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- //========= Copyright 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"
- #include "hl2_gamerules.h"
- #include "prop_combine_ball.h"
- #include "datacache/imdlcache.h"
- #include "eventqueue.h"
- #include "gamestats.h"
- #include "filters.h"
- #include "tier0/icommandline.h"
- #ifdef HL2_EPISODIC
- #include "npc_alyx_episodic.h"
- #endif
- #ifdef PORTAL
- #include "portal_player.h"
- #endif // PORTAL
- // memdbgon must be the last include file in a .cpp file!!!
- #include "tier0/memdbgon.h"
- extern ConVar weapon_showproficiency;
- extern ConVar autoaim_max_dist;
- // 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" );
- ConVar hl2_darkness_flashlight_factor ( "hl2_darkness_flashlight_factor", "1" );
- #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 );
- ConVar autoaim_unlock_target( "autoaim_unlock_target", "0.8666" );
- ConVar sv_stickysprint("sv_stickysprint", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX);
- #define FLASH_DRAIN_TIME 5 // 110 units / 5 secs
- #define FLASH_CHARGE_TIME 5.1111f // 2 units / 75 secs
- //==============================================================================================
- // CAPPED PLAYER PHYSICS DAMAGE TABLE
- //==============================================================================================
- static impactentry_t cappedPlayerLinearTable[] =
- {
- { 150*150, 5 },
- { 250*250, 10 },
- { 450*450, 20 },
- { 550*550, 30 },
- //{ 700*700, 100 },
- //{ 1000*1000, 500 },
- };
- static impactentry_t cappedPlayerAngularTable[] =
- {
- { 100*100, 10 },
- { 150*150, 20 },
- { 200*200, 30 },
- //{ 300*300, 500 },
- };
- static impactdamagetable_t gCappedPlayerImpactDamageTable =
- {
- cappedPlayerLinearTable,
- cappedPlayerAngularTable,
- ARRAYSIZE(cappedPlayerLinearTable),
- ARRAYSIZE(cappedPlayerAngularTable),
- 24*24.0f, // minimum linear speed
- 360*360.0f, // minimum angular speed
- 2.0f, // can't take damage from anything under 2kg
- 5.0f, // anything less than 5kg is "small"
- 5.0f, // never take more than 5 pts of damage from anything under 5kg
- 36*36.0f, // <5kg objects must go faster than 36 in/s to do damage
- 0.0f, // large mass in kg (no large mass effects)
- 1.0f, // large mass scale
- 2.0f, // large mass falling scale
- 320.0f, // min velocity for player speed to cause damage
- };
- // Flashlight utility
- bool g_bCacheLegacyFlashlightStatus = true;
- bool g_bUseLegacyFlashlight;
- bool Flashlight_UseLegacyVersion( void )
- {
- // If this is the first run through, cache off what the answer should be (cannot change during a session)
- if ( g_bCacheLegacyFlashlightStatus )
- {
- char modDir[MAX_PATH];
- if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
- return false;
- g_bUseLegacyFlashlight = ( !Q_strcmp( modDir, "hl2" ) ||
- !Q_strcmp( modDir, "episodic" ) ||
- !Q_strcmp( modDir, "lostcoast" ) || !Q_strcmp( modDir, "hl1" ));
- g_bCacheLegacyFlashlightStatus = false;
- }
- // Return the results
- return g_bUseLegacyFlashlight;
- }
- //-----------------------------------------------------------------------------
- // Purpose: Used to relay outputs/inputs from the player to the world and viceversa
- //-----------------------------------------------------------------------------
- class CLogicPlayerProxy : public CLogicalEntity
- {
- DECLARE_CLASS( CLogicPlayerProxy, CLogicalEntity );
- private:
- DECLARE_DATADESC();
- public:
- COutputEvent m_OnFlashlightOn;
- COutputEvent m_OnFlashlightOff;
- COutputEvent m_PlayerHasAmmo;
- COutputEvent m_PlayerHasNoAmmo;
- COutputEvent m_PlayerDied;
- COutputEvent m_PlayerMissedAR2AltFire; // Player fired a combine ball which did not dissolve any enemies.
- COutputInt m_RequestedPlayerHealth;
- void InputRequestPlayerHealth( inputdata_t &inputdata );
- void InputSetFlashlightSlowDrain( inputdata_t &inputdata );
- void InputSetFlashlightNormalDrain( inputdata_t &inputdata );
- void InputSetPlayerHealth( inputdata_t &inputdata );
- void InputRequestAmmoState( inputdata_t &inputdata );
- void InputLowerWeapon( inputdata_t &inputdata );
- void InputEnableCappedPhysicsDamage( inputdata_t &inputdata );
- void InputDisableCappedPhysicsDamage( inputdata_t &inputdata );
- void InputSetLocatorTargetEntity( inputdata_t &inputdata );
- #ifdef PORTAL
- void InputSuppressCrosshair( inputdata_t &inputdata );
- #endif // PORTAL2
- void Activate ( void );
- bool PassesDamageFilter( const CTakeDamageInfo &info );
- EHANDLE m_hPlayer;
- };
- //------------------------------------------------------------------------------
- //------------------------------------------------------------------------------
- void CC_ToggleZoom( void )
- {
- CBasePlayer* pPlayer = UTIL_GetCommandClient();
- if( pPlayer )
- {
- CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>(pPlayer);
- if( pHL2Player && pHL2Player->IsSuitEquipped() )
- {
- pHL2Player->ToggleZoom();
- }
- }
- }
- static ConCommand toggle_zoom("toggle_zoom", CC_ToggleZoom, "Toggles zoom display" );
- // ConVar cl_forwardspeed( "cl_forwardspeed", "400", FCVAR_CHEAT ); // Links us to the client's version
- ConVar xc_crouch_range( "xc_crouch_range", "0.85", FCVAR_ARCHIVE, "Percentarge [1..0] of joystick range to allow ducking within" ); // Only 1/2 of the range is used
- ConVar xc_use_crouch_limiter( "xc_use_crouch_limiter", "0", FCVAR_ARCHIVE, "Use the crouch limiting logic on the controller" );
- //------------------------------------------------------------------------------
- //------------------------------------------------------------------------------
- void CC_ToggleDuck( void )
- {
- CBasePlayer* pPlayer = UTIL_GetCommandClient();
- if ( pPlayer == NULL )
- return;
- // Cannot be frozen
- if ( pPlayer->GetFlags() & FL_FROZEN )
- return;
- static bool bChecked = false;
- static ConVar *pCVcl_forwardspeed = NULL;
- if ( !bChecked )
- {
- bChecked = true;
- pCVcl_forwardspeed = ( ConVar * )cvar->FindVar( "cl_forwardspeed" );
- }
- // If we're not ducked, do extra checking
- if ( xc_use_crouch_limiter.GetBool() )
- {
- if ( pPlayer->GetToggledDuckState() == false )
- {
- float flForwardSpeed = 400.0f;
