ( dis == D_LI && ( !aimTarget->IsNPC() || aimTarget->MyNPCPointer()->GetState() != NPC_STATE_COMBAT ) ) { //We're over a friendly, drop our weapon if ( Weapon_Lower() == false ) { //FIXME: We couldn't lower our weapon! } return; } } if ( Weapon_Ready() == false ) { //FIXME: We couldn't raise our weapon! } } //----------------------------------------------------------------------------- // Purpose: Lowers the weapon posture (for hovering over friendlies) // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CHL2_Player::Weapon_Lower( void ) { // Already lowered? if ( m_HL2Local.m_bWeaponLowered ) return true; m_HL2Local.m_bWeaponLowered = true; CBaseHLCombatWeapon *pWeapon = dynamic_cast(GetActiveWeapon()); if ( pWeapon == NULL ) return false; return pWeapon->Lower(); } //----------------------------------------------------------------------------- // Purpose: Returns the weapon posture to normal // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CHL2_Player::Weapon_Ready( void ) { // Already ready? if ( m_HL2Local.m_bWeaponLowered == false ) return true; m_HL2Local.m_bWeaponLowered = false; CBaseHLCombatWeapon *pWeapon = dynamic_cast(GetActiveWeapon()); if ( pWeapon == NULL ) return false; return pWeapon->Ready(); } void CHL2_Player::PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize ) { // can't pick up what you're standing on if ( GetGroundEntity() == pObject ) return; if ( bLimitMassAndSize == true ) { if ( CBasePlayer::CanPickupObject( pObject, 35, 128 ) == false ) return; } // Can't be picked up if NPCs are on me if ( pObject->HasNPCsOnIt() ) return; PlayerPickupObject( this, pObject ); } //----------------------------------------------------------------------------- // Purpose: // Output : CBaseEntity //----------------------------------------------------------------------------- bool CHL2_Player::IsHoldingEntity( CBaseEntity *pEnt ) { return PlayerPickupControllerIsHoldingEntity( m_hUseEntity, pEnt ); } float CHL2_Player::GetHeldObjectMass( IPhysicsObject *pHeldObject ) { float mass = PlayerPickupGetHeldObjectMass( m_hUseEntity, pHeldObject ); if ( mass == 0.0f ) { mass = PhysCannonGetHeldObjectMass( GetActiveWeapon(), pHeldObject ); } return mass; } //----------------------------------------------------------------------------- // Purpose: Force the player to drop any physics objects he's carrying //----------------------------------------------------------------------------- void CHL2_Player::ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldingThis ) { // Drop any objects being handheld. ClearUseEntity(); // Then force the physcannon to drop anything it's holding, if it's our active weapon PhysCannonForceDrop( GetActiveWeapon(), pOnlyIfHoldingThis ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHL2_Player::UpdateClientData( void ) { if (m_DmgTake || m_DmgSave || m_bitsHUDDamage != m_bitsDamageType) { // Comes from inside me if not set Vector damageOrigin = GetLocalOrigin(); // send "damage" message // causes screen to flash, and pain compass to show direction of damage damageOrigin = m_DmgOrigin; // only send down damage type that have hud art int visibleDamageBits = m_bitsDamageType & DMG_SHOWNHUD; m_DmgTake = clamp( m_DmgTake, 0, 255 ); m_DmgSave = clamp( m_DmgSave, 0, 255 ); CSingleUserRecipientFilter user( this ); user.MakeReliable(); UserMessageBegin( user, "Damage" ); WRITE_BYTE( m_DmgSave ); WRITE_BYTE( m_DmgTake ); WRITE_LONG( visibleDamageBits ); WRITE_FLOAT( damageOrigin.x ); //BUG: Should be fixed point (to hud) not floats WRITE_FLOAT( damageOrigin.y ); //BUG: However, the HUD does _not_ implement bitfield messages (yet) WRITE_FLOAT( damageOrigin.z ); //BUG: We use WRITE_VEC3COORD for everything else MessageEnd(); m_DmgTake = 0; m_DmgSave = 0; m_bitsHUDDamage = m_bitsDamageType; // Clear off non-time-based damage indicators m_bitsDamageType &= DMG_TIMEBASED; } BaseClass::UpdateClientData(); } //--------------------------------------------------------- //--------------------------------------------------------- void CHL2_Player::OnRestore() { BaseClass::OnRestore(); m_pPlayerAISquad = g_AI_SquadManager.FindCreateSquad(AllocPooledString(PLAYER_SQUADNAME)); } //--------------------------------------------------------- //--------------------------------------------------------- Vector CHL2_Player::EyeDirection2D( void ) { Vector vecReturn = EyeDirection3D(); vecReturn.z = 0; vecReturn.AsVector2D().NormalizeInPlace(); return vecReturn; } //--------------------------------------------------------- //--------------------------------------------------------- Vector CHL2_Player::EyeDirection3D( void ) { Vector vecForward; IServerVehicle *pVehicle = GetVehicle(); if ( pVehicle ) { Assert( pVehicle ); int nRole = pVehicle->GetPassengerRole( this ); Vector vecEyeOrigin; QAngle angEyeAngles; pVehicle->GetVehicleViewPosition( nRole, &vecEyeOrigin, &angEyeAngles ); AngleVectors( angEyeAngles, &vecForward ); } else { AngleVectors( EyeAngles(), &vecForward ); } return vecForward; } //--------------------------------------------------------- //--------------------------------------------------------- bool CHL2_Player::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex ) { // Recalculate proficiency! SetCurrentWeaponProficiency( CalcWeaponProficiency( pWeapon ) ); // Come out of suit zoom mode if ( IsZooming() ) { StopZooming(); } return BaseClass::Weapon_Switch( pWeapon, viewmodelindex ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- WeaponProficiency_t CHL2_Player::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon ) { WeaponProficiency_t proficiency; proficiency = WEAPON_PROFICIENCY_PERFECT; if( weapon_showproficiency.GetBool() != 0 ) { Msg("Player switched to %s, proficiency is %s\n", pWeapon->GetClassname(), GetWeaponProficiencyName( proficiency ) ); } return proficiency; } //----------------------------------------------------------------------------- // Purpose: override how single player rays hit the player //----------------------------------------------------------------------------- bool LineCircleIntersection( const Vector2D ¢er, const float radius, const Vector2D &vLinePt, const Vector2D &vLineDir, float *fIntersection1, float *fIntersection2) { // Line = P + Vt // Sphere = r (assume we've translated to origin) // (P + Vt)^2 = r^2 // VVt^2 + 2PVt + (PP - r^2) // Solve as quadratic: (-b +/- sqrt(b^2 - 4ac)) / 2a // If (b^2 - 4ac) is < 0 there is no solution. // If (b^2 - 4ac) is = 0 there is one solution (a case this function doesn't support). // If (b^2 - 4ac) is > 0 there are two solutions. Vector2D P; float a, b, c, sqr, insideSqr; // Translate circle to origin. P[0] = vLinePt[0] - center[0]; P[1] = vLinePt[1] - center[1]; a = vLineDir.Dot(vLineDir); b = 2.0f * P.Dot(vLineDir); c = P.Dot(P) - (radius * radius); insideSqr = b*b - 4*a*c; if(insideSqr <= 0.000001f) return false; // Ok, two solutions. sqr = (float)FastSqrt(insideSqr); float denom = 1.0 / (2.0f * a); *fIntersection1 = (-b - sqr) * denom; *fIntersection2 = (-b + sqr) * denom; return true; } static void Collision_ClearTrace( const Vector &vecRayStart, const Vector &vecRayDelta, CBaseTrace *pTrace ) { pTrace->startpos = vecRayStart; pTrace->endpos = vecRayStart; pTrace->endpos += vecRayDelta; pTrace->startsolid = false; pTrace->allsolid = false; pTrace->fraction = 1.0f; pTrace->contents = 0; } bool IntersectRayWithAACylinder( const Ray_t &ray, const Vector ¢er, float radius, float height, CBaseTrace *pTrace ) { Assert( ray.m_IsRay ); Collision_ClearTrace( ray.m_Start, ray.m_Delta, pTrace ); // First intersect the ray with the top + bottom planes float halfHeight = height * 0.5; // Handle parallel case Vector vStart = ray.m_Start - center; Vector vEnd = vStart + ray.m_Delta; float flEnterFrac, flLeaveFrac; if (FloatMakePositive(ray.m_Delta.z) < 1e-8) { if ( (vStart.z < -halfHeight) || (vStart.z > halfHeight) ) { return false; // no hit } flEnterFrac = 0.0f; flLeaveFrac = 1.0f; } else { // Clip the ray to the top and bottom of box flEnterFrac = IntersectRayWithAAPlane( vStart, vEnd, 2, 1, halfHeight); flLeaveFrac = IntersectRayWithAAPlane( vStart, vEnd, 2, 1, -halfHeight); if ( flLeaveFrac < flEnterFrac ) { float temp = flLeaveFrac; flLeaveFrac = flEnterFrac; flEnterFrac = temp; } if ( flLeaveFrac < 0 || flEnterFrac > 1) { return false; } } // Intersect with circle float flCircleEnterFrac, flCircleLeaveFrac; if ( !LineCircleIntersection( vec3_origin.AsVector2D(), radius, vStart.AsVector2D(), ray.m_Delta.AsVector2D(), &flCircleEnterFrac, &flCircleLeaveFrac ) ) { return false; // no hit } Assert( flCircleEnterFrac <= flCircleLeaveFrac ); if ( flCircleLeaveFrac < 0 || flCircleEnterFrac > 1) { return false; } if ( flEnterFrac < flCircleEnterFrac ) flEnterFrac = flCircleEnterFrac; if ( flLeaveFrac > flCircleLeaveFrac ) flLeaveFrac = flCircleLeaveFrac; if ( flLeaveFrac < flEnterFrac ) return false; VectorMA( ray.m_Start, flEnterFrac , ray.m_Delta, pTrace->endpos ); pTrace->fraction = flEnterFrac; pTrace->contents = CONTENTS_SOLID; // Calculate the point on our center line where we're nearest the intersection point Vector collisionCenter; CalcClosestPointOnLineSegment( pTrace->endpos, center + Vector( 0, 0, halfHeight ), center - Vector( 0, 0, halfHeight ), collisionCenter ); // Our normal is the direction from that