NS/main/source/dlls/player.cpp
pierow 58358d0927
Bot integration for v3.3b8 (#156)
* Initial bot commit

* Added server commands and cvars for adding AI players to the game.
* Added auto modes for automating the adding and removal of bots
* Bots connect to the server and join teams correctly

* Added round restart and new map detection for AI system

Push before new project added for detour

* Initial bot integration

* Integrated all basic bot code for navigation and task performing
* Added support for multi_managers to better understand how buttons and triggers affect doors

* Improved bot understanding of door triggers and weldables

* Reworked nav profiles

Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder

* Improved bot door usage

* Added weldable obstacles back into navigation

Bots now understand how to get around weldable barriers

* Replaced fixed arrays with vectors

* Resource node and hive lists are now vectors.
* Further improved bot weld behaviour

* Added dynamic reachability calculations

When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses.

* Added team-based reachability calculations

Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point.

* Implemented long-range off-mesh connections and dynamic off-mesh connections

* Implemented fully dynamic off-mesh connections

Phase gates now use connections rather than custom path finding. Much more performant.

* Replaced arrays with vectors for simpler code

* Started Bot Swimming

* Bots understand trigger_changetarget

Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work

* Push before trying to fix long-range connections

* Implement new off-mesh connection system

* Redid population of door triggers

* Fixed trigger types and links to doors

* Added lift and moving platform support

* Lift improvements

* Bots avoid getting crushed under a lift when summoning it
* Bots are better at judging which stop a platform needs to be at

* Tweak lift and welder usage

* Fixed bug with multiple off-mesh connections close together

* Finish lift movement

* Fixed dodgy path finding

* Improved skulk ladder usage and lerk lift usage

* Fix crash with path finding

* Re-implement commander AI

* Commander improvements

* Improve commander sieging

* Commander scanning tweak

* Reimplemented regular marine AI

* Start reimplementing alien AI

* Implement gorge building behaviours

* Start alien tactical decisioning

* Continuing alien building and other non-combat logic

* More alien role work

* Adjusted base node definitions

* Iterate Capper Logic

* Alien assault AI

* Alien Combat

* Fix grenade throwing, better combat

* Marine combat AI improvements

* Commander improvements

* Commander + nav improvements

* Drop mines

* Improved bot stuck detection

* Commander supply improvements

* Bot fill timing config

* Added nsbots.cfg to configure internal bots

* Changed bot config file to "nsbots.cfg"

* Bug fixing with navigation

* Fix skulk movement on ladders

* Improved commander placement and tactical refresh

* Fixed bug with ladder climbing

* Doors block off-mesh connections

* Finished doors blocking connections

* Marine and alien tactical bug fixes

* Add commander beacon back in

* Start combat mode stuff

* First pass at combat mode

* Bots attack turrets

* Fix ladder and wall climbing

* Commander chat request

* Improved skulk ladders

* Added nav meshes for new bot code

* Added bot configuration to listen server menu

* Added bot config file

* Added default bot config to listenserver.cfg

* Added default bot settings to server.cfg

* Include VS filter for bot files

* Crash fixes

* Bot improvements

* Bot stability and mine placement improvements

* Fixed crash on new map start with bots

* Reverted Svencoop fix

* Fixed crash, added more cvars

* Performance improvement

* Commander building improvements

* Stop bot spasming when waiting to take command

* Fixed doors not blocking connections

* Added bot disabled guard to round start

* Commander improvements, movement improvements

* Tweaked level load sequence

* Performance improvements

* Bot load spread

* Fixed commander update

* Refactor bot frame handling

* Bug fixes + Pierow's dynamic load spread

* Minor bug fixes

* Fix door detection, prep for test

* Fixed commander siege spam

* linux compile test

* fix hardcoded inlcudes

* O1 compile flag for detour
- fix linux server crash

* Revert detour compile flags to original for windows

* linux build update

* remove x64 build configs

* update bot nav meshes and configs

* fix bot physics at high server fps, update navmeshes. from @RGreenlees

---------

Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com>
Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
2024-03-21 14:17:18 -04:00