- if ( pCVcl_forwardspeed )
- {
- flForwardSpeed = pCVcl_forwardspeed->GetFloat();
- }
- flForwardSpeed = MAX( 1.0f, flForwardSpeed );
- // Make sure we're not in the blindspot on the crouch detection
- float flStickDistPerc = ( pPlayer->GetStickDist() / flForwardSpeed ); // Speed is the magnitude
- if ( flStickDistPerc > xc_crouch_range.GetFloat() )
- return;
- }
- }
- // Toggle the duck
- pPlayer->ToggleDuck();
- }
- static ConCommand toggle_duck("toggle_duck", CC_ToggleDuck, "Toggles duck" );
- #ifndef HL2MP
- #ifndef PORTAL
- LINK_ENTITY_TO_CLASS( player, CHL2_Player );
- #endif
- #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 ),
- /*
- // These are initialized every time the player calls Activate()
- DEFINE_FIELD( m_bIsAutoSprinting, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_fAutoSprintMinTime, FIELD_TIME ),
- */
- // 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 ),
- DEFINE_FIELD( m_bIgnoreFallDamageResetAfterImpact, FIELD_BOOLEAN ),
- // 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_TIME ),
- DEFINE_FIELD( m_flNextFlashlightCheckTime, FIELD_TIME ),
- DEFINE_FIELD( m_flFlashlightPowerDrainScale, FIELD_FLOAT ),
- DEFINE_FIELD( m_bFlashlightDisabled, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bUseCappedPhysicsDamageTable, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_hLockedAutoAimEntity, FIELD_EHANDLE ),
- DEFINE_EMBEDDED( m_LowerWeaponTimer ),
- DEFINE_EMBEDDED( m_AutoaimTimer ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreFallDamage", InputIgnoreFallDamage ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreFallDamageWithoutReset", InputIgnoreFallDamageWithoutReset ),
- DEFINE_INPUTFUNC( FIELD_VOID, "OnSquadMemberKilled", OnSquadMemberKilled ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableFlashlight", InputDisableFlashlight ),
- DEFINE_INPUTFUNC( FIELD_VOID, "EnableFlashlight", InputEnableFlashlight ),
- DEFINE_INPUTFUNC( FIELD_VOID, "ForceDropPhysObjects", InputForceDropPhysObjects ),
- DEFINE_SOUNDPATCH( m_sndLeeches ),
- DEFINE_SOUNDPATCH( m_sndWaterSplashes ),
- DEFINE_FIELD( m_flArmorReductionTime, FIELD_TIME ),
- DEFINE_FIELD( m_iArmorReductionFrom, FIELD_INTEGER ),
- DEFINE_FIELD( m_flTimeUseSuspended, FIELD_TIME ),
- DEFINE_FIELD( m_hLocatorTargetEntity, FIELD_EHANDLE ),
- DEFINE_FIELD( m_flTimeNextLadderHint, FIELD_TIME ),
- //DEFINE_FIELD( m_hPlayerProxy, FIELD_EHANDLE ), //Shut up class check!
- END_DATADESC()
- CHL2_Player::CHL2_Player()
- {
- hasFlashlight = false;
- m_nNumMissPositions = 0;
- m_pPlayerAISquad = 0;
- m_bSprintEnabled = true;
- m_flArmorReductionTime = 0.0f;
- m_iArmorReductionFrom = 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
- #ifdef HL2_EPISODIC
- CSuitPowerDevice SuitDeviceFlashlight( bits_SUIT_DEVICE_FLASHLIGHT, 1.111 ); // 100 units in 90 second
- #else
- CSuitPowerDevice SuitDeviceFlashlight( bits_SUIT_DEVICE_FLASHLIGHT, 2.222 ); // 100 units in 45 second
- #endif
- CSuitPowerDevice SuitDeviceBreather( bits_SUIT_DEVICE_BREATHER, 6.7f ); // 100 units in 15 seconds (plus three padded 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 )
- {
- //#ifndef _XBOX
- //Adrian - No zooming without a suit!
- if ( IsSuitEquipped() )
- {
- if ( m_afButtonReleased & IN_ZOOM )
- {
- StopZooming();
- }
- else if ( m_afButtonPressed & IN_ZOOM )
- {
- StartZooming();
- }
- }
- //#endif//_XBOX
- }
- void CHL2_Player::EquipSuit( bool bPlayEffects )
- {
- MDLCACHE_CRITICAL_SECTION();
- BaseClass::EquipSuit();
- m_HL2Local.m_bDisplayReticle = true;
- if ( bPlayEffects == true )
- {
- StartAdmireGlovesAnimation();
- }
- }
- void CHL2_Player::RemoveSuit( void )
- {
- BaseClass::RemoveSuit();
- m_HL2Local.m_bDisplayReticle = false;
- }
- void CHL2_Player::HandleSpeedChanges( void )
- {
- int buttonsChanged = m_afButtonPressed | m_afButtonReleased;
- bool bCanSprint = CanSprint();
- bool bIsSprinting = IsSprinting();
- bool bWantSprint = ( bCanSprint && IsSuitEquipped() && (m_nButtons & IN_SPEED) );
- if ( bIsSprinting != bWantSprint && (buttonsChanged & IN_SPEED) )
- {
- // If someone wants to sprint, make sure they've pressed the button to do so. We want to prevent the
- // case where a player can hold down the sprint key and burn tiny bursts of sprint as the suit recharges
- // We want a full debounce of the key to resume sprinting after the suit is completely drained
- if ( bWantSprint )
- {
- if ( sv_stickysprint.GetBool() )
- {
- StartAutoSprint();
- }
- else
- {
- StartSprinting();
- }
- }
- else
- {
- if ( !sv_stickysprint.GetBool() )
- {
- StopSprinting();
- }
- // Reset key, so it will be activated post whatever is suppressing it.
- m_nButtons &= ~IN_SPEED;
- }
- }
- bool bIsWalking = IsWalking();
- // have suit, pressing button, not sprinting or ducking
- bool bWantWalking;
- if( IsSuitEquipped() )
- {
- bWantWalking = (m_nButtons & IN_WALK) && !IsSprinting() && !(m_nButtons & IN_DUCK);
- }
- else
- {
- bWantWalking = true;
- }
- if( bIsWalking != bWantWalking )
- {
- if ( bWantWalking )
- {
- StartWalking();
- }
- else
- {
- StopWalking();
- }
- }
- }
- //-----------------------------------------------------------------------------
- // This happens when we powerdown from the mega physcannon to the regular one
- //-----------------------------------------------------------------------------
- void CHL2_Player::HandleArmorReduction( void )
- {
- if ( m_flArmorReductionTime < gpGlobals->curtime )
- return;
- if ( ArmorValue() <= 0 )
- return;
- float flPercent = 1.0f - (( m_flArmorReductionTime - gpGlobals->curtime ) / ARMOR_DECAY_TIME );
- int iArmor = Lerp( flPercent, m_iArmorReductionFrom, 0 );
- SetArmorValue( iArmor );
- }
- //-----------------------------------------------------------------------------
- // 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 );
- }
- #ifdef HL2_EPISODIC
- if( m_hLocatorTargetEntity != NULL )
- {
- // Keep track of the entity here, the client will pick up the rest of the work
- m_HL2Local.m_vecLocatorOrigin = m_hLocatorTargetEntity->WorldSpaceCenter();
- }
- else
- {
- m_HL2Local.m_vecLocatorOrigin = vec3_invalid; // This tells the client we have no locator target.
