sqwarmed/sdk_src/game/client/c_baseplayer.h

794 lines
26 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Client-side CBasePlayer.
//
// - Manages the player's flashlight effect.
//
//===========================================================================//
#ifndef C_BASEPLAYER_H
#define C_BASEPLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_playerlocaldata.h"
#include "c_basecombatcharacter.h"
#include "playerstate.h"
#include "usercmd.h"
#include "shareddefs.h"
#include "timedevent.h"
#include "smartptr.h"
#include "fx_water.h"
#include "hintsystem.h"
#include "soundemittersystem/isoundemittersystembase.h"
#include "c_env_fog_controller.h"
#include "C_PostProcessController.h"
#include "C_ColorCorrection.h"
class C_BaseCombatWeapon;
class C_BaseViewModel;
class C_FuncLadder;
extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
extern int g_nKillCamTarget2;
class C_CommandContext
{
public:
bool needsprocessing;
CUserCmd cmd;
int command_number;
};
class C_PredictionError
{
public:
float time;
Vector error;
};
#define CHASE_CAM_DISTANCE 96.0f
#define WALL_OFFSET 6.0f
enum PlayerRenderMode_t
{
PLAYER_RENDER_NONE = 0,
PLAYER_RENDER_FIRSTPERSON,
PLAYER_RENDER_THIRDPERSON,
};
bool IsInFreezeCam( void );
//-----------------------------------------------------------------------------
// Purpose: Base Player class
//-----------------------------------------------------------------------------
class C_BasePlayer : public C_BaseCombatCharacter
{
public:
DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
C_BasePlayer();
virtual ~C_BasePlayer();
virtual void Spawn( void );
virtual void SharedSpawn(); // Shared between client and server.
Class_T Classify( void ) { return CLASS_PLAYER; }
// IClientEntity overrides.
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void ReceiveMessage( int classID, bf_read &msg );
virtual void OnRestore();
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
virtual void GetToolRecordingState( KeyValues *msg );
void SetAnimationExtension( const char *pExtension );
C_BaseViewModel *GetViewModel( int viewmodelindex = 0 );
C_BaseCombatWeapon *GetActiveWeapon( void ) const;
const char *GetTracerType( void );
// View model prediction setup
virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles);
// Handle view smoothing when going up stairs
void SmoothViewOnStairs( Vector& eyeOrigin );
virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
void CalcViewRoll( QAngle& eyeAngles );
virtual void CalcViewBob( Vector& eyeOrigin );
void CreateWaterEffects( void );
virtual void SetPlayerUnderwater( bool state );
void UpdateUnderwaterState( void );
bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
virtual C_BaseCombatCharacter *ActivePlayerCombatCharacter( void ) { return this; }
virtual Vector Weapon_ShootPosition();
virtual bool Weapon_CanUse( C_BaseCombatWeapon *pWeapon );
virtual void Weapon_DropPrimary( void ) {}
virtual Vector GetAutoaimVector( float flScale );
void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
// Input handling
virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
virtual void AvoidPhysicsProps( CUserCmd *pCmd );
virtual void PlayerUse( void );
CBaseEntity *FindUseEntity( void );
virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
// Data handlers
virtual bool IsPlayer( void ) const { return true; }
virtual int GetHealth() const { return m_iHealth; }
int GetBonusProgress() const { return m_iBonusProgress; }
int GetBonusChallenge() const { return m_iBonusChallenge; }
// observer mode
virtual int GetObserverMode() const;
virtual CBaseEntity *GetObserverTarget() const;
void SetObserverTarget( EHANDLE hObserverTarget );
bool AudioStateIsUnderwater( Vector vecMainViewOrigin );
bool IsObserver() const;
bool IsHLTV() const;
bool IsReplay() const;
void ResetObserverMode();
bool IsBot( void ) const { return false; }
// Eye position..
virtual Vector EyePosition();
virtual const QAngle &EyeAngles(); // Direction of eyes
void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp );
virtual const QAngle &LocalEyeAngles(); // Direction of eyes
// This can be overridden to return something other than m_pRagdoll if the mod uses separate
// entities for ragdolls.
