sqwarmed/sdk_src/game/shared/gamemovement.cpp

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2024-08-29 19:18:30 -04:00
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ====
//
//=============================================================================
#include "cbase.h"
#include "gamemovement.h"
#include "in_buttons.h"
#include <stdarg.h>
#include "movevars_shared.h"
#include "engine/IEngineTrace.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "decals.h"
#include "coordsize.h"
#include "rumble_shared.h"
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
#include "hl_movedata.h"
#endif
#if (PREDICTION_ERROR_CHECK_LEVEL > 0) && (PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0)
#include "tier0/stacktools.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define STOP_EPSILON 0.1
#define MAX_CLIP_PLANES 5
#include "filesystem.h"
#include <stdarg.h>
extern IFileSystem *filesystem;
#ifndef CLIENT_DLL
#include "env_player_surface_trigger.h"
static ConVar dispcoll_drawplane( "dispcoll_drawplane", "0" );
#endif
// tickcount currently isn't set during prediction, although gpGlobals->curtime and
// gpGlobals->frametime are. We should probably set tickcount (to player->m_nTickBase),
// but we're REALLY close to shipping, so we can change that later and people can use
// player->CurrentCommandNumber() in the meantime.
#define tickcount USE_PLAYER_CURRENT_COMMAND_NUMBER__INSTEAD_OF_TICKCOUNT
#if defined( HL2_DLL )
ConVar xc_uncrouch_on_jump( "xc_uncrouch_on_jump", "1", FCVAR_ARCHIVE, "Uncrouch when jump occurs" );
#endif
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
ConVar player_limit_jump_speed( "player_limit_jump_speed", "1", FCVAR_REPLICATED );
#endif
// option_duck_method is a carrier convar. Its sole purpose is to serve an easy-to-flip
// convar which is ONLY set by the X360 controller menu to tell us which way to bind the
// duck controls. Its value is meaningless anytime we don't have the options window open.
ConVar option_duck_method("option_duck_method", "1", FCVAR_REPLICATED|FCVAR_ARCHIVE );// 0 = HOLD to duck, 1 = Duck is a toggle
// [MD] I'll remove this eventually. For now, I want the ability to A/B the optimizations.
bool g_bMovementOptimizations = true;
// Roughly how often we want to update the info about the ground surface we're on.
// We don't need to do this very often.
#define CATEGORIZE_GROUND_SURFACE_INTERVAL 0.3f
#define CATEGORIZE_GROUND_SURFACE_TICK_INTERVAL ( (int)( CATEGORIZE_GROUND_SURFACE_INTERVAL / TICK_INTERVAL ) )
#define CHECK_STUCK_INTERVAL 1.0f
#define CHECK_STUCK_TICK_INTERVAL ( (int)( CHECK_STUCK_INTERVAL / TICK_INTERVAL ) )
#define CHECK_STUCK_INTERVAL_SP 0.2f
#define CHECK_STUCK_TICK_INTERVAL_SP ( (int)( CHECK_STUCK_INTERVAL_SP / TICK_INTERVAL ) )
//#define CHECK_LADDER_INTERVAL 0.2f
//#define CHECK_LADDER_TICK_INTERVAL ( (int)( CHECK_LADDER_INTERVAL / TICK_INTERVAL ) )
#define CHECK_LADDER_TICK_INTERVAL 2 // every other tick
#define CHECK_LADDER_WEDGE_INTERVAL 0.5f
#define CHECK_LADDER_WEDGE_TICK_INTERVAL ( (int)( CHECK_LADDER_WEDGE_INTERVAL / TICK_INTERVAL ) )
#define NUM_CROUCH_HINTS 3
extern IGameMovement *g_pGameMovement;
#if defined( PLAYER_GETTING_STUCK_TESTING )
// If you ever get stuck walking around, then you can run this code to find the code which would leave the player in a bad spot
void CMoveData::SetAbsOrigin( const Vector &vec )
{
CGameMovement *gm = dynamic_cast< CGameMovement * >( g_pGameMovement );
if ( gm && gm->GetMoveData() &&
gm->player &&
gm->player->entindex() == 1 &&
gm->player->GetMoveType() == MOVETYPE_WALK )
{
trace_t pm;
gm->TracePlayerBBox( vec, vec, gm->PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
if ( pm.startsolid || pm.allsolid || pm.fraction != 1.0f )
{
Msg( "Player will become stuck at %f %f %f\n", VectorExpand( vec ) );
}
}
m_vecAbsOrigin = vec;
}
#endif
// See shareddefs.h
#if PREDICTION_ERROR_CHECK_LEVEL > 0
static ConVar diffcheck( "diffcheck", "0", FCVAR_REPLICATED );
static ConVar diffcheck_playerslot( "diffcheck_playerslot", "0", FCVAR_REPLICATED );
static ConVar diffcheck_spew( "diffcheck_spew", "1", FCVAR_REPLICATED, "Actually show diffcheck results." );
class IDiffMgr
{
public:
virtual void StartCommand( int nSlot, bool bServer, int nCommandNumber ) = 0;
virtual void AddToDiff( int nSlot, bool bServer, int nCommandNumber, char const *string ) = 0;
virtual void Validate( int nSlot, bool bServer, int nCommandNumber ) = 0;
};
static IDiffMgr *g_pDiffMgr = NULL;
class CDiffStr
{
public:
CDiffStr()
{
m_str[ 0 ] = 0;
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
m_stackEntries = 0;
#endif
}
CDiffStr( char const *str )
{
Q_strncpy( m_str, str, sizeof( m_str ) );
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
m_stackEntries = GetCallStack( m_stackAddresses, ARRAYSIZE(m_stackAddresses), 4 ); //skip this constructor, IDiffMgr::AddToDiff(), DiffPrint(), and IGameMovement::DiffPrint()
#endif
}
CDiffStr( const CDiffStr &src )
{
Q_strncpy( m_str, src.m_str, sizeof( m_str ) );
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
memcpy( m_stackAddresses, src.m_stackAddresses, sizeof( m_stackAddresses ) );
m_stackEntries = src.m_stackEntries;
#endif
}
char const *String()
{
return m_str;
}
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
void **StackAddresses( void )
{
return m_stackAddresses;
}
const int StackEntries( void )
{
return m_stackEntries;
}
#endif
private:
char m_str[ 128 ];
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
void *m_stackAddresses[8];
int m_stackEntries;
#endif
};
// Per tick data
class CDiffInfo
{
public:
CDiffInfo() : m_nCommandNumber( 0 ) {}
CDiffInfo( const CDiffInfo& src )
{
m_nCommandNumber = src.m_nCommandNumber;
for ( int i = 0; i < src.m_Lines.Count(); ++i )
{
m_Lines.AddToTail( src.m_Lines[ i ] );
}
}
static bool Less( const CDiffInfo& lhs, const CDiffInfo& rhs )
{
return lhs.m_nCommandNumber < rhs.m_nCommandNumber;
}
int m_nCommandNumber;
CUtlVector< CDiffStr > m_Lines;
bool m_bChecked;
};
class CDiffManager : public IDiffMgr
{
public:
CDiffManager() :
m_flLastSpew( -1.0f )
{
g_pDiffMgr = this;
}
virtual void StartCommand( int nSlot, bool bServer, int nCommandNumber )
{
#if defined( CLIENT_DLL )
if ( !diffcheck.GetInt() )
return;
g_pDiffMgr = reinterpret_cast< IDiffMgr * >( diffcheck.GetInt() );
g_pDiffMgr->StartCommand( nSlot, bServer, nCommandNumber );
return;
#endif
// Msg( "%s Startcommand %d\n", bServer ? "sv" : "cl", nCommandNumber );
diffcheck.SetValue( reinterpret_cast< int >( this ) );
Assert( CBaseEntity::IsServer() );
CUtlRBTree< CDiffInfo, int >& rb = bServer ? m_Data[ nSlot ].m_Server : m_Data[ nSlot ].m_Client;
CDiffInfo search;
search.m_nCommandNumber = nCommandNumber;
int idx = rb.Find( search );
if ( idx == rb.InvalidIndex() )
{
idx = rb.Insert( search );
}
CDiffInfo *slot = &rb[ idx ];
slot->m_Lines.RemoveAll();
}
virtual void AddToDiff( int nSlot, bool bServer, int nCommandNumber, char const *string )
{
#if defined( CLIENT_DLL )
if ( !diffcheck.GetInt() )
return;
g_pDiffMgr = reinterpret_cast< IDiffMgr * >( diffcheck.GetInt() );
g_pDiffMgr->AddToDiff( nSlot, bServer, nCommandNumber, string );
return;
#endif
Assert( CBaseEntity::IsServer() );
// Msg( "%s Add %d %s\n", bServer ? "sv" : "cl", nCommandNumber, string );
CUtlRBTree< CDiffInfo, int >& rb = bServer ? m_Data[ nSlot ].m_Server : m_Data[ nSlot ].m_Client;
CDiffInfo search;
search.m_nCommandNumber = nCommandNumber;
int idx = rb.Find( search );
if ( idx == rb.InvalidIndex() )
{
Assert( 0 );
idx = rb.Insert( search );
}
CDiffInfo *slot = &rb[ idx ];
CDiffStr line( string );
slot->m_Lines.AddToTail( line );
}
enum EMismatched
{
DIFFCHECK_NOTREADY = 0,
DIFFCHECK_MATCHED,
DIFFCHECK_DIFFERS
};
bool ClientRecordExists( int nSlot, int cmd )
{
CDiffInfo clsearch;
clsearch.m_nCommandNumber = cmd;
int clidx = m_Data[ nSlot ].m_Client.Find( clsearch );
return m_Data[ nSlot ].m_Client.IsValidIndex( clidx );
}
EMismatched IsMismatched( int nSlot, int svidx )
{
CDiffInfo *serverslot = &m_Data[ nSlot ].m_Server[ svidx ];
// Now find the client version of this one
CDiffInfo clsearch;
clsearch.m_nCommandNumber = serverslot->m_nCommandNumber;
int clidx = m_Data[ nSlot ].m_Client.Find( clsearch );
if ( clidx == m_Data[ nSlot ].m_Client.InvalidIndex() )
return DIFFCHECK_NOTREADY;
// Now compare them
CDiffInfo *clientslot = &m_Data[ nSlot ].m_Client[ clidx ];
bool bSpew = false;
if ( serverslot->m_Lines.Count() !=
clientslot->m_Lines.Count() )
{
return DIFFCHECK_DIFFERS;
}
int maxSlot = MAX( serverslot->m_Lines.Count(), clientslot->m_Lines.Count() );
if ( !bSpew )
{
for ( int i = 0; i < maxSlot; ++i )
{
CDiffStr *sv = NULL;
CDiffStr *cl = NULL;
if ( i < serverslot->m_Lines.Count() )
{
sv = &serverslot->m_Lines[ i ];
}
if ( i < clientslot->m_Lines.Count() )
{
cl = &clientslot->m_Lines[ i ];
}
if ( Q_stricmp( sv ? sv->String() : "(missing)", cl ? cl->String() : "(missing)" ) )
{
return DIFFCHECK_DIFFERS;
}
}
}
return DIFFCHECK_MATCHED;
}
virtual void Validate( int nSlot, bool bServer, int nCommandNumber )
{
#if defined( CLIENT_DLL )
if ( !diffcheck.GetInt() )
return;
g_pDiffMgr = reinterpret_cast< IDiffMgr * >( diffcheck.GetInt() );
g_pDiffMgr->Validate( nSlot, bServer, nCommandNumber );
return;
#endif
Assert( CBaseEntity::IsServer() );
// Only do this on the client
if ( !bServer )
return;
if ( !diffcheck_spew.GetBool() )
return;
// Don't care about this player slot
if ( diffcheck_playerslot.GetInt() != nSlot )
return;
// Find the last server command number
if ( m_Data[ nSlot ].m_Server.Count() <= 0 )
return;
int svidx = m_Data[ nSlot ].m_Server.LastInorder();
EMismatched eMisMatched = IsMismatched( nSlot, svidx );
if ( eMisMatched == DIFFCHECK_NOTREADY )
{
return;
}
if ( eMisMatched == DIFFCHECK_DIFFERS )
{
CUtlVector< int > vecPrev;
int nCur = svidx;
do
{
int prev = m_Data[ nSlot ].m_Server.PrevInorder( nCur );
if ( m_Data[ nSlot ].m_Server.IsValidIndex( prev ) &&
ClientRecordExists( nSlot, m_Data[ nSlot ].m_Server[ prev ].m_nCommandNumber ) )
{
//SpewRecords( "prev", prev );
vecPrev.AddToHead( prev );
}
else
{
break;
}
nCur = prev;
} while ( vecPrev.Count() < 10 );
Msg( "-----\n" );
for ( int p = 0; p < vecPrev.Count(); ++p )
{
SpewRecords( nSlot, "prev", vecPrev[ p ] );
}
SpewRecords( nSlot, "bad ", svidx );
}
}
void SpewRecords( int nSlot, char const *prefix, int svidx )
{
CDiffInfo *serverslot = &m_Data[ nSlot ].m_Server[ svidx ];
// Now find the client version of this one
CDiffInfo clsearch;
clsearch.m_nCommandNumber = serverslot->m_nCommandNumber;
int clidx = m_Data[ nSlot ].m_Client.Find( clsearch );
if ( clidx == m_Data[ nSlot ].m_Client.InvalidIndex() )
return;
// Now compare them
CDiffInfo *clientslot = &m_Data[ nSlot ].m_Client[ clidx ];
int maxSlot = MAX( serverslot->m_Lines.Count(), clientslot->m_Lines.Count() );
for ( int i = 0; i < maxSlot; ++i )
{
char const *sv = "(missing)";
char const *cl = "(missing)";
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
int iHaveString = 0;
#endif
if ( i < serverslot->m_Lines.Count() )
{
sv = serverslot->m_Lines[ i ].String();
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
iHaveString |= 1;
#endif
}
if ( i < clientslot->m_Lines.Count() )
{
cl = clientslot->m_Lines[ i ].String();
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
iHaveString |= 2;
#endif
}
bool bDiffers = Q_stricmp( sv, cl ) ? true : false;
Msg( "%s%s%d: sv[%100.100s] cl[%100.100s]\n",
prefix,
bDiffers ? "+++" : " ",
serverslot->m_nCommandNumber,
sv,
cl );
#if PREDICTION_ERROR_CHECK_STACKS_FOR_MISSING > 0
if( (iHaveString > 0) && (iHaveString < 3) )
{
CDiffStr *pHaveString = (iHaveString == 1) ? &serverslot->m_Lines[ i ] : &clientslot->m_Lines[ i ];
char szFormattedStack[4096];
szFormattedStack[0] = '\0';
TranslateStackInfo( pHaveString->StackAddresses(), pHaveString->StackEntries(), szFormattedStack, ARRAYSIZE( szFormattedStack ), "\n\t" );
Msg( "Stack for existing side:\n\t%s\n", szFormattedStack );
}
#endif
}
}
private:
struct User_t
{
User_t() :
m_Client( 0, 0, CDiffInfo::Less ),
m_Server( 0, 0, CDiffInfo::Less )
{
}
CUtlRBTree< CDiffInfo, int > m_Server;
CUtlRBTree< CDiffInfo, int > m_Client;
};
User_t m_Data[ MAX_SPLITSCREEN_PLAYERS ];
float m_flLastSpew;
};
static CDiffManager g_DiffMgr;
bool IsValidForErrorCheck( CBasePlayer *pl )
{
Assert( pl );
if ( !pl->GetCurrentUserCommand() )
return false;
if ( pl->entindex() == 1 )
return true;
if ( pl->IsSplitScreenPlayer() )
return true;
return false;
}
void DiffPrint( bool bServer, int nCommandNumber, char const *fmt, ... )
{
// Only track stuff for local player
CBasePlayer *player = CBaseEntity::GetPredictionPlayer();
if ( !player || !IsValidForErrorCheck( player ) )
{
return;
}
va_list argptr;
char string[1024];
va_start (argptr,fmt);
int len = Q_vsnprintf(string, sizeof( string ), fmt,argptr);
va_end (argptr);
if ( g_pDiffMgr )
{
// Strip any \n at the end that the user accidently put int
if ( len > 0 && string[ len -1 ] == '\n' )
{
string[ len - 1 ] = 0;
}
g_pDiffMgr->AddToDiff( player->GetSplitScreenPlayerSlot(), bServer, nCommandNumber, string );
}
}
void _CheckV( int tick, char const *ctx, const Vector &vel )
{
DiffPrint( CBaseEntity::IsServer(), tick, "%20.20s %f %f %f", ctx, vel.x, vel.y, vel.z );
}
#define CheckV( tick, ctx, vel ) _CheckV( tick, ctx, vel );
static void StartCommand( bool bServer, int nCommandNumber )
{
// Only track stuff for local player
CBasePlayer *player = CBaseEntity::GetPredictionPlayer();
if ( !player || !IsValidForErrorCheck( player ) )
{
return;
}
if ( g_pDiffMgr )
{
g_pDiffMgr->StartCommand( player->GetSplitScreenPlayerSlot(), bServer, nCommandNumber );
}
}
static void Validate( bool bServer, int nCommandNumber )
{
// Only track stuff for local player
CBasePlayer *player = CBaseEntity::GetPredictionPlayer();
if ( !player || !IsValidForErrorCheck( player ) )
{
return;
}
if ( g_pDiffMgr )
{
g_pDiffMgr->Validate( player->GetSplitScreenPlayerSlot(), bServer, nCommandNumber );
}
}
void CGameMovement::DiffPrint( char const *fmt, ... )
{
if ( !player || !player->GetCurrentUserCommand() )
return;
va_list argptr;
char string[1024];
va_start (argptr,fmt);
Q_vsnprintf(string, sizeof( string ), fmt,argptr);
va_end (argptr);
::DiffPrint( CBaseEntity::IsServer(), player->CurrentCommandNumber(), "%s", string );
}
#else
void DiffPrint( bool bServer, int nCommandNumber, char const *fmt, ... )
{
// Nothing
}
static void StartCommand( bool bServer, int nCommandNumber )
{
}
static void Validate( bool bServer, int nCommandNumber )
{
}
#define CheckV( tick, ctx, vel )
void CGameMovement::DiffPrint( char const *fmt, ... )
{
}
#endif // !PREDICTION_ERROR_CHECK_LEVEL
#ifndef _XBOX
void COM_Log( char *pszFile, char *fmt, ...)