- }
- #endif//HL2_EPISODIC
- // Riding a vehicle?
- if ( IsInAVehicle() )
- {
- VPROF( "CHL2_Player::PreThink-Vehicle" );
- // 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 )
- {
- VPROF( "CHL2_Player::PreThink-Autojump" );
- // 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 );
- }
- }
- }
- }
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-Speed" );
- HandleSpeedChanges();
- #ifdef HL2_EPISODIC
- HandleArmorReduction();
- #endif
- if( sv_stickysprint.GetBool() && m_bIsAutoSprinting )
- {
- // If we're ducked and not in the air
- if( IsDucked() && GetGroundEntity() != NULL )
- {
- StopSprinting();
- }
- // Stop sprinting if the player lets off the stick for a moment.
- else if( GetStickDist() == 0.0f )
- {
- if( gpGlobals->curtime > m_fAutoSprintMinTime )
- {
- StopSprinting();
- }
- }
- else
- {
- // Stop sprinting one half second after the player stops inputting with the move stick.
- m_fAutoSprintMinTime = gpGlobals->curtime + 0.5f;
- }
- }
- else if ( IsSprinting() )
- {
- // Disable sprint while ducked unless we're in the air (jumping)
- if ( IsDucked() && ( GetGroundEntity() != NULL ) )
- {
- StopSprinting();
- }
- }
- VPROF_SCOPE_END();
- if ( g_fGameOver || IsPlayerLockedInPlace() )
- return; // finale
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-ItemPreFrame" );
- ItemPreFrame( );
- VPROF_SCOPE_END();
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-WaterMove" );
- WaterMove();
- VPROF_SCOPE_END();
- if ( g_pGameRules && g_pGameRules->FAllowFlashlight() )
- m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
- else
- m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT;
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CommanderUpdate" );
- CommanderUpdate();
- VPROF_SCOPE_END();
- // Operate suit accessories and manage power consumption/charge
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-SuitPower_Update" );
- SuitPower_Update();
- VPROF_SCOPE_END();
- // checks if new client data (for HUD and view control) needs to be sent to the client
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-UpdateClientData" );
- UpdateClientData();
- VPROF_SCOPE_END();
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckTimeBasedDamage" );
- CheckTimeBasedDamage();
- VPROF_SCOPE_END();
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckSuitUpdate" );
- CheckSuitUpdate();
- VPROF_SCOPE_END();
- VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckSuitZoom" );
- CheckSuitZoom();
- VPROF_SCOPE_END();
- if (m_lifeState >= LIFE_DYING)
- {
- PlayerDeathThink();
- return;
- }
- #ifdef HL2_EPISODIC
- CheckFlashlight();
- #endif // HL2_EPISODIC
- // 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 ( IsX360() )
- {
- if ( IsZooming() )
- {
- if( GetActiveWeapon() && !GetActiveWeapon()->IsWeaponZoomed() )
- {
- // If not zoomed because of the weapon itself, do not attack.
- m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
- }
- }
- }
- else
- {
- if ( m_nButtons & IN_ZOOM )
- {
- //FIXME: Held weapons like the grenade get sad when this happens
- #ifdef HL2_EPISODIC
- // Episodic allows players to zoom while using a func_tank
- CBaseCombatWeapon* pWep = GetActiveWeapon();
- if ( !m_hUseEntity || ( pWep && pWep->IsWeaponVisible() ) )
- #endif
- m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
- }
- }
- }
- void CHL2_Player::PostThink( void )
- {
- BaseClass::PostThink();
- if ( !g_fGameOver && !IsPlayerLockedInPlace() && IsAlive() )
- {
- HandleAdmireGlovesAnimation();
- }
- }
- void CHL2_Player::StartAdmireGlovesAnimation( void )
- {
- MDLCACHE_CRITICAL_SECTION();
- 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;
- }
- #define HL2PLAYER_RELOADGAME_ATTACK_DELAY 1.0f
- void CHL2_Player::Activate( void )
- {
- BaseClass::Activate();
- InitSprinting();
- #ifdef HL2_EPISODIC
- // Delay attacks by 1 second after loading a game.
- if ( GetActiveWeapon() )
- {
- float flRemaining = GetActiveWeapon()->m_flNextPrimaryAttack - gpGlobals->curtime;
- if ( flRemaining < HL2PLAYER_RELOADGAME_ATTACK_DELAY )
- {
- GetActiveWeapon()->m_flNextPrimaryAttack = gpGlobals->curtime + HL2PLAYER_RELOADGAME_ATTACK_DELAY;
- }
- flRemaining = GetActiveWeapon()->m_flNextSecondaryAttack - gpGlobals->curtime;
- if ( flRemaining < HL2PLAYER_RELOADGAME_ATTACK_DELAY )
- {
- GetActiveWeapon()->m_flNextSecondaryAttack = gpGlobals->curtime + HL2PLAYER_RELOADGAME_ATTACK_DELAY;
- }
- }
- #endif
- GetPlayerProxy();
- }
- //------------------------------------------------------------------------------
- // 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)
- {
- #ifdef HL2_EPISODIC
- CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
- if ( pAlyx )
- {
- // Make Alyx totally hate this barnacle so that she saves the player.
- int priority;
- priority = pAlyx->IRelationPriority(sourceEnt);
- pAlyx->AddEntityRelationship( sourceEnt, D_HT, priority + 5 );
- }
- #endif//HL2_EPISODIC
- 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
- #ifndef PORTAL
- SetModel( "models/player.mdl" );
- #endif
- #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;
- if ( !IsSuitEquipped() )
- StartWalking();
- SuitPower_SetCharge( 100 );
- m_Local.m_iHideHUD |= HIDEHUD_CHAT;
- m_pPlayerAISquad = g_AI_SquadManager.FindCreateSquad(AllocPooledString(PLAYER_SQUADNAME));
- InitSprinting();
- // Setup our flashlight values
- #ifdef HL2_EPISODIC
- m_HL2Local.m_flFlashBattery = 100.0f;
- #endif
- GetPlayerProxy();
- SetFlashlightPowerDrainScale( 1.0f );
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::UpdateLocatorPosition( const Vector &vecPosition )
- {
- #ifdef HL2_EPISODIC
- m_HL2Local.m_vecLocatorOrigin = vecPosition;
- #endif//HL2_EPISODIC
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::InitSprinting( void )
- {
- 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::StartAutoSprint()
- {
- if( IsSprinting() )
- {
- StopSprinting();
- }
- else
- {
- StartSprinting();
- m_bIsAutoSprinting = true;
- m_fAutoSprintMinTime = gpGlobals->curtime + 1.5f;
- }
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::StartSprinting( void )
- {
- if( m_HL2Local.m_flSuitPower < 10 )
- {
- // Don't sprint unless there's a reasonable
- // amount of suit power.
