794 lines
26 KiB
C++
794 lines
26 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Client-side CBasePlayer.
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//
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// - Manages the player's flashlight effect.
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//
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//===========================================================================//
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#ifndef C_BASEPLAYER_H
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#define C_BASEPLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_playerlocaldata.h"
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#include "c_basecombatcharacter.h"
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#include "playerstate.h"
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#include "usercmd.h"
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#include "shareddefs.h"
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#include "timedevent.h"
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#include "smartptr.h"
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#include "fx_water.h"
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#include "hintsystem.h"
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#include "soundemittersystem/isoundemittersystembase.h"
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#include "c_env_fog_controller.h"
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#include "C_PostProcessController.h"
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#include "C_ColorCorrection.h"
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class C_BaseCombatWeapon;
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class C_BaseViewModel;
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class C_FuncLadder;
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extern int g_nKillCamMode;
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extern int g_nKillCamTarget1;
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extern int g_nKillCamTarget2;
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class C_CommandContext
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{
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public:
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bool needsprocessing;
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CUserCmd cmd;
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int command_number;
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};
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class C_PredictionError
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{
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public:
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float time;
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Vector error;
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};
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#define CHASE_CAM_DISTANCE 96.0f
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#define WALL_OFFSET 6.0f
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enum PlayerRenderMode_t
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{
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PLAYER_RENDER_NONE = 0,
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PLAYER_RENDER_FIRSTPERSON,
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PLAYER_RENDER_THIRDPERSON,
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};
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bool IsInFreezeCam( void );
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//-----------------------------------------------------------------------------
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// Purpose: Base Player class
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//-----------------------------------------------------------------------------
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class C_BasePlayer : public C_BaseCombatCharacter
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{
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public:
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DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_BasePlayer();
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virtual ~C_BasePlayer();
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virtual void Spawn( void );
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virtual void SharedSpawn(); // Shared between client and server.
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Class_T Classify( void ) { return CLASS_PLAYER; }
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// IClientEntity overrides.
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void ReceiveMessage( int classID, bf_read &msg );
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virtual void OnRestore();
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virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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virtual void GetToolRecordingState( KeyValues *msg );
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void SetAnimationExtension( const char *pExtension );
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C_BaseViewModel *GetViewModel( int viewmodelindex = 0 );
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C_BaseCombatWeapon *GetActiveWeapon( void ) const;
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const char *GetTracerType( void );
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// View model prediction setup
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virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
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virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles);
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// Handle view smoothing when going up stairs
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void SmoothViewOnStairs( Vector& eyeOrigin );
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virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
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void CalcViewRoll( QAngle& eyeAngles );
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virtual void CalcViewBob( Vector& eyeOrigin );
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void CreateWaterEffects( void );
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virtual void SetPlayerUnderwater( bool state );
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void UpdateUnderwaterState( void );
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bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
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virtual C_BaseCombatCharacter *ActivePlayerCombatCharacter( void ) { return this; }
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virtual Vector Weapon_ShootPosition();
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virtual bool Weapon_CanUse( C_BaseCombatWeapon *pWeapon );
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virtual void Weapon_DropPrimary( void ) {}
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virtual Vector GetAutoaimVector( float flScale );
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void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
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// Input handling
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
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virtual void AvoidPhysicsProps( CUserCmd *pCmd );
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virtual void PlayerUse( void );
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CBaseEntity *FindUseEntity( void );
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virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
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// Data handlers
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virtual bool IsPlayer( void ) const { return true; }
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virtual int GetHealth() const { return m_iHealth; }
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int GetBonusProgress() const { return m_iBonusProgress; }
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int GetBonusChallenge() const { return m_iBonusChallenge; }
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// observer mode
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virtual int GetObserverMode() const;
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virtual CBaseEntity *GetObserverTarget() const;
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void SetObserverTarget( EHANDLE hObserverTarget );
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bool AudioStateIsUnderwater( Vector vecMainViewOrigin );
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bool IsObserver() const;
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bool IsHLTV() const;
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bool IsReplay() const;
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void ResetObserverMode();
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bool IsBot( void ) const { return false; }
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// Eye position..
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virtual Vector EyePosition();
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virtual const QAngle &EyeAngles(); // Direction of eyes
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void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp );
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virtual const QAngle &LocalEyeAngles(); // Direction of eyes
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// This can be overridden to return something other than m_pRagdoll if the mod uses separate
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// entities for ragdolls.