{
va_list argptr;
char string[1024];
FileHandle_t fp;
char *pfilename;
if ( !pszFile )
{
pfilename = "hllog.txt";
}
else
{
pfilename = pszFile;
}
va_start (argptr,fmt);
Q_vsnprintf(string, sizeof( string ), fmt,argptr);
va_end (argptr);
fp = filesystem->Open( pfilename, "a+t");
if (fp)
{
filesystem->FPrintf(fp, "%s", string);
filesystem->Close(fp);
}
}
#endif
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Debug - draw the displacement collision plane.
//-----------------------------------------------------------------------------
void DrawDispCollPlane( CBaseTrace *pTrace )
{
float flLength = 30.0f;
// Create a basis, based on the impact normal.
int nMajorAxis = 0;
Vector vecBasisU, vecBasisV, vecNormal;
vecNormal = pTrace->plane.normal;
float flAxisValue = vecNormal[0];
if ( fabs( vecNormal[1] ) > fabs( flAxisValue ) ) { nMajorAxis = 1; flAxisValue = vecNormal[1]; }
if ( fabs( vecNormal[2] ) > fabs( flAxisValue ) ) { nMajorAxis = 2; }
if ( ( nMajorAxis == 1 ) || ( nMajorAxis == 2 ) )
{
vecBasisU.Init( 1.0f, 0.0f, 0.0f );
}
else
{
vecBasisU.Init( 0.0f, 1.0f, 0.0f );
}
vecBasisV = vecNormal.Cross( vecBasisU );
VectorNormalize( vecBasisV );
vecBasisU = vecBasisV.Cross( vecNormal );
VectorNormalize( vecBasisU );
// Create the impact point. Push off the surface a bit.
Vector vecImpactPoint = pTrace->startpos + pTrace->fraction * ( pTrace->endpos - pTrace->startpos );
vecImpactPoint += vecNormal;
// Generate a quad to represent the plane.
Vector vecPlanePoints[4];
vecPlanePoints[0] = vecImpactPoint + ( vecBasisU * -flLength ) + ( vecBasisV * -flLength );
vecPlanePoints[1] = vecImpactPoint + ( vecBasisU * -flLength ) + ( vecBasisV * flLength );
vecPlanePoints[2] = vecImpactPoint + ( vecBasisU * flLength ) + ( vecBasisV * flLength );
vecPlanePoints[3] = vecImpactPoint + ( vecBasisU * flLength ) + ( vecBasisV * -flLength );
#if 0
// Test facing.
Vector vecEdges[2];
vecEdges[0] = vecPlanePoints[1] - vecPlanePoints[0];
vecEdges[1] = vecPlanePoints[2] - vecPlanePoints[0];
Vector vecCross = vecEdges[0].Cross( vecEdges[1] );
if ( vecCross.Dot( vecNormal ) < 0.0f )
{
// Reverse winding.
}
#endif
// Draw the plane.
NDebugOverlay::Triangle( vecPlanePoints[0], vecPlanePoints[1], vecPlanePoints[2], 125, 125, 125, 125, false, 5.0f );
NDebugOverlay::Triangle( vecPlanePoints[0], vecPlanePoints[2], vecPlanePoints[3], 125, 125, 125, 125, false, 5.0f );
NDebugOverlay::Line( vecPlanePoints[0], vecPlanePoints[1], 255, 255, 255, false, 5.0f );
NDebugOverlay::Line( vecPlanePoints[1], vecPlanePoints[2], 255, 255, 255, false, 5.0f );
NDebugOverlay::Line( vecPlanePoints[2], vecPlanePoints[3], 255, 255, 255, false, 5.0f );
NDebugOverlay::Line( vecPlanePoints[3], vecPlanePoints[0], 255, 255, 255, false, 5.0f );
// Draw the normal.
NDebugOverlay::Line( vecImpactPoint, vecImpactPoint + ( vecNormal * flLength ), 255, 0, 0, false, 5.0f );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructs GameMovement interface
//-----------------------------------------------------------------------------
CGameMovement::CGameMovement( void )
{
m_nOldWaterLevel = WL_NotInWater;
m_flWaterEntryTime = 0;
m_nOnLadder = 0;
m_bProcessingMovement = false;
mv = NULL;
memset( m_flStuckCheckTime, 0, sizeof(m_flStuckCheckTime) );
m_pTraceListData = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CGameMovement::~CGameMovement( void )
{
if ( enginetrace )
{
enginetrace->FreeTraceListData(m_pTraceListData);
}
}
//--------------------------------------------------------------------------------------------------------
enum
{
MAX_NESTING = 8
};
static CTraceFilterSkipTwoEntities s_TraceFilter[MAX_NESTING];
static int s_nTraceFilterCount = 0;
ITraceFilter *CGameMovement::LockTraceFilter( int collisionGroup )
{
// If this assertion triggers, you forgot to call UnlockTraceFilter
Assert( s_nTraceFilterCount < MAX_NESTING );
if ( s_nTraceFilterCount >= MAX_NESTING )
return NULL;
CTraceFilterSkipTwoEntities *pFilter = &s_TraceFilter[s_nTraceFilterCount++];
pFilter->SetPassEntity( mv->m_nPlayerHandle.Get() );
pFilter->SetCollisionGroup( collisionGroup );
return pFilter;
}
void CGameMovement::UnlockTraceFilter( ITraceFilter *&pFilter )
{
Assert( s_nTraceFilterCount > 0 );
--s_nTraceFilterCount;
Assert( &s_TraceFilter[s_nTraceFilterCount] == pFilter );
pFilter = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Allow bots etc to use slightly different solid masks
//-----------------------------------------------------------------------------
unsigned int CGameMovement::PlayerSolidMask( bool brushOnly, CBasePlayer *testPlayer ) const
{
return ( brushOnly ) ? MASK_PLAYERSOLID_BRUSHONLY : MASK_PLAYERSOLID;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : type -
// Output : int
//-----------------------------------------------------------------------------
int CGameMovement::GetCheckInterval( IntervalType_t type )
{
int tickInterval = 1;
switch ( type )
{
default:
tickInterval = 1;
break;
case GROUND:
tickInterval = CATEGORIZE_GROUND_SURFACE_TICK_INTERVAL;
break;
case STUCK:
// If we are in the process of being "stuck", then try a new position every command tick until m_StuckLast gets reset back down to zero
if ( player->m_StuckLast != 0 )
{
tickInterval = 1;
}
else
{
if ( gpGlobals->maxClients == 1 )
{
tickInterval = CHECK_STUCK_TICK_INTERVAL_SP;
}
else
{
tickInterval = CHECK_STUCK_TICK_INTERVAL;
}
}
break;
case LADDER:
tickInterval = CHECK_LADDER_TICK_INTERVAL;
break;
case LADDER_WEDGE:
tickInterval = CHECK_LADDER_WEDGE_TICK_INTERVAL;
break;
}
return tickInterval;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : type -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGameMovement::CheckInterval( IntervalType_t type )
{
int tickInterval = GetCheckInterval( type );
if ( g_bMovementOptimizations )
{
return (player->CurrentCommandNumber() + player->entindex()) % tickInterval == 0;
}
else
{
return true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : ducked -
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector& CGameMovement::GetPlayerMins( bool ducked ) const
{
return ducked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : ducked -
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector& CGameMovement::GetPlayerMaxs( bool ducked ) const
{
return ducked ? VEC_DUCK_HULL_MAX : VEC_HULL_MAX;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector& CGameMovement::GetPlayerMins( void ) const
{
if ( player->IsObserver() )
{
return VEC_OBS_HULL_MIN;
}
else
{
return player->m_Local.m_bDucked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector& CGameMovement::GetPlayerMaxs( void ) const
{
if ( player->IsObserver() )
{
return VEC_OBS_HULL_MAX;
}
else
{
return player->m_Local.m_bDucked ? VEC_DUCK_HULL_MAX : VEC_HULL_MAX;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : ducked -
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector& CGameMovement::GetPlayerViewOffset( bool ducked ) const
{
return ducked ? VEC_DUCK_VIEW : VEC_VIEW;
}
#if 0
//-----------------------------------------------------------------------------
// Traces player movement + position
//-----------------------------------------------------------------------------
inline void CGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm )
{
VPROF( "CGameMovement::TracePlayerBBox" );
Ray_t ray;
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
UTIL_TraceRay( ray, fMask, mv->m_nPlayerHandle.Get(), collisionGroup, &pm );
}
#endif
CBaseHandle CGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm )
{
++m_nTraceCount;
Ray_t ray;
ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() );
ITraceFilter *filter = LockTraceFilter( collisionGroup );
UTIL_TraceRay( ray, PlayerSolidMask(), filter, &pm );
UnlockTraceFilter( filter );
if ( (pm.contents & PlayerSolidMask()) && pm.m_pEnt )
return pm.m_pEnt->GetRefEHandle();
return INVALID_EHANDLE_INDEX;
}
/*
// FIXME FIXME: Does this need to be hooked up?
bool CGameMovement::IsWet() const
{
return ((pev->flags & FL_INRAIN) != 0) || (m_WetTime >= gpGlobals->time);
}
//-----------------------------------------------------------------------------
// Plants player footprint decals
//-----------------------------------------------------------------------------
#define PLAYER_HALFWIDTH 12
void CGameMovement::PlantFootprint( surfacedata_t *psurface )
{
// Can't plant footprints on fake materials (ladders, wading)
if ( psurface->gameMaterial != 'X' )
{
int footprintDecal = -1;
// Figure out which footprint type to plant...
// Use the wet footprint if we're wet...
if (IsWet())
{
footprintDecal = DECAL_FOOTPRINT_WET;
}
else
{
// FIXME: Activate this once we decide to pull the trigger on it.
// NOTE: We could add in snow, mud, others here
// switch(psurface->gameMaterial)
// {
// case 'D':
// footprintDecal = DECAL_FOOTPRINT_DIRT;
// break;
// }
}
if (footprintDecal != -1)
{
Vector right;
AngleVectors( pev->angles, 0, &right, 0 );
// Figure out where the top of the stepping leg is
trace_t tr;
Vector hipOrigin;
VectorMA( pev->origin,
m_IsFootprintOnLeft ? -PLAYER_HALFWIDTH : PLAYER_HALFWIDTH,
right, hipOrigin );
// Find where that leg hits the ground
UTIL_TraceLine( hipOrigin, hipOrigin + Vector(0, 0, -COORD_EXTENT * 1.74),
MASK_SOLID_BRUSHONLY, edict(), COLLISION_GROUP_NONE, &tr);
unsigned char mType = TEXTURETYPE_Find( &tr );
// Splat a decal
CPVSFilter filter( tr.endpos );
te->FootprintDecal( filter, 0.0f, &tr.endpos, &right, ENTINDEX(tr.u.ent),
gDecals[footprintDecal].index, mType );
}
}
// Switch feet for next time
m_IsFootprintOnLeft = !m_IsFootprintOnLeft;
}
#define WET_TIME 5.f // how many seconds till we're completely wet/dry
#define DRY_TIME 20.f // how many seconds till we're completely wet/dry
void CBasePlayer::UpdateWetness()
{
// BRJ 1/7/01
// Check for whether we're in a rainy area....
// Do this by tracing a line straight down with a size guaranteed to
// be larger than the map
// Update wetness based on whether we're in rain or not...
trace_t tr;
UTIL_TraceLine( pev->origin, pev->origin + Vector(0, 0, -COORD_EXTENT * 1.74),
MASK_SOLID_BRUSHONLY, edict(), COLLISION_GROUP_NONE, &tr);
if (tr.surface.flags & SURF_WET)
{
if (! (pev->flags & FL_INRAIN) )
{
// Transition...
// Figure out how wet we are now (we were drying off...)
float wetness = (m_WetTime - gpGlobals->time) / DRY_TIME;
if (wetness < 0.0f)
wetness = 0.0f;
// Here, wet time represents the time at which we get totally wet
m_WetTime = gpGlobals->time + (1.0 - wetness) * WET_TIME;
pev->flags |= FL_INRAIN;
}
}
else
{
if ((pev->flags & FL_INRAIN) != 0)
{
// Transition...
// Figure out how wet we are now (we were getting more wet...)
float wetness = 1.0f + (gpGlobals->time - m_WetTime) / WET_TIME;
if (wetness > 1.0f)
wetness = 1.0f;
// Here, wet time represents the time at which we get totally dry
m_WetTime = gpGlobals->time + wetness * DRY_TIME;
pev->flags &= ~FL_INRAIN;
}
}
}
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::CategorizeGroundSurface( trace_t &pm )
{
IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
player->m_surfaceProps = pm.surface.surfaceProps;
player->m_pSurfaceData = physprops->GetSurfaceData( player->m_surfaceProps );
physprops->GetPhysicsProperties( player->m_surfaceProps, NULL, NULL, &player->m_surfaceFriction, NULL );
// HACKHACK: Scale this to fudge the relationship between vphysics friction values and player friction values.
// A value of 0.8f feels pretty normal for vphysics, whereas 1.0f is normal for players.
// This scaling trivially makes them equivalent. REVISIT if this affects low friction surfaces too much.
player->m_surfaceFriction *= 1.25f;
if ( player->m_surfaceFriction > 1.0f )
player->m_surfaceFriction = 1.0f;
player->m_chTextureType = player->m_pSurfaceData->game.material;
}
bool CGameMovement::IsDead( void ) const
{
return ( player->m_iHealth <= 0 ) ? true : false;
}
//-----------------------------------------------------------------------------
// Figures out how the constraint should slow us down
//-----------------------------------------------------------------------------
float CGameMovement::ComputeConstraintSpeedFactor( void )
{
// If we have a constraint, slow down because of that too.
if ( !mv || mv->m_flConstraintRadius == 0.0f )
return 1.0f;
float flDistSq = mv->GetAbsOrigin().DistToSqr( mv->m_vecConstraintCenter );
float flOuterRadiusSq = mv->m_flConstraintRadius * mv->m_flConstraintRadius;
float flInnerRadiusSq = mv->m_flConstraintRadius - mv->m_flConstraintWidth;
flInnerRadiusSq *= flInnerRadiusSq;
// Only slow us down if we're inside the constraint ring
if ((flDistSq <= flInnerRadiusSq) || (flDistSq >= flOuterRadiusSq))
return 1.0f;
// Only slow us down if we're running away from the center
Vector vecDesired;
VectorMultiply( m_vecForward, mv->m_flForwardMove, vecDesired );
VectorMA( vecDesired, mv->m_flSideMove, m_vecRight, vecDesired );
VectorMA( vecDesired, mv->m_flUpMove, m_vecUp, vecDesired );
Vector vecDelta;
VectorSubtract( mv->GetAbsOrigin(), mv->m_vecConstraintCenter, vecDelta );
VectorNormalize( vecDelta );
VectorNormalize( vecDesired );
if (DotProduct( vecDelta, vecDesired ) < 0.0f)
return 1.0f;
float flFrac = (sqrt(flDistSq) - (mv->m_flConstraintRadius - mv->m_flConstraintWidth)) / mv->m_flConstraintWidth;
float flSpeedFactor = Lerp( flFrac, 1.0f, mv->m_flConstraintSpeedFactor );
return flSpeedFactor;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::CheckParameters( void )
{
QAngle v_angle;
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
player->GetMoveType() != MOVETYPE_NOCLIP &&
player->GetMoveType() != MOVETYPE_OBSERVER )
{
float spd;
float maxspeed;
spd = ( mv->m_flForwardMove * mv->m_flForwardMove ) +
( mv->m_flSideMove * mv->m_flSideMove ) +
( mv->m_flUpMove * mv->m_flUpMove );
maxspeed = mv->m_flClientMaxSpeed;
if ( maxspeed != 0.0 )
{
mv->m_flMaxSpeed = MIN( maxspeed, mv->m_flMaxSpeed );
}
// Slow down by the speed factor
float flSpeedFactor = 1.0f;
if (player->m_pSurfaceData)
{
flSpeedFactor = player->m_pSurfaceData->game.maxSpeedFactor;
}
// If we have a constraint, slow down because of that too.
float flConstraintSpeedFactor = ComputeConstraintSpeedFactor();
if (flConstraintSpeedFactor < flSpeedFactor)
flSpeedFactor = flConstraintSpeedFactor;
mv->m_flMaxSpeed *= flSpeedFactor;
if ( g_bMovementOptimizations )
{
// Same thing but only do the sqrt if we have to.