- // debounce the button for sound playing
- if ( m_afButtonPressed & IN_SPEED )
- {
- 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 );
- }
- if( IsSuitEquipped() )
- {
- SetMaxSpeed( HL2_NORM_SPEED );
- }
- else
- {
- SetMaxSpeed( HL2_WALK_SPEED );
- }
- m_fIsSprinting = false;
- if ( sv_stickysprint.GetBool() )
- {
- m_bIsAutoSprinting = false;
- m_fAutoSprintMinTime = 0.0f;
- }
- }
- //-----------------------------------------------------------------------------
- // 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;
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::ToggleZoom(void)
- {
- if( IsZooming() )
- {
- StopZooming();
- }
- else
- {
- StartZooming();
- }
- }
- //-----------------------------------------------------------------------------
- // 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( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity )
- {
- BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
- // 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<CAI_BaseNPC *> 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<CAI_BaseNPC *> 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 DBGFLAG_ASSERT
- 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:
- // 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;
- }
- 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;
- //Since stickysprint quickly shuts off sprint if it isn't being used, this isn't an issue.
- if ( !sv_stickysprint.GetBool() )
- {
- 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_IsDeviceActive(SuitDeviceFlashlight) )
- {
- float factor;
- factor = 1.0f / m_flFlashlightPowerDrainScale;
- flPowerLoad -= ( SuitDeviceFlashlight.GetDeviceDrainRate() * (1.0f - factor) );
- }
- if( !SuitPower_Drain( flPowerLoad * gpGlobals->frametime ) )
- {
- // TURN OFF ALL DEVICES!!
- if( IsSprinting() )
- {
- StopSprinting();
- }
- if ( Flashlight_UseLegacyVersion() )
- {
- if( FlashlightIsOn() )
- {
- #ifndef HL2MP
- FlashlightTurnOff();
- #endif
- }
- }
- }
- if ( Flashlight_UseLegacyVersion() )
- {
- // 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;
- }
- bool CHL2_Player::AddFlashlight()
- {
- if (IsSuitEquipped() && !hasFlashlight) // если костюм надет и у нас пока нет фонарика
- {
- hasFlashlight = true; // надеваем фонарик
- return true; // Функция должна возвращать истину, чтобы сам итем исчез при подбирании
- }
- return false; // если же нет костюма, или фонарь уже подобран, фонарь взять нельзя
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- int CHL2_Player::FlashlightIsOn( void )
- {
- return IsEffectActive( EF_DIMLIGHT );
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::FlashlightTurnOn( void )
- {
- if( m_bFlashlightDisabled )
- return;
- if ( Flashlight_UseLegacyVersion() )
- {
- if( !SuitPower_AddDevice( SuitDeviceFlashlight ) )
- return;
- }
- #ifdef HL2_DLL
- if( !IsSuitEquipped() )
- return;
- #endif
- AddEffects( EF_DIMLIGHT );
- EmitSound( "HL2Player.FlashLightOn" );
- variant_t flashlighton;
- flashlighton.SetFloat( m_HL2Local.m_flSuitPower / 100.0f );
- FirePlayerProxyOutput( "OnFlashlightOn", flashlighton, this, this );
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::FlashlightTurnOff( void )
- {
- if ( Flashlight_UseLegacyVersion() )
- {
- if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) )
- return;
- }
- RemoveEffects( EF_DIMLIGHT );
- EmitSound( "HL2Player.FlashLightOff" );
- variant_t flashlightoff;
- flashlightoff.SetFloat( m_HL2Local.m_flSuitPower / 100.0f );
- FirePlayerProxyOutput( "OnFlashlightOff", flashlightoff, this, this );
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- #define FLASHLIGHT_RANGE Square(600)
- bool CHL2_Player::IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot )
- {
- if( !FlashlightIsOn() )
- return false;
- if( pEntity->Classify() == CLASS_BARNACLE && pEntity->GetEnemy() == this )
- {
- // As long as my flashlight is on, the barnacle that's pulling me in is considered illuminated.
- // This is because players often shine their flashlights at Alyx when they are in a barnacle's
- // grasp, and wonder why Alyx isn't helping. Alyx isn't helping because the light isn't pointed
- // at the barnacle. This will allow Alyx to see the barnacle no matter which way the light is pointed.
- return true;
- }
- // Within 50 feet?
- float flDistSqr = GetAbsOrigin().DistToSqr(pEntity->GetAbsOrigin());
- if( flDistSqr > FLASHLIGHT_RANGE )
- return false;
- // Within 45 degrees?
- Vector vecSpot = pEntity->WorldSpaceCenter();
- Vector los;
- // If the eyeposition is too close, move it back. Solves problems
- // caused by the player being too close the target.
- if ( flDistSqr < (128 * 128) )
- {
- Vector vecForward;
- EyeVectors( &vecForward );
- Vector vecMovedEyePos = EyePosition() - (vecForward * 128);
- los = ( vecSpot - vecMovedEyePos );
- }
- else
- {
- los = ( vecSpot - EyePosition() );
- }
- VectorNormalize( los );
- Vector facingDir = EyeDirection3D( );
- float flDot = DotProduct( los, facingDir );
- if ( flReturnDot )
- {
- *flReturnDot = flDot;
- }
- if ( flDot < 0.92387f )
- return false;
- if( !FVisible(pEntity) )
- return false;
- return true;
- }
- //-----------------------------------------------------------------------------
- // Purpose: Let NPCs know when the flashlight is trained on them
- //-----------------------------------------------------------------------------
- void CHL2_Player::CheckFlashlight( void )
- {
- if ( !FlashlightIsOn() )
- return;
- if ( m_flNextFlashlightCheckTime > gpGlobals->curtime )
- return;
- m_flNextFlashlightCheckTime = gpGlobals->curtime + FLASHLIGHT_NPC_CHECK_INTERVAL;
- // Loop through NPCs looking for illuminated ones
- for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
- {
- CAI_BaseNPC *pNPC = g_AI_Manager.AccessAIs()[i];
- float flDot;
- if ( IsIlluminatedByFlashlight( pNPC, &flDot ) )
- {
- pNPC->PlayerHasIlluminatedNPC( this, flDot );
- }
- }
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- 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 )
- {
- CBaseEntity *pAttacker = info.GetAttacker();
- if( pAttacker && pAttacker->MyNPCPointer() && pAttacker->MyNPCPointer()->IsPlayerAlly() )
- {
- return false;
- }
- if( m_hPlayerProxy && !m_hPlayerProxy->PassesDamageFilter( info ) )
- {
- return false;
- }
- return BaseClass::PassesDamageFilter( info );
- }
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CHL2_Player::SetFlashlightEnabled( bool bState )
- {
- m_bFlashlightDisabled = !bState;
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::InputDisableFlashlight( inputdata_t &inputdata )
- {
- if( FlashlightIsOn() )
- FlashlightTurnOff();
- SetFlashlightEnabled( false );
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::InputEnableFlashlight( inputdata_t &inputdata )
- {
- SetFlashlightEnabled( true );
- }
- //-----------------------------------------------------------------------------
- // Purpose: Prevent the player from taking fall damage for [n] seconds, but
- // reset back to taking fall damage after the first impact (so players will be
- // hurt if they bounce off what they hit). This is the original behavior.