center point to the intersection point pTrace->plane.normal = pTrace->endpos - collisionCenter; VectorNormalize( pTrace->plane.normal ); return true; } //----------------------------------------------------------------------------- // Nightfall - amckern - amckern@yahoo.com //----------------------------------------------------------------------------- // Purpose: Primed Grenade's - update frag timer info //----------------------------------------------------------------------------- void CHL2_Player::UpdateFragTimer( float flValue ) { m_HL2Local.m_flFragTimer = clamp( flValue, -1, 1 ); } bool CHL2_Player::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) { if( g_pGameRules->IsMultiplayer() ) { return BaseClass::TestHitboxes( ray, fContentsMask, tr ); } else { Assert( ray.m_IsRay ); Vector mins, maxs; mins = WorldAlignMins(); maxs = WorldAlignMaxs(); if ( IntersectRayWithAACylinder( ray, WorldSpaceCenter(), maxs.x * PLAYER_HULL_REDUCTION, maxs.z - mins.z, &tr ) ) { studiohdr_t *pStudioHdr = GetModelPtr( ); if (!pStudioHdr) return false; mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet ); if ( !set || !set->numhitboxes ) return false; mstudiobbox_t *pbox = set->pHitbox( tr.hitbox ); mstudiobone_t *pBone = pStudioHdr->pBone(pbox->bone); tr.surface.name = "**studio**"; tr.surface.flags = SURF_HITBOX; tr.surface.surfaceProps = physprops->GetSurfaceIndex( pBone->pszSurfaceProp() ); } return true; } } //--------------------------------------------------------- // Show the player's scaled down bbox that we use for // bullet impacts. //--------------------------------------------------------- void CHL2_Player::DrawDebugGeometryOverlays(void) { BaseClass::DrawDebugGeometryOverlays(); if (m_debugOverlays & OVERLAY_BBOX_BIT) { Vector mins, maxs; mins = WorldAlignMins(); maxs = WorldAlignMaxs(); mins.x *= PLAYER_HULL_REDUCTION; mins.y *= PLAYER_HULL_REDUCTION; maxs.x *= PLAYER_HULL_REDUCTION; maxs.y *= PLAYER_HULL_REDUCTION; NDebugOverlay::Box( GetAbsOrigin(), mins, maxs, 255, 0, 0, 100, 0 ); } } //----------------------------------------------------------------------------- // Purpose: Helper to remove from ladder //----------------------------------------------------------------------------- void CHL2_Player::ExitLadder() { if ( MOVETYPE_LADDER != GetMoveType() ) return; SetMoveType( MOVETYPE_WALK ); SetMoveCollide( MOVECOLLIDE_DEFAULT ); // Remove from ladder m_HL2Local.m_hLadder.Set( NULL ); } //----------------------------------------------------------------------------- // Purpose: Queues up a use deny sound, played in ItemPostFrame. //----------------------------------------------------------------------------- void CHL2_Player::PlayUseDenySound() { m_bPlayUseDenySound = true; } void CHL2_Player::ItemPostFrame() { BaseClass::ItemPostFrame(); if ( m_bPlayUseDenySound ) { m_bPlayUseDenySound = false; EmitSound( "HL2Player.UseDeny" ); } } void CHL2_Player::StartWaterDeathSounds( void ) { CPASAttenuationFilter filter( this ); if ( m_sndLeeches == NULL ) { m_sndLeeches = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "coast.leech_bites_loop" , ATTN_NORM ); } if ( m_sndLeeches ) { (CSoundEnvelopeController::GetController()).Play( m_sndLeeches, 1.0f, 100 ); } if ( m_sndWaterSplashes == NULL ) { m_sndWaterSplashes = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "coast.leech_water_churn_loop" , ATTN_NORM ); } if ( m_sndWaterSplashes ) { (CSoundEnvelopeController::GetController()).Play( m_sndWaterSplashes, 1.0f, 100 ); } } void CHL2_Player::StopWaterDeathSounds( void ) { if ( m_sndLeeches ) { (CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndLeeches, 0.5f, true ); m_sndLeeches = NULL; } if ( m_sndWaterSplashes ) { (CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndWaterSplashes, 0.5f, true ); m_sndWaterSplashes = NULL; } } //----------------------------------------------------------------------------- // Shuts down sounds //----------------------------------------------------------------------------- void CHL2_Player::StopLoopingSounds( void ) { if ( m_sndLeeches != NULL ) { (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndLeeches ); m_sndLeeches = NULL; } if ( m_sndWaterSplashes != NULL ) { (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndWaterSplashes ); m_sndWaterSplashes = NULL; } BaseClass::StopLoopingSounds(); } //----------------------------------------------------------------------------- void CHL2_Player::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set ) { BaseClass::ModifyOrAppendPlayerCriteria( set ); if ( GlobalEntity_GetIndex( "gordon_precriminal" ) == -1 ) { set.AppendCriteria( "gordon_precriminal", "0" ); } }