if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed*mv->m_flMaxSpeed ) )
{
float fRatio = mv->m_flMaxSpeed / sqrt( spd );
mv->m_flForwardMove *= fRatio;
mv->m_flSideMove *= fRatio;
mv->m_flUpMove *= fRatio;
}
}
else
{
spd = sqrt( spd );
if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed ) )
{
float fRatio = mv->m_flMaxSpeed / spd;
mv->m_flForwardMove *= fRatio;
mv->m_flSideMove *= fRatio;
mv->m_flUpMove *= fRatio;
}
}
}
if ( player->GetFlags() & FL_FROZEN ||
player->GetFlags() & FL_ONTRAIN ||
IsDead() )
{
mv->m_flForwardMove = 0;
mv->m_flSideMove = 0;
mv->m_flUpMove = 0;
}
DecayPunchAngle();
// Take angles from command.
if ( !IsDead() )
{
v_angle = mv->m_vecAngles;
v_angle = v_angle + player->m_Local.m_vecPunchAngle;
// Now adjust roll angle
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
player->GetMoveType() != MOVETYPE_NOCLIP )
{
mv->m_vecAngles[ROLL] = CalcRoll( v_angle, mv->m_vecVelocity, sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
}
else
{
mv->m_vecAngles[ROLL] = 0.0; // v_angle[ ROLL ];
}
mv->m_vecAngles[PITCH] = v_angle[PITCH];
mv->m_vecAngles[YAW] = v_angle[YAW];
}
else
{
mv->m_vecAngles = mv->m_vecOldAngles;
}
// Set dead player view_offset
if ( IsDead() )
{
player->SetViewOffset( VEC_DEAD_VIEWHEIGHT );
}
// Adjust client view angles to match values used on server.
if ( mv->m_vecAngles[YAW] > 180.0f )
{
mv->m_vecAngles[YAW] -= 360.0f;
}
}
void CGameMovement::ReduceTimers( void )
{
float frame_msec = 1000.0f * gpGlobals->frametime;
int nFrameMsec = (int)frame_msec;
if ( player->m_Local.m_nDuckTimeMsecs > 0 )
{
player->m_Local.m_nDuckTimeMsecs -= nFrameMsec;
if ( player->m_Local.m_nDuckTimeMsecs < 0 )
{
player->m_Local.m_nDuckTimeMsecs = 0;
}
}
if ( player->m_Local.m_nDuckJumpTimeMsecs > 0 )
{
player->m_Local.m_nDuckJumpTimeMsecs -= nFrameMsec;
if ( player->m_Local.m_nDuckJumpTimeMsecs < 0 )
{
player->m_Local.m_nDuckJumpTimeMsecs = 0;
}
}
if ( player->m_Local.m_nJumpTimeMsecs > 0 )
{
player->m_Local.m_nJumpTimeMsecs -= nFrameMsec;
if ( player->m_Local.m_nJumpTimeMsecs < 0 )
{
player->m_Local.m_nJumpTimeMsecs = 0;
}
}
if ( player->m_flSwimSoundTime > 0 )
{
player->m_flSwimSoundTime -= frame_msec;
if ( player->m_flSwimSoundTime < 0 )
{
player->m_flSwimSoundTime = 0;
}
}
}
// get a conservative bounds for this player's movement traces
// This allows gamemovement to optimize those traces
void CGameMovement::SetupMovementBounds( CMoveData *move )
{
if ( m_pTraceListData )
{
m_pTraceListData->Reset();
}
else
{
m_pTraceListData = enginetrace->AllocTraceListData();
}
if ( !move->m_nPlayerHandle.IsValid() )
{
return;
}
CBasePlayer *pPlayer = (CBasePlayer *)move->m_nPlayerHandle.Get();
Vector moveMins, moveMaxs;
ClearBounds( moveMins, moveMaxs );
Vector start = move->GetAbsOrigin();
float radius = ((move->m_vecVelocity.Length() + move->m_flMaxSpeed) * gpGlobals->frametime) + 1.0f;
// NOTE: assumes the unducked bbox encloses the ducked bbox
Vector boxMins = GetPlayerMins(false);
Vector boxMaxs = GetPlayerMaxs(false);
// bloat by traveling the max velocity in all directions, plus the stepsize up/down
Vector bloat;
bloat.Init(radius, radius, radius);
bloat.z += pPlayer->m_Local.m_flStepSize;
AddPointToBounds( start + boxMaxs + bloat, moveMins, moveMaxs );
AddPointToBounds( start + boxMins - bloat, moveMins, moveMaxs );
// now build an optimized trace within these bounds
enginetrace->SetupLeafAndEntityListBox( moveMins, moveMaxs, m_pTraceListData );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pMove -
//-----------------------------------------------------------------------------
void CGameMovement::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove )
{
m_nTraceCount = 0;
Assert( pMove && pPlayer );
float flStoreFrametime = gpGlobals->frametime;
//!!HACK HACK: Adrian - slow down all player movement by this factor.
//!!Blame Yahn for this one.
gpGlobals->frametime *= pPlayer->GetLaggedMovementValue();
ResetGetWaterContentsForPointCache();
// Cropping movement speed scales mv->m_fForwardSpeed etc. globally
// Once we crop, we don't want to recursively crop again, so we set the crop
// flag globally here once per usercmd cycle.
m_bSpeedCropped = false;
// StartTrackPredictionErrors should have set this
Assert( pPlayer->IsBot() || player == pPlayer );
player = pPlayer;
mv = pMove;
mv->m_flMaxSpeed = sv_maxspeed.GetFloat();
m_bProcessingMovement = true;
m_bInStuckTest = false;
// CheckV( player->CurrentCommandNumber(), "StartPos", mv->GetAbsOrigin() );
DiffPrint( "start %f %f %f", mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, mv->GetAbsOrigin().z );
// Run the command.
PlayerMove();
FinishMove();
DiffPrint( "end %f %f %f", mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, mv->GetAbsOrigin().z );
// CheckV( player->CurrentCommandNumber(), "EndPos", mv->GetAbsOrigin() );
//This is probably not needed, but just in case.
gpGlobals->frametime = flStoreFrametime;
m_bProcessingMovement = false;
#if !defined( CLIENT_DLL )
if ( !player->IsBot() )
{
VPROF_INCREMENT_COUNTER( "PlayerMovementTraces", m_nTraceCount );
}
#endif
}
void CGameMovement::Reset( void )
{
player = NULL;
}
void CGameMovement::StartTrackPredictionErrors( CBasePlayer *pPlayer )
{
if ( pPlayer->IsBot() )
return;
player = pPlayer;
#if PREDICTION_ERROR_CHECK_LEVEL > 0
StartCommand( CBaseEntity::IsServer(), player->CurrentCommandNumber() );
#endif
}
void CGameMovement::FinishTrackPredictionErrors( CBasePlayer *pPlayer )
{
if ( pPlayer->IsBot() )
return;
Assert( player == pPlayer );
#if PREDICTION_ERROR_CHECK_LEVEL > 0
// DiffPrint( "end %f", player->m_Local.m_vecPunchAngleVel.m_Value.x );
// Call validate at end of checking
Validate( CBaseEntity::IsServer(), player->CurrentCommandNumber() );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Sets ground entity
//-----------------------------------------------------------------------------
void CGameMovement::FinishMove( void )
{
mv->m_nOldButtons = mv->m_nButtons;
}
#define PUNCH_DAMPING 9.0f // bigger number makes the response more damped, smaller is less damped
// currently the system will overshoot, with larger damping values it won't
#define PUNCH_SPRING_CONSTANT 65.0f // bigger number increases the speed at which the view corrects
//-----------------------------------------------------------------------------
// Purpose: Decays the punchangle toward 0,0,0.
// Modelled as a damped spring
//-----------------------------------------------------------------------------
void CGameMovement::DecayPunchAngle( void )
{
if ( player->m_Local.m_vecPunchAngle->LengthSqr() > 0.001 || player->m_Local.m_vecPunchAngleVel->LengthSqr() > 0.001 )
{
player->m_Local.m_vecPunchAngle += player->m_Local.m_vecPunchAngleVel * gpGlobals->frametime;
float damping = 1 - (PUNCH_DAMPING * gpGlobals->frametime);
if ( damping < 0 )
{
damping = 0;
}
player->m_Local.m_vecPunchAngleVel *= damping;
// torsional spring
// UNDONE: Per-axis spring constant?
float springForceMagnitude = PUNCH_SPRING_CONSTANT * gpGlobals->frametime;
springForceMagnitude = clamp(springForceMagnitude, 0, 2 );
player->m_Local.m_vecPunchAngleVel -= player->m_Local.m_vecPunchAngle * springForceMagnitude;
// don't wrap around
player->m_Local.m_vecPunchAngle.Init(
clamp(player->m_Local.m_vecPunchAngle->x, -89, 89 ),
clamp(player->m_Local.m_vecPunchAngle->y, -179, 179 ),
clamp(player->m_Local.m_vecPunchAngle->z, -89, 89 ) );
}
else
{
player->m_Local.m_vecPunchAngle.Init( 0, 0, 0 );
player->m_Local.m_vecPunchAngleVel.Init( 0, 0, 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::StartGravity( void )
{
float ent_gravity;
if (player->GetGravity())
ent_gravity = player->GetGravity();
else
ent_gravity = 1.0;
// Add gravity so they'll be in the correct position during movement
// yes, this 0.5 looks wrong, but it's not.
mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * 0.5 * gpGlobals->frametime );
mv->m_vecVelocity[2] += player->GetBaseVelocity()[2] * gpGlobals->frametime;
Vector temp = player->GetBaseVelocity();
temp[ 2 ] = 0;
player->SetBaseVelocity( temp );
CheckVelocity();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::CheckWaterJump( void )
{
Vector flatforward;
Vector flatvelocity;
float curspeed;
Vector forward = m_vecForward;
// Already water jumping.
if (player->m_flWaterJumpTime)
return;
// Don't hop out if we just jumped in
if (mv->m_vecVelocity[2] < -180)
return; // only hop out if we are moving up
// See if we are backing up
flatvelocity[0] = mv->m_vecVelocity[0];
flatvelocity[1] = mv->m_vecVelocity[1];
flatvelocity[2] = 0;
// Must be moving
curspeed = VectorNormalize( flatvelocity );
// see if near an edge
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
// Are we backing into water from steps or something? If so, don't pop forward
if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) )
return;
Vector vecStart;
// Start line trace at waist height (using the center of the player for this here)
vecStart= mv->GetAbsOrigin() + (GetPlayerMins() + GetPlayerMaxs() ) * 0.5;
Vector vecEnd;
VectorMA( vecStart, 24.0f, flatforward, vecEnd );
trace_t tr;
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
if ( tr.fraction < 1.0 ) // solid at waist
{
IPhysicsObject *pPhysObj = tr.m_pEnt->VPhysicsGetObject();
if ( pPhysObj )
{
if ( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
return;
}
vecStart.z = mv->GetAbsOrigin().z + player->GetViewOffset().z + WATERJUMP_HEIGHT;
VectorMA( vecStart, 24.0f, flatforward, vecEnd );
VectorMA( vec3_origin, -50.0f, tr.plane.normal, player->m_vecWaterJumpVel );
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
if ( tr.fraction == 1.0 ) // open at eye level
{
// Now trace down to see if we would actually land on a standable surface.
VectorCopy( vecEnd, vecStart );
vecEnd.z -= 1024.0f;
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
if ( ( tr.fraction < 1.0f ) && ( tr.plane.normal.z >= 0.7 ) )
{
mv->m_vecVelocity[2] = 256.0f; // Push up
mv->m_nOldButtons |= IN_JUMP; // Don't jump again until released
player->AddFlag( FL_WATERJUMP );
player->m_flWaterJumpTime = 2000.0f; // Do this for 2 seconds
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::WaterJump( void )
{
if (player->m_flWaterJumpTime > 10000)
player->m_flWaterJumpTime = 10000;
if (!player->m_flWaterJumpTime)
return;
player->m_flWaterJumpTime -= 1000.0f * gpGlobals->frametime;
if (player->m_flWaterJumpTime <= 0 || !player->GetWaterLevel())
{
player->m_flWaterJumpTime = 0;
player->RemoveFlag( FL_WATERJUMP );
}
mv->m_vecVelocity[0] = player->m_vecWaterJumpVel[0];
mv->m_vecVelocity[1] = player->m_vecWaterJumpVel[1];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::WaterMove( void )
{
int i;
Vector wishvel;
float wishspeed;
Vector wishdir;
Vector start, dest;
Vector temp;
trace_t pm;
float speed, newspeed, addspeed, accelspeed;
Vector forward, right, up;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
//
// user intentions
//
for (i=0 ; i<3 ; i++)
{
wishvel[i] = forward[i]*mv->m_flForwardMove + right[i]*mv->m_flSideMove;
}
// if we have the jump key down, move us up as well
if (mv->m_nButtons & IN_JUMP)
{
wishvel[2] += mv->m_flClientMaxSpeed;
}
// Sinking after no other movement occurs
else if (!mv->m_flForwardMove && !mv->m_flSideMove && !mv->m_flUpMove)
{
wishvel[2] -= 60; // drift towards bottom
}
else // Go straight up by upmove amount.
{
// exaggerate upward movement along forward as well
float upwardMovememnt = mv->m_flForwardMove * forward.z * 2;
upwardMovememnt = clamp( upwardMovememnt, 0, mv->m_flClientMaxSpeed );
wishvel[2] += mv->m_flUpMove + upwardMovememnt;
}
// Copy it over and determine speed
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
// Cap speed.
if (wishspeed > mv->m_flMaxSpeed)
{
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
wishspeed = mv->m_flMaxSpeed;
}
// Slow us down a bit.
wishspeed *= 0.8;
// Water friction
VectorCopy(mv->m_vecVelocity, temp);
speed = VectorNormalize(temp);
if (speed)
{
newspeed = speed - gpGlobals->frametime * speed * sv_friction.GetFloat() * player->m_surfaceFriction;
if (newspeed < 0.1f)
{
newspeed = 0;
}
VectorScale (mv->m_vecVelocity, newspeed/speed, mv->m_vecVelocity);
}
else
{
newspeed = 0;
}
// water acceleration
if (wishspeed >= 0.1f) // old !
{
addspeed = wishspeed - newspeed;
if (addspeed > 0)
{
VectorNormalize(wishvel);
accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
if (accelspeed > addspeed)
{
accelspeed = addspeed;
}
for (i = 0; i < 3; i++)
{
float deltaSpeed = accelspeed * wishvel[i];
mv->m_vecVelocity[i] += deltaSpeed;
mv->m_outWishVel[i] += deltaSpeed;
}
}
}
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
// Now move
// assume it is a stair or a slope, so press down from stepheight above
VectorMA (mv->GetAbsOrigin(), gpGlobals->frametime, mv->m_vecVelocity, dest);
TracePlayerBBox( mv->GetAbsOrigin(), dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
if ( pm.fraction == 1.0f )
{
VectorCopy( dest, start );
if ( player->m_Local.m_bAllowAutoMovement )
{
start[2] += player->m_Local.m_flStepSize + 1;
}
TracePlayerBBox( start, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
if (!pm.startsolid && !pm.allsolid)
{
float stepDist = pm.endpos.z - mv->GetAbsOrigin().z;
mv->m_outStepHeight += stepDist;
// walked up the step, so just keep result and exit
mv->SetAbsOrigin( pm.endpos );
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
return;
}
// Try moving straight along out normal path.
TryPlayerMove();
}
else
{
if ( !player->GetGroundEntity() )
{
TryPlayerMove();
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
return;
}
StepMove( dest, pm );
}
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
}
//-----------------------------------------------------------------------------
// Purpose: Does the basic move attempting to climb up step heights. It uses
// the mv->GetAbsOrigin() and mv->m_vecVelocity. It returns a new
// new mv->GetAbsOrigin(), mv->m_vecVelocity, and mv->m_outStepHeight.
//-----------------------------------------------------------------------------
void CGameMovement::StepMove( Vector &vecDestination, trace_t &trace )
{
//
// Save the move position and velocity in case we need to put it back later.
//
Vector vecPos, vecVel;
VectorCopy( mv->GetAbsOrigin(), vecPos );
VectorCopy( mv->m_vecVelocity, vecVel );
//
// First try walking straight to where they want to go.
//
Vector vecEndPos;
VectorCopy( vecDestination, vecEndPos );
TryPlayerMove( &vecEndPos, &trace );
//
// mv now contains where they ended up if they tried to walk straight there.
// Save those results for use later.
//
Vector vecDownPos, vecDownVel;
VectorCopy( mv->GetAbsOrigin(), vecDownPos );
VectorCopy( mv->m_vecVelocity, vecDownVel );
//
// Reset original values to try some other things.
//
mv->SetAbsOrigin( vecPos );
VectorCopy( vecVel, mv->m_vecVelocity );
//
// Move up a stair height.
// Slide forward at the same velocity but from the higher position.
//
VectorCopy( mv->GetAbsOrigin(), vecEndPos );
if ( player->m_Local.m_bAllowAutoMovement )
{
vecEndPos.z += player->m_Local.m_flStepSize + DIST_EPSILON;
}
// Only step up as high as we have headroom to do so.
TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( !trace.startsolid && !trace.allsolid )
{
mv->SetAbsOrigin( trace.endpos );
}
TryPlayerMove();
//
// Move down a stair (attempt to).