- //-----------------------------------------------------------------------------
- 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;
- m_bIgnoreFallDamageResetAfterImpact = true;
- }
- //-----------------------------------------------------------------------------
- // Purpose: Absolutely prevent the player from taking fall damage for [n] seconds.
- //-----------------------------------------------------------------------------
- void CHL2_Player::InputIgnoreFallDamageWithoutReset( inputdata_t &inputdata )
- {
- float timeToIgnore = inputdata.value.Float();
- if ( timeToIgnore <= 0.0 )
- timeToIgnore = TIME_IGNORE_FALL_DAMAGE;
- m_flTimeIgnoreFallDamage = gpGlobals->curtime + timeToIgnore;
- m_bIgnoreFallDamageResetAfterImpact = false;
- }
- //-----------------------------------------------------------------------------
- // 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:
- //-----------------------------------------------------------------------------
- ConVar test_massive_dmg("test_massive_dmg", "30" );
- ConVar test_massive_dmg_clip("test_massive_dmg_clip", "0.5" );
- int CHL2_Player::OnTakeDamage( const CTakeDamageInfo &info )
- {
- if ( GlobalEntity_GetState( "gordon_invulnerable" ) == GLOBAL_ON )
- return 0;
- // ignore fall damage if instructed to do so by input
- if ( ( info.GetDamageType() & DMG_FALL ) && m_flTimeIgnoreFallDamage > gpGlobals->curtime )
- {
- // usually, we will reset the input flag after the first impact. However there is another input that
- // prevents this behavior.
- if ( m_bIgnoreFallDamageResetAfterImpact )
- {
- 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;
- if ( info.GetAttacker() )
- NotifyFriendsOfDamage( info.GetAttacker() );
- }
- // 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 ( GetVehicleEntity() != NULL && GlobalEntity_GetState("gordon_protect_driver") == GLOBAL_ON )
- {
- if( playerDamage.GetDamage() > test_massive_dmg.GetFloat() && playerDamage.GetInflictor() == GetVehicleEntity() && (playerDamage.GetDamageType() & DMG_CRUSH) )
- {
- playerDamage.ScaleDamage( test_massive_dmg_clip.GetFloat() / playerDamage.GetDamage() );
- }
- }
- if( bAdjustForSkillLevel )
- {
- playerDamage.AdjustPlayerDamageTakenForSkillLevel();
- }
- gamestats->Event_PlayerDamage( this, info );
- return BaseClass::OnTakeDamage( playerDamage );
- }
- //-----------------------------------------------------------------------------
- // Purpose:
- // Input : &info -
- //-----------------------------------------------------------------------------
- int CHL2_Player::OnTakeDamage_Alive( const CTakeDamageInfo &info )
- {
- // Drown
- if( info.GetDamageType() & DMG_DROWN )
- {
- if( m_idrowndmg == m_idrownrestored )
- {
- EmitSound( "Player.DrownStart" );
- }
- else
- {
- EmitSound( "Player.DrownContinue" );
- }
- }
- // Burnt
- if ( info.GetDamageType() & DMG_BURN )
- {
- EmitSound( "HL2Player.BurnPain" );
- }
- if( (info.GetDamageType() & DMG_SLASH) && hl2_episodic.GetBool() )
- {
- if( m_afPhysicsFlags & PFLAG_USING )
- {
- // Stop the player using a rotating button for a short time if hit by a creature's melee attack.
- // This is for the antlion burrow-corking training in EP1 (sjb).
- SuspendUse( 0.5f );
- }
- }
- // Call the base class implementation
- return BaseClass::OnTakeDamage_Alive( info );
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- 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;
- }
- //-----------------------------------------------------------------------------
- // Purpose: Notifies Alyx that player has put a combine ball into a socket so she can comment on it.
- // Input : pCombineBall - ball the was socketed
- //-----------------------------------------------------------------------------
- void CHL2_Player::CombineBallSocketed( CPropCombineBall *pCombineBall )
- {
- #ifdef HL2_EPISODIC
- CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
- if ( pAlyx )
- {
- pAlyx->CombineBallSocketed( pCombineBall->NumBounces() );
- }
- #endif
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
- {
- BaseClass::Event_KilledOther( pVictim, info );
- #ifdef HL2_EPISODIC
- CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
- for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
- {
- if ( ppAIs[i] && ppAIs[i]->IRelationType(this) == D_LI )
- {
- ppAIs[i]->OnPlayerKilledOther( pVictim, info );
- }
- }
- #endif
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::Event_Killed( const CTakeDamageInfo &info )
- {
- BaseClass::Event_Killed( info );
- FirePlayerProxyOutput( "PlayerDied", variant_t(), this, this );
- NotifyScriptsOfDeath();
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::NotifyScriptsOfDeath( void )
- {
- CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "scripted_sequence" );
- while( pEnt )
- {
- variant_t emptyVariant;
- pEnt->AcceptInput( "ScriptPlayerDeath", NULL, NULL, emptyVariant, 0 );
- pEnt = gEntList.FindEntityByClassname( pEnt, "scripted_sequence" );
- }
- pEnt = gEntList.FindEntityByClassname( NULL, "logic_choreographed_scene" );
- while( pEnt )
- {
- variant_t emptyVariant;
- pEnt->AcceptInput( "ScriptPlayerDeath", NULL, NULL, emptyVariant, 0 );
- pEnt = gEntList.FindEntityByClassname( pEnt, "logic_choreographed_scene" );
- }
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- void CHL2_Player::GetAutoaimVector( autoaim_params_t ¶ms )
- {
- BaseClass::GetAutoaimVector( params );
- if ( IsX360() )
- {
- if( IsInAVehicle() )
- {
- if( m_hLockedAutoAimEntity && m_hLockedAutoAimEntity->IsAlive() && ShouldKeepLockedAutoaimTarget(m_hLockedAutoAimEntity) )
- {
- if( params.m_hAutoAimEntity && params.m_hAutoAimEntity != m_hLockedAutoAimEntity )
- {
- // Autoaim has picked a new target. Switch.