5063 lines
126 KiB
C++

//
// Copyright (c) 1999, Valve LLC. All rights reserved.
//
// This product contains software technology licensed from Id
// Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
// All Rights Reserved.
//
// Use, distribution, and modification of this source code and/or resulting
// object code is restricted to non-commercial enhancements to products from
// Valve LLC. All other use, distribution, or modification is prohibited
// without written permission from Valve LLC.
//
//
//===== player.cpp ========================================================
//
// functions dealing with the player
//
//
// $Workfile: player.cpp $
// $Date: 2002/11/22 21:12:55 $
//
//-------------------------------------------------------------------------------
// $Log: player.cpp,v $
// Revision 1.39 2002/11/22 21:12:55 Flayra
// - Added DMG_IGNOREARMOR flag for players (used for ending game quickly)
// - NULL checks for when owner of turret is removed after owner leaves team
// - Send deploy weapon switch to player, when "lastinv" is executed
//
// Revision 1.38 2002/11/15 19:09:40 Flayra
// - Reworked network metering to be easily toggleable
//
// Revision 1.37 2002/11/12 02:18:41 Flayra
// - Beginning of HLTV changes
//
// Revision 1.36 2002/10/24 21:18:23 Flayra
// - Major networking optimizations, to prevent overlflows after 20+ players on game reset
//
// Revision 1.35 2002/10/18 22:15:13 Flayra
// - Fixed problem where level5 gets stuck with redemption
//
// Revision 1.34 2002/10/16 00:40:39 Flayra
// - Fixed bug where player couldn't switch to next player while observing
// - Propagate health as short for larger aliens
// - Propagate auth mask
//
// Revision 1.33 2002/10/03 18:26:03 Flayra
// - Removed HL "flatline" sound on death
//
// Revision 1.32 2002/09/23 22:03:50 Flayra
// - Fixed problem where anims weren't playing properly in ready room
// - Fixed problem where gestation model anims were playing before model was updated
//
// Revision 1.31 2002/08/31 18:01:18 Flayra
// - Work at VALVe
//
// Revision 1.30 2002/08/09 00:17:03 Flayra
// - Allow moveleft and moveright to change targets, allow players to have only one primary weapon
//
// Revision 1.29 2002/07/23 16:48:21 Flayra
// - Refactored duplicate spawn code
//
// Revision 1.28 2002/07/10 14:36:09 Flayra
// - Fixed bug that caused "Battery" message to be sent every tick (this never showed up in HL because they never had a float armor value?)
//
// Revision 1.27 2002/07/08 16:31:39 Flayra
// - Level 1 doesn't make falling splat sound, dead players shouldn't block spawn points, replaced impulse hard-codes with constants
//
//===============================================================================
#include <cmath>
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "trains.h"
#include "nodes.h"
#include "weapons.h"
#include "soundent.h"
#include "monsters.h"
#include "../engine/shake.h"
#include "decals.h"
#include "gamerules.h"
#include "../mod/AvHEntities.h"
#include "../mod/AvHPlayer.h"
#include "../mod/AvHGamerules.h"
#include "../mod/AvHPlayerUpgrade.h"
#include "../mod/AvHServerUtil.h"
#include "../mod/AvHSharedUtil.h"
#include "../mod/AvHServerVariables.h"
#include "../mod/AvHHulls.h"
#include "../mod/AvHMovementUtil.h"
#include "game.h"
#include "../common/hltv.h"
#include "../mod/AvHNetworkMessages.h"
#include "../util/MathUtil.h"
// #define DUCKFIX
// Allow assignment within conditional
#pragma warning (disable: 4706)
extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
extern DLL_GLOBAL BOOL g_fGameOver;
extern DLL_GLOBAL BOOL g_fDrawLines;
int gEvilImpulse101;
extern DLL_GLOBAL int g_iSkillLevel, gDisplayTitle;
BOOL gInitHUD = TRUE;
extern void CopyToBodyQue(entvars_t* pev);
extern void respawn(entvars_t *pev, BOOL fCopyCorpse);
extern Vector VecBModelOrigin(entvars_t *pevBModel );
//extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
// the world node graph
extern CGraph WorldGraph;
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
#define FLASH_DRAIN_TIME 1.2 //100 units/3 minutes
#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
// Global Savedata for player
TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
{
DEFINE_FIELD( CBasePlayer, m_afButtonLast, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_afButtonPressed, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_afButtonReleased, FIELD_INTEGER ),
DEFINE_ARRAY( CBasePlayer, m_rgItems, FIELD_INTEGER, MAX_ITEMS ),
DEFINE_FIELD( CBasePlayer, m_afPhysicsFlags, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_flTimeStepSound, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flTimeWeaponIdle, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flSwimTime, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flDuckTime, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flWallJumpTime, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flSuitUpdate, FIELD_TIME ),
DEFINE_ARRAY( CBasePlayer, m_rgSuitPlayList, FIELD_INTEGER, CSUITPLAYLIST ),
DEFINE_FIELD( CBasePlayer, m_iSuitPlayNext, FIELD_INTEGER ),
DEFINE_ARRAY( CBasePlayer, m_rgiSuitNoRepeat, FIELD_INTEGER, CSUITNOREPEAT ),
DEFINE_ARRAY( CBasePlayer, m_rgflSuitNoRepeatTime, FIELD_TIME, CSUITNOREPEAT ),
DEFINE_FIELD( CBasePlayer, m_lastDamageAmount, FIELD_INTEGER ),
DEFINE_ARRAY( CBasePlayer, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ),
DEFINE_FIELD( CBasePlayer, m_pActiveItem, FIELD_CLASSPTR ),
DEFINE_FIELD( CBasePlayer, m_pLastItem, FIELD_CLASSPTR ),
DEFINE_ARRAY( CBasePlayer, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ),
DEFINE_FIELD( CBasePlayer, m_idrowndmg, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_idrownrestored, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_tSneaking, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_iTrain, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_bitsHUDDamage, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_flFallVelocity, FIELD_FLOAT ),
DEFINE_FIELD( CBasePlayer, m_iTargetVolume, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iWeaponVolume, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iExtraSoundTypes, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iWeaponFlash, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_fLongJump, FIELD_BOOLEAN ),
DEFINE_FIELD( CBasePlayer, m_fInitHUD, FIELD_BOOLEAN ),
DEFINE_FIELD( CBasePlayer, m_tbdPrev, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_pTank, FIELD_EHANDLE ),
DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ),
};
void CBasePlayer :: Pain( void )
{
float flRndSound;//sound randomizer
flRndSound = RANDOM_FLOAT ( 0 , 1 );
if ( flRndSound <= 0.33 )
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM);
else if ( flRndSound <= 0.66 )
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM);
else
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM);
}
/*
*
*/
Vector VecVelocityForDamage(float flDamage)
{
Vector vec(RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
if (flDamage > -50)
vec = vec * 0.7;
else if (flDamage > -200)
vec = vec * 2;
else
vec = vec * 10;
return vec;
}
#if 0 /*
static void ThrowGib(entvars_t *pev, char *szGibModel, float flDamage)
{
edict_t *pentNew = CREATE_ENTITY();
entvars_t *pevNew = VARS(pentNew);
pevNew->origin = pev->origin;
SET_MODEL(ENT(pevNew), szGibModel);
UTIL_SetSize(pevNew, g_vecZero, g_vecZero);
pevNew->velocity = VecVelocityForDamage(flDamage);
pevNew->movetype = MOVETYPE_BOUNCE;
pevNew->solid = SOLID_NOT;
pevNew->avelocity.x = RANDOM_FLOAT(0,600);
pevNew->avelocity.y = RANDOM_FLOAT(0,600);
pevNew->avelocity.z = RANDOM_FLOAT(0,600);
CHANGE_METHOD(ENT(pevNew), em_think, SUB_Remove);
pevNew->ltime = gpGlobals->time;
pevNew->nextthink = gpGlobals->time + RANDOM_FLOAT(10,20);
pevNew->frame = 0;
pevNew->flags = 0;
}
static void ThrowHead(entvars_t *pev, char *szGibModel, floatflDamage)
{
SET_MODEL(ENT(pev), szGibModel);
pev->frame = 0;
pev->nextthink = -1;
pev->movetype = MOVETYPE_BOUNCE;
pev->takedamage = DAMAGE_NO;
pev->solid = SOLID_NOT;
pev->view_ofs = Vector(0,0,8);
UTIL_SetSize(pev, Vector(-16,-16,0), Vector(16,16,56));
pev->velocity = VecVelocityForDamage(flDamage);
pev->avelocity = RANDOM_FLOAT(-1,1) * Vector(0,600,0);
pev->origin.z -= 24;
ClearBits(pev->flags, FL_ONGROUND);
}
*/
#endif
int TrainSpeed(int iSpeed, int iMax)
{
float fSpeed, fMax;
int iRet = 0;
fMax = (float)iMax;
fSpeed = iSpeed;
fSpeed = fSpeed/fMax;
if (iSpeed < 0)
iRet = TRAIN_BACK;
else if (iSpeed == 0)
iRet = TRAIN_NEUTRAL;
else if (fSpeed < 0.33)
iRet = TRAIN_SLOW;
else if (fSpeed < 0.66)
iRet = TRAIN_MEDIUM;
else
iRet = TRAIN_FAST;
return iRet;
}
void CBasePlayer :: DeathSound( void )
{
// water death sounds
/*
if (pev->waterlevel == 3)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
*/
// temporarily using pain sounds for death sounds
switch (RANDOM_LONG(1,5))
{
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM);
break;
case 3:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM);
break;
}
// play one of the suit death alarms
//EMIT_GROUPNAME_SUIT(ENT(pev), "HEV_DEAD");
}
// override takehealth
// bitsDamageType indicates type of damage healed.
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType )
{
return CBaseMonster :: TakeHealth (flHealth, bitsDamageType);
}
Vector CBasePlayer :: GetGunPosition( )
{
// UTIL_MakeVectors(pev->v_angle);
// m_HackedGunPos = pev->view_ofs;
Vector origin;
origin = pev->origin + pev->view_ofs;
return origin;
}
//=========================================================
// TraceAttack
//=========================================================
void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
if ( pev->takedamage )
{
m_LastHitGroup = ptr->iHitgroup;
switch ( ptr->iHitgroup )
{
case HITGROUP_GENERIC:
break;
case HITGROUP_HEAD:
flDamage *= gSkillData.plrHead;
break;
case HITGROUP_CHEST:
flDamage *= gSkillData.plrChest;
break;
case HITGROUP_STOMACH:
flDamage *= gSkillData.plrStomach;
break;
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
flDamage *= gSkillData.plrArm;
break;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
flDamage *= gSkillData.plrLeg;
break;
default:
break;
}
SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}
}
void CBasePlayer::SpawnClientSideCorpse()
{
// char *infobuffer = g_engfuncs.pfnGetInfoKeyBuffer( edict() );
// char *pModel = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" );
//
// MESSAGE_BEGIN( MSG_ALL, gmsgSendCorpse );
// WRITE_STRING( pModel );
// WRITE_LONG ( pev->origin.x * 128.0);
// WRITE_LONG ( pev->origin.y * 128.0);
// WRITE_LONG ( pev->origin.z * 128.0);
// WRITE_COORD ( pev->angles.x );
// WRITE_COORD ( pev->angles.y );
// WRITE_COORD ( pev->angles.z );
// WRITE_LONG ( (pev->animtime - gpGlobals->time) * 100.0f );
// WRITE_BYTE ( pev->sequence );
// WRITE_BYTE ( pev->body );
// MESSAGE_END();
}
/*
Take some damage.
NOTE: each call to TakeDamage with bitsDamageType set to a time-based damage
type will cause the damage time countdown to be reset. Thus the ongoing effects of poison, radiation
etc are implemented with subsequent calls to TakeDamage using DMG_GENERIC.
*/
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// have suit diagnose the problem - ie: report damage type
int bitsDamage = bitsDamageType;
int ffound = TRUE;
int fmajor;
int fcritical;
int fTookDamage;
int ftrivial;
//float flRatio;
//float flBonus;
float flHealthPrev = pev->health;
//flBonus = AvHPlayerUpgrade::GetArmorBonus(this->pev->iuser4);
//flRatio = AvHPlayerUpgrade::GetArmorRatio(this->pev->iuser4);
// if ( ( bitsDamageType & DMG_BLAST ) && g_pGameRules->IsMultiplayer() )
// {
// // blasts damage armor more.
// flBonus *= 2;
// }
// Already dead
if ( !IsAlive() )
return 0;
// go take the damage first
CBaseEntity *pAttacker = NULL;
if(pevAttacker)
{
pAttacker = CBaseEntity::Instance(pevAttacker);
}
if ( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) )
{
// Refuse the damage
return 0;
}
// keep track of amount of damage last sustained
m_lastDamageAmount = flDamage;
if(!(bitsDamageType & DMG_IGNOREARMOR))
{
flDamage = AvHPlayerUpgrade::CalculateDamageLessArmor((AvHUser3)this->pev->iuser3, this->pev->iuser4, flDamage, this->pev->armorvalue, bitsDamageType, GetGameRules()->GetNumActiveHives((AvHTeamNumber)this->pev->team));
}
else
{
int a = 0;
}
// Armor.
// if (pev->armorvalue && !(bitsDamageType & (DMG_FALL | DMG_DROWN)) )// armor doesn't protect against fall or drown damage!
// {
// float flNew = flDamage * flRatio;
//
// float flArmor;
//
// flArmor = (flDamage - flNew) * flBonus;
//
// // Does this use more armor than we have?
// if (flArmor > pev->armorvalue)
// {
// flArmor = pev->armorvalue;
// flArmor *= (1/flBonus);
// flNew = flDamage - flArmor;
// pev->armorvalue = 0;
// }
// else
// pev->armorvalue -= flArmor;
//
// flDamage = flNew;
// }
fTookDamage = CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
// reset damage time countdown for each type of time based damage player just sustained
{
for (int i = 0; i < CDMG_TIMEBASED; i++)
if (bitsDamageType & (DMG_PARALYZE << i))
m_rgbTimeBasedDamage[i] = 0;
}
// tell director about it
MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
WRITE_BYTE(DIRECTOR_MESSAGE_SIZE);
WRITE_BYTE ( DRC_CMD_EVENT ); // take damage event
WRITE_SHORT( ENTINDEX(this->edict()) ); // index number of primary entity
WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) ); // index number of secondary entity
WRITE_LONG( 5 ); // eventflags (priority and flags)
MESSAGE_END();
// how bad is it, doc?
ftrivial = (pev->health > 75 || m_lastDamageAmount < 5);