// Slide forward at the same velocity from the lower position.
//
VectorCopy( mv->GetAbsOrigin(), vecEndPos );
if ( player->m_Local.m_bAllowAutoMovement )
{
vecEndPos.z -= player->m_Local.m_flStepSize + DIST_EPSILON;
}
TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
// If we are not on the ground any more then use the original movement attempt.
if ( trace.plane.normal[2] < 0.7 )
{
mv->SetAbsOrigin( vecDownPos );
VectorCopy( vecDownVel, mv->m_vecVelocity );
float flStepDist = mv->GetAbsOrigin().z - vecPos.z;
if ( flStepDist > 0.0f )
{
mv->m_outStepHeight += flStepDist;
}
return;
}
// If the trace ended up in empty space, copy the end over to the origin.
if ( !trace.startsolid && !trace.allsolid )
{
mv->SetAbsOrigin( trace.endpos );
}
// Copy this origin to up.
Vector vecUpPos;
VectorCopy( mv->GetAbsOrigin(), vecUpPos );
// decide which one went farther
float flDownDist = ( vecDownPos.x - vecPos.x ) * ( vecDownPos.x - vecPos.x ) + ( vecDownPos.y - vecPos.y ) * ( vecDownPos.y - vecPos.y );
float flUpDist = ( vecUpPos.x - vecPos.x ) * ( vecUpPos.x - vecPos.x ) + ( vecUpPos.y - vecPos.y ) * ( vecUpPos.y - vecPos.y );
if ( flDownDist > flUpDist )
{
mv->SetAbsOrigin( vecDownPos );
VectorCopy( vecDownVel, mv->m_vecVelocity );
}
else
{
// copy z value from slide move
mv->m_vecVelocity.z = vecDownVel.z;
}
float flStepDist = mv->GetAbsOrigin().z - vecPos.z;
if ( flStepDist > 0 )
{
mv->m_outStepHeight += flStepDist;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::Friction( void )
{
float speed, newspeed, control;
float friction;
float drop;
// If we are in water jump cycle, don't apply friction
if (player->m_flWaterJumpTime)
return;
// Calculate speed
speed = VectorLength( mv->m_vecVelocity );
// If too slow, return
if (speed < 0.1f)
{
return;
}
drop = 0;
// apply ground friction
if (player->GetGroundEntity() != NULL) // On an entity that is the ground
{
friction = sv_friction.GetFloat() * player->m_surfaceFriction;
// Bleed off some speed, but if we have less than the bleed
// threshold, bleed the threshold amount.
if ( IsX360() )
{
if( player->m_Local.m_bDucked )
{
control = (speed < sv_stopspeed.GetFloat()) ? sv_stopspeed.GetFloat() : speed;
}
else
{
control = (speed < sv_stopspeed.GetFloat()) ? (sv_stopspeed.GetFloat() * 2.0f) : speed;
}
}
else
{
control = (speed < sv_stopspeed.GetFloat()) ? sv_stopspeed.GetFloat() : speed;
}
// Add the amount to the drop amount.
drop += control*friction*gpGlobals->frametime;
}
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
if ( newspeed != speed )
{
// Determine proportion of old speed we are using.
newspeed /= speed;
// Adjust velocity according to proportion.
VectorScale( mv->m_vecVelocity, newspeed, mv->m_vecVelocity );
}
mv->m_outWishVel -= (1.f-newspeed) * mv->m_vecVelocity;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::FinishGravity( void )
{
float ent_gravity;
if ( player->m_flWaterJumpTime )
return;
if ( player->GetGravity() )
ent_gravity = player->GetGravity();
else
ent_gravity = 1.0;
// Get the correct velocity for the end of the dt
mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * gpGlobals->frametime * 0.5);
CheckVelocity();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : wishdir -
// accel -
//-----------------------------------------------------------------------------
void CGameMovement::AirAccelerate( Vector& wishdir, float wishspeed, float accel )
{
int i;
float addspeed, accelspeed, currentspeed;
float wishspd;
wishspd = wishspeed;
if (player->pl.deadflag)
return;
if (player->m_flWaterJumpTime)
return;
// Cap speed
if (wishspd > 30)
wishspd = 30;
// Determine veer amount
currentspeed = mv->m_vecVelocity.Dot(wishdir);
// See how much to add
addspeed = wishspd - currentspeed;
// If not adding any, done.
if (addspeed <= 0)
return;
// Determine acceleration speed after acceleration
accelspeed = accel * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
// Cap it
if (accelspeed > addspeed)
accelspeed = addspeed;
// Adjust pmove vel.
for (i=0 ; i<3 ; i++)
{
mv->m_vecVelocity[i] += accelspeed * wishdir[i];
mv->m_outWishVel[i] += accelspeed * wishdir[i];
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::AirMove( void )
{
int i;
Vector wishvel;
float fmove, smove;
Vector wishdir;
float wishspeed;
Vector forward, right, up;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
// Copy movement amounts
fmove = mv->m_flForwardMove;
smove = mv->m_flSideMove;
// Zero out z components of movement vectors
forward[2] = 0;
right[2] = 0;
VectorNormalize(forward); // Normalize remainder of vectors
VectorNormalize(right); //
for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] = 0; // Zero out z part of velocity
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
wishspeed = VectorNormalize(wishdir);
//
// clamp to server defined max speed
//
if ( wishspeed != 0 && (wishspeed > mv->m_flMaxSpeed))
{
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
wishspeed = mv->m_flMaxSpeed;
}
AirAccelerate( wishdir, wishspeed, sv_airaccelerate.GetFloat() );
// Add in any base velocity to the current velocity.
VectorAdd(mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
TryPlayerMove();
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
}
bool CGameMovement::CanAccelerate()
{
// Dead players don't accelerate.
if (player->pl.deadflag)
return false;
// If waterjumping, don't accelerate
if (player->m_flWaterJumpTime)
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : wishdir -
// wishspeed -
// accel -
//-----------------------------------------------------------------------------
void CGameMovement::Accelerate( Vector& wishdir, float wishspeed, float accel )
{
int i;
float addspeed, accelspeed, currentspeed;
// This gets overridden because some games (CSPort) want to allow dead (observer) players
// to be able to move around.
if ( !CanAccelerate() )
return;
// See if we are changing direction a bit
currentspeed = mv->m_vecVelocity.Dot(wishdir);
// Reduce wishspeed by the amount of veer.
addspeed = wishspeed - currentspeed;
// If not going to add any speed, done.
if (addspeed <= 0)
return;
// Determine amount of accleration.
accelspeed = accel * gpGlobals->frametime * wishspeed * player->m_surfaceFriction;
// Cap at addspeed
if (accelspeed > addspeed)
accelspeed = addspeed;
// Adjust velocity.
for (i=0 ; i<3 ; i++)
{
mv->m_vecVelocity[i] += accelspeed * wishdir[i];
}
}
//-----------------------------------------------------------------------------
// Purpose: Try to keep a walking player on the ground when running down slopes etc
//-----------------------------------------------------------------------------
void CGameMovement::StayOnGround( void )
{
trace_t trace;
Vector start( mv->GetAbsOrigin() );
Vector end( mv->GetAbsOrigin() );
start.z += 2;
end.z -= player->GetStepSize();
// See how far up we can go without getting stuck
TracePlayerBBox( mv->GetAbsOrigin(), start, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
start = trace.endpos;
// using trace.startsolid is unreliable here, it doesn't get set when
// tracing bounding box vs. terrain
// Now trace down from a known safe position
TracePlayerBBox( start, end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( trace.fraction > 0.0f && // must go somewhere
trace.fraction < 1.0f && // must hit something
!trace.startsolid && // can't be embedded in a solid
trace.plane.normal[2] >= 0.7 ) // can't hit a steep slope that we can't stand on anyway
{
float flDelta = fabs(mv->GetAbsOrigin().z - trace.endpos.z);
//This is incredibly hacky. The real problem is that trace returning that strange value we can't network over.
if ( flDelta > 0.5f * COORD_RESOLUTION)
{
mv->SetAbsOrigin( trace.endpos );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::WalkMove( void )
{
int i;
Vector wishvel;
float spd;
float fmove, smove;
Vector wishdir;
float wishspeed;
Vector dest;
trace_t pm;
Vector forward, right, up;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
CHandle< CBaseEntity > oldground;
oldground = player->GetGroundEntity();
// Copy movement amounts
fmove = mv->m_flForwardMove;
smove = mv->m_flSideMove;
// Zero out z components of movement vectors
if ( g_bMovementOptimizations )
{
if ( forward[2] != 0 )
{
forward[2] = 0;
VectorNormalize( forward );
}
if ( right[2] != 0 )
{
right[2] = 0;
VectorNormalize( right );
}
}
else
{
forward[2] = 0;
right[2] = 0;
VectorNormalize (forward); // Normalize remainder of vectors.
VectorNormalize (right); //
}
for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] = 0; // Zero out z part of velocity
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
wishspeed = VectorNormalize(wishdir);
//
// Clamp to server defined max speed
//
if ((wishspeed != 0.0f) && (wishspeed > mv->m_flMaxSpeed))
{
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
wishspeed = mv->m_flMaxSpeed;
}
// Set pmove velocity
mv->m_vecVelocity[2] = 0;
Accelerate ( wishdir, wishspeed, sv_accelerate.GetFloat() );
mv->m_vecVelocity[2] = 0;
// Add in any base velocity to the current velocity.
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
spd = VectorLength( mv->m_vecVelocity );
if ( spd < 1.0f )
{
mv->m_vecVelocity.Init();
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
return;
}
// first try just moving to the destination
dest[0] = mv->GetAbsOrigin()[0] + mv->m_vecVelocity[0]*gpGlobals->frametime;
dest[1] = mv->GetAbsOrigin()[1] + mv->m_vecVelocity[1]*gpGlobals->frametime;
dest[2] = mv->GetAbsOrigin()[2];
// first try moving directly to the next spot
TracePlayerBBox( mv->GetAbsOrigin(), dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
// If we made it all the way, then copy trace end as new player position.
mv->m_outWishVel += wishdir * wishspeed;
if ( pm.fraction == 1 )
{
mv->SetAbsOrigin( pm.endpos );
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
StayOnGround();
return;
}
// Don't walk up stairs if not on ground.
if ( oldground == NULL && player->GetWaterLevel() == 0 )
{
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
return;
}
// If we are jumping out of water, don't do anything more.
if ( player->m_flWaterJumpTime )
{
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
return;
}
StepMove( dest, pm );
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
StayOnGround();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::FullWalkMove( )
{
if ( !CheckWater() )
{
StartGravity();
}
// If we are leaping out of the water, just update the counters.
if (player->m_flWaterJumpTime)
{
WaterJump();
TryPlayerMove();
// See if we are still in water?
CheckWater();
return;
}
// If we are swimming in the water, see if we are nudging against a place we can jump up out
// of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0
if ( player->GetWaterLevel() >= WL_Waist )
{
if ( player->GetWaterLevel() == WL_Waist )
{
CheckWaterJump();
}
// If we are falling again, then we must not trying to jump out of water any more.
if ( mv->m_vecVelocity[2] < 0 &&
player->m_flWaterJumpTime )
{
player->m_flWaterJumpTime = 0;
}
// Was jump button pressed?
if (mv->m_nButtons & IN_JUMP)
{
CheckJumpButton();
}
else
{
mv->m_nOldButtons &= ~IN_JUMP;
}
// Perform regular water movement
WaterMove();
// Redetermine position vars
CategorizePosition();
// If we are on ground, no downward velocity.
if ( player->GetGroundEntity() != NULL )
{
mv->m_vecVelocity[2] = 0;
}
}
else
// Not fully underwater
{
// Was jump button pressed?
if (mv->m_nButtons & IN_JUMP)
{
CheckJumpButton();
}
else
{
mv->m_nOldButtons &= ~IN_JUMP;
}
// Fricion is handled before we add in any base velocity. That way, if we are on a conveyor,
// we don't slow when standing still, relative to the conveyor.
if (player->GetGroundEntity() != NULL)
{
mv->m_vecVelocity[2] = 0.0;
player->m_Local.m_flFallVelocity = 0.0f;
Friction();
}
// Make sure velocity is valid.
CheckVelocity();
if (player->GetGroundEntity() != NULL)
{
WalkMove();
}
else
{
AirMove(); // Take into account movement when in air.
}
// Set final flags.
CategorizePosition();
// Make sure velocity is valid.
CheckVelocity();
// Add any remaining gravitational component.
if ( !CheckWater() )
{
FinishGravity();
}
// If we are on ground, no downward velocity.
if ( player->GetGroundEntity() != NULL )
{
mv->m_vecVelocity[2] = 0;
}
CheckFalling();
}
if ( ( m_nOldWaterLevel == WL_NotInWater && player->GetWaterLevel() != WL_NotInWater ) ||
( m_nOldWaterLevel != WL_NotInWater && player->GetWaterLevel() == WL_NotInWater ) )
{
PlaySwimSound();
#if !defined( CLIENT_DLL )
player->Splash();
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::FullObserverMove( void )
{
int mode = player->GetObserverMode();
if ( mode == OBS_MODE_IN_EYE || mode == OBS_MODE_CHASE )
{
CBaseEntity * target = player->GetObserverTarget();
if ( target != NULL )
{
mv->SetAbsOrigin( target->GetAbsOrigin() );
mv->m_vecViewAngles = target->GetAbsAngles();
mv->m_vecVelocity = target->GetAbsVelocity();
}
return;
}
if ( mode != OBS_MODE_ROAMING )
{
// don't move in fixed or death cam mode
return;
}
if ( sv_specnoclip.GetBool() )
{
// roam in noclip mode
FullNoClipMove( sv_specspeed.GetFloat(), sv_specaccelerate.GetFloat() );
return;
}
// do a full clipped free roam move:
Vector wishvel;
Vector forward, right, up;
Vector wishdir, wishend;
float wishspeed;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
// Copy movement amounts
float factor = sv_specspeed.GetFloat();
if ( mv->m_nButtons & IN_SPEED )
{
factor /= 2.0f;
}
float fmove = mv->m_flForwardMove * factor;
float smove = mv->m_flSideMove * factor;
VectorNormalize (forward); // Normalize remainder of vectors
VectorNormalize (right); //
for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] += mv->m_flUpMove;
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
wishspeed = VectorNormalize(wishdir);
//
// Clamp to server defined max speed
//
float maxspeed = sv_maxvelocity.GetFloat();
if (wishspeed > maxspeed )
{
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
wishspeed = maxspeed;
}
// Set pmove velocity, give observer 50% acceration bonus
Accelerate ( wishdir, wishspeed, sv_specaccelerate.GetFloat() );
float spd = VectorLength( mv->m_vecVelocity );
if (spd < 1.0f)
{
mv->m_vecVelocity.Init();
return;
}
float friction = sv_friction.GetFloat();
// Add the amount to the drop amount.
float drop = spd * friction * gpGlobals->frametime;
// scale the velocity
float newspeed = spd - drop;
if (newspeed < 0)
newspeed = 0;
// Determine proportion of old speed we are using.
newspeed /= spd;
VectorScale( mv->m_vecVelocity, newspeed, mv->m_vecVelocity );
CheckVelocity();
TryPlayerMove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::FullNoClipMove( float factor, float maxacceleration )
{
Vector wishvel;
Vector forward, right, up;
Vector wishdir;
float wishspeed;
float maxspeed = sv_maxspeed.GetFloat() * factor;
#ifdef INFESTED_DLL // ignore roll component for Alien Swarm, this is used for vertical aiming
QAngle vecViewAngles = mv->m_vecViewAngles;
vecViewAngles[ROLL] = 0;
AngleVectors (vecViewAngles, &forward, &right, &up); // Determine movement angles
#else
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
#endif
if ( mv->m_nButtons & IN_SPEED )
{
factor /= 2.0f;
}
// Copy movement amounts
float fmove = mv->m_flForwardMove * factor;
float smove = mv->m_flSideMove * factor;
VectorNormalize (forward); // Normalize remainder of vectors
VectorNormalize (right); //
for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] += mv->m_flUpMove * factor;
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
wishspeed = VectorNormalize(wishdir);
//
// Clamp to server defined max speed
//
if (wishspeed > maxspeed )
{
VectorScale (wishvel, maxspeed/wishspeed, wishvel);
wishspeed = maxspeed;
}
if ( maxacceleration > 0.0 )
{
// Set pmove velocity
Accelerate ( wishdir, wishspeed, maxacceleration );
float spd = VectorLength( mv->m_vecVelocity );
if (spd < 1.0f)
{
mv->m_vecVelocity.Init();
return;
}
// Bleed off some speed, but if we have less than the bleed
// threshhold, bleed the theshold amount.
float control = (spd < maxspeed/4.0) ? maxspeed/4.0 : spd;
float friction = sv_friction.GetFloat() * player->m_surfaceFriction;
// Add the amount to the drop amount.
float drop = control * friction * gpGlobals->frametime;
// scale the velocity
float newspeed = spd - drop;
if (newspeed < 0)
newspeed = 0;
// Determine proportion of old speed we are using.
newspeed /= spd;
VectorScale( mv->m_vecVelocity, newspeed, mv->m_vecVelocity );
}
else
{
VectorCopy( wishvel, mv->m_vecVelocity );
}
// Just move ( don't clip or anything )
Vector out;
VectorMA( mv->GetAbsOrigin(), gpGlobals->frametime, mv->m_vecVelocity, out );
mv->SetAbsOrigin( out );
// Zero out velocity if in noaccel mode
if ( maxacceleration < 0.0f )
{
mv->m_vecVelocity.Init();
}
}
//-----------------------------------------------------------------------------
// Checks to see if we should actually jump
//-----------------------------------------------------------------------------
void CGameMovement::PlaySwimSound()
{
MoveHelper()->StartSound( mv->GetAbsOrigin(), "Player.Swim" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CGameMovement::CheckJumpButton( void )
{
if (player->pl.deadflag)
{
mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
return false;
}
// See if we are waterjumping. If so, decrement count and return.
if (player->m_flWaterJumpTime)
{
player->m_flWaterJumpTime -= gpGlobals->frametime;
if (player->m_flWaterJumpTime < 0)
player->m_flWaterJumpTime = 0;
return false;
}
// If we are in the water most of the way...
if ( player->GetWaterLevel() >= 2 )
{
// swimming, not jumping
SetGroundEntity( NULL );
if(player->GetWaterType() == CONTENTS_WATER) // We move up a certain amount
mv->m_vecVelocity[2] = 100;
else if (player->GetWaterType() == CONTENTS_SLIME)
mv->m_vecVelocity[2] = 80;
// play swiming sound
if ( player->m_flSwimSoundTime <= 0 )
{
// Don't play sound again for 1 second
player->m_flSwimSoundTime = 1000;
PlaySwimSound();
}
return false;
}
// No more effect
if (player->GetGroundEntity() == NULL)
{
mv->m_nOldButtons |= IN_JUMP;
return false; // in air, so no effect
}
// Don't allow jumping when the player is in a stasis field.