- m_hLockedAutoAimEntity = params.m_hAutoAimEntity;
- }
- // Ignore autoaim and just keep aiming at this target.
- params.m_hAutoAimEntity = m_hLockedAutoAimEntity;
- Vector vecTarget = m_hLockedAutoAimEntity->BodyTarget( EyePosition(), false );
- Vector vecDir = vecTarget - EyePosition();
- VectorNormalize( vecDir );
- params.m_vecAutoAimDir = vecDir;
- params.m_vecAutoAimPoint = vecTarget;
- return;
- }
- else
- {
- m_hLockedAutoAimEntity = NULL;
- }
- }
- // If the player manually gets his crosshair onto a target, make that target sticky
- if( params.m_fScale != AUTOAIM_SCALE_DIRECT_ONLY )
- {
- // Only affect this for 'real' queries
- //if( params.m_hAutoAimEntity && params.m_bOnTargetNatural )
- if( params.m_hAutoAimEntity )
- {
- // Turn on sticky.
- m_HL2Local.m_bStickyAutoAim = true;
- if( IsInAVehicle() )
- {
- m_hLockedAutoAimEntity = params.m_hAutoAimEntity;
- }
- }
- else if( !params.m_hAutoAimEntity )
- {
- // Turn off sticky only if there's no target at all.
- m_HL2Local.m_bStickyAutoAim = false;
- m_hLockedAutoAimEntity = NULL;
- }
- }
- }
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- bool CHL2_Player::ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget )
- {
- Vector vecLooking;
- Vector vecToTarget;
- vecToTarget = hLockedTarget->WorldSpaceCenter() - EyePosition();
- float flDist = vecToTarget.Length2D();
- VectorNormalize( vecToTarget );
- if( flDist > autoaim_max_dist.GetFloat() )
- return false;
- float flDot;
- vecLooking = EyeDirection3D();
- flDot = DotProduct( vecLooking, vecToTarget );
- if( flDot < autoaim_unlock_target.GetFloat() )
- return false;
- return true;
- }
- //-----------------------------------------------------------------------------
- // 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
- if( GetActiveWeapon() == NULL )
- {
- m_HL2Local.m_bWeaponLowered = false;
- }
- 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 CCommand &args )
- {
- #if HL2_SINGLE_PRIMARY_WEAPON_MODE
- //Drop primary weapon
- if ( !Q_stricmp( args[0], "DropPrimary" ) )
- {
- Weapon_DropSlot( WEAPON_PRIMARY_SLOT );
- return true;
- }
- #endif
- if ( !Q_stricmp( args[0], "emit" ) )
- {
- CSingleUserRecipientFilter filter( this );
- if ( args.ArgC() > 1 )
- {
- EmitSound( filter, entindex(), args[ 1 ] );
- }
- else
- {
- EmitSound( filter, entindex(), "Test.Sound" );
- }
- return true;
- }
- return BaseClass::ClientCommand( args );
- }
- //-----------------------------------------------------------------------------
- // 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;
- }
- }
- if( m_flTimeUseSuspended > gpGlobals->curtime )
- {
- // Something has temporarily stopped us being able to USE things.
- // Obviously, this should be used very carefully.(sjb)
- 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<CBaseCombatWeapon *>(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 )
- {
- CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());
- if ( pWeapon && m_LowerWeaponTimer.Expired() && pWeapon->CanLower() )
- {
- m_LowerWeaponTimer.Set( .3 );
- VPROF( "CHL2_Player::UpdateWeaponPosture-CheckLower" );
- Vector vecAim = BaseClass::GetAutoaimVector( AUTOAIM_SCALE_DIRECT_ONLY );
- const float CHECK_FRIENDLY_RANGE = 50 * 12;
- trace_t tr;
- UTIL_TraceLine( EyePosition(), EyePosition() + vecAim * CHECK_FRIENDLY_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
- CBaseEntity *aimTarget = tr.m_pEnt;
- //If we're over something
- if ( aimTarget && !tr.DidHitWorld() )
- {
- if ( !aimTarget->IsNPC() || aimTarget->MyNPCPointer()->GetState() != NPC_STATE_COMBAT )
- {
- 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 )
- {
- //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!
- }
- }
- if( g_pGameRules->GetAutoAimMode() != AUTOAIM_NONE )
- {
- if( !pWeapon )
- {
- // This tells the client to draw no crosshair
- m_HL2Local.m_bWeaponLowered = true;
- return;
- }
- else
- {
- if( !pWeapon->CanLower() && m_HL2Local.m_bWeaponLowered )
- m_HL2Local.m_bWeaponLowered = false;
- }
- if( !m_AutoaimTimer.Expired() )
- return;
- m_AutoaimTimer.Set( .1 );
- VPROF( "hl2_x360_aiming" );
- // Call the autoaim code to update the local player data, which allows the client to update.
- autoaim_params_t params;
- params.m_vecAutoAimPoint.Init();
- params.m_vecAutoAimDir.Init();
- params.m_fScale = AUTOAIM_SCALE_DEFAULT;
- params.m_fMaxDist = autoaim_max_dist.GetFloat();
- GetAutoaimVector( params );
- m_HL2Local.m_hAutoAimTarget.Set( params.m_hAutoAimEntity );
- m_HL2Local.m_vecAutoAimPoint.Set( params.m_vecAutoAimPoint );
- m_HL2Local.m_bAutoAimTarget = ( params.m_bAutoAimAssisting || params.m_bOnTargetNatural );
- return;
- }
- else
- {
- // Make sure there's no residual autoaim target if the user changes the xbox_aiming convar on the fly.
- m_HL2Local.m_hAutoAimTarget.Set(NULL);
- }
- }
- //-----------------------------------------------------------------------------
- // Purpose: Lowers the weapon posture (for hovering over friendlies)
- // Output : Returns true on success, false on failure.
- //-----------------------------------------------------------------------------
- bool CHL2_Player::Weapon_Lower( void )
- {
- VPROF( "CHL2_Player::Weapon_Lower" );
- // Already lowered?
- if ( m_HL2Local.m_bWeaponLowered )
- return true;
- m_HL2Local.m_bWeaponLowered = true;
- CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(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 )
- {
- VPROF( "CHL2_Player::Weapon_Ready" );
- // Already ready?
- if ( m_HL2Local.m_bWeaponLowered == false )
- return true;
- m_HL2Local.m_bWeaponLowered = false;
- CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());
- if ( pWeapon == NULL )
- return false;
- return pWeapon->Ready();
- }
- //-----------------------------------------------------------------------------
- // Purpose: Returns whether or not we can switch to the given weapon.