virtual IRagdoll* GetRepresentativeRagdoll() const;
// override the initial bone position for ragdolls
virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt );
// Returns eye vectors
void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle
bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; };
// Team handlers
virtual void TeamChange( int iNewTeam );
// Flashlight
void Flashlight( void );
void UpdateFlashlight( void );
void TurnOffFlashlight( void ); // TERROR
virtual const char *GetFlashlightTextureName( void ) const { return NULL; } // TERROR
virtual float GetFlashlightFOV( void ) const { return 0.0f; } // TERROR
virtual float GetFlashlightFarZ( void ) const { return 0.0f; } // TERROR
virtual float GetFlashlightLinearAtten( void ) const { return 0.0f; } // TERROR
virtual bool CastsFlashlightShadows( void ) const { return true; } // TERROR
virtual void GetFlashlightOffset( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Vector *pVecOffset ) const;
Vector m_vecFlashlightOrigin;
Vector m_vecFlashlightForward;
Vector m_vecFlashlightUp;
Vector m_vecFlashlightRight;
// Weapon selection code
virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void );
// Returns the view model if this is the local player. If you're in third person or
// this is a remote player, it returns the active weapon
// (and its appropriate left/right weapon if this is TF2).
virtual C_BaseAnimating* GetRenderedWeaponModel();
virtual bool IsOverridingViewmodel( void ) { return false; };
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags, const RenderableInstance_t &instance ) { return 0; };
virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; }
float MaxSpeed() const { return m_flMaxspeed; }
// Should this object cast shadows?
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
virtual bool ShouldReceiveProjectedTextures( int flags )
{
return false;
}
// Makes sure s_pLocalPlayer is properly initialized
void CheckForLocalPlayer( int nSplitScreenSlot );
/// Is the passed in player one of the split screen users
static bool IsLocalPlayer( const C_BaseEntity *pl );
/// is this player a local player ( call when you have already verified that your pointer really is a C_BasePlayer )
inline bool IsLocalPlayer( void ) const;
// Global/static methods
virtual void ThirdPersonSwitch( bool bThirdperson );
bool ShouldDrawLocalPlayer();
static C_BasePlayer *GetLocalPlayer( int nSlot = -1 );
static void SetRemoteSplitScreenPlayerViewsAreLocalPlayer( bool bSet ); //if true, calls to GetLocalPlayer() will return a remote splitscreen player when applicable.
static bool HasAnyLocalPlayer();
static int GetSplitScreenSlotForPlayer( C_BaseEntity *pl );
void AddSplitScreenPlayer( C_BasePlayer *pOther );
void RemoveSplitScreenPlayer( C_BasePlayer *pOther );
CUtlVector< CHandle< C_BasePlayer > > &GetSplitScreenPlayers();
bool IsSplitScreenPartner( C_BasePlayer *pPlayer );
bool IsSplitScreenPlayer() const;
int GetSplitScreenPlayerSlot();
virtual IClientModelRenderable* GetClientModelRenderable();
virtual bool PreRender( int nSplitScreenPlayerSlot );
int GetUserID( void ) const;
virtual bool CanSetSoundMixer( void );
// return the entity used for soundscape radius checks
virtual C_BaseEntity *GetSoundscapeListener();
#if !defined( NO_ENTITY_PREDICTION )
void AddToPlayerSimulationList( C_BaseEntity *other );
void SimulatePlayerSimulatedEntities( void );
void RemoveFromPlayerSimulationList( C_BaseEntity *ent );
void ClearPlayerSimulationList( void );
#endif
virtual void PhysicsSimulate( void );
virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; }
// Prediction stuff
virtual bool ShouldPredict( void );
virtual C_BasePlayer *GetPredictionOwner( void );
virtual void PreThink( void );
virtual void PostThink( void );
virtual void ItemPreFrame( void );
virtual void ItemPostFrame( void );
virtual void AbortReload( void );
virtual void SelectLastItem(void);
virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon );
virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; }
virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon );
virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); }
void ResetAutoaim( void );
virtual void SelectItem( const char *pstr, int iSubType = 0 );
virtual void UpdateClientData( void );
virtual float GetFOV( void ) const;
virtual int GetDefaultFOV( void ) const;
virtual bool IsZoomed( void ) { return false; }
bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate, int iZoomStart = 0 );
void ClearZoomOwner( void );
float GetFOVDistanceAdjustFactor();
virtual void ViewPunch( const QAngle &angleOffset );
void ViewPunchReset( float tolerance = 0 );
void UpdateButtonState( int nUserCmdButtonMask );
int GetImpulse( void ) const;
virtual bool Simulate();
virtual bool ShouldInterpolate();
virtual bool ShouldDraw();
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
virtual void OverrideView( CViewSetup *pSetup );
C_BaseEntity *GetViewEntity( void ) const { return m_hViewEntity; }
// returns the player name
const char * GetPlayerName();
virtual const Vector GetPlayerMins( void ) const; // uses local player
virtual const Vector GetPlayerMaxs( void ) const; // uses local player
virtual void UpdateCollisionBounds( void );
// Is the player dead?