#ifndef HL2_EPISODIC
if ( player->m_Local.m_bSlowMovement )
return false;
#endif
if ( mv->m_nOldButtons & IN_JUMP )
return false; // don't pogo stick
// Cannot jump will in the unduck transition.
if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) )
return false;
// Still updating the eye position.
if ( player->m_Local.m_nDuckJumpTimeMsecs > 0 )
return false;
// In the air now.
SetGroundEntity( NULL );
player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
float flGroundFactor = 1.0f;
if (player->m_pSurfaceData)
{
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
}
float flMul;
if ( g_bMovementOptimizations )
{
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
Assert( sv_gravity.GetFloat() == 600.0f );
flMul = 160.0f; // approx. 21 units.
#else
Assert( sv_gravity.GetFloat() == 800.0f );
flMul = 268.3281572999747f;
#endif
}
else
{
flMul = sqrt(2 * sv_gravity.GetFloat() * GAMEMOVEMENT_JUMP_HEIGHT);
}
// Acclerate upward
// If we are ducking...
float startz = mv->m_vecVelocity[2];
if ( ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
{
// d = 0.5 * g * t^2 - distance traveled with linear accel
// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
// v = g * t - velocity at the end (just invert it to jump up that high)
// v = g * sqrt(2.0 * 45 / g )
// v^2 = g * g * 2.0 * 45 / g
// v = sqrt( g * 2.0 * 45 )
mv->m_vecVelocity[2] = flGroundFactor * flMul; // 2 * gravity * height
}
else
{
mv->m_vecVelocity[2] += flGroundFactor * flMul; // 2 * gravity * height
}
// Add a little forward velocity based on your current forward velocity - if you are not sprinting.
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
bool bAllowBunnyHopperSpeedBoost = ( gpGlobals->maxClients == 1 );
if ( bAllowBunnyHopperSpeedBoost )
{
CHLMoveData *pMoveData = ( CHLMoveData* )mv;
Vector vecForward;
AngleVectors( mv->m_vecViewAngles, &vecForward );
vecForward.z = 0;
VectorNormalize( vecForward );
// We give a certain percentage of the current forward movement as a bonus to the jump speed. That bonus is clipped
// to not accumulate over time.
float flSpeedBoostPerc = ( !pMoveData->m_bIsSprinting && !player->m_Local.m_bDucked ) ? 0.5f : 0.1f;
float flSpeedAddition = fabs( mv->m_flForwardMove * flSpeedBoostPerc );
float flMaxSpeed = mv->m_flMaxSpeed + ( mv->m_flMaxSpeed * flSpeedBoostPerc );
float flNewSpeed = ( flSpeedAddition + mv->m_vecVelocity.Length2D() );
// If we're over the maximum, we want to only boost as much as will get us to the goal speed
if ( flNewSpeed > flMaxSpeed )
{
flSpeedAddition -= flNewSpeed - flMaxSpeed;
}
if ( mv->m_flForwardMove < 0.0f )
flSpeedAddition *= -1.0f;
// Add it on
VectorAdd( (vecForward*flSpeedAddition), mv->m_vecVelocity, mv->m_vecVelocity );
}
#endif
FinishGravity();
CheckV( player->CurrentCommandNumber(), "CheckJump", mv->m_vecVelocity );
mv->m_outJumpVel.z += mv->m_vecVelocity[2] - startz;
mv->m_outStepHeight += 0.15f;
bool bSetDuckJump = (gpGlobals->maxClients == 1); //most games we only set duck jump if the game is single player
// Set jump time.
if ( bSetDuckJump )
{
player->m_Local.m_nJumpTimeMsecs = GAMEMOVEMENT_JUMP_TIME;
player->m_Local.m_bInDuckJump = true;
}
#if defined( HL2_DLL )
if ( xc_uncrouch_on_jump.GetBool() )
{
// Uncrouch when jumping
if ( player->GetToggledDuckState() )
{
player->ToggleDuck();
}
}
#endif
// Flag that we jumped.
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::FullLadderMove()
{
CheckWater();
// Was jump button pressed? If so, set velocity to 270 away from ladder.
if ( mv->m_nButtons & IN_JUMP )
{
CheckJumpButton();
}
else
{
mv->m_nOldButtons &= ~IN_JUMP;
}
// Perform the move accounting for any base velocity.
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
TryPlayerMove();
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CGameMovement::TryPlayerMove( Vector *pFirstDest, trace_t *pFirstTrace )
{
int bumpcount, numbumps;
Vector dir;
float d;
int numplanes;
Vector planes[MAX_CLIP_PLANES];
Vector primal_velocity, original_velocity;
Vector new_velocity;
int i, j;
trace_t pm;
Vector end;
float time_left, allFraction;
int blocked;
numbumps = 4; // Bump up to four times
blocked = 0; // Assume not blocked
numplanes = 0; // and not sliding along any planes
VectorCopy (mv->m_vecVelocity, original_velocity); // Store original velocity
VectorCopy (mv->m_vecVelocity, primal_velocity);
allFraction = 0;
time_left = gpGlobals->frametime; // Total time for this movement operation.
new_velocity.Init();
for (bumpcount=0 ; bumpcount < numbumps; bumpcount++)
{
if ( mv->m_vecVelocity.Length() == 0.0 )
break;
// Assume we can move all the way from the current origin to the
// end point.
VectorMA( mv->GetAbsOrigin(), time_left, mv->m_vecVelocity, end );
// See if we can make it from origin to end point.
if ( g_bMovementOptimizations )
{
// If their velocity Z is 0, then we can avoid an extra trace here during WalkMove.
if ( pFirstDest && ( end == *pFirstDest ) )
{
pm = *pFirstTrace;
}
else
{
#if defined( PLAYER_GETTING_STUCK_TESTING )
trace_t foo;
TracePlayerBBox( mv->GetAbsOrigin(), mv->GetAbsOrigin(), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, foo );
if ( foo.startsolid || foo.fraction != 1.0f )
{
Msg( "bah\n" );
}
#endif
TracePlayerBBox( mv->GetAbsOrigin(), end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
}
}
else
{
TracePlayerBBox( mv->GetAbsOrigin(), end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
}
allFraction += pm.fraction;
// If we started in a solid object, or we were in solid space
// the whole way, zero out our velocity and return that we
// are blocked by floor and wall.
if (pm.allsolid)
{
// entity is trapped in another solid
VectorCopy (vec3_origin, mv->m_vecVelocity);
return 4;
}
// If we moved some portion of the total distance, then
// copy the end position into the pmove.origin and
// zero the plane counter.
if( pm.fraction > 0 )
{
if ( numbumps > 0 && pm.fraction == 1 )
{
// There's a precision issue with terrain tracing that can cause a swept box to successfully trace
// when the end position is stuck in the triangle. Re-run the test with an uswept box to catch that
// case until the bug is fixed.
// If we detect getting stuck, don't allow the movement
trace_t stuck;
TracePlayerBBox( pm.endpos, pm.endpos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, stuck );
if ( stuck.startsolid || stuck.fraction != 1.0f )
{
//Msg( "Player will become stuck!!!\n" );
VectorCopy (vec3_origin, mv->m_vecVelocity);
break;
}
}
#if defined( PLAYER_GETTING_STUCK_TESTING )
trace_t foo;
TracePlayerBBox( pm.endpos, pm.endpos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, foo );
if ( foo.startsolid || foo.fraction != 1.0f )
{
Msg( "Player will become stuck!!!\n" );
}
#endif
// actually covered some distance
mv->SetAbsOrigin( pm.endpos);
VectorCopy (mv->m_vecVelocity, original_velocity);
numplanes = 0;
}
// If we covered the entire distance, we are done
// and can return.
if (pm.fraction == 1)
{
break; // moved the entire distance
}
// Save entity that blocked us (since fraction was < 1.0)
// for contact
// Add it if it's not already in the list!!!
MoveHelper( )->AddToTouched( pm, mv->m_vecVelocity );
// If the plane we hit has a high z component in the normal, then
// it's probably a floor
if (pm.plane.normal[2] > 0.7)
{
blocked |= 1; // floor
}
// If the plane has a zero z component in the normal, then it's a
// step or wall
if (!pm.plane.normal[2])
{
blocked |= 2; // step / wall
}
// Reduce amount of m_flFrameTime left by total time left * fraction
// that we covered.
time_left -= time_left * pm.fraction;
// Did we run out of planes to clip against?
if (numplanes >= MAX_CLIP_PLANES)
{
// this shouldn't really happen
// Stop our movement if so.
VectorCopy (vec3_origin, mv->m_vecVelocity);
//Con_DPrintf("Too many planes 4\n");
break;
}
// Set up next clipping plane
VectorCopy (pm.plane.normal, planes[numplanes]);
numplanes++;
// modify original_velocity so it parallels all of the clip planes
//
// reflect player velocity
// Only give this a try for first impact plane because you can get yourself stuck in an acute corner by jumping in place
// and pressing forward and nobody was really using this bounce/reflection feature anyway...
if ( numplanes == 1 &&
player->GetMoveType() == MOVETYPE_WALK &&
player->GetGroundEntity() == NULL )
{
for ( i = 0; i < numplanes; i++ )
{
if ( planes[i][2] > 0.7 )
{
// floor or slope
ClipVelocity( original_velocity, planes[i], new_velocity, 1 );
VectorCopy( new_velocity, original_velocity );
}
else
{
ClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + sv_bounce.GetFloat() * (1 - player->m_surfaceFriction) );
}
}
VectorCopy( new_velocity, mv->m_vecVelocity );
VectorCopy( new_velocity, original_velocity );
}
else
{
for (i=0 ; i < numplanes ; i++)
{
ClipVelocity( original_velocity, planes[i], mv->m_vecVelocity, 1 );
for (j=0 ; j<numplanes ; j++)
{
if (j != i)
{
// Are we now moving against this plane?
if (mv->m_vecVelocity.Dot(planes[j]) < 0)
break; // not ok
}
}
if (j == numplanes) // Didn't have to clip, so we're ok
break;
}
// Did we go all the way through plane set
if (i != numplanes)
{ // go along this plane
// pmove.velocity is set in clipping call, no need to set again.
;
}
else
{ // go along the crease
if (numplanes != 2)
{
VectorCopy (vec3_origin, mv->m_vecVelocity);
break;
}
CrossProduct (planes[0], planes[1], dir);
dir.NormalizeInPlace();
d = dir.Dot(mv->m_vecVelocity);
VectorScale (dir, d, mv->m_vecVelocity );
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
d = mv->m_vecVelocity.Dot(primal_velocity);
if (d <= 0)
{
//Con_DPrintf("Back\n");
VectorCopy (vec3_origin, mv->m_vecVelocity);
break;
}
}
}
if ( allFraction == 0 )
{
VectorCopy (vec3_origin, mv->m_vecVelocity);
}
// Check if they slammed into a wall
float fSlamVol = 0.0f;
float fLateralStoppingAmount = primal_velocity.Length2D() - mv->m_vecVelocity.Length2D();
if ( fLateralStoppingAmount > PLAYER_MAX_SAFE_FALL_SPEED * 2.0f )
{
fSlamVol = 1.0f;
}
else if ( fLateralStoppingAmount > PLAYER_MAX_SAFE_FALL_SPEED )
{
fSlamVol = 0.85f;
}
if ( fSlamVol > 0.0f )
{
PlayerRoughLandingEffects( fSlamVol );
}
return blocked;
}
//-----------------------------------------------------------------------------
// Purpose: Determine whether or not the player is on a ladder (physprop or world).
//-----------------------------------------------------------------------------
inline bool CGameMovement::OnLadder( trace_t &trace )
{
if ( trace.contents & CONTENTS_LADDER )
return true;
IPhysicsSurfaceProps *pPhysProps = MoveHelper( )->GetSurfaceProps();
if ( pPhysProps )
{
const surfacedata_t *pSurfaceData = pPhysProps->GetSurfaceData( trace.surface.surfaceProps );
if ( pSurfaceData )
{
if ( pSurfaceData->game.climbable != 0 )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CGameMovement::LadderMove( void )
{
trace_t pm;
bool onFloor;
Vector floor;
Vector wishdir;
Vector end;
if ( player->GetMoveType() == MOVETYPE_NOCLIP )
return false;
if ( !GameHasLadders() )
return false;
// If I'm already moving on a ladder, use the previous ladder direction
if ( player->GetMoveType() == MOVETYPE_LADDER )
{
wishdir = -player->m_vecLadderNormal.Get();
}
else
{
// otherwise, use the direction player is attempting to move
if ( mv->m_flForwardMove || mv->m_flSideMove )
{
for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
wishdir[i] = m_vecForward[i]*mv->m_flForwardMove + m_vecRight[i]*mv->m_flSideMove;
VectorNormalize(wishdir);
}
else
{
// Player is not attempting to move, no ladder behavior
return false;
}
}
// wishdir points toward the ladder if any exists
VectorMA( mv->GetAbsOrigin(), LadderDistance(), wishdir, end );
TracePlayerBBox( mv->GetAbsOrigin(), end, LadderMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
// no ladder in that direction, return
if ( pm.fraction == 1.0f || !OnLadder( pm ) )
return false;
player->SetMoveType( MOVETYPE_LADDER );
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
player->m_vecLadderNormal = pm.plane.normal;
// On ladder, convert movement to be relative to the ladder
VectorCopy( mv->GetAbsOrigin(), floor );
floor[2] += GetPlayerMins()[2] - 1;
if( enginetrace->GetPointContents( floor ) == CONTENTS_SOLID || player->GetGroundEntity() != NULL )
{
onFloor = true;
}
else
{
onFloor = false;
}
player->SetGravity( 0 );
float climbSpeed = ClimbSpeed();
float forwardSpeed = 0, rightSpeed = 0;
if ( mv->m_nButtons & IN_BACK )
forwardSpeed -= climbSpeed;
if ( mv->m_nButtons & IN_FORWARD )
forwardSpeed += climbSpeed;
if ( mv->m_nButtons & IN_MOVELEFT )
rightSpeed -= climbSpeed;
if ( mv->m_nButtons & IN_MOVERIGHT )
rightSpeed += climbSpeed;
if ( mv->m_nButtons & IN_JUMP )
{
player->SetMoveType( MOVETYPE_WALK );
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
VectorScale( pm.plane.normal, 270, mv->m_vecVelocity );
}
else
{
if ( forwardSpeed != 0 || rightSpeed != 0 )
{
Vector velocity, perp, cross, lateral, tmp;
//ALERT(at_console, "pev %.2f %.2f %.2f - ",
// pev->velocity.x, pev->velocity.y, pev->velocity.z);
// Calculate player's intended velocity
//Vector velocity = (forward * gpGlobals->v_forward) + (right * gpGlobals->v_right);
VectorScale( m_vecForward, forwardSpeed, velocity );
VectorMA( velocity, rightSpeed, m_vecRight, velocity );
// Perpendicular in the ladder plane
VectorCopy( vec3_origin, tmp );
tmp[2] = 1;
CrossProduct( tmp, pm.plane.normal, perp );
VectorNormalize( perp );
// decompose velocity into ladder plane
float normal = DotProduct( velocity, pm.plane.normal );
// This is the velocity into the face of the ladder
VectorScale( pm.plane.normal, normal, cross );
// This is the player's additional velocity
VectorSubtract( velocity, cross, lateral );
// This turns the velocity into the face of the ladder into velocity that
// is roughly vertically perpendicular to the face of the ladder.
// NOTE: It IS possible to face up and move down or face down and move up
// because the velocity is a sum of the directional velocity and the converted
// velocity through the face of the ladder -- by design.