- // Input : pWeapon -
- //-----------------------------------------------------------------------------
- bool CHL2_Player::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
- {
- CBasePlayer *pPlayer = (CBasePlayer *)this;
- #if !defined( CLIENT_DLL )
- IServerVehicle *pVehicle = pPlayer->GetVehicle();
- #else
- IClientVehicle *pVehicle = pPlayer->GetVehicle();
- #endif
- if (pVehicle && !pPlayer->UsingStandardWeaponsInVehicle())
- return false;
- if ( !pWeapon->HasAnyAmmo() && !GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) )
- return false;
- if ( !pWeapon->CanDeploy() )
- return false;
- if ( GetActiveWeapon() )
- {
- if ( PhysCannonGetHeldEntity( GetActiveWeapon() ) == pWeapon &&
- Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType()) )
- {
- return true;
- }
- if ( !GetActiveWeapon()->CanHolster() )
- return false;
- }
- return true;
- }
- 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 )
- {
- if ( PhysIsInCallback() )
- {
- variant_t value;
- g_EventQueue.AddEvent( this, "ForceDropPhysObjects", value, 0.01f, pOnlyIfHoldingThis, this );
- return;
- }
- #ifdef HL2_EPISODIC
- if ( hl2_episodic.GetBool() )
- {
- CBaseEntity *pHeldEntity = PhysCannonGetHeldEntity( GetActiveWeapon() );
- if( pHeldEntity && pHeldEntity->ClassMatches( "grenade_helicopter" ) )
- {
- return;
- }
- }
- #endif
- // Drop any objects being handheld.
- ClearUseEntity();
- // Then force the physcannon to drop anything it's holding, if it's our active weapon
- PhysCannonForceDrop( GetActiveWeapon(), NULL );
- }
- void CHL2_Player::InputForceDropPhysObjects( inputdata_t &data )
- {
- ForceDropOfCarriedPhysObjects( data.pActivator );
- }
- //-----------------------------------------------------------------------------
- // 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 iShowHudDamage = g_pGameRules->Damage_GetShowOnHud();
- int visibleDamageBits = m_bitsDamageType & iShowHudDamage;
- m_DmgTake = clamp( m_DmgTake, 0, 255 );
- m_DmgSave = clamp( m_DmgSave, 0, 255 );
- // If we're poisoned, but it wasn't this frame, don't send the indicator
- // Without this check, any damage that occured to the player while they were
- // recovering from a poison bite would register as poisonous as well and flash
- // the whole screen! -- jdw
- if ( visibleDamageBits & DMG_POISON )
- {
- float flLastPoisonedDelta = gpGlobals->curtime - m_tbdPrev;
- if ( flLastPoisonedDelta > 0.1f )
- {
- visibleDamageBits &= ~DMG_POISON;
- }
- }
- 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
- int iTimeBasedDamage = g_pGameRules->Damage_GetTimeBased();
- m_bitsDamageType &= iTimeBasedDamage;
- }
- // Update Flashlight
- #ifdef HL2_EPISODIC
- if ( Flashlight_UseLegacyVersion() == false )
- {
- if ( FlashlightIsOn() && sv_infinite_aux_power.GetBool() == false )
- {
- m_HL2Local.m_flFlashBattery -= FLASH_DRAIN_TIME * gpGlobals->frametime;
- if ( m_HL2Local.m_flFlashBattery < 0.0f )
- {
- FlashlightTurnOff();
- m_HL2Local.m_flFlashBattery = 0.0f;
- }
- }
- else
- {
- m_HL2Local.m_flFlashBattery += FLASH_CHARGE_TIME * gpGlobals->frametime;
- if ( m_HL2Local.m_flFlashBattery > 100.0f )
- {
- m_HL2Local.m_flFlashBattery = 100.0f;
- }
- }
- }
- else
- {
- m_HL2Local.m_flFlashBattery = -1.0f;
- }
- #endif // HL2_EPISODIC
- 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;
- // Return the vehicle angles if we request them
- if ( GetVehicle() != NULL )
- {
- CacheVehicleView();
- EyeVectors( &vecForward );
- return vecForward;
- }
- AngleVectors( EyeAngles(), &vecForward );
- return vecForward;
- }
- //---------------------------------------------------------
- //---------------------------------------------------------
- bool CHL2_Player::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex )
- {
- MDLCACHE_CRITICAL_SECTION();
- // 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;
- }
- 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 ) )
- {
- tr.hitbox = 0;
- CStudioHdr *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 );
- }
- surfacedata_t *CHL2_Player::GetLadderSurface( const Vector &origin )
- {
- extern const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity);
- CBaseEntity *pLadder = m_HL2Local.m_hLadder.Get();
- if ( pLadder )
- {
- const char *pSurfaceprops = FuncLadder_GetSurfaceprops(pLadder);
- // get ladder material from func_ladder
- return physprops->GetSurfaceData( physprops->GetSurfaceIndex( pSurfaceprops ) );
- }
- return BaseClass::GetLadderSurface(origin);
- }
- //-----------------------------------------------------------------------------
- // 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;
- }
- }
- //-----------------------------------------------------------------------------
- //
- //-----------------------------------------------------------------------------
- void CHL2_Player::MissedAR2AltFire()
- {
- if( GetPlayerProxy() != NULL )
- {
- GetPlayerProxy()->m_PlayerMissedAR2AltFire.FireOutput( this, this );
- }
- }
- //-----------------------------------------------------------------------------
- //
- //-----------------------------------------------------------------------------
- void CHL2_Player::DisplayLadderHudHint()
- {
- #if !defined( CLIENT_DLL )
- if( gpGlobals->curtime > m_flTimeNextLadderHint )
- {
- m_flTimeNextLadderHint = gpGlobals->curtime + 60.0f;
- CFmtStr hint;
- hint.sprintf( "#Valve_Hint_Ladder" );
- UTIL_HudHintText( this, hint.Access() );
- }
- #endif//CLIENT_DLL
- }
- //-----------------------------------------------------------------------------
- // 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" );
- }
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- const impactdamagetable_t &CHL2_Player::GetPhysicsImpactDamageTable()
- {
- if ( m_bUseCappedPhysicsDamageTable )
- return gCappedPlayerImpactDamageTable;