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virtual IRagdoll* GetRepresentativeRagdoll() const;
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// override the initial bone position for ragdolls
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virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt );
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// Returns eye vectors
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void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
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void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle
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bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; };
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// Team handlers
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virtual void TeamChange( int iNewTeam );
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// Flashlight
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void Flashlight( void );
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void UpdateFlashlight( void );
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void TurnOffFlashlight( void ); // TERROR
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virtual const char *GetFlashlightTextureName( void ) const { return NULL; } // TERROR
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virtual float GetFlashlightFOV( void ) const { return 0.0f; } // TERROR
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virtual float GetFlashlightFarZ( void ) const { return 0.0f; } // TERROR
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virtual float GetFlashlightLinearAtten( void ) const { return 0.0f; } // TERROR
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virtual bool CastsFlashlightShadows( void ) const { return true; } // TERROR
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virtual void GetFlashlightOffset( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Vector *pVecOffset ) const;
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Vector m_vecFlashlightOrigin;
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Vector m_vecFlashlightForward;
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Vector m_vecFlashlightUp;
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Vector m_vecFlashlightRight;
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// Weapon selection code
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virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
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virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void );
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// Returns the view model if this is the local player. If you're in third person or
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// this is a remote player, it returns the active weapon
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// (and its appropriate left/right weapon if this is TF2).
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virtual C_BaseAnimating* GetRenderedWeaponModel();
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virtual bool IsOverridingViewmodel( void ) { return false; };
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags, const RenderableInstance_t &instance ) { return 0; };
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virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
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void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; }
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float MaxSpeed() const { return m_flMaxspeed; }
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// Should this object cast shadows?
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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return false;
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}
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// Makes sure s_pLocalPlayer is properly initialized
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void CheckForLocalPlayer( int nSplitScreenSlot );
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/// Is the passed in player one of the split screen users
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static bool IsLocalPlayer( const C_BaseEntity *pl );
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/// is this player a local player ( call when you have already verified that your pointer really is a C_BasePlayer )
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inline bool IsLocalPlayer( void ) const;
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// Global/static methods
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virtual void ThirdPersonSwitch( bool bThirdperson );
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bool ShouldDrawLocalPlayer();
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static C_BasePlayer *GetLocalPlayer( int nSlot = -1 );
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static void SetRemoteSplitScreenPlayerViewsAreLocalPlayer( bool bSet ); //if true, calls to GetLocalPlayer() will return a remote splitscreen player when applicable.
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static bool HasAnyLocalPlayer();
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static int GetSplitScreenSlotForPlayer( C_BaseEntity *pl );
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void AddSplitScreenPlayer( C_BasePlayer *pOther );
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void RemoveSplitScreenPlayer( C_BasePlayer *pOther );
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CUtlVector< CHandle< C_BasePlayer > > &GetSplitScreenPlayers();
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bool IsSplitScreenPartner( C_BasePlayer *pPlayer );
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bool IsSplitScreenPlayer() const;
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int GetSplitScreenPlayerSlot();
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virtual IClientModelRenderable* GetClientModelRenderable();
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virtual bool PreRender( int nSplitScreenPlayerSlot );
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int GetUserID( void ) const;
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virtual bool CanSetSoundMixer( void );
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// return the entity used for soundscape radius checks
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virtual C_BaseEntity *GetSoundscapeListener();
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#if !defined( NO_ENTITY_PREDICTION )
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void AddToPlayerSimulationList( C_BaseEntity *other );
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void SimulatePlayerSimulatedEntities( void );
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void RemoveFromPlayerSimulationList( C_BaseEntity *ent );
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void ClearPlayerSimulationList( void );
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#endif
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virtual void PhysicsSimulate( void );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; }
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// Prediction stuff
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virtual bool ShouldPredict( void );
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virtual C_BasePlayer *GetPredictionOwner( void );
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virtual void PreThink( void );
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virtual void PostThink( void );
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virtual void ItemPreFrame( void );
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virtual void ItemPostFrame( void );
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virtual void AbortReload( void );
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virtual void SelectLastItem(void);
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virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon );
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virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; }
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virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon );
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virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
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virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); }
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void ResetAutoaim( void );
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virtual void SelectItem( const char *pstr, int iSubType = 0 );
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virtual void UpdateClientData( void );
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virtual float GetFOV( void ) const;
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virtual int GetDefaultFOV( void ) const;
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virtual bool IsZoomed( void ) { return false; }
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bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate, int iZoomStart = 0 );
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void ClearZoomOwner( void );
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float GetFOVDistanceAdjustFactor();
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virtual void ViewPunch( const QAngle &angleOffset );
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void ViewPunchReset( float tolerance = 0 );
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void UpdateButtonState( int nUserCmdButtonMask );
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int GetImpulse( void ) const;
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virtual bool Simulate();
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virtual bool ShouldInterpolate();
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virtual bool ShouldDraw();
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virtual int DrawModel( int flags, const RenderableInstance_t &instance );
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// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
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virtual void OverrideView( CViewSetup *pSetup );
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C_BaseEntity *GetViewEntity( void ) const { return m_hViewEntity; }
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// returns the player name
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const char * GetPlayerName();
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virtual const Vector GetPlayerMins( void ) const; // uses local player
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virtual const Vector GetPlayerMaxs( void ) const; // uses local player
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virtual void UpdateCollisionBounds( void );
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// Is the player dead?