CrossProduct( pm.plane.normal, perp, tmp );
VectorMA( lateral, -normal, tmp, mv->m_vecVelocity );
if ( onFloor && normal > 0 ) // On ground moving away from the ladder
{
VectorMA( mv->m_vecVelocity, MAX_CLIMB_SPEED, pm.plane.normal, mv->m_vecVelocity );
}
//pev->velocity = lateral - (CrossProduct( trace.vecPlaneNormal, perp ) * normal);
}
else
{
mv->m_vecVelocity.Init();
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : axis -
// Output : const char
//-----------------------------------------------------------------------------
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
const char *DescribeAxis( int axis )
{
static char sz[ 32 ];
switch ( axis )
{
case 0:
Q_strncpy( sz, "X", sizeof( sz ) );
break;
case 1:
Q_strncpy( sz, "Y", sizeof( sz ) );
break;
case 2:
default:
Q_strncpy( sz, "Z", sizeof( sz ) );
break;
}
return sz;
}
#else
const char *DescribeAxis( int axis );
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::CheckVelocity( void )
{
int i;
//
// bound velocity
//
Vector org = mv->GetAbsOrigin();
for (i=0; i < 3; i++)
{
// See if it's bogus.
if (IS_NAN(mv->m_vecVelocity[i]))
{
DevMsg( 1, "PM Got a NaN velocity %s\n", DescribeAxis( i ) );
mv->m_vecVelocity[i] = 0;
}
if (IS_NAN(org[i]))
{
DevMsg( 1, "PM Got a NaN origin on %s\n", DescribeAxis( i ) );
org[ i ] = 0;
mv->SetAbsOrigin( org );
}
// Bound it.
if (mv->m_vecVelocity[i] > sv_maxvelocity.GetFloat())
{
DevMsg( 1, "PM Got a velocity too high on %s\n", DescribeAxis( i ) );
mv->m_vecVelocity[i] = sv_maxvelocity.GetFloat();
}
else if (mv->m_vecVelocity[i] < -sv_maxvelocity.GetFloat())
{
DevMsg( 1, "PM Got a velocity too low on %s\n", DescribeAxis( i ) );
mv->m_vecVelocity[i] = -sv_maxvelocity.GetFloat();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::AddGravity( void )
{
float ent_gravity;
if ( player->m_flWaterJumpTime )
return;
if (player->GetGravity())
ent_gravity = player->GetGravity();
else
ent_gravity = 1.0;
// Add gravity incorrectly
mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * gpGlobals->frametime);
mv->m_vecVelocity[2] += player->GetBaseVelocity()[2] * gpGlobals->frametime;
Vector temp = player->GetBaseVelocity();
temp[2] = 0;
player->SetBaseVelocity( temp );
CheckVelocity();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : push -
// Output : trace_t
//-----------------------------------------------------------------------------
void CGameMovement::PushEntity( Vector& push, trace_t *pTrace )
{
Vector end;
VectorAdd (mv->GetAbsOrigin(), push, end);
TracePlayerBBox( mv->GetAbsOrigin(), end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, *pTrace );
mv->SetAbsOrigin( pTrace->endpos );
// So we can run impact function afterwards.
// If
if ( pTrace->fraction < 1.0 && !pTrace->allsolid )
{
MoveHelper( )->AddToTouched( *pTrace, mv->m_vecVelocity );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : in -
// normal -
// out -
// overbounce -
// Output : int
//-----------------------------------------------------------------------------
int CGameMovement::ClipVelocity( Vector& in, Vector& normal, Vector& out, float overbounce )
{
float backoff;
float change;
float angle;
int i, blocked;
angle = normal[ 2 ];
blocked = 0x00; // Assume unblocked.
if (angle > 0) // If the plane that is blocking us has a positive z component, then assume it's a floor.
blocked |= 0x01; //
if (!angle) // If the plane has no Z, it is vertical (wall/step)
blocked |= 0x02; //
// Determine how far along plane to slide based on incoming direction.
backoff = DotProduct (in, normal) * overbounce;
for (i=0 ; i<3 ; i++)
{
change = normal[i]*backoff;
out[i] = in[i] - change;
}
// iterate once to make sure we aren't still moving through the plane
float adjust = DotProduct( out, normal );
if( adjust < 0.0f )
{
out -= ( normal * adjust );
// Msg( "Adjustment = %lf\n", adjust );
}
// Return blocking flags.
return blocked;
}
//-----------------------------------------------------------------------------
// Purpose: Computes roll angle for a certain movement direction and velocity
// Input : angles -
// velocity -
// rollangle -
// rollspeed -
// Output : float
//-----------------------------------------------------------------------------
float CGameMovement::CalcRoll ( const QAngle &angles, const Vector &velocity, float rollangle, float rollspeed )
{
float sign;
float side;
float value;
Vector forward, right, up;
AngleVectors (angles, &forward, &right, &up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = rollangle;
if (side < rollspeed)
{
side = side * value / rollspeed;
}
else
{
side = value;
}
return side*sign;
}
#define CHECKSTUCK_MINTIME 0.05 // Don't check again too quickly.
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
Vector rgv3tStuckTable[54];
#else
extern Vector rgv3tStuckTable[54];
#endif
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CreateStuckTable( void )
{
float x, y, z;
int idx;
int i;
float zi[3];
static int firsttime = 1;
if ( !firsttime )
return;
firsttime = 0;
memset(rgv3tStuckTable, 0, sizeof(rgv3tStuckTable));
idx = 0;
// Little Moves.
x = y = 0;
// Z moves
for (z = -0.125 ; z <= 0.125 ; z += 0.125)
{
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
x = z = 0;
// Y moves
for (y = -0.125 ; y <= 0.125 ; y += 0.125)
{
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
y = z = 0;
// X moves
for (x = -0.125 ; x <= 0.125 ; x += 0.125)
{
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
// Remaining multi axis nudges.
for ( x = - 0.125; x <= 0.125; x += 0.250 )
{
for ( y = - 0.125; y <= 0.125; y += 0.250 )
{
for ( z = - 0.125; z <= 0.125; z += 0.250 )
{
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
}
}
// Big Moves.
x = y = 0;
zi[0] = 0.0f;
zi[1] = 1.0f;
zi[2] = 6.0f;
for (i = 0; i < 3; i++)
{
// Z moves
z = zi[i];
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
x = z = 0;
// Y moves
for (y = -2.0f ; y <= 2.0f ; y += 2.0)
{
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
y = z = 0;
// X moves
for (x = -2.0f ; x <= 2.0f ; x += 2.0f)
{
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
// Remaining multi axis nudges.
for (i = 0 ; i < 3; i++)
{
z = zi[i];
for (x = -2.0f ; x <= 2.0f ; x += 2.0f)
{
for (y = -2.0f ; y <= 2.0f ; y += 2.0)
{
rgv3tStuckTable[idx][0] = x;
rgv3tStuckTable[idx][1] = y;
rgv3tStuckTable[idx][2] = z;
idx++;
}
}
}
Assert( idx < sizeof(rgv3tStuckTable)/sizeof(rgv3tStuckTable[0]));
}
#else
extern void CreateStuckTable( void );
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
// server -
// offset -
// Output : int
//-----------------------------------------------------------------------------
int GetRandomStuckOffsets( CBasePlayer *pPlayer, Vector& offset)
{
// Last time we did a full
int idx;
idx = pPlayer->m_StuckLast++;
VectorCopy(rgv3tStuckTable[idx % 54], offset);
return (idx % 54);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
// server -
//-----------------------------------------------------------------------------
void ResetStuckOffsets( CBasePlayer *pPlayer )
{
pPlayer->m_StuckLast = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CGameMovement::IsMovingPlayerStuck( void ) const
{
return m_bProcessingMovement && !m_bInStuckTest && player && player->m_StuckLast > 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBasePlayer *CGameMovement::GetMovingPlayer( void ) const
{
return m_bProcessingMovement ? player : NULL;
}
//--------------------------------------------------------------------------------------------------------
void CGameMovement::UnblockPusher( CBasePlayer *pPlayer, CBaseEntity *pPusher )
{
// TODO
}
#if defined( CLIENT_DLL )
static ConVar cl_pred_checkstuck( "cl_pred_checkstuck", "0", FCVAR_DEVELOPMENTONLY, "Perform the additional 'stuck' traces on the client side during prediction." );
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : &input -
// Output : int
//-----------------------------------------------------------------------------
int CGameMovement::CheckStuck( void )
{
#if defined( CLIENT_DLL )
// Don't bother trying to jitter the player on the client, the server position will fix any true "stuck" issues and
// we send player origins with full precision anyway so getting stuck due to epsilon issues shouldn't occur...
// The potential bad effect would be interacting with NPCs with a lot of lag might feel more warpy w/o the unstuck code running
if ( !cl_pred_checkstuck.GetBool() )
return 0;
#endif
Vector base;
Vector offset;
Vector test;
EntityHandle_t hitent;
int idx;
float fTime;
trace_t traceresult;
CreateStuckTable();
// player->SetStuckCharacter( NULL );
m_bInStuckTest = true;
hitent = TestPlayerPosition( mv->GetAbsOrigin(), COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
m_bInStuckTest = false;
if ( hitent == INVALID_ENTITY_HANDLE )
{
ResetStuckOffsets( player );
return 0;
}
// Deal with stuckness...
#ifndef DEDICATED
if ( developer.GetBool() )
{
bool isServer = player->IsServer();
engine->Con_NPrintf( isServer, "%s stuck on object %i/%s",
isServer ? "server" : "client",
hitent.GetEntryIndex(), MoveHelper()->GetName(hitent) );
}
#endif
VectorCopy( mv->GetAbsOrigin(), base );
//
// Deal with precision error in network.
//
// World or BSP model
if ( !player->IsServer() )
{
if ( MoveHelper()->IsWorldEntity( hitent ) )
{
int nReps = 0;
ResetStuckOffsets( player );
do
{
GetRandomStuckOffsets( player, offset );
VectorAdd( base, offset, test );
if ( TestPlayerPosition( test, COLLISION_GROUP_PLAYER_MOVEMENT, traceresult ) == INVALID_ENTITY_HANDLE )
{
ResetStuckOffsets( player );
mv->SetAbsOrigin( test );
return 0;
}
nReps++;
} while (nReps < 54);
}
}
// Only an issue on the client.
idx = player->IsServer() ? 0 : 1;
fTime = Plat_FloatTime();
// Too soon?
if ( m_flStuckCheckTime[ player->entindex() ][ idx ] >= fTime - CHECKSTUCK_MINTIME )
{
return 1;
}
m_flStuckCheckTime[ player->entindex() ][ idx ] = fTime;
MoveHelper( )->AddToTouched( traceresult, mv->m_vecVelocity );
m_bInStuckTest = true;
GetRandomStuckOffsets( player, offset );
VectorAdd( base, offset, test );
if ( TestPlayerPosition( test, COLLISION_GROUP_PLAYER_MOVEMENT, traceresult ) == INVALID_ENTITY_HANDLE)
{
ResetStuckOffsets( player );
mv->SetAbsOrigin( test );
return 0;
}
m_bInStuckTest = false;
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : bool
//-----------------------------------------------------------------------------
bool CGameMovement::InWater( void )
{
return ( player->GetWaterLevel() > WL_Feet );
}
void CGameMovement::ResetGetWaterContentsForPointCache()
{
for ( int slot = 0; slot < MAX_PC_CACHE_SLOTS; ++slot )
{
for ( int i = 0; i < MAX_PLAYERS; ++i )
{
m_CachedGetPointContents[ i ][ slot ] = -9999;
}
}
}
int CGameMovement::GetWaterContentsForPointCached( const Vector &point, int slot )
{
if ( g_bMovementOptimizations )
{
Assert( player );
Assert( slot >= 0 && slot < MAX_PC_CACHE_SLOTS );
int idx = player->entindex() - 1;
if ( m_CachedGetPointContents[ idx ][ slot ] == -9999 || point.DistToSqr( m_CachedGetPointContentsPoint[ idx ][ slot ] ) > 1 )
{
m_CachedGetPointContents[ idx ][ slot ] = enginetrace->GetPointContents ( point, MASK_WATER );
m_CachedGetPointContentsPoint[ idx ][ slot ] = point;
}
return m_CachedGetPointContents[ idx ][ slot ];
}
else
{
return enginetrace->GetPointContents ( point, MASK_WATER );
}
}
//-----------------------------------------------------------------------------
// Purpose: returns the height to check for water
//-----------------------------------------------------------------------------
void CGameMovement::GetWaterCheckPosition( int waterLevel, Vector *pos )
{
(*pos)[0] = mv->GetAbsOrigin()[0] + (GetPlayerMins()[0] + GetPlayerMaxs()[0]) * 0.5;
(*pos)[1] = mv->GetAbsOrigin()[1] + (GetPlayerMins()[1] + GetPlayerMaxs()[1]) * 0.5;
switch ( waterLevel )
{
case WL_Eyes:
(*pos)[2] = mv->GetAbsOrigin()[2] + player->GetViewOffset()[2];
return;
case WL_Waist:
(*pos)[2] = mv->GetAbsOrigin()[2] + (GetPlayerMins()[2] + GetPlayerMaxs()[2])*0.5;
return;
default:
(*pos)[2] = mv->GetAbsOrigin()[2] + GetPlayerMins()[2] + 1;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &input -
// Output : bool
//-----------------------------------------------------------------------------
bool CGameMovement::CheckWater( void )
{
Vector point;
int cont;
// Pick a spot just above the players feet.
GetWaterCheckPosition( WL_Feet, &point );
// Assume that we are not in water at all.
player->SetWaterLevel( WL_NotInWater );
player->SetWaterType( CONTENTS_EMPTY );
// Grab point contents.
cont = GetWaterContentsForPointCached( point, 0 );
// Are we under water? (not solid and not empty?)
if ( cont & MASK_WATER )
{
// Set water type
player->SetWaterType( cont );
// We are at least at level one
player->SetWaterLevel( WL_Feet );
// Now check a point that is at the player hull midpoint.
GetWaterCheckPosition( WL_Waist, &point );
cont = GetWaterContentsForPointCached( point, 1 );
// If that point is also under water...
if ( cont & MASK_WATER )
{
// Set a higher water level.
player->SetWaterLevel( WL_Waist );
// Now check the eye position. (view_ofs is relative to the origin)
GetWaterCheckPosition( WL_Eyes, &point );
cont = GetWaterContentsForPointCached( point, 2 );
if ( cont & MASK_WATER )
player->SetWaterLevel( WL_Eyes ); // In over our eyes
}
// Adjust velocity based on water current, if any.
if ( cont & MASK_CURRENT )
{
Vector v;
VectorClear(v);
if ( cont & CONTENTS_CURRENT_0 )
v[0] += 1;
if ( cont & CONTENTS_CURRENT_90 )
v[1] += 1;
if ( cont & CONTENTS_CURRENT_180 )
v[0] -= 1;
if ( cont & CONTENTS_CURRENT_270 )
v[1] -= 1;
if ( cont & CONTENTS_CURRENT_UP )
v[2] += 1;
if ( cont & CONTENTS_CURRENT_DOWN )
v[2] -= 1;
// BUGBUG -- this depends on the value of an unspecified enumerated type
// The deeper we are, the stronger the current.
Vector temp;
VectorMA( player->GetBaseVelocity(), 50.0*player->GetWaterLevel(), v, temp );
player->SetBaseVelocity( temp );
}
}
// if we just transitioned from not in water to in water, record the time it happened
if ( ( WL_NotInWater == m_nOldWaterLevel ) && ( player->GetWaterLevel() > WL_NotInWater ) )
{
m_flWaterEntryTime = gpGlobals->curtime;
}
return ( player->GetWaterLevel() > WL_Feet );
}
void CGameMovement::SetGroundEntity( trace_t *pm )
{
CBaseEntity *newGround = pm ? pm->m_pEnt : NULL;
CBaseEntity *oldGround = player->GetGroundEntity();
Vector vecBaseVelocity = player->GetBaseVelocity();
if ( !oldGround && newGround )
{
// Subtract ground velocity at instant we hit ground jumping
vecBaseVelocity -= newGround->GetAbsVelocity();
vecBaseVelocity.z = newGround->GetAbsVelocity().z;
}
else if ( oldGround && !newGround )
{
// Add in ground velocity at instant we started jumping
vecBaseVelocity += oldGround->GetAbsVelocity();
vecBaseVelocity.z = oldGround->GetAbsVelocity().z;
}
player->SetBaseVelocity( vecBaseVelocity );
player->SetGroundEntity( newGround );
// If we are on something...
if ( newGround )
{
CategorizeGroundSurface( *pm );
// Then we are not in water jump sequence
player->m_flWaterJumpTime = 0;
// Standing on an entity other than the world, so signal that we are touching something.
if ( !pm->DidHitWorld() )
{
MoveHelper()->AddToTouched( *pm, mv->m_vecVelocity );
}
if( player->GetMoveType() != MOVETYPE_NOCLIP )
mv->m_vecVelocity.z = 0.0f;
}
}
static inline void DoTrace( ITraceListData *pTraceListData, const Ray_t &ray, uint32 fMask, ITraceFilter *filter, trace_t *ptr, int *counter )
{
++*counter;
if ( pTraceListData && pTraceListData->CanTraceRay(ray) )
{
enginetrace->TraceRayAgainstLeafAndEntityList( ray, pTraceListData, fMask, filter, ptr );
}
else
{
enginetrace->TraceRay( ray, fMask, filter, ptr );
}
}
//-----------------------------------------------------------------------------
// Traces the player's collision bounds in quadrants, looking for a plane that
// can be stood upon (normal's z >= flStandableZ). Regardless of success or failure,
// replace the fraction and endpos with the original ones, so we don't try to
// move the player down to the new floor and get stuck on a leaning wall that
// the original trace hit first.