- return BaseClass::GetPhysicsImpactDamageTable();
- }
- //-----------------------------------------------------------------------------
- // Purpose: Makes a splash when the player transitions between water states
- //-----------------------------------------------------------------------------
- void CHL2_Player::Splash( void )
- {
- CEffectData data;
- data.m_fFlags = 0;
- data.m_vOrigin = GetAbsOrigin();
- data.m_vNormal = Vector(0,0,1);
- data.m_vAngles = QAngle( 0, 0, 0 );
- if ( GetWaterType() & CONTENTS_SLIME )
- {
- data.m_fFlags |= FX_WATER_IN_SLIME;
- }
- float flSpeed = GetAbsVelocity().Length();
- if ( flSpeed < 300 )
- {
- data.m_flScale = random->RandomFloat( 10, 12 );
- DispatchEffect( "waterripple", data );
- }
- else
- {
- data.m_flScale = random->RandomFloat( 6, 8 );
- DispatchEffect( "watersplash", data );
- }
- }
- CLogicPlayerProxy *CHL2_Player::GetPlayerProxy( void )
- {
- CLogicPlayerProxy *pProxy = dynamic_cast< CLogicPlayerProxy* > ( m_hPlayerProxy.Get() );
- if ( pProxy == NULL )
- {
- pProxy = (CLogicPlayerProxy*)gEntList.FindEntityByClassname(NULL, "logic_playerproxy" );
- if ( pProxy == NULL )
- return NULL;
- pProxy->m_hPlayer = this;
- m_hPlayerProxy = pProxy;
- }
- return pProxy;
- }
- void CHL2_Player::FirePlayerProxyOutput( const char *pszOutputName, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller )
- {
- if ( GetPlayerProxy() == NULL )
- return;
- GetPlayerProxy()->FireNamedOutput( pszOutputName, variant, pActivator, pCaller );
- }
- LINK_ENTITY_TO_CLASS( logic_playerproxy, CLogicPlayerProxy);
- BEGIN_DATADESC( CLogicPlayerProxy )
- DEFINE_OUTPUT( m_OnFlashlightOn, "OnFlashlightOn" ),
- DEFINE_OUTPUT( m_OnFlashlightOff, "OnFlashlightOff" ),
- DEFINE_OUTPUT( m_RequestedPlayerHealth, "PlayerHealth" ),
- DEFINE_OUTPUT( m_PlayerHasAmmo, "PlayerHasAmmo" ),
- DEFINE_OUTPUT( m_PlayerHasNoAmmo, "PlayerHasNoAmmo" ),
- DEFINE_OUTPUT( m_PlayerDied, "PlayerDied" ),
- DEFINE_OUTPUT( m_PlayerMissedAR2AltFire, "PlayerMissedAR2AltFire" ),
- DEFINE_INPUTFUNC( FIELD_VOID, "RequestPlayerHealth", InputRequestPlayerHealth ),
- DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightSlowDrain", InputSetFlashlightSlowDrain ),
- DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightNormalDrain", InputSetFlashlightNormalDrain ),
- DEFINE_INPUTFUNC( FIELD_INTEGER, "SetPlayerHealth", InputSetPlayerHealth ),
- DEFINE_INPUTFUNC( FIELD_VOID, "RequestAmmoState", InputRequestAmmoState ),
- DEFINE_INPUTFUNC( FIELD_VOID, "LowerWeapon", InputLowerWeapon ),
- DEFINE_INPUTFUNC( FIELD_VOID, "EnableCappedPhysicsDamage", InputEnableCappedPhysicsDamage ),
- DEFINE_INPUTFUNC( FIELD_VOID, "DisableCappedPhysicsDamage", InputDisableCappedPhysicsDamage ),
- DEFINE_INPUTFUNC( FIELD_STRING, "SetLocatorTargetEntity", InputSetLocatorTargetEntity ),
- #ifdef PORTAL
- DEFINE_INPUTFUNC( FIELD_VOID, "SuppressCrosshair", InputSuppressCrosshair ),
- #endif // PORTAL
- DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
- END_DATADESC()
- void CLogicPlayerProxy::Activate( void )
- {
- BaseClass::Activate();
- if ( m_hPlayer == NULL )
- {
- m_hPlayer = AI_GetSinglePlayer();
- }
- }
- bool CLogicPlayerProxy::PassesDamageFilter( const CTakeDamageInfo &info )
- {
- if (m_hDamageFilter)
- {
- CBaseFilter *pFilter = (CBaseFilter *)(m_hDamageFilter.Get());
- return pFilter->PassesDamageFilter(info);
- }
- return true;
- }
- void CLogicPlayerProxy::InputSetPlayerHealth( inputdata_t &inputdata )
- {
- if ( m_hPlayer == NULL )
- return;
- m_hPlayer->SetHealth( inputdata.value.Int() );
- }
- void CLogicPlayerProxy::InputRequestPlayerHealth( inputdata_t &inputdata )
- {
- if ( m_hPlayer == NULL )
- return;
- m_RequestedPlayerHealth.Set( m_hPlayer->GetHealth(), inputdata.pActivator, inputdata.pCaller );
- }
- void CLogicPlayerProxy::InputSetFlashlightSlowDrain( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
- if( pPlayer )
- pPlayer->SetFlashlightPowerDrainScale( hl2_darkness_flashlight_factor.GetFloat() );
- }
- void CLogicPlayerProxy::InputSetFlashlightNormalDrain( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
- if( pPlayer )
- pPlayer->SetFlashlightPowerDrainScale( 1.0f );
- }
- void CLogicPlayerProxy::InputRequestAmmoState( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
- for ( int i = 0 ; i < pPlayer->WeaponCount(); ++i )
- {
- CBaseCombatWeapon* pCheck = pPlayer->GetWeapon( i );
- if ( pCheck )
- {
- if ( pCheck->HasAnyAmmo() && (pCheck->UsesPrimaryAmmo() || pCheck->UsesSecondaryAmmo()))
- {
- m_PlayerHasAmmo.FireOutput( this, this, 0 );
- return;
- }
- }
- }
- m_PlayerHasNoAmmo.FireOutput( this, this, 0 );
- }
- void CLogicPlayerProxy::InputLowerWeapon( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
- pPlayer->Weapon_Lower();
- }
- void CLogicPlayerProxy::InputEnableCappedPhysicsDamage( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
- pPlayer->EnableCappedPhysicsDamage();
- }
- void CLogicPlayerProxy::InputDisableCappedPhysicsDamage( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
- pPlayer->DisableCappedPhysicsDamage();
- }
- void CLogicPlayerProxy::InputSetLocatorTargetEntity( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CBaseEntity *pTarget = NULL; // assume no target
- string_t iszTarget = MAKE_STRING( inputdata.value.String() );
- if( iszTarget != NULL_STRING )
- {
- pTarget = gEntList.FindEntityByName( NULL, iszTarget );
- }
- CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
- pPlayer->SetLocatorTargetEntity(pTarget);
- }
- #ifdef PORTAL
- void CLogicPlayerProxy::InputSuppressCrosshair( inputdata_t &inputdata )
- {
- if( m_hPlayer == NULL )
- return;
- CPortal_Player *pPlayer = ToPortalPlayer(m_hPlayer.Get());
- pPlayer->SuppressCrosshair( true );
- }
- #endif // PORTAL
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