fmajor = (m_lastDamageAmount > 25);
fcritical = (pev->health < 30);
// handle all bits set in this damage message,
// let the suit give player the diagnosis
// UNDONE: add sounds for types of damage sustained (ie: burn, shock, slash )
// UNDONE: still need to record damage and heal messages for the following types
// DMG_BURN
// DMG_FREEZE
// DMG_BLAST
// DMG_SHOCK
m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client
m_bitsHUDDamage = -1; // make sure the damage bits get resent
while (fTookDamage && (!ftrivial || (bitsDamage & DMG_TIMEBASED)) && ffound && bitsDamage)
{
ffound = FALSE;
if (bitsDamage & DMG_CLUB)
{
if (fmajor)
SetSuitUpdate("!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC); // minor fracture
bitsDamage &= ~DMG_CLUB;
ffound = TRUE;
}
if (bitsDamage & (DMG_FALL | DMG_CRUSH))
{
if (fmajor)
SetSuitUpdate("!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC); // major fracture
else
SetSuitUpdate("!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC); // minor fracture
bitsDamage &= ~(DMG_FALL | DMG_CRUSH);
ffound = TRUE;
}
if (bitsDamage & DMG_BULLET)
{
if (m_lastDamageAmount > 5)
SetSuitUpdate("!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC); // blood loss detected
//else
// SetSuitUpdate("!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC); // minor laceration
bitsDamage &= ~DMG_BULLET;
ffound = TRUE;
}
if (bitsDamage & DMG_SLASH)
{
if (fmajor)
SetSuitUpdate("!HEV_DMG1", FALSE, SUIT_NEXT_IN_30SEC); // major laceration
else
SetSuitUpdate("!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC); // minor laceration
bitsDamage &= ~DMG_SLASH;
ffound = TRUE;
}
if (bitsDamage & DMG_SONIC)
{
if (fmajor)
SetSuitUpdate("!HEV_DMG2", FALSE, SUIT_NEXT_IN_1MIN); // internal bleeding
bitsDamage &= ~DMG_SONIC;
ffound = TRUE;
}
if (bitsDamage & (DMG_POISON | DMG_PARALYZE))
{
SetSuitUpdate("!HEV_DMG3", FALSE, SUIT_NEXT_IN_1MIN); // blood toxins detected
bitsDamage &= ~(DMG_POISON | DMG_PARALYZE);
ffound = TRUE;
}
if (bitsDamage & DMG_ACID)
{
SetSuitUpdate("!HEV_DET1", FALSE, SUIT_NEXT_IN_1MIN); // hazardous chemicals detected
bitsDamage &= ~DMG_ACID;
ffound = TRUE;
}
if (bitsDamage & DMG_NERVEGAS)
{
SetSuitUpdate("!HEV_DET0", FALSE, SUIT_NEXT_IN_1MIN); // biohazard detected
bitsDamage &= ~DMG_NERVEGAS;
ffound = TRUE;
}
if (bitsDamage & DMG_RADIATION)
{
SetSuitUpdate("!HEV_DET2", FALSE, SUIT_NEXT_IN_1MIN); // radiation detected
bitsDamage &= ~DMG_RADIATION;
ffound = TRUE;
}
if (bitsDamage & DMG_SHOCK)
{
bitsDamage &= ~DMG_SHOCK;
ffound = TRUE;
}
}
pev->punchangle.x = -2;
if (fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75)
{
// first time we take major damage...
// turn automedic on if not on
SetSuitUpdate("!HEV_MED1", FALSE, SUIT_NEXT_IN_30MIN); // automedic on
// give morphine shot if not given recently
SetSuitUpdate("!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN); // morphine shot
}
if (fTookDamage && !ftrivial && fcritical && flHealthPrev < 75)
{
// already took major damage, now it's critical...
if (pev->health < 6)
SetSuitUpdate("!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN); // near death
else if (pev->health < 20)
SetSuitUpdate("!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN); // health critical
// give critical health warnings
if (!RANDOM_LONG(0,3) && flHealthPrev < 50)
SetSuitUpdate("!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN); //seek medical attention
}
// if we're taking time based damage, warn about its continuing effects
if (fTookDamage && (bitsDamageType & DMG_TIMEBASED) && flHealthPrev < 75)
{
if (flHealthPrev < 50)
{
if (!RANDOM_LONG(0,3))
SetSuitUpdate("!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN); //seek medical attention
}
else
SetSuitUpdate("!HEV_HLTH1", FALSE, SUIT_NEXT_IN_10MIN); // health dropping
}
//return fTookDamage;
int theReturnValue = 0;
if(fTookDamage)
{
theReturnValue = flDamage;
}
return theReturnValue;
}
//=========================================================
// PackDeadPlayerItems - call this when a player dies to
// pack up the appropriate weapons and ammo items, and to
// destroy anything that shouldn't be packed.
//
// This is pretty brute force :(
//=========================================================
void CBasePlayer::PackDeadPlayerItems( void )
{
int iWeaponRules;
int iAmmoRules;
int i;
CBasePlayerWeapon *rgpPackWeapons[ 20 ];// 20 hardcoded for now. How to determine exactly how many weapons we have?
int iPackAmmo[ MAX_AMMO_SLOTS + 1];
int iPW = 0;// index into packweapons array
int iPA = 0;// index into packammo array
memset(rgpPackWeapons, NULL, sizeof(rgpPackWeapons) );
memset(iPackAmmo, -1, sizeof(iPackAmmo) );
// get the game rules
iWeaponRules = g_pGameRules->DeadPlayerWeapons( this );
iAmmoRules = g_pGameRules->DeadPlayerAmmo( this );
if ( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO )
{
// nothing to pack. Remove the weapons and return. Don't call create on the box!
RemoveAllItems( TRUE );
return;
}
// go through all of the weapons and make a list of the ones to pack
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
if ( m_rgpPlayerItems[ i ] )
{
// there's a weapon here. Should I pack it?
CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[ i ];
while ( pPlayerItem )
{
switch( iWeaponRules )
{
case GR_PLR_DROP_GUN_ACTIVE:
if ( m_pActiveItem && pPlayerItem == m_pActiveItem )
{
// this is the active item. Pack it.
rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem;
}
break;
case GR_PLR_DROP_GUN_ALL:
rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem;
break;
default:
break;
}
pPlayerItem = pPlayerItem->m_pNext;
}
}
}
// now go through ammo and make a list of which types to pack.
if ( iAmmoRules != GR_PLR_DROP_AMMO_NO )
{
for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ )
{
if ( m_rgAmmo[ i ] > 0 )
{
// player has some ammo of this type.
switch ( iAmmoRules )
{
case GR_PLR_DROP_AMMO_ALL:
iPackAmmo[ iPA++ ] = i;
break;
case GR_PLR_DROP_AMMO_ACTIVE:
if ( m_pActiveItem && i == m_pActiveItem->PrimaryAmmoIndex() )
{
// this is the primary ammo type for the active weapon
iPackAmmo[ iPA++ ] = i;
}
else if ( m_pActiveItem && i == m_pActiveItem->SecondaryAmmoIndex() )
{
// this is the secondary ammo type for the active weapon
iPackAmmo[ iPA++ ] = i;
}
break;
default:
break;
}
}
}
}
// create a box to pack the stuff into.
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin, pev->angles, edict() );
pWeaponBox->pev->angles.x = 0;// don't let weaponbox tilt.
pWeaponBox->pev->angles.z = 0;
pWeaponBox->SetThink( &CWeaponBox::Kill );
pWeaponBox->pev->nextthink = gpGlobals->time + 120;
// back these two lists up to their first elements
iPA = 0;
iPW = 0;
// pack the ammo
while ( iPackAmmo[ iPA ] != -1 )
{
// Only pack items with ammo
const char* theAmmoName = CBasePlayerItem::AmmoInfoArray[ iPackAmmo[ iPA ] ].pszName;
if(theAmmoName && theAmmoName != "")
pWeaponBox->PackAmmo( MAKE_STRING(theAmmoName), m_rgAmmo[ iPackAmmo[ iPA ] ] );
iPA++;
}
// now pack all of the items in the lists
while ( rgpPackWeapons[ iPW ] )
{
// weapon unhooked from the player. Pack it into der box.
pWeaponBox->PackWeapon( rgpPackWeapons[ iPW ] );
iPW++;
}
pWeaponBox->pev->velocity = pev->velocity * 1.2;// weaponbox has player's velocity, then some.
RemoveAllItems( TRUE );// now strip off everything that wasn't handled by the code above.
}
void CBasePlayer::DestroyAllItems(BOOL removeSuit)
{
if (m_pActiveItem)
{
ResetAutoaim( );
m_pActiveItem->Holster( );
m_pActiveItem = NULL;
}
m_pLastItem = NULL;
int i;
CBasePlayerItem *pPendingItem;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
m_pActiveItem = m_rgpPlayerItems[i];
while (m_pActiveItem)
{
pPendingItem = m_pActiveItem->m_pNext;
m_pActiveItem->DestroyItem();
m_pActiveItem = pPendingItem;
}
m_rgpPlayerItems[i] = NULL;
}
m_pActiveItem = NULL;
pev->viewmodel = 0;
pev->weaponmodel = 0;
if ( removeSuit )
pev->weapons = 0;
else
pev->weapons &= ~WEAPON_ALLWEAPONS;
for ( i = 0; i < MAX_AMMO_SLOTS;i++)
m_rgAmmo[i] = 0;
// send Selected Weapon Message to our client
NetMsg_CurWeapon( pev, 0, 0, 0 );
}
void CBasePlayer::RemoveAllItems( BOOL removeSuit )
{
if (m_pActiveItem)
{
ResetAutoaim( );
m_pActiveItem->Holster( );
m_pActiveItem = NULL;
}
m_pLastItem = NULL;
int i;
CBasePlayerItem *pPendingItem;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
m_pActiveItem = m_rgpPlayerItems[i];
while (m_pActiveItem)
{
pPendingItem = m_pActiveItem->m_pNext;
m_pActiveItem->Drop( );
m_pActiveItem = pPendingItem;
}
m_rgpPlayerItems[i] = NULL;
}
m_pActiveItem = NULL;
pev->viewmodel = 0;
pev->weaponmodel = 0;
if ( removeSuit )
pev->weapons = 0;
else
pev->weapons &= ~WEAPON_ALLWEAPONS;
for ( i = 0; i < MAX_AMMO_SLOTS;i++)
m_rgAmmo[i] = 0;
// UpdateClientData();
// // send Selected Weapon Message to our client
// MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
// WRITE_BYTE(0);
// WRITE_BYTE(0);
// WRITE_BYTE(0);
// MESSAGE_END();
}
/*
* GLOBALS ASSUMED SET: g_ulModelIndexPlayer
*
* ENTITY_METHOD(PlayerDie)
*/
entvars_t *g_pevLastInflictor; // Set in combat.cpp. Used to pass the damage inflictor for death messages.
// Better solution: Add as parameter to all Killed() functions.
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
CSound *pSound;
// Holster weapon immediately, to allow it to cleanup
if ( m_pActiveItem )
m_pActiveItem->Holster( );
GetGameRules()->PlayerKilled( this, pevAttacker, g_pevLastInflictor );
if ( m_pTank != NULL )
{
m_pTank->Use( this, this, USE_OFF, 0 );
m_pTank = NULL;
}
// this client isn't going to be thinking for a while, so reset the sound until they respawn
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) );
{
if ( pSound )
{
pSound->Reset();
}
}
SetAnimation( PLAYER_DIE );
m_iRespawnFrames = 0;
//pev->modelindex = g_ulModelIndexPlayer; // don't use eyes
// Clear buttons held down on death, fixes bug where player can't switch observer targets
m_afButtonLast = 0;
pev->deadflag = DEAD_DYING;
pev->movetype = MOVETYPE_TOSS;
ClearBits( pev->flags, FL_ONGROUND );
if (pev->velocity.z < 10)
pev->velocity.z += RANDOM_FLOAT(0,300);
// clear out the suit message cache so we don't keep chattering
SetSuitUpdate(NULL, FALSE, 0);
// send "health" update message to zero
m_iClientHealth = 0;
NetMsg_Health( pev, m_iClientHealth );
// Tell Ammo Hud that the player is dead
NetMsg_CurWeapon( pev, 0, 0xFF, 0xFF );
// reset FOV
pev->fov = m_iFOV = m_iClientFOV = 0;
NetMsg_SetFOV( pev, 0 );
// UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12
// UTIL_ScreenFade( edict(), Vector(128,0,0), 6, 15, 255, FFADE_OUT | FFADE_MODULATE );
if ( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS )
{
pev->solid = SOLID_NOT;
GibMonster(); // This clears pev->model
pev->effects |= EF_NODRAW;
return;
}
DeathSound();
pev->angles.x = 0;
pev->angles.z = 0;
SetThink(&CBasePlayer::PlayerDeathThink);
pev->nextthink = gpGlobals->time + 0.1;
}
void CBasePlayer::Suicide(void)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
ASSERT(thePlayer);
if(thePlayer && thePlayer->GetUsedKilled())//: prevent exploitation of "kill" command.
return;
// have the player kill themself
float theKillDelay = ns_cvar_float(&avh_killdelay);
#ifdef DEBUG
#ifndef AVH_EXTERNAL_BUILD
theKillDelay = 0;
#endif
#endif
if(theKillDelay > 0.0f)
{
char theMessage[256];
sprintf(theMessage, "Suiciding in %.1f seconds...\n", theKillDelay);
UTIL_SayText(theMessage, this, ENTINDEX(this->edict()));
}
thePlayer->SetUsedKilled(true);
SetThink(&CBasePlayer::SuicideThink);
this->pev->nextthink = gpGlobals->time + theKillDelay;
}
void CBasePlayer::SuicideThink(void)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
if(thePlayer && thePlayer->GetCanBeAffectedByEnemies())
{
this->pev->health = 0;
this->Killed(this->pev, GIB_NEVER);
}
}
// Set the activity based on an event or current state
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
{
int animDesired;
int gaitDesired;
float speed;
char szAnim[64];
bool theFoundAnim = true;
int theDebugAnimations = BALANCE_VAR(kDebugAnimations);
bool reloadAnim = false;
// Make sure the model is set, as gestating models aren't set before the animation starts playing
AvHPlayer* theAvHPlayer = dynamic_cast<AvHPlayer*>(this);
ASSERT(theAvHPlayer);
theAvHPlayer->SetModelFromState();
speed = pev->velocity.Length2D();
if (pev->flags & FL_FROZEN)
{
speed = 0;
playerAnim = PLAYER_IDLE;
}
switch (playerAnim)
{
case PLAYER_JUMP:
m_IdealActivity = ACT_HOP;
break;
case PLAYER_SUPERJUMP:
m_IdealActivity = ACT_LEAP;
break;
case PLAYER_DIE:
m_IdealActivity = ACT_DIESIMPLE;
m_IdealActivity = GetDeathActivity( );
//this->GetAnimationForActivity(this->m_IdealActivity, szAnim);
//animDesired = LookupSequence( szAnim );
//if (animDesired == -1)
//{
// animDesired = 0;
//}
//this->pev->sequence = animDesired;
break;
case PLAYER_ATTACK1:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RANGE_ATTACK1;
break;
}
break;
case PLAYER_PRIME:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RANGE_PRIME;
break;
}
break;
case PLAYER_RELOAD:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RELOAD;
break;
}
break;
case PLAYER_RELOAD_START:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RELOAD_START;
break;
}
break;
case PLAYER_RELOAD_INSERT:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RELOAD_INSERT;
break;
}
break;
case PLAYER_RELOAD_END:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RELOAD_END;
break;
}
break;
case PLAYER_IDLE:
case PLAYER_WALK:
if ( !FBitSet( pev->flags, FL_ONGROUND ) && (m_Activity == ACT_HOP || m_Activity == ACT_LEAP) ) // Still jumping
{
m_IdealActivity = m_Activity;