//-----------------------------------------------------------------------------
void TracePlayerBBoxForGround( ITraceListData *pTraceListData, const Vector& start, const Vector& end, const Vector& minsSrc,
const Vector& maxsSrc, unsigned int fMask,
ITraceFilter *filter, trace_t& pm, float minGroundNormalZ, bool overwriteEndpos, int *pCounter )
{
VPROF( "TracePlayerBBoxForGround" );
Ray_t ray;
Vector mins, maxs;
float fraction = pm.fraction;
Vector endpos = pm.endpos;
// Check the -x, -y quadrant
mins = minsSrc;
maxs.Init( MIN( 0, maxsSrc.x ), MIN( 0, maxsSrc.y ), maxsSrc.z );
ray.Init( start, end, mins, maxs );
DoTrace( pTraceListData, ray, fMask, filter, &pm, pCounter );
if ( pm.m_pEnt && pm.plane.normal[2] >= minGroundNormalZ)
{
if ( overwriteEndpos )
{
pm.fraction = fraction;
pm.endpos = endpos;
}
return;
}
// Check the +x, +y quadrant
mins.Init( MAX( 0, minsSrc.x ), MAX( 0, minsSrc.y ), minsSrc.z );
maxs = maxsSrc;
ray.Init( start, end, mins, maxs );
DoTrace( pTraceListData, ray, fMask, filter, &pm, pCounter );
if ( pm.m_pEnt && pm.plane.normal[2] >= minGroundNormalZ)
{
if ( overwriteEndpos )
{
pm.fraction = fraction;
pm.endpos = endpos;
}
return;
}
// Check the -x, +y quadrant
mins.Init( minsSrc.x, MAX( 0, minsSrc.y ), minsSrc.z );
maxs.Init( MIN( 0, maxsSrc.x ), maxsSrc.y, maxsSrc.z );
ray.Init( start, end, mins, maxs );
DoTrace( pTraceListData, ray, fMask, filter, &pm, pCounter );
if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
{
if ( overwriteEndpos )
{
pm.fraction = fraction;
pm.endpos = endpos;
}
return;
}
// Check the +x, -y quadrant
mins.Init( MAX( 0, minsSrc.x ), minsSrc.y, minsSrc.z );
maxs.Init( maxsSrc.x, MIN( 0, maxsSrc.y ), maxsSrc.z );
ray.Init( start, end, mins, maxs );
DoTrace( pTraceListData, ray, fMask, filter, &pm, pCounter );
if ( pm.m_pEnt && pm.plane.normal[2] >= minGroundNormalZ)
{
if ( overwriteEndpos )
{
pm.fraction = fraction;
pm.endpos = endpos;
}
return;
}
if ( overwriteEndpos )
{
pm.fraction = fraction;
pm.endpos = endpos;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CGameMovement::CategorizePosition( void )
{
Vector point;
trace_t pm;
// Reset this each time we-recategorize, otherwise we have bogus friction when we jump into water and plunge downward really quickly
player->m_surfaceFriction = 1.0f;
// if the player hull point one unit down is solid, the player
// is on ground
// see if standing on something solid
// Doing this before we move may introduce a potential latency in water detection, but
// doing it after can get us stuck on the bottom in water if the amount we move up
// is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call
// this several times per frame, so we really need to avoid sticking to the bottom of
// water on each call, and the converse case will correct itself if called twice.
CheckWater();
// observers don't have a ground entity
if ( player->IsObserver() )
return;
float flOffset = 2.0f;
point[0] = mv->GetAbsOrigin()[0];
point[1] = mv->GetAbsOrigin()[1];
point[2] = mv->GetAbsOrigin()[2] - flOffset;
Vector bumpOrigin;
bumpOrigin = mv->GetAbsOrigin();
// Shooting up really fast. Definitely not on ground.
// On ladder moving up, so not on ground either
// NOTE: 145 is a jump.
#define NON_JUMP_VELOCITY 140.0f
float zvel = mv->m_vecVelocity[2];
bool bMovingUp = zvel > 0.0f;
bool bMovingUpRapidly = zvel > NON_JUMP_VELOCITY;
float flGroundEntityVelZ = 0.0f;
if ( bMovingUpRapidly )
{
// Tracker 73219, 75878: ywb 8/2/07
// After save/restore (and maybe at other times), we can get a case where we were saved on a lift and
// after restore we'll have a high local velocity due to the lift making our abs velocity appear high.
// We need to account for standing on a moving ground object in that case in order to determine if we really
// are moving away from the object we are standing on at too rapid a speed. Note that CheckJump already sets
// ground entity to NULL, so this wouldn't have any effect unless we are moving up rapidly not from the jump button.
CBaseEntity *ground = player->GetGroundEntity();
if ( ground )
{
flGroundEntityVelZ = ground->GetAbsVelocity().z;
bMovingUpRapidly = ( zvel - flGroundEntityVelZ ) > NON_JUMP_VELOCITY;
}
}
// NOTE YWB 7/5/07: Since we're already doing a traceline here, we'll subsume the StayOnGround (stair debouncing) check into the main traceline we do here to see what we're standing on
bool bUnderwater = ( player->GetWaterLevel() >= WL_Eyes );
bool bMoveToEndPos = false;
if ( player->GetMoveType() == MOVETYPE_WALK &&
player->GetGroundEntity() != NULL && !bUnderwater )
{
// if walking and still think we're on ground, we'll extend trace down by stepsize so we don't bounce down slopes
bMoveToEndPos = true;
point.z -= player->m_Local.m_flStepSize;
}
// Was on ground, but now suddenly am not
if ( bMovingUpRapidly ||
( bMovingUp && player->GetMoveType() == MOVETYPE_LADDER ) )
{
SetGroundEntity( NULL );
bMoveToEndPos = false;
}
else
{
// Try and move down.
TracePlayerBBox( bumpOrigin, point, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
// Was on ground, but now suddenly am not. If we hit a steep plane, we are not on ground
float flStandableZ = 0.7;
if ( !pm.m_pEnt || ( pm.plane.normal[2] < flStandableZ ) )
{
// Test four sub-boxes, to see if any of them would have found shallower slope we could actually stand on
ITraceFilter *pFilter = LockTraceFilter( COLLISION_GROUP_PLAYER_MOVEMENT );
TracePlayerBBoxForGround( m_pTraceListData, bumpOrigin, point, GetPlayerMins(),
GetPlayerMaxs(), PlayerSolidMask(), pFilter, pm, flStandableZ, true, &m_nTraceCount );
UnlockTraceFilter( pFilter );
if ( !pm.m_pEnt || ( pm.plane.normal[2] < flStandableZ ) )
{
SetGroundEntity( NULL );
// probably want to add a check for a +z velocity too!
if ( ( mv->m_vecVelocity.z > 0.0f ) &&
( player->GetMoveType() != MOVETYPE_NOCLIP ) )
{
player->m_surfaceFriction = 0.25f;
}
bMoveToEndPos = false;
}
else
{
SetGroundEntity( &pm );
}
}
else
{
SetGroundEntity( &pm ); // Otherwise, point to index of ent under us.
}
#ifndef CLIENT_DLL
//Adrian: vehicle code handles for us.
if ( player->IsInAVehicle() == false )
{
// If our gamematerial has changed, tell any player surface triggers that are watching
IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
surfacedata_t *pSurfaceProp = physprops->GetSurfaceData( pm.surface.surfaceProps );
char cCurrGameMaterial = pSurfaceProp->game.material;
if ( !player->GetGroundEntity() )
{
cCurrGameMaterial = 0;
}
// Changed?
if ( player->m_chPreviousTextureType != cCurrGameMaterial )
{
CEnvPlayerSurfaceTrigger::SetPlayerSurface( player, cCurrGameMaterial );
}
player->m_chPreviousTextureType = cCurrGameMaterial;
}
#endif
}
// YWB: This logic block essentially lifted from StayOnGround implementation
if ( bMoveToEndPos &&
!pm.startsolid && // not sure we need this check as fraction would == 0.0f?
pm.fraction > 0.0f && // must go somewhere
pm.fraction < 1.0f ) // must hit something
{
mv->SetAbsOrigin( pm.endpos );
}
}
//-----------------------------------------------------------------------------
// Purpose: Determine if the player has hit the ground while falling, apply
// damage, and play the appropriate impact sound.
//-----------------------------------------------------------------------------
void CGameMovement::CheckFalling( void )
{
if ( player->GetGroundEntity() != NULL &&
!IsDead() &&
player->m_Local.m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHOLD )
{
bool bAlive = true;
float fvol = 0.5;
if ( player->GetWaterLevel() > 0 )
{
// They landed in water.
}
else
{
// Scale it down if we landed on something that's floating...
if ( player->GetGroundEntity()->IsFloating() )
{
player->m_Local.m_flFallVelocity -= PLAYER_LAND_ON_FLOATING_OBJECT;
}
//
// They hit the ground.
//
if( player->GetGroundEntity()->GetAbsVelocity().z < 0.0f )
{
// Player landed on a descending object. Subtract the velocity of the ground entity.
player->m_Local.m_flFallVelocity += player->GetGroundEntity()->GetAbsVelocity().z;
player->m_Local.m_flFallVelocity = MAX( 0.1f, player->m_Local.m_flFallVelocity );
}
if ( player->m_Local.m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED )
{
//
// If they hit the ground going this fast they may take damage (and die).
//
bAlive = MoveHelper( )->PlayerFallingDamage();
fvol = 1.0;
}
else if ( player->m_Local.m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED / 2 )
{
fvol = 0.85;
}
else if ( player->m_Local.m_flFallVelocity < PLAYER_MIN_BOUNCE_SPEED )
{
fvol = 0;
}
}
PlayerRoughLandingEffects( fvol );
if (bAlive)
{
MoveHelper( )->PlayerSetAnimation( PLAYER_WALK );
}
}
//
// Clear the fall velocity so the impact doesn't happen again.
//
if ( player->GetGroundEntity() != NULL )
{
player->m_Local.m_flFallVelocity = 0;
}
}
void CGameMovement::PlayerRoughLandingEffects( float fvol )
{
if ( fvol > 0.0 )
{
//
// Play landing sound right away.
player->m_flStepSoundTime = 400;
// Play step sound for current texture.
player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, MAX( fvol, 0.1f ), true );
//
// Knock the screen around a little bit, temporary effect.
//
player->m_Local.m_vecPunchAngle.Set( ROLL, player->m_Local.m_flFallVelocity * 0.013 );
if ( player->m_Local.m_vecPunchAngle[PITCH] > 8 )
{
player->m_Local.m_vecPunchAngle.Set( PITCH, 8 );
}
#if !defined( CLIENT_DLL )
player->RumbleEffect( ( fvol > 0.85f ) ? ( RUMBLE_FALL_LONG ) : ( RUMBLE_FALL_SHORT ), 0, RUMBLE_FLAGS_NONE );
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: Use for ease-in, ease-out style interpolation (accel/decel) Used by ducking code.
// Input : value -
// scale -
// Output : float
//-----------------------------------------------------------------------------
float CGameMovement::SplineFraction( float value, float scale )
{
float valueSquared;
value = scale * value;
valueSquared = value * value;
// Nice little ease-in, ease-out spline-like curve
return 3 * valueSquared - 2 * valueSquared * value;
}
//-----------------------------------------------------------------------------
// Purpose: Determine if crouch/uncrouch caused player to get stuck in world
// Input : direction -
//-----------------------------------------------------------------------------
void CGameMovement::FixPlayerCrouchStuck( bool upward )
{
EntityHandle_t hitent;
int i;
Vector test;
trace_t dummy;
int direction = upward ? 1 : 0;
hitent = TestPlayerPosition( mv->GetAbsOrigin(), COLLISION_GROUP_PLAYER_MOVEMENT, dummy );
if (hitent == INVALID_ENTITY_HANDLE )
return;
VectorCopy( mv->GetAbsOrigin(), test );
for ( i = 0; i < 36; i++ )
{
Vector org = mv->GetAbsOrigin();
org.z += direction;
mv->SetAbsOrigin( org );
hitent = TestPlayerPosition( mv->GetAbsOrigin(), COLLISION_GROUP_PLAYER_MOVEMENT, dummy );
if (hitent == INVALID_ENTITY_HANDLE )
return;
}
mv->SetAbsOrigin( test ); // Failed
}
bool CGameMovement::CanUnduck()
{
int i;
trace_t trace;
Vector newOrigin;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
if ( player->GetGroundEntity() != NULL )
{
for ( i = 0; i < 3; i++ )
{
newOrigin[i] += ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
}
}
else
{
// If in air an letting go of crouch, make sure we can offset origin to make
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
viewDelta.Negate();
VectorAdd( newOrigin, viewDelta, newOrigin );
}
bool saveducked = player->m_Local.m_bDucked;
player->m_Local.m_bDucked = false;
TracePlayerBBox( mv->GetAbsOrigin(), newOrigin, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
player->m_Local.m_bDucked = saveducked;
if ( trace.startsolid || ( trace.fraction != 1.0f ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Stop ducking
//-----------------------------------------------------------------------------
void CGameMovement::FinishUnDuck( void )
{
int i;
trace_t trace;
Vector newOrigin;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
if ( player->GetGroundEntity() != NULL )
{
for ( i = 0; i < 3; i++ )
{
newOrigin[i] += ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
}
}
else
{
// If in air an letting go of crouch, make sure we can offset origin to make
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
viewDelta.Negate();
VectorAdd( newOrigin, viewDelta, newOrigin );
}
player->m_Local.m_bDucked = false;
player->RemoveFlag( FL_DUCKING );
player->m_Local.m_bDucking = false;
player->m_Local.m_bInDuckJump = false;
player->SetViewOffset( GetPlayerViewOffset( false ) );
player->m_Local.m_nDuckTimeMsecs = 0;
mv->SetAbsOrigin( newOrigin );
// Recategorize position since ducking can change origin
CategorizePosition();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGameMovement::UpdateDuckJumpEyeOffset( void )
{
if ( player->m_Local.m_nDuckJumpTimeMsecs != 0 )
{
int nDuckMilliseconds = MAX( 0, GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_nDuckJumpTimeMsecs );
if ( nDuckMilliseconds > TIME_TO_UNDUCK_MSECS )
{
player->m_Local.m_nDuckJumpTimeMsecs = 0;
SetDuckedEyeOffset( 0.0f );
}
else
{
float flDuckFraction = SimpleSpline( 1.0f - FractionUnDucked( nDuckMilliseconds ) );
SetDuckedEyeOffset( flDuckFraction );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::FinishUnDuckJump( trace_t &trace )
{
Vector vecNewOrigin;
VectorCopy( mv->GetAbsOrigin(), vecNewOrigin );
// Up for uncrouching.
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
float flDeltaZ = viewDelta.z;
viewDelta.z *= trace.fraction;
flDeltaZ -= viewDelta.z;
player->RemoveFlag( FL_DUCKING );
player->m_Local.m_bDucked = false;
player->m_Local.m_bDucking = false;
player->m_Local.m_bInDuckJump = false;
player->m_Local.m_nDuckTimeMsecs = 0;
player->m_Local.m_nDuckJumpTimeMsecs = 0;
player->m_Local.m_nJumpTimeMsecs = 0;
Vector vecViewOffset = GetPlayerViewOffset( false );
vecViewOffset.z -= flDeltaZ;
player->SetViewOffset( vecViewOffset );
VectorSubtract( vecNewOrigin, viewDelta, vecNewOrigin );
mv->SetAbsOrigin( vecNewOrigin );
// Recategorize position since ducking can change origin
CategorizePosition();
}
//-----------------------------------------------------------------------------
// Purpose: Finish ducking
//-----------------------------------------------------------------------------
void CGameMovement::FinishDuck( void )
{
int i;
player->AddFlag( FL_DUCKING );
player->m_Local.m_bDucked = true;
player->m_Local.m_bDucking = false;
player->SetViewOffset( GetPlayerViewOffset( true ) );
// HACKHACK - Fudge for collision bug - no time to fix this properly
if ( player->GetGroundEntity() != NULL )
{
for ( i = 0; i < 3; i++ )
{
Vector org = mv->GetAbsOrigin();
org[ i ]-= ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
mv->SetAbsOrigin( org );
}
}
else
{
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
Vector out;
VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
mv->SetAbsOrigin( out );
}
// See if we are stuck?
FixPlayerCrouchStuck( true );
// Recategorize position since ducking can change origin
CategorizePosition();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::StartUnDuckJump( void )
{
player->AddFlag( FL_DUCKING );
player->m_Local.m_bDucked = true;
player->m_Local.m_bDucking = false;
player->SetViewOffset( GetPlayerViewOffset( true ) );
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
Vector out;
VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
mv->SetAbsOrigin( out );
// See if we are stuck?
FixPlayerCrouchStuck( true );
// Recategorize position since ducking can change origin
CategorizePosition();
}
//
//-----------------------------------------------------------------------------
// Purpose:
// Input : duckFraction -
//-----------------------------------------------------------------------------
void CGameMovement::SetDuckedEyeOffset( float duckFraction )
{
Vector vDuckHullMin = GetPlayerMins( true );
Vector vStandHullMin = GetPlayerMins( false );
float fMore = ( vDuckHullMin.z - vStandHullMin.z );
Vector vecDuckViewOffset = GetPlayerViewOffset( true );
Vector vecStandViewOffset = GetPlayerViewOffset( false );
Vector temp = player->GetViewOffset();
temp.z = ( ( vecDuckViewOffset.z - fMore ) * duckFraction ) +
( vecStandViewOffset.z * ( 1 - duckFraction ) );
player->SetViewOffset( temp );
}
//-----------------------------------------------------------------------------
// Purpose: Crop the speed of the player when ducking and on the ground.