bool IsPlayerDead();
bool IsPoisoned( void ) { return m_Local.m_bPoisoned; }
virtual C_BaseEntity* GetUseEntity( void ) const;
virtual C_BaseEntity* GetPotentialUseEntity( void ) const;
// Vehicles...
IClientVehicle *GetVehicle();
const IClientVehicle *GetVehicle() const;
bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; }
virtual void SetVehicleRole( int nRole );
void LeaveVehicle( void );
bool UsingStandardWeaponsInVehicle( void );
virtual void SetAnimation( PLAYER_ANIM playerAnim );
float GetTimeBase( void ) const;
float GetFinalPredictedTime() const;
bool IsInVGuiInputMode() const;
bool IsInViewModelVGuiInputMode() const;
C_CommandContext *GetCommandContext();
// Get the command number associated with the current usercmd we're running (if in predicted code).
int CurrentCommandNumber() const;
const CUserCmd *GetCurrentUserCommand() const;
virtual const QAngle& GetPunchAngle();
void SetPunchAngle( const QAngle &angle );
float GetWaterJumpTime() const;
void SetWaterJumpTime( float flWaterJumpTime );
float GetSwimSoundTime( void ) const;
void SetSwimSoundTime( float flSwimSoundTime );
float GetDeathTime( void ) { return m_flDeathTime; }
void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin );
const Vector &GetPreviouslyPredictedOrigin() const;
// CS wants to allow small FOVs for zoomed-in AWPs.
virtual float GetMinFOV() const;
virtual void DoMuzzleFlash();
virtual void PlayPlayerJingle();
virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName );
virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
// Called by prediction when it detects a prediction correction.
// vDelta is the line from where the client had predicted the player to at the usercmd in question,
// to where the server says the client should be at said usercmd.
void NotePredictionError( const Vector &vDelta );
// Called by the renderer to apply the prediction error smoothing.
void GetPredictionErrorSmoothingVector( Vector &vOffset );
virtual void ExitLadder() {}
surfacedata_t *GetLadderSurface( const Vector &origin );
void ForceButtons( int nButtons );
void UnforceButtons( int nButtons );
void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
const Vector &GetLadderNormal( void ) const { return m_vecLadderNormal; }
int GetLadderSurfaceProps( void ) const { return m_ladderSurfaceProps; }
// Hints
virtual CHintSystem *Hints( void ) { return NULL; }
bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; }
bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; }
void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); }
virtual IMaterial *GetHeadLabelMaterial( void );
// Fog
virtual fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
void FogControllerChanged( bool bSnap );
void UpdateFogController( void );
void UpdateFogBlend( void );
C_PostProcessController* GetActivePostProcessController() const;
C_ColorCorrection* GetActiveColorCorrection() const;
void IncrementEFNoInterpParity();
int GetEFNoInterpParity() const;
float GetFOVTime( void ){ return m_flFOVTime; }
PlayerRenderMode_t GetPlayerRenderMode( int nSlot );
virtual void OnAchievementAchieved( int iAchievement ) {}
protected:
fogparams_t m_CurrentFog;
EHANDLE m_hOldFogController;
public:
// RecvProxies
static void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_ObserverMode( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_LocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalCellOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_NonLocalCellOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
virtual bool ShouldRegenerateOriginFromCellBits() const;
public:
int m_StuckLast;
// Data for only the local player
CNetworkVarEmbedded( CPlayerLocalData, m_Local );
EHANDLE m_hTonemapController;
// Data common to all other players, too
CPlayerState pl;
public:
// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
// FTYPEDESC_INSENDTABLE STUFF
// Player FOV values
int m_iFOV; // field of view
int m_iFOVStart; // starting value of the FOV changing over time (client only)
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
int m_nButtons;
protected:
int m_nImpulse;
CNetworkVar( int, m_ladderSurfaceProps );
int m_flPhysics;
public:
float m_flFOVTime; // starting time of the FOV zoom
private:
float m_flWaterJumpTime; // used to be called teleport_time
float m_flSwimSoundTime;
protected:
float m_flStepSoundTime;
float m_surfaceFriction;
private:
CNetworkVector( m_vecLadderNormal );
// FTYPEDESC_INSENDTABLE STUFF (end)
public:
char m_szAnimExtension[32];
private:
int m_nOldTickBase;
private:
int m_iBonusProgress;
int m_iBonusChallenge;
private:
float m_flMaxspeed;
public:
EHANDLE m_hZoomOwner; // This is a pointer to the entity currently controlling the player's zoom
private:
EHANDLE m_hVehicle;
typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle;
CBaseCombatWeaponHandle m_hLastWeapon;
// players own view models, left & right hand
CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ];
public:
// For weapon prediction
bool m_fOnTarget; //Is the crosshair on a target?