}
else if ( pev->waterlevel > 1 )
{
if ( speed == 0 )
m_IdealActivity = ACT_HOVER;
else
m_IdealActivity = ACT_SWIM;
}
else
{
if((playerAnim == PLAYER_IDLE) && !strcmp(this->m_szAnimExtention, "") && (theAvHPlayer->GetPlayMode() != PLAYMODE_READYROOM))
{
m_IdealActivity = ACT_IDLE;
}
else
{
m_IdealActivity = ACT_WALK;
}
}
break;
}
switch (m_IdealActivity)
{
case ACT_DIESIMPLE:
case ACT_DIEBACKWARD:
case ACT_DIEFORWARD:
case ACT_DIEVIOLENT:
default:
if ( m_Activity == m_IdealActivity)
return;
m_Activity = m_IdealActivity;
//animDesired = LookupActivity( m_Activity );
this->GetAnimationForActivity(this->m_Activity, szAnim);
animDesired = LookupSequence( szAnim );
// Already using the desired animation?
if (pev->sequence == animDesired)
return;
#ifdef DEBUG
if(theDebugAnimations)
{
char theMessage[256];
sprintf(theMessage, "Setting full-body animation (%s): %d (no gaitsequence)\n", szAnim, animDesired);
ALERT(at_console, theMessage);
}
#endif
pev->gaitsequence = 0;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
// create seperate case for these so that they don't interfere with a reload - Elven
case ACT_HOVER:
case ACT_LEAP:
case ACT_SWIM:
case ACT_HOP:
reloadAnim = (m_Activity == ACT_RELOAD) || (m_Activity == ACT_RELOAD_START) || (m_Activity == ACT_RELOAD_INSERT) || (m_Activity == ACT_RELOAD_END);
if ( m_Activity == m_IdealActivity || reloadAnim)
return;
m_Activity = m_IdealActivity;
//animDesired = LookupActivity( m_Activity );
this->GetAnimationForActivity(this->m_Activity, szAnim);
animDesired = LookupSequence( szAnim );
// Already using the desired animation?
if (pev->sequence == animDesired)
return;
pev->gaitsequence = 0;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
case ACT_RANGE_ATTACK1:
case ACT_RANGE_PRIME:
this->GetAnimationForActivity(this->m_IdealActivity, szAnim);
animDesired = LookupSequence( szAnim );
if (animDesired == -1)
{
animDesired = 0;
theFoundAnim = false;
}
if ( pev->sequence != animDesired || !m_fSequenceLoops )
{
pev->frame = 0;
}
if (!m_fSequenceLoops)
{
pev->effects |= EF_NOINTERP;
}
m_Activity = m_IdealActivity;
if(theFoundAnim)
{
#ifdef DEBUG
if(theDebugAnimations)
{
char theMessage[256];
sprintf(theMessage, "%s%s\n", "Setting attack animation: ", szAnim);
ALERT(at_console, theMessage);
}
#endif
}
pev->sequence = animDesired;
ResetSequenceInfo( );
break;
case ACT_RELOAD:
case ACT_RELOAD_START:
case ACT_RELOAD_INSERT:
case ACT_RELOAD_END:
this->GetAnimationForActivity(this->m_IdealActivity, szAnim);
animDesired = LookupSequence( szAnim );
if ( pev->sequence != animDesired || !m_fSequenceLoops )
{
pev->frame = 0;
}
m_Activity = m_IdealActivity;
break;
case ACT_WALK:
reloadAnim = (m_Activity == ACT_RELOAD) || (m_Activity == ACT_RELOAD_START) ||
(m_Activity == ACT_RELOAD_INSERT) || (m_Activity == ACT_RELOAD_END);
if ((m_Activity != ACT_RANGE_ATTACK1 && m_Activity != ACT_RANGE_PRIME && !reloadAnim/*m_Activity != ACT_RELOAD*/ ) || m_fSequenceFinished)
{
this->GetAnimationForActivity(this->m_IdealActivity, szAnim);
animDesired = LookupSequence( szAnim );
if (animDesired == -1)
{
animDesired = 0;
}
m_Activity = ACT_WALK;
}
else
{
animDesired = pev->sequence;
}
break;
}
// Now handle gaitsequence
if(FBitSet(this->pev->flags, FL_DUCKING))
{
if(speed == 0)
{
this->GetAnimationForActivity(ACT_CROUCHIDLE, szAnim, true);
}
else
{
this->GetAnimationForActivity(ACT_CROUCH, szAnim, true);
}
}
else if (speed > this->GetMaxWalkSpeed() )
{
this->GetAnimationForActivity(ACT_RUN, szAnim, true);
}
else if (speed > 0)
{
this->GetAnimationForActivity(ACT_WALK, szAnim, true);
}
else
{
this->GetAnimationForActivity(ACT_IDLE, szAnim, true);
}
// Set the gaitsequence
gaitDesired = LookupSequence(szAnim, 1);
if(gaitDesired == -1)
{
gaitDesired = 0;
}
#ifdef DEBUG
if(theDebugAnimations)
{
if((this->pev->gaitsequence != gaitDesired) || (this->pev->sequence != animDesired))
{
ALERT(at_console, "Anim desired (%s): %d, gaitsequence: %d gaitdesired: %d \n", szAnim, animDesired, pev->gaitsequence, gaitDesired);
}
}
#endif
this->pev->gaitsequence = gaitDesired;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
if(thePlayer && (thePlayer->GetPlayMode() == PLAYMODE_READYROOM))
{
// Play some animation on top and bottom when not holding any weapons
animDesired = gaitDesired;
}
// Already using the desired animation?
if (pev->sequence == animDesired)
return;
// Reset to first frame of desired animation
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
}
/*
===========
TabulateAmmo
This function is used to find and store
all the ammo we have into the ammo vars.
============
*/
void CBasePlayer::TabulateAmmo()
{
ammo_9mm = AmmoInventory( GetAmmoIndex( "9mm" ) );
ammo_357 = AmmoInventory( GetAmmoIndex( "357" ) );
ammo_argrens = AmmoInventory( GetAmmoIndex( "ARgrenades" ) );
ammo_bolts = AmmoInventory( GetAmmoIndex( "bolts" ) );
ammo_buckshot = AmmoInventory( GetAmmoIndex( "buckshot" ) );
ammo_rockets = AmmoInventory( GetAmmoIndex( "rockets" ) );
ammo_uranium = AmmoInventory( GetAmmoIndex( "uranium" ) );
ammo_hornets = AmmoInventory( GetAmmoIndex( "Hornets" ) );
}
/*
===========
WaterMove
============
*/
#define AIRTIME 12 // lung full of air lasts this many seconds
void CBasePlayer::WaterMove()
{
int air;
if (pev->movetype == MOVETYPE_NOCLIP)
return;
if (pev->health < 0)
return;
// waterlevel 0 - not in water
// waterlevel 1 - feet in water
// waterlevel 2 - waist in water
// waterlevel 3 - head in water
if (pev->waterlevel != 3)
{
// not underwater
// play 'up for air' sound
if (pev->air_finished < gpGlobals->time)
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_wade1.wav", 1, ATTN_NORM);
else if (pev->air_finished < gpGlobals->time + 9)
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_wade2.wav", 1, ATTN_NORM);
pev->air_finished = gpGlobals->time + AIRTIME;
pev->dmg = 2;
// if we took drowning damage, give it back slowly
if (m_idrowndmg > m_idrownrestored)
{
// set drowning damage bit. hack - dmg_drownrecover actually
// makes the time based damage code 'give back' health over time.
// make sure counter is cleared so we start count correctly.
// NOTE: this actually causes the count to continue restarting
// until all drowning damage is healed.
m_bitsDamageType |= DMG_DROWNRECOVER;
m_bitsDamageType &= ~DMG_DROWN;
m_rgbTimeBasedDamage[itbd_DrownRecover] = 0;
}
}
else
{ // fully under water
// stop restoring damage while underwater
m_bitsDamageType &= ~DMG_DROWNRECOVER;
m_rgbTimeBasedDamage[itbd_DrownRecover] = 0;
if (pev->air_finished < gpGlobals->time) // drown!
{
if (pev->pain_finished < gpGlobals->time)
{
// take drowning damage
pev->dmg += 1;
if (pev->dmg > 5)
pev->dmg = 5;
TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), pev->dmg, DMG_DROWN);
pev->pain_finished = gpGlobals->time + 1;
// track drowning damage, give it back when
// player finally takes a breath
m_idrowndmg += pev->dmg;
}
}
else
{
m_bitsDamageType &= ~DMG_DROWN;
}
}
if (!pev->waterlevel)
{
if (FBitSet(pev->flags, FL_INWATER))
{
ClearBits(pev->flags, FL_INWATER);
}
return;
}
// make bubbles
air = (int)(pev->air_finished - gpGlobals->time);
if (!RANDOM_LONG(0,0x1f) && RANDOM_LONG(0,AIRTIME-1) >= air)
{
switch (RANDOM_LONG(0,3))
{
case 0: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim1.wav", 0.8, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim2.wav", 0.8, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim3.wav", 0.8, ATTN_NORM); break;
case 3: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim4.wav", 0.8, ATTN_NORM); break;
}
}
if (pev->watertype == CONTENT_LAVA) // do damage
{
if (pev->dmgtime < gpGlobals->time)
TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 10 * pev->waterlevel, DMG_BURN);
}
else if (pev->watertype == CONTENT_SLIME) // do damage
{
pev->dmgtime = gpGlobals->time + 1;
TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 4 * pev->waterlevel, DMG_ACID);
}
if (!FBitSet(pev->flags, FL_INWATER))
{
SetBits(pev->flags, FL_INWATER);
pev->dmgtime = 0;
}
}
void CBasePlayer::InitPlayerFromSpawn(edict_t* inSpawn)
{
if(!FNullEnt(inSpawn))
{
int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(this->pev->iuser3));
this->pev->origin = VARS(inSpawn)->origin + Vector(0, 0, theOffset);
this->pev->v_angle = VARS(inSpawn)->v_angle;
this->pev->velocity = g_vecZero;
this->pev->angles = VARS(inSpawn)->angles;
this->pev->punchangle = g_vecZero;
this->pev->fixangle = TRUE;
}
}
// TRUE if the player is attached to a ladder
BOOL CBasePlayer::IsOnLadder( void )
{
return ( pev->movetype == MOVETYPE_FLY );
}
void CBasePlayer::PlayerDeathThink(void)
{
float flForward;
if (FBitSet(pev->flags, FL_ONGROUND))
{
flForward = pev->velocity.Length() - 20;
if (flForward <= 0)
pev->velocity = g_vecZero;
else
pev->velocity = flForward * pev->velocity.Normalize();
}
if ( HasWeapons() )
{
// we drop the guns here because weapons that have an area effect and can kill their user
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
// player class sometimes is freed. It's safer to manipulate the weapons once we know
// we aren't calling into any of their code anymore through the player pointer.
PackDeadPlayerItems();
// Assumes that all players have at least one weapon when they die
//SpawnClientSideCorpse();
}
if (pev->modelindex && (!m_fSequenceFinished) && (pev->deadflag == DEAD_DYING))
{
StudioFrameAdvance( );
m_iRespawnFrames++; // Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands
if ( m_iRespawnFrames < 120 ) // Animations should be no longer than this
return;
}
// once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore
// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn
if ( pev->movetype != MOVETYPE_NONE && FBitSet(pev->flags, FL_ONGROUND) )
pev->movetype = MOVETYPE_NONE;
if (pev->deadflag == DEAD_DYING)
pev->deadflag = DEAD_DEAD;
StopAnimation();
pev->effects |= EF_NOINTERP;
pev->framerate = 0.0;
BOOL fAnyButtonDown = (pev->button & ~IN_SCORE );
// wait for all buttons released
if (pev->deadflag == DEAD_DEAD)
{
//if (fAnyButtonDown)
// return;
//if ( g_pGameRules->FPlayerCanRespawn( this ) )
//{
m_fDeadTime = gpGlobals->time;
pev->deadflag = DEAD_RESPAWNABLE;
//}
return;
}
// if the player has been dead for one second longer than allowed by forcerespawn,
// forcerespawn isn't on. Send the player off to an intermission camera until they
// choose to respawn.
//if ( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > (m_fDeadTime + 6) ) && !(m_afPhysicsFlags & PFLAG_OBSERVER) )
//{
// // go to dead camera.
// StartDeathCam();
//}
// From Counter-strike
// if the player has been dead for one second longer than allowed by forcerespawn,
// forcerespawn isn't on. Send the player off to an intermission camera until they
// choose to respawn.
// if ( g_pGameRules->IsMultiplayer() &&
// ( gpGlobals->time > (m_fDeadTime + 3) ) &&
// !( m_afPhysicsFlags & PFLAG_OBSERVER) )
// {
// //Send message to everybody to spawn a corpse.
// SpawnClientSideCorpse();
//
// // go to dead camera.
// //StartDeathCam();
// }
const float kMinDeathTime = .5f;
// wait for any button down, or mp_forcerespawn is set and the respawn time is up
if ((!fAnyButtonDown || ( gpGlobals->time < (m_fDeadTime + kMinDeathTime) ))
&& !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && (gpGlobals->time > (m_fDeadTime + kMinDeathTime))) )
return;
pev->button = 0;
m_iRespawnFrames = 0;
// Player is done with the death cam, continue
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
AvHGamerules* theGameRules = dynamic_cast<AvHGamerules*>(g_pGameRules);
theGameRules->PlayerDeathEnd(thePlayer);
}
//=========================================================
// StartDeathCam - find an intermission spot and send the
// player off into observer mode
//=========================================================
void CBasePlayer::StartDeathCam( void )
{
edict_t *pSpot, *pNewSpot;
int iRand;
if ( pev->view_ofs == g_vecZero )
{
// don't accept subsequent attempts to StartDeathCam()
return;
}
pSpot = FIND_ENTITY_BY_CLASSNAME( NULL, "info_intermission");
if ( !FNullEnt( pSpot ) )
{
// at least one intermission spot in the world.
iRand = RANDOM_LONG( 0, 3 );
while ( iRand > 0 )
{
pNewSpot = FIND_ENTITY_BY_CLASSNAME( pSpot, "info_intermission");
if ( pNewSpot )
{
pSpot = pNewSpot;
}
iRand--;
}
CopyToBodyQue( pev );
StartObserver( pSpot->v.origin, pSpot->v.v_angle );
}
else
{
// no intermission spot. Push them up in the air, looking down at their corpse
TraceResult tr;
CopyToBodyQue( pev );
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, 128 ), ignore_monsters, edict(), &tr );
StartObserver( tr.vecEndPos, UTIL_VecToAngles( tr.vecEndPos - pev->origin ) );
return;
}
}
void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle )
{
// m_afPhysicsFlags |= PFLAG_OBSERVER;
//
// pev->view_ofs = g_vecZero;
// pev->angles = pev->v_angle = vecViewAngle;
// pev->fixangle = TRUE;
// pev->solid = SOLID_NOT;
// pev->takedamage = DAMAGE_NO;
// pev->movetype = MOVETYPE_NONE;
// pev->modelindex = 0;
// UTIL_SetOrigin( pev, vecPosition );
m_iHideHUD |= (HIDEHUD_HEALTH | HIDEHUD_WEAPONS);
m_afPhysicsFlags |= PFLAG_OBSERVER;
pev->effects = EF_NODRAW;
pev->view_ofs = g_vecZero;
pev->angles = pev->v_angle = vecViewAngle;
pev->fixangle = TRUE;
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
pev->movetype = MOVETYPE_NONE;
UTIL_SetOrigin( pev, vecPosition );
ClearBits( m_afPhysicsFlags, PFLAG_DUCKING );
ClearBits( pev->flags, FL_DUCKING );
// pev->flags = FL_CLIENT | FL_SPECTATOR; // Should we set Spectator flag? Or is it reserver for people connecting with spectator 1?
pev->deadflag = DEAD_RESPAWNABLE;