// Input: bInDuck - is the player already ducking
// bInAir - is the player in air
// NOTE: Only crop player speed once.
//-----------------------------------------------------------------------------
void CGameMovement::HandleDuckingSpeedCrop( void )
{
if ( !m_bSpeedCropped && ( player->GetFlags() & FL_DUCKING ) && ( player->GetGroundEntity() != NULL ) )
{
float frac = 0.33333333f;
mv->m_flForwardMove *= frac;
mv->m_flSideMove *= frac;
mv->m_flUpMove *= frac;
m_bSpeedCropped = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if we are in a situation where we can unduck jump.
//-----------------------------------------------------------------------------
bool CGameMovement::CanUnDuckJump( trace_t &trace )
{
// Trace down to the stand position and see if we can stand.
Vector vecEnd( mv->GetAbsOrigin() );
vecEnd.z -= 36.0f; // This will have to change if bounding hull change!
TracePlayerBBox( mv->GetAbsOrigin(), vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
if ( trace.fraction < 1.0f )
{
// Find the endpoint.
vecEnd.z = mv->GetAbsOrigin().z + ( -36.0f * trace.fraction );
// Test a normal hull.
trace_t traceUp;
bool bWasDucked = player->m_Local.m_bDucked;
player->m_Local.m_bDucked = false;
TracePlayerBBox( vecEnd, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceUp );
player->m_Local.m_bDucked = bWasDucked;
if ( !traceUp.startsolid )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: See if duck button is pressed and do the appropriate things
//-----------------------------------------------------------------------------
void CGameMovement::Duck( void )
{
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
// Check to see if we are in the air.
bool bInAir = ( player->GetGroundEntity() == NULL );
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
bool bDuckJump = ( player->m_Local.m_nJumpTimeMsecs > 0 );
bool bDuckJumpTime = ( player->m_Local.m_nDuckJumpTimeMsecs > 0 );
if ( mv->m_nButtons & IN_DUCK )
{
mv->m_nOldButtons |= IN_DUCK;
}
else
{
mv->m_nOldButtons &= ~IN_DUCK;
}
// Handle death.
if ( IsDead() )
return;
// Slow down ducked players.
HandleDuckingSpeedCrop();
// If the player is holding down the duck button, the player is in duck transition, ducking, or duck-jumping.
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck || bDuckJump )
{
// DUCK
if ( ( mv->m_nButtons & IN_DUCK ) || bDuckJump )
{
// XBOX SERVER ONLY
#if !defined(CLIENT_DLL)
if ( IsX360() && buttonsPressed & IN_DUCK )
{
// Hinting logic
if ( player->GetToggledDuckState() && player->m_nNumCrouches < NUM_CROUCH_HINTS )
{
UTIL_HudHintText( player, "#Valve_Hint_Crouch" );
player->m_nNumCrouches++;
}
}
#endif
// Have the duck button pressed, but the player currently isn't in the duck position.
if ( ( buttonsPressed & IN_DUCK ) && !bInDuck && !bDuckJump && !bDuckJumpTime )
{
player->m_Local.m_nDuckTimeMsecs = GAMEMOVEMENT_DUCK_TIME;
player->m_Local.m_bDucking = true;
}
// The player is in duck transition and not duck-jumping.
if ( player->m_Local.m_bDucking && !bDuckJump && !bDuckJumpTime )
{
int nDuckMilliseconds = MAX( 0, GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_nDuckTimeMsecs );
// Finish in duck transition when transition time is over, in "duck", in air.
if ( ( nDuckMilliseconds > TIME_TO_DUCK_MSECS ) || bInDuck || bInAir )
{
FinishDuck();
}
else
{
// Calc parametric time
float flDuckFraction = SimpleSpline( FractionDucked( nDuckMilliseconds ) );
SetDuckedEyeOffset( flDuckFraction );
}
}
if ( bDuckJump )
{
// Make the bounding box small immediately.
if ( !bInDuck )
{
StartUnDuckJump();
}
else
{
// Check for a crouch override.
if ( !( mv->m_nButtons & IN_DUCK ) )
{
trace_t trace;
if ( CanUnDuckJump( trace ) )
{
FinishUnDuckJump( trace );
player->m_Local.m_nDuckJumpTimeMsecs = (int)( ( (float)GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS * ( 1.0f - trace.fraction ) ) + (float)GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS_INV );
}
}
}
}
}
// UNDUCK (or attempt to...)
else
{
if ( player->m_Local.m_bInDuckJump )
{
// Check for a crouch override.
if ( !( mv->m_nButtons & IN_DUCK ) )
{
trace_t trace;
if ( CanUnDuckJump( trace ) )
{
FinishUnDuckJump( trace );
if ( trace.fraction < 1.0f )
{
player->m_Local.m_nDuckJumpTimeMsecs = (int)( ( (float)GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS * ( 1.0f - trace.fraction ) ) + (float)GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS_INV );
}
}
}
else
{
player->m_Local.m_bInDuckJump = false;
}
}
if ( bDuckJumpTime )
return;
// Try to unduck unless automovement is not allowed
// NOTE: When not onground, you can always unduck
if ( player->m_Local.m_bAllowAutoMovement || bInAir || player->m_Local.m_bDucking )
{
// We released the duck button, we aren't in "duck" and we are not in the air - start unduck transition.
if ( ( buttonsReleased & IN_DUCK ) )
{
if ( bInDuck && !bDuckJump )
{
player->m_Local.m_nDuckTimeMsecs = GAMEMOVEMENT_DUCK_TIME;
}
else if ( player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
{
// Invert time if release before fully ducked!!!
int elapsedMilliseconds = GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_nDuckTimeMsecs;
float fracDucked = FractionDucked( elapsedMilliseconds );
int remainingUnduckMilliseconds = (int)( fracDucked * TIME_TO_UNDUCK_MSECS );
player->m_Local.m_nDuckTimeMsecs = GAMEMOVEMENT_DUCK_TIME - TIME_TO_UNDUCK_MSECS + remainingUnduckMilliseconds;
}
}
// Check to see if we are capable of unducking.
if ( CanUnduck() )
{
// or unducking
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
{
int nDuckMilliseconds = MAX( 0, GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_nDuckTimeMsecs );
// Finish ducking immediately if duck time is over or not on ground
if ( nDuckMilliseconds > TIME_TO_UNDUCK_MSECS || ( bInAir && !bDuckJump ) )
{
FinishUnDuck();
}
else
{
// Calc parametric time
float flDuckFraction = SimpleSpline( 1.0f - FractionUnDucked( nDuckMilliseconds ) );
SetDuckedEyeOffset( flDuckFraction );
player->m_Local.m_bDucking = true;
}
}
}
else
{
// Still under something where we can't unduck, so make sure we reset this timer so
// that we'll unduck once we exit the tunnel, etc.
if ( player->m_Local.m_nDuckTimeMsecs != GAMEMOVEMENT_DUCK_TIME )
{
SetDuckedEyeOffset(1.0f);
player->m_Local.m_nDuckTimeMsecs = GAMEMOVEMENT_DUCK_TIME;
player->m_Local.m_bDucked = true;
player->m_Local.m_bDucking = false;
player->AddFlag( FL_DUCKING );
}
}
}
}
}
// HACK: (jimd 5/25/2006) we have a reoccuring bug (#50063 in Tracker) where the player's
// view height gets left at the ducked height while the player is standing, but we haven't
// been able to repro it to find the cause. It may be fixed now due to a change I'm
// also making in UpdateDuckJumpEyeOffset but just in case, this code will sense the
// problem and restore the eye to the proper position. It doesn't smooth the transition,
// but it is preferable to leaving the player's view too low.
//
// If the player is still alive and not an observer, check to make sure that
// his view height is at the standing height.
else if ( !IsDead() && !player->IsObserver() && !player->IsInAVehicle() )
{
if ( ( player->m_Local.m_nDuckJumpTimeMsecs == 0 ) && ( fabs(player->GetViewOffset().z - GetPlayerViewOffset( false ).z) > 0.1 ) )
{
// we should rarely ever get here, so assert so a coder knows when it happens
AssertMsgOnce( 0, "Restoring player view height\n" );
// set the eye height to the non-ducked height
SetDuckedEyeOffset(0.0f);
}
}
}
static ConVar sv_optimizedmovement( "sv_optimizedmovement", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::PlayerMove( void )
{
VPROF( "CGameMovement::PlayerMove" );
CheckParameters();
// clear output applied velocity
mv->m_outWishVel.Init();
mv->m_outJumpVel.Init();
MoveHelper( )->ResetTouchList(); // Assume we don't touch anything
ReduceTimers();
#ifdef INFESTED_DLL // ignore roll component for Alien Swarm, this is used for vertical aiming
QAngle vecViewAngles = mv->m_vecViewAngles;
vecViewAngles[ROLL] = 0;
AngleVectors (vecViewAngles, &m_vecForward, &m_vecRight, &m_vecUp); // Determine movement angles
#else
AngleVectors (mv->m_vecViewAngles, &m_vecForward, &m_vecRight, &m_vecUp ); // Determine movement angles
#endif
// Always try and unstick us unless we are using a couple of the movement modes
MoveType_t moveType = player->GetMoveType();
if ( moveType != MOVETYPE_NOCLIP &&
moveType != MOVETYPE_NONE &&
moveType != MOVETYPE_ISOMETRIC &&
moveType != MOVETYPE_OBSERVER &&
!player->pl.deadflag )
{
if ( CheckInterval( STUCK ) )
{
if ( CheckStuck() )
{
// Can't move, we're stuck
return;
}
}
}
// Now that we are "unstuck", see where we are (player->GetWaterLevel() and type, player->GetGroundEntity()).
if ( player->GetMoveType() != MOVETYPE_WALK ||
mv->m_bGameCodeMovedPlayer ||
!sv_optimizedmovement.GetBool() )
{
CategorizePosition();
}
else
{
if ( mv->m_vecVelocity.z > 250.0f )
{
SetGroundEntity( NULL );
}
}
// Store off the starting water level
m_nOldWaterLevel = player->GetWaterLevel();
// If we are not on ground, store off how fast we are moving down
if ( player->GetGroundEntity() == NULL )
{
player->m_Local.m_flFallVelocity = -mv->m_vecVelocity[ 2 ];
}
m_nOnLadder = 0;
player->UpdateStepSound( player->m_pSurfaceData, mv->GetAbsOrigin(), mv->m_vecVelocity );
UpdateDuckJumpEyeOffset();
Duck();
// Don't run ladder code if dead on on a train
if ( !player->pl.deadflag && !(player->GetFlags() & FL_ONTRAIN) )
{
// If was not on a ladder now, but was on one before,
// get off of the ladder
// TODO: this causes lots of weirdness.
//bool bCheckLadder = CheckInterval( LADDER );
//if ( bCheckLadder || player->GetMoveType() == MOVETYPE_LADDER )
{
if ( !LadderMove() &&
( player->GetMoveType() == MOVETYPE_LADDER ) )
{
// Clear ladder stuff unless player is dead or riding a train
// It will be reset immediately again next frame if necessary
player->SetMoveType( MOVETYPE_WALK );
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
}
}
}
// Handle movement modes.
switch (player->GetMoveType())
{
case MOVETYPE_NONE:
break;
case MOVETYPE_NOCLIP:
FullNoClipMove( sv_noclipspeed.GetFloat(), sv_noclipaccelerate.GetFloat() );
break;
case MOVETYPE_FLY:
case MOVETYPE_FLYGRAVITY:
FullTossMove();
break;
case MOVETYPE_LADDER:
FullLadderMove();
break;
case MOVETYPE_WALK:
FullWalkMove();
break;
case MOVETYPE_ISOMETRIC:
//IsometricMove();
// Could also try: FullTossMove();
FullWalkMove();
break;
case MOVETYPE_OBSERVER:
FullObserverMove(); // clips against world&players
break;
default:
DevMsg( 1, "Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n", player->GetMoveType(), player->IsServer());
break;
}
}
//-----------------------------------------------------------------------------
// Performs the collision resolution for fliers.
//-----------------------------------------------------------------------------
void CGameMovement::PerformFlyCollisionResolution( trace_t &pm, Vector &move )
{
Vector base;
float vel;
float backoff;
switch (player->GetMoveCollide())
{
case MOVECOLLIDE_FLY_CUSTOM:
// Do nothing; the velocity should have been modified by touch
// FIXME: It seems wrong for touch to modify velocity
// given that it can be called in a number of places
// where collision resolution do *not* in fact occur
// Should this ever occur for players!?
Assert(0);
break;
case MOVECOLLIDE_FLY_BOUNCE:
case MOVECOLLIDE_DEFAULT:
{
if (player->GetMoveCollide() == MOVECOLLIDE_FLY_BOUNCE)
backoff = 2.0 - player->m_surfaceFriction;
else
backoff = 1;
ClipVelocity (mv->m_vecVelocity, pm.plane.normal, mv->m_vecVelocity, backoff);
}
break;
default:
// Invalid collide type!
Assert(0);
break;
}
// stop if on ground
if (pm.plane.normal[2] > 0.7)
{
base.Init();
if (mv->m_vecVelocity[2] < sv_gravity.GetFloat() * gpGlobals->frametime)
{
// we're rolling on the ground, add static friction.
SetGroundEntity( &pm );
mv->m_vecVelocity[2] = 0;
}
vel = DotProduct( mv->m_vecVelocity, mv->m_vecVelocity );
// Con_DPrintf("%f %f: %.0f %.0f %.0f\n", vel, trace.fraction, ent->velocity[0], ent->velocity[1], ent->velocity[2] );
if (vel < (30 * 30) || (player->GetMoveCollide() != MOVECOLLIDE_FLY_BOUNCE))
{
SetGroundEntity( &pm );
mv->m_vecVelocity.Init();
}
else
{
VectorScale (mv->m_vecVelocity, (1.0 - pm.fraction) * gpGlobals->frametime * 0.9, move);
PushEntity( move, &pm );
}
VectorSubtract( mv->m_vecVelocity, base, mv->m_vecVelocity );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameMovement::FullTossMove( void )
{
trace_t pm;
Vector move;
CheckWater();
// add velocity if player is moving
if ( (mv->m_flForwardMove != 0.0f) || (mv->m_flSideMove != 0.0f) || (mv->m_flUpMove != 0.0f))
{
Vector forward, right, up;
float fmove, smove;
Vector wishdir, wishvel;
float wishspeed;
int i;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
// Copy movement amounts
fmove = mv->m_flForwardMove;
smove = mv->m_flSideMove;
VectorNormalize (forward); // Normalize remainder of vectors.
VectorNormalize (right); //
for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
wishvel[2] += mv->m_flUpMove;
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
wishspeed = VectorNormalize(wishdir);
//
// Clamp to server defined max speed
//
if (wishspeed > mv->m_flMaxSpeed)
{
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
wishspeed = mv->m_flMaxSpeed;
}
// Set pmove velocity
Accelerate ( wishdir, wishspeed, sv_accelerate.GetFloat() );
}
if ( mv->m_vecVelocity[2] > 0 )
{
SetGroundEntity( NULL );
}
// If on ground and not moving, return.
if ( player->GetGroundEntity() != NULL )
{
if (VectorCompare(player->GetBaseVelocity(), vec3_origin) &&
VectorCompare(mv->m_vecVelocity, vec3_origin))
return;
}
CheckVelocity();
// add gravity
if ( player->GetMoveType() == MOVETYPE_FLYGRAVITY )
{
AddGravity();
}
// move origin
// Base velocity is not properly accounted for since this entity will move again after the bounce without
// taking it into account
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
CheckVelocity();
VectorScale (mv->m_vecVelocity, gpGlobals->frametime, move);
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
PushEntity( move, &pm ); // Should this clear basevelocity
CheckVelocity();
if (pm.allsolid)
{
// entity is trapped in another solid
SetGroundEntity( &pm );
mv->m_vecVelocity.Init();
return;
}
if (pm.fraction != 1)
{
PerformFlyCollisionResolution( pm, move );
}
// check for in water
CheckWater();
}
//-----------------------------------------------------------------------------
// Purpose: TF2 commander mode movement logic
//-----------------------------------------------------------------------------
#pragma warning (disable : 4701)
void CGameMovement::IsometricMove( void )
{
int i;
Vector wishvel;
float fmove, smove;
Vector forward, right, up;
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
// Copy movement amounts
fmove = mv->m_flForwardMove;
smove = mv->m_flSideMove;
// No up / down movement
forward[2] = 0;
right[2] = 0;
VectorNormalize (forward); // Normalize remainder of vectors
VectorNormalize (right); //
for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
//wishvel[2] += mv->m_flUpMove;
Vector out;
VectorMA (mv->GetAbsOrigin(), gpGlobals->frametime, wishvel, out );
mv->SetAbsOrigin( out );
// Zero out the velocity so that we don't accumulate a huge downward velocity from
// gravity, etc.
mv->m_vecVelocity.Init();
}
#pragma warning (default : 4701)
bool CGameMovement::GameHasLadders() const
{
return true;
}