// END PREDICTION DATA COMPACTION
public:
int m_iDefaultFOV; // default FOV if no other zooms are occurring
// Only this entity can change the zoom state once it has ownership
int m_afButtonForced; // These are forced onto the player's inputs
CUserCmd *m_pCurrentCommand;
EHANDLE m_hViewEntity;
// Movement constraints
EHANDLE m_hConstraintEntity;
Vector m_vecConstraintCenter;
float m_flConstraintRadius;
float m_flConstraintWidth;
float m_flConstraintSpeedFactor;
bool m_bConstraintPastRadius;
protected:
virtual void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles,
float& zNear, float& zFar, float& fov );
virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
// Check to see if we're in vgui input mode...
void DetermineVguiInputMode( CUserCmd *pCmd );
// Used by prediction, sets the view angles for the player
virtual void SetLocalViewAngles( const QAngle &viewAngles );
virtual void SetViewAngles( const QAngle& ang );
// used by client side player footsteps
surfacedata_t* GetGroundSurface();
protected:
// Did we just enter a vehicle this frame?
bool JustEnteredVehicle();
// DATA
int m_iObserverMode; // if in spectator mode != 0
EHANDLE m_hObserverTarget; // current observer target
float m_flObserverChaseDistance; // last distance to observer traget
Vector m_vecFreezeFrameStart;
float m_flFreezeFrameStartTime; // Time at which we entered freeze frame observer mode
float m_flFreezeFrameDistance;
bool m_bWasFreezeFraming;
float m_flDeathTime; // last time player died
private:
// Make sure no one calls this...
C_BasePlayer& operator=( const C_BasePlayer& src );
C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible
// Vehicle stuff.
EHANDLE m_hOldVehicle;
EHANDLE m_hUseEntity;
CInterpolatedVar< Vector > m_iv_vecViewOffset;
// Not replicated
Vector m_vecWaterJumpVel;
protected:
QAngle m_vecOldViewAngles;
private:
bool m_bWasFrozen;
int m_nTickBase;
int m_nFinalPredictedTick;
EHANDLE m_pCurrentVguiScreen;
// Player flashlight dynamic light pointers
bool m_bFlashlightEnabled[ MAX_SPLITSCREEN_PLAYERS ];
#if !defined( NO_ENTITY_PREDICTION )
CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer;
#endif
float m_flOldPlayerZ;
float m_flOldPlayerViewOffsetZ;
Vector m_vecVehicleViewOrigin; // Used to store the calculated view of the player while riding in a vehicle
QAngle m_vecVehicleViewAngles; // Vehicle angles
float m_flVehicleViewFOV;
int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one the view was calculated for
// For UI purposes...