// Tell the physics code that this player's now in observer mode
Observer_SetMode(this->GetDefaultSpectatingMode());
Observer_SpectatePlayer(this->GetDefaultSpectatingTarget());
m_flNextObserverInput = 0;
}
void CBasePlayer::StopObserver()
{
this->pev->solid = SOLID_SLIDEBOX;
this->pev->effects = 0;
this->pev->takedamage = DAMAGE_YES;
this->pev->movetype = MOVETYPE_WALK;
ClearBits(this->m_afPhysicsFlags, PFLAG_OBSERVER);
ClearBits(this->m_afPhysicsFlags, PFLAG_DUCKING );
ClearBits(this->pev->flags, FL_DUCKING );
this->pev->iuser1 = this->pev->iuser2 = 0;
}
//
// PlayerUse - handles USE keypress
//
#define PLAYER_SEARCH_RADIUS (float)64
void CBasePlayer::ClearKeys()
{
// clear attack/use commands from player
this->m_afButtonPressed = 0;
this->pev->button = 0;
this->m_afButtonReleased = 0;
}
void CBasePlayer::PlayerUse ( void )
{
AvHPlayer* theAvHPlayer = dynamic_cast<AvHPlayer*>(this);
// Was use pressed or released?
if ( ! ((pev->button | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
return;
//: Dont do this on commanders to prevent phantom use sounds.
if(theAvHPlayer->GetIsInTopDownMode())
return;
// Hit Use on a train?
if ( m_afButtonPressed & IN_USE )
{
if ( m_pTank != NULL )
{
// Stop controlling the tank
// TODO: Send HUD Update
m_pTank->Use( this, this, USE_OFF, 0 );
m_pTank = NULL;
return;
}
else
{
if ( m_afPhysicsFlags & PFLAG_ONTRAIN )
{
m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
m_iTrain = TRAIN_NEW|TRAIN_OFF;
return;
}
else
{ // Start controlling the train!
CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity );
if ( pTrain && !(pev->button & IN_JUMP) && FBitSet(pev->flags, FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(pev) )
{
m_afPhysicsFlags |= PFLAG_ONTRAIN;
m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse);
m_iTrain |= TRAIN_NEW;
EMIT_SOUND( ENT(pev), CHAN_ITEM, "plats/train_use1.wav", 0.8, ATTN_NORM);
return;
}
}
}
}
CBaseEntity *pObject = NULL;
CBaseEntity *pClosest = NULL;
Vector vecLOS;
float flMaxDot = VIEW_FIELD_NARROW;
float flDot;
UTIL_MakeVectors ( pev->v_angle );// so we know which way we are facing
while ((pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS )) != NULL)
{
if (pObject->ObjectCaps() & (FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE))
{
// !!!PERFORMANCE- should this check be done on a per case basis AFTER we've determined that
// this object is actually usable? This dot is being done for every object within PLAYER_SEARCH_RADIUS
// when player hits the use key. How many objects can be in that area, anyway? (sjb)
vecLOS = (VecBModelOrigin( pObject->pev ) - (pev->origin + pev->view_ofs));
// This essentially moves the origin of the target to the corner nearest the player to test to see
// if it's "hull" is in the view cone
vecLOS = UTIL_ClampVectorToBox( vecLOS, pObject->pev->size * 0.5 );
flDot = DotProduct (vecLOS , gpGlobals->v_forward);
if (flDot > flMaxDot )
{// only if the item is in front of the user
pClosest = pObject;
flMaxDot = flDot;
// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
}
// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
}
}
pObject = pClosest;
// Add los test for aliens looking at hives.
if ( pObject == NULL && AvHGetIsAlien(this->pev->iuser3) ) {
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->GetGunPosition( ) + vecAiming;
Vector vecEnd = vecSrc + vecAiming*800;
TraceResult theTraceResult;
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, this->edict(), &theTraceResult);
edict_t* theEntityHit = theTraceResult.pHit;
AvHHive *theHive = dynamic_cast<AvHHive *>(CBaseEntity::Instance(theEntityHit));
if ( theHive) {
float the2DDistance = VectorDistance2D(this->pev->origin, theHive->pev->origin);
// Enabled state is true
if(the2DDistance <= 150.0 && (this->pev->origin < theHive->pev->origin) )
{
pObject=theHive;
}
}
}
// Found an object
if (pObject )
{
//!!!UNDONE: traceline here to prevent USEing buttons through walls
int caps = pObject->ObjectCaps();
if ( m_afButtonPressed & IN_USE )
{
//EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_select.wav", 0.4, ATTN_NORM);
const char* theSound = AvHSHUGetCommonSoundName(theAvHPlayer->GetIsAlien(), WEAPON_SOUND_SELECT);
EMIT_SOUND( ENT(pev), CHAN_ITEM, theSound, 0.4, ATTN_NORM);
}
if ( ( (pev->button & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) ||
( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
{
if ( caps & FCAP_CONTINUOUS_USE )
m_afPhysicsFlags |= PFLAG_USING;
pObject->Use( this, this, USE_SET, 1 );
}
// UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away
else if ( (m_afButtonReleased & IN_USE) && (pObject->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use
{
pObject->Use( this, this, USE_SET, 0 );
}
}
else
{
if ( m_afButtonPressed & IN_USE )
{
//EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_denyselect.wav", 0.4, ATTN_NORM);
const char* theSound = AvHSHUGetCommonSoundName(theAvHPlayer->GetIsAlien(), WEAPON_SOUND_DENYSELECT);
EMIT_SOUND( ENT(pev), CHAN_ITEM, theSound, 0.4, ATTN_NORM);
}
}
}
void CBasePlayer::Jump()
{
Vector vecWallCheckDir;// direction we're tracing a line to find a wall when walljumping
Vector vecAdjustedVelocity;
Vector vecSpot;
TraceResult tr;
if (FBitSet(pev->flags, FL_WATERJUMP))
return;
if (pev->waterlevel >= 2)
{
return;
}
// jump velocity is sqrt( height * gravity * 2)
// If this isn't the first frame pressing the jump button, break out.
if ( !FBitSet( m_afButtonPressed, IN_JUMP ) )
return; // don't pogo stick
//if ( !(pev->flags & FL_ONGROUND) || !pev->groundentity )
if ((!(pev->flags & FL_ONGROUND) && pev->iuser3 != AVH_USER3_ALIEN_PLAYER3) || !pev->groundentity)
{
return;
}
// many features in this function use v_forward, so makevectors now.
UTIL_MakeVectors (pev->angles);
// ClearBits(pev->flags, FL_ONGROUND); // don't stairwalk
SetAnimation( PLAYER_JUMP );
if ( m_fLongJump &&
(pev->button & IN_DUCK) &&
( pev->flDuckTime > 0 ) &&
pev->velocity.Length() > 50 )
{
SetAnimation( PLAYER_SUPERJUMP );
}
// If you're standing on a conveyor, add it's velocity to yours (for momentum)
entvars_t *pevGround = VARS(pev->groundentity);
if ( pevGround && (pevGround->flags & FL_CONVEYOR) )
{
pev->velocity = pev->velocity + pev->basevelocity;
}
}
// This is a glorious hack to find free space when you've crouched into some solid space
// Our crouching collisions do not work correctly for some reason and this is easier
// than fixing the problem :(
void FixPlayerCrouchStuck( edict_t *pPlayer )
{
TraceResult trace;
// Move up as many as 18 pixels if the player is stuck.
for ( int i = 0; i < 18; i++ )
{
UTIL_TraceHull( pPlayer->v.origin, pPlayer->v.origin, dont_ignore_monsters, head_hull, pPlayer, &trace );
if ( trace.fStartSolid )
pPlayer->v.origin.z ++;
else
break;
}
}
void CBasePlayer::Duck( )
{
if (pev->button & IN_DUCK)
{
if ( m_IdealActivity != ACT_LEAP )
{
SetAnimation( PLAYER_WALK );
}
}
}
//
// ID's player as such.
//
int CBasePlayer::Classify ( void )
{
return CLASS_PLAYER;
}
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore )
{
// Positive score always adds
if ( score < 0 )
{
if ( !bAllowNegativeScore )
{
if ( pev->frags < 0 ) // Can't go more negative
return;
if ( -score > pev->frags ) // Will this go negative?
{
score = -pev->frags; // Sum will be 0
}
}
}
pev->frags += score;
}
void CBasePlayer::EffectivePlayerClassChanged()
{
}
void CBasePlayer::NeedsTeamUpdate()
{
}
void CBasePlayer::SendTeamUpdate()
{
}
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore )
{
int index = entindex();
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && i != index )
{
if ( g_pGameRules->PlayerRelationship( this, pPlayer ) == GR_TEAMMATE )
{
pPlayer->AddPoints( score, bAllowNegativeScore );
}
}
}
}
//Player ID
void CBasePlayer::InitStatusBar()
{
m_flStatusBarDisappearDelay = 0;
m_SbarString1[0] = m_SbarString0[0] = 0;
}
void CBasePlayer::UpdateStatusBar()
{
int newSBarState[ SBAR_END ];
char sbuf0[ SBAR_STRING_SIZE ];
char sbuf1[ SBAR_STRING_SIZE ];
int i;
for (i = 0; i < SBAR_END; ++i)
{
newSBarState[i] = -1;
}
//memset( newSBarState, 0, sizeof(newSBarState) );
strcpy( sbuf0, m_SbarString0 );
strcpy( sbuf1, m_SbarString1 );
// Find an ID Target
TraceResult tr;
UTIL_MakeVectors( pev->v_angle + pev->punchangle );
Vector vecSrc = EyePosition();
Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE);
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr);
bool theIsCombatMode = GetGameRules()->GetIsCombatMode();
int theMaxEnumToSend = SBAR_ID_TARGETARMOR;
if(theIsCombatMode)
{
theMaxEnumToSend = SBAR_ID_TARGETLEVEL;
}
if (tr.flFraction != 1.0)
{
if ( !FNullEnt( tr.pHit ) )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
if(!pEntity)
return;
if (pEntity->Classify() == CLASS_PLAYER )
{
newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
// Name Health: X% Armor: Y%
//strcpy( sbuf1, "1 %p1\n2 Health: %i2%%\n3 Armor: %i3%%" );
// (health: X armor: Y)
if(!theIsCombatMode)
{
strcpy( sbuf1, "2 (health: %i2%%\n3 armor: %i3%%)" );
}
else
{
strcpy( sbuf1, "2 (health: %i2%%\n3 armor: %i3%%\n4 level: %i4)" );
}
// allies and medics get to see the targets health
if ( g_pGameRules->PlayerRelationship( this, pEntity ) == GR_TEAMMATE )
{
int theLevel = 1;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pEntity);
if(thePlayer)
{
theLevel = thePlayer->GetExperienceLevel();
}
//newSBarState[ SBAR_ID_TARGETHEALTH ] = 100 * (pEntity->pev->health / pEntity->pev->max_health);
//newSBarState[ SBAR_ID_TARGETARMOR ] = pEntity->pev->armorvalue; //No need to get it % based since 100 it's the max.
float theHealthPercent = pEntity->pev->health/AvHPlayerUpgrade::GetMaxHealth(pEntity->pev->iuser4, (AvHUser3)pEntity->pev->iuser3, theLevel);
float theArmorPercent = pEntity->pev->armorvalue/AvHPlayerUpgrade::GetMaxArmorLevel(pEntity->pev->iuser4, (AvHUser3)pEntity->pev->iuser3);
newSBarState[ SBAR_ID_TARGETHEALTH ] = max(theHealthPercent*100+0.5f, 0.0f);
newSBarState[ SBAR_ID_TARGETARMOR ] = max(theArmorPercent*100+0.5f, 0.0f);
newSBarState[ SBAR_ID_TARGETLEVEL ] = theLevel;
}
}
else
{
bool theSuccess = false;
// Show hive health for friendlies
if(this->pev->team == pEntity->pev->team)
{
AvHUser3 theUser3 = (AvHUser3)pEntity->pev->iuser3;
switch(theUser3)
{
// Place user3s to draw here
case AVH_USER3_HIVE:
theSuccess = true;
break;
}
}
if(theSuccess)
{
newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
strcpy( sbuf1, "2 (health: %i2%%)\n" );
float theHealthPercentage = pEntity->pev->health/pEntity->pev->max_health;
newSBarState[ SBAR_ID_TARGETHEALTH ] = max(theHealthPercentage*100+0.5f, 0.0f);
}
}
m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
}
else if ( m_flStatusBarDisappearDelay > gpGlobals->time )
{
// hold the values for a short amount of time after viewing the object
newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ];
newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ];
newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ];
newSBarState[ SBAR_ID_TARGETLEVEL ] = m_izSBarState[ SBAR_ID_TARGETLEVEL ];
}
}
BOOL bForceResend = FALSE;
if ( strcmp( sbuf0, m_SbarString0 ) )
{
NetMsg_StatusText( pev, 0, string(sbuf0) );
strcpy( m_SbarString0, sbuf0 );
// make sure everything's resent
bForceResend = TRUE;
}
if ( strcmp( sbuf1, m_SbarString1 ) )
{
NetMsg_StatusText( pev, 1, string(sbuf1) );
strcpy( m_SbarString1, sbuf1 );
// make sure everything's resent
bForceResend = TRUE;
}
// Check values and send if they don't match
for (i = 1; i <= theMaxEnumToSend; i++)
{
if ( newSBarState[i] != m_izSBarState[i] || bForceResend )
{
NetMsg_StatusValue( pev, i, newSBarState[i] );
m_izSBarState[i] = newSBarState[i];
}
}
}
#define CLIMB_SHAKE_FREQUENCY 22 // how many frames in between screen shakes when climbing
#define MAX_CLIMB_SPEED 200 // fastest vertical climbing speed possible
#define CLIMB_SPEED_DEC 15 // climbing deceleration rate
#define CLIMB_PUNCH_X -7 // how far to 'punch' client X axis when climbing
#define CLIMB_PUNCH_Z 7 // how far to 'punch' client Z axis when climbing
void CBasePlayer::PreThink(void)
{
int buttonsChanged = (m_afButtonLast ^ pev->button); // These buttons have changed this frame
// Debounced button codes for pressed/released
// UNDONE: Do we need auto-repeat?
m_afButtonPressed = buttonsChanged & pev->button; // The changed ones still down are "pressed"
m_afButtonReleased = buttonsChanged & (~pev->button); // The ones not down are "released"
g_pGameRules->PlayerThink( this );
if ( g_fGameOver )
return; // intermission or finale
UTIL_MakeVectors(pev->v_angle); // is this still used?
ItemPreFrame( );
WaterMove();
if ( g_pGameRules && g_pGameRules->FAllowFlashlight() )
m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
else
m_iHideHUD |= HIDEHUD_FLASHLIGHT;
// JOHN: checks if new client data (for HUD and view control) needs to be sent to the client
UpdateClientData();
CheckTimeBasedDamage();
// Observer Button Handling
if (this->IsObserver() )
{
Observer_HandleButtons();
pev->impulse = 0;
return;
}
CheckSuitUpdate();
if (pev->deadflag >= DEAD_DYING)
{
PlayerDeathThink();
return;
}
// So the correct flags get sent to client asap.
//
if ( m_afPhysicsFlags & PFLAG_ONTRAIN )
pev->flags |= FL_ONTRAIN;
else
pev->flags &= ~FL_ONTRAIN;
// Train speed control
if ( m_afPhysicsFlags & PFLAG_ONTRAIN )
{
CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity );
float vel;
if ( !pTrain )
{
TraceResult trainTrace;
// Maybe this is on the other side of a level transition
UTIL_TraceLine( pev->origin, pev->origin + Vector(0,0,-38), ignore_monsters, ENT(pev), &trainTrace );
// HACKHACK - Just look for the func_tracktrain classname