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bool IsPlayerDead();
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bool IsPoisoned( void ) { return m_Local.m_bPoisoned; }
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virtual C_BaseEntity* GetUseEntity( void ) const;
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virtual C_BaseEntity* GetPotentialUseEntity( void ) const;
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// Vehicles...
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IClientVehicle *GetVehicle();
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const IClientVehicle *GetVehicle() const;
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bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; }
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virtual void SetVehicleRole( int nRole );
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void LeaveVehicle( void );
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bool UsingStandardWeaponsInVehicle( void );
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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float GetTimeBase( void ) const;
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float GetFinalPredictedTime() const;
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bool IsInVGuiInputMode() const;
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bool IsInViewModelVGuiInputMode() const;
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C_CommandContext *GetCommandContext();
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// Get the command number associated with the current usercmd we're running (if in predicted code).
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int CurrentCommandNumber() const;
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const CUserCmd *GetCurrentUserCommand() const;
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virtual const QAngle& GetPunchAngle();
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void SetPunchAngle( const QAngle &angle );
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float GetWaterJumpTime() const;
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void SetWaterJumpTime( float flWaterJumpTime );
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float GetSwimSoundTime( void ) const;
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void SetSwimSoundTime( float flSwimSoundTime );
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float GetDeathTime( void ) { return m_flDeathTime; }
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void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin );
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const Vector &GetPreviouslyPredictedOrigin() const;
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// CS wants to allow small FOVs for zoomed-in AWPs.
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virtual float GetMinFOV() const;
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virtual void DoMuzzleFlash();
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virtual void PlayPlayerJingle();
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName );
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virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
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virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
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// Called by prediction when it detects a prediction correction.
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// vDelta is the line from where the client had predicted the player to at the usercmd in question,
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// to where the server says the client should be at said usercmd.
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void NotePredictionError( const Vector &vDelta );
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// Called by the renderer to apply the prediction error smoothing.
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void GetPredictionErrorSmoothingVector( Vector &vOffset );
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virtual void ExitLadder() {}
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surfacedata_t *GetLadderSurface( const Vector &origin );
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void ForceButtons( int nButtons );
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void UnforceButtons( int nButtons );
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void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
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const Vector &GetLadderNormal( void ) const { return m_vecLadderNormal; }
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int GetLadderSurfaceProps( void ) const { return m_ladderSurfaceProps; }
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// Hints
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virtual CHintSystem *Hints( void ) { return NULL; }
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bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; }
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bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; }
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void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); }
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virtual IMaterial *GetHeadLabelMaterial( void );
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// Fog
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virtual fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
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void FogControllerChanged( bool bSnap );
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void UpdateFogController( void );
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void UpdateFogBlend( void );
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C_PostProcessController* GetActivePostProcessController() const;
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C_ColorCorrection* GetActiveColorCorrection() const;
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void IncrementEFNoInterpParity();
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int GetEFNoInterpParity() const;
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float GetFOVTime( void ){ return m_flFOVTime; }
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PlayerRenderMode_t GetPlayerRenderMode( int nSlot );
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virtual void OnAchievementAchieved( int iAchievement ) {}
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protected:
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fogparams_t m_CurrentFog;
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EHANDLE m_hOldFogController;
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public:
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// RecvProxies
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static void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_ObserverMode( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_LocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_LocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_NonLocalOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_NonLocalOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_NonLocalCellOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_NonLocalCellOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
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virtual bool ShouldRegenerateOriginFromCellBits() const;
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public:
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int m_StuckLast;
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// Data for only the local player
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CNetworkVarEmbedded( CPlayerLocalData, m_Local );
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EHANDLE m_hTonemapController;
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// Data common to all other players, too
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CPlayerState pl;
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public:
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// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
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// FTYPEDESC_INSENDTABLE STUFF
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// Player FOV values
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int m_iFOV; // field of view
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int m_iFOVStart; // starting value of the FOV changing over time (client only)
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int m_afButtonLast;
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int m_afButtonPressed;
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int m_afButtonReleased;
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int m_nButtons;
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protected:
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int m_nImpulse;
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CNetworkVar( int, m_ladderSurfaceProps );
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int m_flPhysics;
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public:
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float m_flFOVTime; // starting time of the FOV zoom
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private:
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float m_flWaterJumpTime; // used to be called teleport_time
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float m_flSwimSoundTime;
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protected:
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float m_flStepSoundTime;
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float m_surfaceFriction;
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private:
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CNetworkVector( m_vecLadderNormal );
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// FTYPEDESC_INSENDTABLE STUFF (end)
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public:
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char m_szAnimExtension[32];
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private:
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int m_nOldTickBase;
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private:
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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
|