int m_iOldAmmo[ MAX_AMMO_TYPES ];
C_CommandContext m_CommandContext;
// For underwater effects
float m_flWaterSurfaceZ;
bool m_bResampleWaterSurface;
TimedEvent m_tWaterParticleTimer;
CSmartPtr<WaterDebrisEffect> m_pWaterEmitter;
bool m_bPlayerUnderwater;
friend class CPrediction;
friend class CASW_Prediction;
// HACK FOR TF2 Prediction
friend class CTFGameMovementRecon;
friend class CGameMovement;
friend class CTFGameMovement;
friend class CCSGameMovement;
friend class CHL2GameMovement;
friend class CPortalGameMovement;
friend class CASW_MarineGameMovement;
friend class CPaintGameMovement;
// Accessors for gamemovement
float GetStepSize( void ) const { return m_Local.m_flStepSize; }
float m_flNextAvoidanceTime;
float m_flAvoidanceRight;
float m_flAvoidanceForward;
float m_flAvoidanceDotForward;
float m_flAvoidanceDotRight;
protected:
virtual bool IsDucked( void ) const { return m_Local.m_bDucked; }
virtual bool IsDucking( void ) const { return m_Local.m_bDucking; }
virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; }
void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4a_t *pBonesOut, float curtimeOffset );
float m_flLaggedMovementValue;
// These are used to smooth out prediction corrections. They're most useful when colliding with
// vphysics objects. The server will be sending constant prediction corrections, and these can help
// the errors not be so jerky.
Vector m_vecPredictionError;
float m_flPredictionErrorTime;
Vector m_vecPreviouslyPredictedOrigin; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin
char m_szLastPlaceName[MAX_PLACE_NAME_LENGTH]; // received from the server
// Texture names and surface data, used by CGameMovement
int m_surfaceProps;
surfacedata_t* m_pSurfaceData;
char m_chTextureType;
bool m_bSentFreezeFrame;
float m_flFreezeZOffset;
byte m_ubEFNoInterpParity;
byte m_ubOldEFNoInterpParity;
// If we have any attached split users, this is the list of them
CUtlVector< CHandle< CBasePlayer > > m_hSplitScreenPlayers;
int m_nSplitScreenSlot; //-1 == not a split player
CHandle< CBasePlayer > m_hSplitOwner;
bool m_bIsLocalPlayer;
private:
struct StepSoundCache_t
{
StepSoundCache_t() : m_usSoundNameIndex( 0 ) {}
CSoundParameters m_SoundParameters;
unsigned short m_usSoundNameIndex;
};
// One for left and one for right side of step
StepSoundCache_t m_StepSoundCache[ 2 ];
public:
const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied
float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; }
bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name.
void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
const fogplayerparams_t& GetPlayerFog() const { return m_PlayerFog; }
private:
friend class CMoveHelperClient;
CNetworkHandle( CPostProcessController, m_hPostProcessCtrl ); // active postprocessing controller
CNetworkHandle( CColorCorrection, m_hColorCorrectionCtrl ); // active FXVolume color correction
// fog params
fogplayerparams_t m_PlayerFog;
};
EXTERN_RECV_TABLE(DT_BasePlayer);
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
#if _DEBUG
Assert( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL );
#endif
return static_cast<C_BasePlayer *>( pEntity );
}
inline const C_BasePlayer *ToBasePlayer( const C_BaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
#if _DEBUG
Assert( dynamic_cast<const C_BasePlayer *>( pEntity ) != NULL );
#endif
return static_cast<const C_BasePlayer *>( pEntity );
}
inline IClientVehicle *C_BasePlayer::GetVehicle()
{
C_BaseEntity *pVehicleEnt = m_hVehicle.Get();
return pVehicleEnt ? pVehicleEnt->GetClientVehicle() : NULL;
}
inline bool C_BasePlayer::IsObserver() const
{
return (GetObserverMode() != OBS_MODE_NONE);
}
inline int C_BasePlayer::GetImpulse( void ) const
{
return m_nImpulse;
}
inline C_CommandContext* C_BasePlayer::GetCommandContext()
{
return &m_CommandContext;
}
inline int CBasePlayer::CurrentCommandNumber() const
{
Assert( m_pCurrentCommand );
if ( !m_pCurrentCommand )
return 0;
return m_pCurrentCommand->command_number;
}
inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const
{
Assert( m_pCurrentCommand );
return m_pCurrentCommand;
}
extern bool g_bEngineIsHLTV;
inline bool C_BasePlayer::IsHLTV() const
{
return m_bIsLocalPlayer && g_bEngineIsHLTV;
}
inline bool C_BasePlayer::IsLocalPlayer( void ) const
{
return m_bIsLocalPlayer;
}
#endif // C_BASEPLAYER_H