if ( trainTrace.flFraction != 1.0 && trainTrace.pHit )
pTrain = CBaseEntity::Instance( trainTrace.pHit );
if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(pev) )
{
//ALERT( at_error, "In train mode with no train!\n" );
m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
m_iTrain = TRAIN_NEW|TRAIN_OFF;
return;
}
}
else if ( !FBitSet( pev->flags, FL_ONGROUND ) || FBitSet( pTrain->pev->spawnflags, SF_TRACKTRAIN_NOCONTROL ) || (pev->button & (IN_MOVELEFT|IN_MOVERIGHT) ) )
{
// Turn off the train if you jump, strafe, or the train controls go dead
m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
m_iTrain = TRAIN_NEW|TRAIN_OFF;
return;
}
pev->velocity = g_vecZero;
vel = 0;
if ( m_afButtonPressed & IN_FORWARD )
{
vel = 1;
pTrain->Use( this, this, USE_SET, (float)vel );
}
else if ( m_afButtonPressed & IN_BACK )
{
vel = -1;
pTrain->Use( this, this, USE_SET, (float)vel );
}
if (vel)
{
m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse);
m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
}
} else if (m_iTrain & TRAIN_ACTIVE)
m_iTrain = TRAIN_NEW; // turn off train
if (pev->button & IN_JUMP)
{
// If on a ladder, jump off the ladder
// else Jump
Jump();
}
// If trying to duck, already ducked, or in the process of ducking
if ((pev->button & IN_DUCK) || FBitSet(pev->flags,FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) ) {
if ( AvHMUGetCanDuck(this->pev->iuser3) )
Duck();
}
if ( !FBitSet ( pev->flags, FL_ONGROUND ) )
{
m_flFallVelocity = -pev->velocity.z;
}
// StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating?
// Clear out ladder pointer
m_hEnemy = NULL;
if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
{
pev->velocity = g_vecZero;
}
}
/* Time based Damage works as follows:
1) There are several types of timebased damage:
#define DMG_PARALYZE (1 << 14) // slows affected creature down
#define DMG_NERVEGAS (1 << 15) // nerve toxins, very bad
#define DMG_POISON (1 << 16) // blood poisioning
#define DMG_RADIATION (1 << 17) // radiation exposure
#define DMG_DROWNRECOVER (1 << 18) // drown recovery
#define DMG_ACID (1 << 19) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1 << 20) // in an oven
#define DMG_SLOWFREEZE (1 << 21) // in a subzero freezer
2) A new hit inflicting tbd restarts the tbd counter - each monster has an 8bit counter,
per damage type. The counter is decremented every second, so the maximum time
an effect will last is 255/60 = 4.25 minutes. Of course, staying within the radius
of a damaging effect like fire, nervegas, radiation will continually reset the counter to max.
3) Every second that a tbd counter is running, the player takes damage. The damage
is determined by the type of tdb.
Paralyze - 1/2 movement rate, 30 second duration.
Nervegas - 5 points per second, 16 second duration = 80 points max dose.
Poison - 2 points per second, 25 second duration = 50 points max dose.
Radiation - 1 point per second, 50 second duration = 50 points max dose.
Drown - 5 points per second, 2 second duration.
Acid/Chemical - 5 points per second, 10 second duration = 50 points max.
Burn - 10 points per second, 2 second duration.
Freeze - 3 points per second, 10 second duration = 30 points max.
4) Certain actions or countermeasures counteract the damaging effects of tbds:
Armor/Heater/Cooler - Chemical(acid),burn, freeze all do damage to armor power, then to body
- recharged by suit recharger
Air In Lungs - drowning damage is done to air in lungs first, then to body
- recharged by poking head out of water
- 10 seconds if swiming fast
Air In SCUBA - drowning damage is done to air in tanks first, then to body
- 2 minutes in tanks. Need new tank once empty.
Radiation Syringe - Each syringe full provides protection vs one radiation dosage
Antitoxin Syringe - Each syringe full provides protection vs one poisoning (nervegas or poison).
Health kit - Immediate stop to acid/chemical, fire or freeze damage.
Radiation Shower - Immediate stop to radiation damage, acid/chemical or fire damage.
*/
// If player is taking time based damage, continue doing damage to player -
// this simulates the effect of being poisoned, gassed, dosed with radiation etc -
// anything that continues to do damage even after the initial contact stops.
// Update all time based damage counters, and shut off any that are done.
// The m_bitsDamageType bit MUST be set if any damage is to be taken.
// This routine will detect the initial on value of the m_bitsDamageType
// and init the appropriate counter. Only processes damage every second.
//#define PARALYZE_DURATION 30 // number of 2 second intervals to take damage
//#define PARALYZE_DAMAGE 0.0 // damage to take each 2 second interval
//#define NERVEGAS_DURATION 16
//#define NERVEGAS_DAMAGE 5.0
//#define POISON_DURATION 25
//#define POISON_DAMAGE 2.0
//#define RADIATION_DURATION 50
//#define RADIATION_DAMAGE 1.0
//#define ACID_DURATION 10
//#define ACID_DAMAGE 5.0
//#define SLOWBURN_DURATION 2
//#define SLOWBURN_DAMAGE 1.0
//#define SLOWFREEZE_DURATION 1.0
//#define SLOWFREEZE_DAMAGE 3.0
/* */
void CBasePlayer::CheckTimeBasedDamage()
{
int i;
BYTE bDuration = 0;
static float gtbdPrev = 0.0;
if (!(m_bitsDamageType & DMG_TIMEBASED))
return;
// only check for time based damage approx. every 2 seconds
if (abs(gpGlobals->time - m_tbdPrev) < 2.0)
return;
m_tbdPrev = gpGlobals->time;
for (i = 0; i < CDMG_TIMEBASED; i++)
{
// make sure bit is set for damage type
if (m_bitsDamageType & (DMG_PARALYZE << i))
{
switch (i)
{
case itbd_Paralyze:
// UNDONE - flag movement as half-speed
bDuration = PARALYZE_DURATION;
break;
case itbd_NerveGas:
// TakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC);
bDuration = NERVEGAS_DURATION;
break;
case itbd_Poison:
TakeDamage(pev, pev, POISON_DAMAGE, DMG_GENERIC);
bDuration = POISON_DURATION;
break;
case itbd_Radiation:
// TakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC);
bDuration = RADIATION_DURATION;
break;
case itbd_DrownRecover:
// NOTE: this hack is actually used to RESTORE health
// after the player has been drowning and finally takes a breath
if (m_idrowndmg > m_idrownrestored)
{
int idif = min(m_idrowndmg - m_idrownrestored, 10);
TakeHealth(idif, DMG_GENERIC);
m_idrownrestored += idif;
}
bDuration = 4; // get up to 5*10 = 50 points back
break;
case itbd_Acid:
// TakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC);
bDuration = ACID_DURATION;
break;
case itbd_SlowBurn:
// TakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC);
bDuration = SLOWBURN_DURATION;
break;
case itbd_SlowFreeze:
// TakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC);
bDuration = SLOWFREEZE_DURATION;
break;
default:
bDuration = 0;
}
if (m_rgbTimeBasedDamage[i])
{
// use up an antitoxin on poison or nervegas after a few seconds of damage
if (((i == itbd_NerveGas) && (m_rgbTimeBasedDamage[i] < NERVEGAS_DURATION)) ||
((i == itbd_Poison) && (m_rgbTimeBasedDamage[i] < POISON_DURATION)))
{
if (m_rgItems[ITEM_ANTIDOTE])
{
m_rgbTimeBasedDamage[i] = 0;
m_rgItems[ITEM_ANTIDOTE]--;
SetSuitUpdate("!HEV_HEAL4", FALSE, SUIT_REPEAT_OK);
}
}
// decrement damage duration, detect when done.
if (!m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0)
{
m_rgbTimeBasedDamage[i] = 0;
// if we're done, clear damage bits
m_bitsDamageType &= ~(DMG_PARALYZE << i);
}
}
else
// first time taking this damage type - init damage duration
m_rgbTimeBasedDamage[i] = bDuration;
}
}
}
/*
THE POWER SUIT
The Suit provides 3 main functions: Protection, Notification and Augmentation.
Some functions are automatic, some require power.
The player gets the suit shortly after getting off the train in C1A0 and it stays
with him for the entire game.
Protection
Heat/Cold
When the player enters a hot/cold area, the heating/cooling indicator on the suit
will come on and the battery will drain while the player stays in the area.
After the battery is dead, the player starts to take damage.
This feature is built into the suit and is automatically engaged.
Radiation Syringe
This will cause the player to be immune from the effects of radiation for N seconds. Single use item.
Anti-Toxin Syringe
This will cure the player from being poisoned. Single use item.
Health
Small (1st aid kits, food, etc.)
Large (boxes on walls)
Armor
The armor works using energy to create a protective field that deflects a
percentage of damage projectile and explosive attacks. After the armor has been deployed,
it will attempt to recharge itself to full capacity with the energy reserves from the battery.
It takes the armor N seconds to fully charge.
Notification (via the HUD)
x Health
x Ammo
x Automatic Health Care
Notifies the player when automatic healing has been engaged.
x Geiger counter
Classic Geiger counter sound and status bar at top of HUD
alerts player to dangerous levels of radiation. This is not visible when radiation levels are normal.
x Poison
Armor
Displays the current level of armor.
Augmentation
Reanimation (w/adrenaline)
Causes the player to come back to life after he has been dead for 3 seconds.
Will not work if player was gibbed. Single use.
Long Jump
Used by hitting the ??? key(s). Caused the player to further than normal.
SCUBA
Used automatically after picked up and after player enters the water.
Works for N seconds. Single use.
Things powered by the battery
Armor
Uses N watts for every M units of damage.
Heat/Cool
Uses N watts for every second in hot/cold area.
Long Jump
Uses N watts for every jump.
Alien Cloak
Uses N watts for each use. Each use lasts M seconds.
Alien Shield
Augments armor. Reduces Armor drain by one half
*/
// if in range of radiation source, ping geiger counter
#define GEIGERDELAY 0.25
void CBasePlayer :: UpdateGeigerCounter( void )
{
BYTE range;
// delay per update ie: don't flood net with these msgs
if (gpGlobals->time < m_flgeigerDelay)
return;
m_flgeigerDelay = gpGlobals->time + GEIGERDELAY;
// send range to radition source to client
range = (BYTE) (m_flgeigerRange / 4);
if (range != m_igeigerRangePrev)
{
m_igeigerRangePrev = range;
NetMsg_GeigerRange( pev, range );
}
// reset counter and semaphore
if (!RANDOM_LONG(0,3))
m_flgeigerRange = 1000;
}
/*
================
CheckSuitUpdate
Play suit update if it's time
================
*/
#define SUITUPDATETIME 3.5
#define SUITFIRSTUPDATETIME 0.1
void CBasePlayer::CheckSuitUpdate()
{
int i;
int isentence = 0;
int isearch = m_iSuitPlayNext;
// Ignore suit updates if no suit
if ( !(pev->weapons & (1<<WEAPON_SUIT)) )
return;
// if in range of radiation source, ping geiger counter
UpdateGeigerCounter();
if ( g_pGameRules->IsMultiplayer() )
{
// don't bother updating HEV voice in multiplayer.
return;
}
if ( gpGlobals->time >= m_flSuitUpdate && m_flSuitUpdate > 0)
{
// play a sentence off of the end of the queue
for (i = 0; i < CSUITPLAYLIST; i++)
{
if (isentence = m_rgSuitPlayList[isearch])
break;
if (++isearch == CSUITPLAYLIST)
isearch = 0;
}
if (isentence)
{
m_rgSuitPlayList[isearch] = 0;
if (isentence > 0)
{
// play sentence number
char sentence[CBSENTENCENAME_MAX+1];
strcpy(sentence, "!");
strcat(sentence, gszallsentencenames[isentence]);
EMIT_SOUND_SUIT(ENT(pev), sentence);
}
else
{
// play sentence group
EMIT_GROUPID_SUIT(ENT(pev), -isentence);
}
m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME;
}
else
// queue is empty, don't check
m_flSuitUpdate = 0;
}
}
// add sentence to suit playlist queue. if fgroup is true, then
// name is a sentence group (HEV_AA), otherwise name is a specific
// sentence name ie: !HEV_AA0. If iNoRepeat is specified in
// seconds, then we won't repeat playback of this word or sentence
// for at least that number of seconds.
void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime)
{
int i;
int isentence;
int iempty = -1;
// Ignore suit updates if no suit
if ( !(pev->weapons & (1<<WEAPON_SUIT)) )
return;
if ( g_pGameRules->IsMultiplayer() )
{
// due to static channel design, etc. We don't play HEV sounds in multiplayer right now.
return;
}
// if name == NULL, then clear out the queue
if (!name)
{
for (i = 0; i < CSUITPLAYLIST; i++)
m_rgSuitPlayList[i] = 0;
return;
}
// get sentence or group number
if (!fgroup)
{
isentence = SENTENCEG_Lookup(name, NULL);
if (isentence < 0)
return;
}
else
// mark group number as negative
isentence = -SENTENCEG_GetIndex(name);
// check norepeat list - this list lets us cancel
// the playback of words or sentences that have already
// been played within a certain time.
for (i = 0; i < CSUITNOREPEAT; i++)
{
if (isentence == m_rgiSuitNoRepeat[i])
{
// this sentence or group is already in
// the norepeat list
if (m_rgflSuitNoRepeatTime[i] < gpGlobals->time)
{
// norepeat time has expired, clear it out
m_rgiSuitNoRepeat[i] = 0;
m_rgflSuitNoRepeatTime[i] = 0.0;
iempty = i;
break;
}
else
{
// don't play, still marked as norepeat
return;
}
}
// keep track of empty slot
if (!m_rgiSuitNoRepeat[i])
iempty = i;
}
// sentence is not in norepeat list, save if norepeat time was given
if (iNoRepeatTime)
{
if (iempty < 0)
iempty = RANDOM_LONG(0, CSUITNOREPEAT-1); // pick random slot to take over
m_rgiSuitNoRepeat[iempty] = isentence;
m_rgflSuitNoRepeatTime[iempty] = iNoRepeatTime + gpGlobals->time;
}
// find empty spot in queue, or overwrite last spot
m_rgSuitPlayList[m_iSuitPlayNext++] = isentence;
if (m_iSuitPlayNext == CSUITPLAYLIST)
m_iSuitPlayNext = 0;
if (m_flSuitUpdate <= gpGlobals->time)
{
if (m_flSuitUpdate == 0)
// play queue is empty, don't delay too long before playback
m_flSuitUpdate = gpGlobals->time + SUITFIRSTUPDATETIME;
else
m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME;
}
}
/*
================
CheckPowerups
Check for turning off powerups
GLOBALS ASSUMED SET: g_ulModelIndexPlayer
================
*/
static void
CheckPowerups(entvars_t *pev)
{
if (pev->health <= 0)
return;
//pev->modelindex = g_ulModelIndexPlayer; // don't use eyes
}
//=========================================================
// UpdatePlayerSound - updates the position of the player's
// reserved sound slot in the sound list.
//=========================================================
void CBasePlayer :: UpdatePlayerSound ( void )
{
int iBodyVolume;
int iVolume;
CSound *pSound;
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt :: ClientSoundIndex( edict() ) );
if ( !pSound )
{
ALERT ( at_console, "Client lost reserved sound!\n" );
return;
}
pSound->m_iType = bits_SOUND_NONE;
// now calculate the best target volume for the sound. If the player's weapon
// is louder than his body/movement, use the weapon volume, else, use the body volume.
if ( FBitSet ( pev->flags, FL_ONGROUND ) )
{
iBodyVolume = pev->velocity.Length();
// clamp the noise that can be made by the body, in case a push trigger,
// weapon recoil, or anything shoves the player abnormally fast.
if ( iBodyVolume > 512 )
{
iBodyVolume = 512;
}
}
else
{
iBodyVolume = 0;
}
if ( pev->button & IN_JUMP )
{
iBodyVolume += 100;
}
// convert player move speed and actions into sound audible by monsters.
if ( m_iWeaponVolume > iBodyVolume )
{
m_iTargetVolume = m_iWeaponVolume;
// OR in the bits for COMBAT sound if the weapon is being louder than the player.
pSound->m_iType |= bits_SOUND_COMBAT;
}
else
{
m_iTargetVolume = iBodyVolume;
}
// decay weapon volume over time so bits_SOUND_COMBAT stays set for a while
m_iWeaponVolume -= 250 * gpGlobals->frametime;
if ( m_iWeaponVolume < 0 )
{
iVolume = 0;
}
// if target volume is greater than the player sound's current volume, we paste the new volume in
// immediately. If target is less than the current volume, current volume is not set immediately to the
// lower volume, rather works itself towards target volume over time. This gives monsters a much better chance
// to hear a sound, especially if they don't listen every frame.
iVolume = pSound->m_iVolume;
if ( m_iTargetVolume > iVolume )
{
iVolume = m_iTargetVolume;
}
else if ( iVolume > m_iTargetVolume )
{
iVolume -= 250 * gpGlobals->frametime;
if ( iVolume < m_iTargetVolume )
{
iVolume = 0;
}
}
if ( m_fNoPlayerSound )
{
// debugging flag, lets players move around and shoot without monsters hearing.
iVolume = 0;
}
if ( gpGlobals->time > m_flStopExtraSoundTime )
{
// since the extra sound that a weapon emits only lasts for one client frame, we keep that sound around for a server frame or two
// after actual emission to make sure it gets heard.
m_iExtraSoundTypes = 0;
}
if ( pSound )
{
pSound->m_vecOrigin = pev->origin;
pSound->m_iType |= ( bits_SOUND_PLAYER | m_iExtraSoundTypes );
pSound->m_iVolume = iVolume;
}
// keep track of virtual muzzle flash
m_iWeaponFlash -= 256 * gpGlobals->frametime;
if (m_iWeaponFlash < 0)
m_iWeaponFlash = 0;
//UTIL_MakeVectors ( pev->angles );
//gpGlobals->v_forward.z = 0;
// Below are a couple of useful little bits that make it easier to determine just how much noise the
// player is making.
// UTIL_ParticleEffect ( pev->origin + gpGlobals->v_forward * iVolume, g_vecZero, 255, 25 );
//ALERT ( at_console, "%d/%d\n", iVolume, m_iTargetVolume );
}
void CBasePlayer::PostThink()
{
if ( g_fGameOver )
goto pt_end; // intermission or finale
if (!IsAlive())
goto pt_end;
// Handle Tank controlling
if ( m_pTank != NULL )
{ // if they've moved too far from the gun, or selected a weapon, unuse the gun
if ( m_pTank->OnControls( pev ) && !pev->weaponmodel )
{
m_pTank->Use( this, this, USE_SET, 2 ); // try fire the gun
}
else
{ // they've moved off the platform
m_pTank->Use( this, this, USE_OFF, 0 );
m_pTank = NULL;
}
}
// do weapon stuff
ItemPostFrame( );
// check to see if player landed hard enough to make a sound
// falling farther than half of the maximum safe distance, but not as far a max safe distance will
// play a bootscrape sound, and no damage will be inflicted. Fallling a distance shorter than half
// of maximum safe distance will make no sound. Falling farther than max safe distance will play a
// fallpain sound, and damage will be inflicted based on how far the player fell
if ( (FBitSet(pev->flags, FL_ONGROUND)) && (pev->health > 0) && m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD )
{
// ALERT ( at_console, "%f\n", m_flFallVelocity );
if (pev->watertype == CONTENT_WATER)
{
// Did he hit the world or a non-moving entity?
// BUG - this happens all the time in water, especially when
// BUG - water has current force
// if ( !pev->groundentity || VARS(pev->groundentity)->velocity.z == 0 )
// EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM);
}
// skulks, lerks, fades and jetpackers don't take falling damage
else if ((m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED) && (this->pev->iuser3 != AVH_USER3_ALIEN_PLAYER1) && (this->pev->iuser3 != AVH_USER3_ALIEN_PLAYER3) && (this->pev->iuser3 != AVH_USER3_ALIEN_PLAYER4) && (this->pev->iuser3 != AVH_USER3_ALIEN_EMBRYO) && (!GetHasUpgrade(this->pev->iuser4, MASK_UPGRADE_7) || !(this->pev->iuser3 == AVH_USER3_MARINE_PLAYER)) )
{// after this point, we start doing damage
float flFallDamage = g_pGameRules->FlPlayerFallDamage( this );
if ( flFallDamage > pev->health )
{//splat
// note: play on item channel because we play footstep landing on body channel
// : 243 don't play gib sound if being digested
if ( AvHGetIsAlien(this->pev->iuser3) || !GetHasUpgrade(this->pev->iuser4, MASK_DIGESTING) )
EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM);
}
if ( flFallDamage > 0 )
{
TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), flFallDamage, DMG_FALL );
pev->punchangle.x = 0;
}
}
if ( IsAlive() )
{
SetAnimation( PLAYER_WALK );
}
}
if (FBitSet(pev->flags, FL_ONGROUND))
{
if (m_flFallVelocity > 64 && !g_pGameRules->IsMultiplayer())
{
CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin, m_flFallVelocity, 0.2 );
// ALERT( at_console, "fall %f\n", m_flFallVelocity );
}
m_flFallVelocity = 0;
}
// select the proper animation for the player character
if ( IsAlive() )
{
if (!pev->velocity.x && !pev->velocity.y)
SetAnimation( PLAYER_IDLE );
else if ((pev->velocity.x || pev->velocity.y) && (FBitSet(pev->flags, FL_ONGROUND)))
SetAnimation( PLAYER_WALK );
else if (pev->waterlevel > 1)
SetAnimation( PLAYER_WALK );
}
StudioFrameAdvance( );
CheckPowerups(pev);
UpdatePlayerSound();
// Track button info so we can detect 'pressed' and 'released' buttons next frame
m_afButtonLast = pev->button;
pt_end:
// Decay timers on weapons
// go through all of the weapons and make a list of the ones to pack
for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
if ( m_rgpPlayerItems[ i ] )
{
CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[ i ];
while ( pPlayerItem )
{
CBasePlayerWeapon *gun;
gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
if ( gun && gun->UseDecrement() )
{
gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0f );
gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001f );
if ( gun->m_flTimeWeaponIdle != 1000 )
{
gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001f );
}
if ( gun->pev->fuser1 != 1000 )
{
gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001f );
}
// Only decrement if not flagged as NO_DECREMENT
// if ( gun->m_flPumpTime != 1000 )
// {
// gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001f );
// }
}
pPlayerItem = pPlayerItem->m_pNext;
}
}
}
m_flNextAttack -= gpGlobals->frametime;
if ( m_flNextAttack < -0.001 )
m_flNextAttack = -0.001;
if ( m_flNextAmmoBurn != 1000 )
{
m_flNextAmmoBurn -= gpGlobals->frametime;
if ( m_flNextAmmoBurn < -0.001 )
m_flNextAmmoBurn = -0.001;
}
if ( m_flAmmoStartCharge != 1000 )
{
m_flAmmoStartCharge -= gpGlobals->frametime;
if ( m_flAmmoStartCharge < -0.001 )
m_flAmmoStartCharge = -0.001;
}
}
// checks if the spot is clear of players
BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot )
{
CBaseEntity *ent = NULL;
if ( !pSpot->IsTriggered( pPlayer ) )
{
return FALSE;
}
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pPlayer);
ASSERT(thePlayer);
Vector theMinSize;
Vector theMaxSize;
thePlayer->GetSize(theMinSize, theMaxSize);
int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3));
Vector theOriginToSpawn = pSpot->pev->origin;
theOriginToSpawn.z += theOffset;
if(!AvHSUGetIsEnoughRoomForHull(theOriginToSpawn, AvHMUGetHull(false, thePlayer->pev->iuser3), thePlayer->edict()))
return FALSE;
//while ( (ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 )) != NULL )
// Assumes UTIL_FindEntityInSphere doesn't take size of other object into account. Players should be 2*HULL0_MAXX from each other, add another for safety
while ( (ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 3*HULL0_MAXX)) != NULL )
{
// if ent is a client, don't spawn on 'em (but dead players don't block)
if ( ent->IsPlayer() && (ent != pPlayer) && ent->IsAlive() )
return FALSE;
}
return TRUE;
}
BOOL CBasePlayer::IsAlive() const
{
// Take into account spectators
return (pev->deadflag == DEAD_NO) && pev->health > 0;
}
BOOL CBasePlayer::IsAlive(bool inIncludeSpectating) const
{
// Take into account spectators
BOOL theIsAlive = this->IsAlive();
if(inIncludeSpectating)
{
CBaseEntity* theSpectatingEntity = this->GetSpectatingEntity();
if(theSpectatingEntity)
{
theIsAlive = theSpectatingEntity->IsAlive();
}
}
return theIsAlive;
}
CBaseEntity* CBasePlayer::GetSpectatingEntity() const
{
CBaseEntity* theSpectatingEntity = NULL;
if(this->pev && this->pev->iuser1 && this->pev->iuser2)
{
int theEntityIndex = this->pev->iuser2;
theSpectatingEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theEntityIndex));
}
return theSpectatingEntity;
}
void CBasePlayer::Spawn( void )
{
pev->classname = MAKE_STRING("player");
// pev->health = 100;
// pev->armorvalue = 0;
// pev->max_health = pev->health;
pev->takedamage = DAMAGE_AIM;
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_WALK;
pev->flags &= FL_PROXY | FL_FAKECLIENT; // keep proxy and fakeclient flags set by engine
pev->flags |= FL_CLIENT;
pev->air_finished = gpGlobals->time + 12;
pev->dmg = 2; // initial water damage
pev->effects = 0;
pev->deadflag = DEAD_NO;
pev->dmg_take = 0;
pev->dmg_save = 0;
pev->friction = 1.0;
pev->gravity = 1.0;
m_bitsHUDDamage = -1;
m_bitsDamageType = 0;
m_afPhysicsFlags = 0;
m_fLongJump = FALSE;// no longjump module.
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" );
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" );
if (avh_jumpmode.value == 2 && avh_version.value > 321)
g_engfuncs.pfnSetPhysicsKeyValue(edict(), "jm2", "1");
else
g_engfuncs.pfnSetPhysicsKeyValue(edict(), "jm2", "0");
if (avh_jumpmode.value == 1 && avh_version.value > 321)
g_engfuncs.pfnSetPhysicsKeyValue(edict(), "jm1", "1");
else
g_engfuncs.pfnSetPhysicsKeyValue(edict(), "jm1", "0");
if (avh_fastjp.value == 1 && avh_version.value > 321)
g_engfuncs.pfnSetPhysicsKeyValue(edict(), "jp2", "1");
else
g_engfuncs.pfnSetPhysicsKeyValue(edict(), "jp2", "0");
pev->fov = m_iFOV = 0;// init field of view.
m_iClientFOV = -1; // make sure fov reset is sent
m_flNextDecalTime = 0;// let this player decal as soon as he spawns.
m_flgeigerDelay = gpGlobals->time + 2.0; // wait a few seconds until user-defined message registrations
// are recieved by all clients
m_flTimeStepSound = 0;
m_iStepLeft = 0;
m_flFieldOfView = 0.5;// some monsters use this to determine whether or not the player is looking at them.
m_bloodColor = BLOOD_COLOR_RED;
m_flNextAttack = UTIL_WeaponTimeBase();
StartSneaking();
// m_iFlashBattery = 99;
// m_flFlashLightTime = 1; // force first message
// dont let uninitialized value here hurt the player
m_flFallVelocity = 0;
GetGameRules()->SetDefaultPlayerTeam( this );
edict_t* theSpawnPoint = GetGameRules()->SelectSpawnPoint( this );
ASSERT(theSpawnPoint);
this->InitPlayerFromSpawn(theSpawnPoint);
//AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
//char* thePlayerModel = thePlayer->GetPlayerModel();
//SET_MODEL(ENT(pev), thePlayerModel);
SET_MODEL(ENT(pev), "models/player.mdl");
g_ulModelIndexPlayer = pev->modelindex;
//pev->sequence = LookupActivity( ACT_IDLE );
pev->sequence = LookupSequence("idle1");
if ( FBitSet(pev->flags, FL_DUCKING) )
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
else
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
pev->view_ofs = VEC_VIEW;
Precache();
m_HackedGunPos = Vector( 0, 32, 0 );
if ( m_iPlayerSound == SOUNDLIST_EMPTY )
{
ALERT ( at_console, "Couldn't alloc player sound slot!\n" );
}
m_fNoPlayerSound = FALSE;// normal sound behavior.
m_pLastItem = NULL;
m_pLastItemName = 0; // Added by mmcguire.
m_fInitHUD = TRUE;
m_iClientHideHUD = -1; // force this to be recalculated
m_fWeapon = FALSE;
m_pClientActiveItem = NULL;
m_iClientBattery = -1;
// reset all ammo values to 0
for ( int i = 0; i < MAX_AMMO_SLOTS; i++ )
{
m_rgAmmo[i] = 0;
m_rgAmmoLast[i] = 0; // client ammo values also have to be reset (the death hud clear messages does on the client side)
}
m_lastx = m_lasty = 0;
m_flNextChatTime = gpGlobals->time;
g_pGameRules->PlayerSpawn( this );
}
void CBasePlayer :: Precache( void )
{
// in the event that the player JUST spawned, and the level node graph
// was loaded, fix all of the node graph pointers before the game starts.
// !!!BUGBUG - now that we have multiplayer, this needs to be moved!
if ( WorldGraph.m_fGraphPresent && !WorldGraph.m_fGraphPointersSet )
{
if ( !WorldGraph.FSetGraphPointers() )
{
ALERT ( at_console, "**Graph pointers were not set!\n");
}
else
{
ALERT ( at_console, "**Graph Pointers Set!\n" );
}
}
// SOUNDS / MODELS ARE PRECACHED in ClientPrecache() (game specific)
// because they need to precache before any clients have connected
Net_InitializeMessages();
// init geiger counter vars during spawn and each time
// we cross a level transition
m_flgeigerRange = 1000;
m_igeigerRangePrev = 1000;
m_bitsDamageType = 0;
m_bitsHUDDamage = -1;
m_iClientBattery = -1;
m_iTrain = TRAIN_NEW;
m_iUpdateTime = 5; // won't update for 1/2 a second
if ( gInitHUD )
m_fInitHUD = TRUE;
}
int CBasePlayer::Save( CSave &save )
{
if ( !CBaseMonster::Save(save) )
return 0;
return save.WriteFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE(m_playerSaveData) );
}
//
// Marks everything as new so the player will resend this to the hud.
//
void CBasePlayer::RenewItems(void)
{
}
int CBasePlayer::Restore( CRestore &restore )
{
if ( !CBaseMonster::Restore(restore) )
return 0;
int status = restore.ReadFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE(m_playerSaveData) );
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
// landmark isn't present.
if ( !pSaveData->fUseLandmark )
{
ALERT( at_console, "No Landmark:%s\n", pSaveData->szLandmarkName );
// default to normal spawn
//edict_t* pentSpawnSpot = EntSelectSpawnPoint( this );
ASSERT(FALSE);
//pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1);
//pev->angles = VARS(pentSpawnSpot)->angles;
}
pev->v_angle.z = 0; // Clear out roll
pev->angles = pev->v_angle;
pev->fixangle = TRUE; // turn this way immediately
// Copied from spawn() for now
m_bloodColor = BLOOD_COLOR_RED;
g_ulModelIndexPlayer = pev->modelindex;
if ( FBitSet(pev->flags, FL_DUCKING) )
{
// Use the crouch HACK
//FixPlayerCrouchStuck( edict() );
// Don't need to do this with new player prediction code.
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
}
else
{
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
}
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" );
if ( m_fLongJump )
{
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "1" );
}
else
{
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" );
}
RenewItems();
// HACK: This variable is saved/restored in CBaseMonster as a time variable, but we're using it
// as just a counter. Ideally, this needs its own variable that's saved as a plain float.
// Barring that, we clear it out here instead of using the incorrect restored time value.
m_flNextAttack = UTIL_WeaponTimeBase();
return status;
}
void CBasePlayer::SelectNextItem( int iItem )
{
CBasePlayerItem *pItem;
pItem = m_rgpPlayerItems[ iItem ];
if (!pItem)
return;
if (pItem == m_pActiveItem)
{
// select the next one in the chain
pItem = m_pActiveItem->m_pNext;
if (! pItem)
{
return;
}
CBasePlayerItem *pLast;
pLast = pItem;
while (pLast->m_pNext)
pLast = pLast->m_pNext;
// relink chain
pLast->m_pNext = m_pActiveItem;
m_pActiveItem->m_pNext = NULL;
m_rgpPlayerItems[ iItem ] = pItem;
}
ResetAutoaim( );
// FIX, this needs to queue them up and delay
if (m_pActiveItem)
{
m_pActiveItem->Holster( );
}
m_pActiveItem = pItem;
if (m_pActiveItem)
{
m_pActiveItem->Deploy( );
m_pActiveItem->UpdateItemInfo( );
}
}
void CBasePlayer::SelectItem(const char *pstr)
{
if (!pstr)
return;
CBasePlayerItem *pItem = NULL;
for (int i = 0; i < MAX_ITEM_TYPES; i++)
{
if (m_rgpPlayerItems[i])
{
pItem = m_rgpPlayerItems[i];
while (pItem)
{
if (FClassnameIs(pItem->pev, pstr))
break;
pItem = pItem->m_pNext;
}
}
if (pItem)
break;
}
if (!pItem)
return;
if ((pItem == m_pActiveItem) || (m_pActiveItem != NULL && !m_pActiveItem->CanHolster()))
return;
ResetAutoaim( );
// FIX, this needs to queue them up and delay
if (m_pActiveItem)
m_pActiveItem->Holster( );
m_pLastItem = m_pActiveItem;
if (m_pLastItem)
{
m_pLastItemName = m_pLastItem->pev->classname;
}
else
{
m_pLastItemName = 0;
}
m_pActiveItem = pItem;
if (m_pActiveItem)
{
m_pActiveItem->Deploy( );
m_pActiveItem->UpdateItemInfo( );
}
}
//note this should no longer be called, and asserts if used
void CBasePlayer::SelectLastItem(void)
{
if (!m_pLastItem)
{
// Try the last item name.
if (m_pLastItemName != 0)
{
for (int i = 0; i < MAX_ITEM_TYPES; i++)
{
CBasePlayerItem* theCurrentItem = this->m_rgpPlayerItems[i];
while (theCurrentItem)
{
if(FClassnameIs(theCurrentItem->pev, STRING(m_pLastItemName)))
{
m_pLastItem = theCurrentItem;
break;
}
theCurrentItem = theCurrentItem->m_pNext;
}
}
}
}
if (!m_pLastItem)
{
return;
}
this->SelectItem(STRING(m_pLastItem->pev->classname)); //replaced copy-and-paste from SelectItem with actual SelectItem call
}
BOOL CBasePlayer::HasItem(CBasePlayerItem* inWeapon)
{
// Return true if we have a weapon of this type
bool theHasWeapon = false;
for(int i = 0; (i < MAX_ITEM_TYPES) && !theHasWeapon; i++)
{
CBasePlayerItem* theCurrentItem = this->m_rgpPlayerItems[i];
while(theCurrentItem && !theHasWeapon)
{
if(FClassnameIs(theCurrentItem->pev, STRING(inWeapon->pev->classname)))
{
theHasWeapon = true;
}
theCurrentItem = theCurrentItem->m_pNext;
}
}
return theHasWeapon;
}
BOOL CBasePlayer::HasItemWithFlag(int inFlag, CBasePlayerItem*& outItem)
{
// Return true if we have a weapon of this type
bool theHasWeaponWithFlag = false;
for(int i = 0; (i < MAX_ITEM_TYPES) && !theHasWeaponWithFlag; i++)
{
CBasePlayerItem* theCurrentItem = this->m_rgpPlayerItems[i];
while(theCurrentItem && !theHasWeaponWithFlag)
{
ItemInfo theItemInfo;
theCurrentItem->GetItemInfo(&theItemInfo);
int theFlags = theItemInfo.iFlags;
if(theFlags & inFlag)
{
theHasWeaponWithFlag = true;
outItem = theCurrentItem;
}
theCurrentItem = theCurrentItem->m_pNext;
}
}
return theHasWeaponWithFlag;
}
//==============================================
// HasWeapons - do I have any weapons at all?
//==============================================
BOOL CBasePlayer::HasWeapons( void )
{
int i;
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
if ( m_rgpPlayerItems[ i ] )
{
return TRUE;
}
}
return FALSE;
}
void CBasePlayer::SelectPrevItem( int iItem )
{
}
char *CBasePlayer::TeamID( void )
{
if ( pev == NULL ) // Not fully connected yet
return "";
// return their team name
return m_szTeamName;
}
void CBasePlayer::SetTeamID(const char* inTeamID)
{
strncpy(this->m_szTeamName, inTeamID, TEAM_NAME_LENGTH);
}
//==============================================
// !!!UNDONE:ultra temporary SprayCan entity to apply
// decal frame at a time. For PreAlpha CD
//==============================================
class CSprayCan : public CBaseEntity
{
public:
void Spawn ( entvars_t *pevOwner );
void Think( void );
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
};
void CSprayCan::Spawn ( entvars_t *pevOwner )
{
pev->origin = pevOwner->origin + Vector ( 0 , 0 , 32 );
pev->angles = pevOwner->v_angle;
pev->owner = ENT(pevOwner);
pev->frame = 0;
pev->nextthink = gpGlobals->time + 0.1;
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/sprayer.wav", 1, ATTN_NORM);
}
void CSprayCan::Think( void )
{
TraceResult tr;
int playernum;
int nFrames;
CBasePlayer *pPlayer;
pPlayer = (CBasePlayer *)GET_PRIVATE(pev->owner);
if (pPlayer)
nFrames = pPlayer->GetCustomDecalFrames();
else
nFrames = -1;
playernum = ENTINDEX(pev->owner);
// ALERT(at_console, "Spray by player %i, %i of %i\n", playernum, (int)(pev->frame + 1), nFrames);
UTIL_MakeVectors(pev->angles);
UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr);
// No customization present.
if (nFrames == -1)
{
UTIL_DecalTrace( &tr, DECAL_LAMBDA6 );
UTIL_Remove( this );
}
else
{
UTIL_PlayerDecalTrace( &tr, playernum, pev->frame, TRUE );
// Just painted last custom frame.
if ( pev->frame++ >= (nFrames - 1))
UTIL_Remove( this );
}
pev->nextthink = gpGlobals->time + 0.1;
}
class CBloodSplat : public CBaseEntity
{
public:
void Spawn ( entvars_t *pevOwner );
void Spray ( void );
};
void CBloodSplat::Spawn ( entvars_t *pevOwner )
{
pev->origin = pevOwner->origin + Vector ( 0 , 0 , 32 );
pev->angles = pevOwner->v_angle;
pev->owner = ENT(pevOwner);
SetThink ( &CBloodSplat::Spray );
pev->nextthink = gpGlobals->time + 0.1;
}
void CBloodSplat::Spray ( void )
{
TraceResult tr;
if ( g_Language != LANGUAGE_GERMAN )
{
UTIL_MakeVectors(pev->angles);
UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr);
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
SetThink ( &CBloodSplat::SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1;
}
//==============================================
void CBasePlayer::GiveNamedItem( const char *pszName, bool inSendMessage )
{
edict_t *pent;
int istr = MAKE_STRING(pszName);
pent = CREATE_NAMED_ENTITY(istr);
if ( FNullEnt( pent ) )
{
ALERT ( at_console, "NULL Ent in GiveNamedItem!\n" );
return;
}
VARS( pent )->origin = pev->origin;
pent->v.spawnflags |= SF_NORESPAWN;
DispatchSpawn( pent );
DispatchTouch( pent, ENT( pev ) );
if(inSendMessage)
{
CBaseEntity* theEntity = CBaseEntity::Instance(ENT(pent));
ASSERT(theEntity);
CBasePlayerWeapon* theWeapon = dynamic_cast<CBasePlayerWeapon*>(theEntity);
//ASSERT(theWeapon);
if(theWeapon)
{
int theWeaponID = theWeapon->m_iId;
NetMsg_WeapPickup( pev, theWeaponID );
}
}
}
CBaseEntity *FindEntityForward( CBaseEntity *pMe )
{
TraceResult tr;
UTIL_MakeVectors(pMe->pev->v_angle);
UTIL_TraceLine(pMe->pev->origin + pMe->pev->view_ofs,pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * 8192,dont_ignore_monsters, pMe->edict(), &tr );
if ( tr.flFraction != 1.0 && !FNullEnt( tr.pHit) )
{
CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
return pHit;
}
return NULL;
}
BOOL CBasePlayer :: FlashlightIsOn( void )
{
return FBitSet(pev->effects, EF_DIMLIGHT);
}
const float kFlashlightVolume = .3f;
void CBasePlayer :: FlashlightTurnOn( void )
{
if ( !g_pGameRules->FAllowFlashlight() )
{
return;
}
if ( (pev->weapons & (1<<WEAPON_SUIT)) )
{
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, kFlashlightVolume, ATTN_NORM, 0, PITCH_NORM );
SetBits(pev->effects, EF_DIMLIGHT);
/*MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev );
WRITE_BYTE(1);
WRITE_BYTE(m_iFlashBattery);
MESSAGE_END();
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time;*/
}
}
void CBasePlayer :: FlashlightTurnOff( void )
{
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, SOUND_FLASHLIGHT_OFF, kFlashlightVolume, ATTN_NORM, 0, PITCH_NORM );
ClearBits(pev->effects, EF_DIMLIGHT);
/*MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev );
WRITE_BYTE(0);
WRITE_BYTE(m_iFlashBattery);
MESSAGE_END();
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time;*/
}
/*
===============
ForceClientDllUpdate
When recording a demo, we need to have the server tell us the entire client state
so that the client side .dll can behave correctly.
Reset stuff so that the state is transmitted.
===============
*/
void CBasePlayer :: ForceClientDllUpdate( void )
{
m_iClientHealth = -1;
m_iClientBattery = -1;
m_iTrain |= TRAIN_NEW; // Force new train message.
m_fWeapon = FALSE; // Force weapon send
m_fKnownItem = FALSE; // Force weaponinit messages.
m_fInitHUD = TRUE; // Force HUD gmsgResetHUD message
// Now force all the necessary messages
// to be sent.
UpdateClientData();
// m_fWeapon = TRUE; // Force weapon send
}
/*
============
ImpulseCommands
============
*/
extern float g_flWeaponCheat;
void CBasePlayer::ImpulseCommands( )
{
TraceResult tr;// UNDONE: kill me! This is temporary for PreAlpha CDs
int iImpulse = (int)pev->impulse;
switch (iImpulse)
{
case IMPULSE_FLASHLIGHT:
// temporary flashlight for level designers
if ( FlashlightIsOn() )
{
FlashlightTurnOff();
}
else
{
FlashlightTurnOn();
}
break;
case IMPULSE_SPRAYPAINT:// paint decal
if ( gpGlobals->time < m_flNextDecalTime )
{
// too early!
break;
}
UTIL_MakeVectors(pev->v_angle);
UTIL_TraceLine ( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT(pev), & tr);
if ( tr.flFraction != 1.0 )
{// line hit something, so paint a decal
m_flNextDecalTime = gpGlobals->time + decalfrequency.value;
CSprayCan *pCan = GetClassPtr((CSprayCan *)NULL);
pCan->Spawn( pev );
}
break;
// HLDSDK 2.3 update
// case IMPULSE_DEMORECORD: // Demo recording, update client dll specific data again.
// ForceClientDllUpdate();
// break;
default:
// check all of the cheat impulse commands now
CheatImpulseCommands( iImpulse );
break;
}
pev->impulse = 0;
}
//=========================================================
//=========================================================
void CBasePlayer::CheatImpulseCommands( int iImpulse )
{
}
//
// Add a weapon to the player (Item == Weapon == Selectable Object)
//
int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem )
{
CBasePlayerItem *pInsert;
pInsert = m_rgpPlayerItems[pItem->iItemSlot()];
ItemInfo ii;
pItem->GetItemInfo(&ii);
if ( pItem->iItemSlot() == 1 || ii.iId == AVH_WEAPON_MINE || ii.iId == AVH_WEAPON_WELDER) {
this->EffectivePlayerClassChanged();
}
while (pInsert)
{
if (FClassnameIs( pInsert->pev, STRING( pItem->pev->classname) ))
{
if (pItem->AddDuplicate( pInsert ))
{
g_pGameRules->PlayerGotWeapon ( this, pItem );
pItem->CheckRespawn();
// ugly hack to update clip w/o an update clip message
pInsert->UpdateItemInfo( );
if (m_pActiveItem)
m_pActiveItem->UpdateItemInfo( );
pItem->Kill( );
}
else if (gEvilImpulse101)
{
// FIXME: remove anyway for deathmatch testing
pItem->Kill( );
}
return FALSE;
}
pInsert = pInsert->m_pNext;
}
if (pItem->AddToPlayer( this ))
{
g_pGameRules->PlayerGotWeapon ( this, pItem );
pItem->CheckRespawn();
pItem->m_pNext = m_rgpPlayerItems[pItem->iItemSlot()];
m_rgpPlayerItems[pItem->iItemSlot()] = pItem;
// should we switch to this item?
if ( g_pGameRules->FShouldSwitchWeapon( this, pItem ) )
{
SwitchWeapon( pItem );
}
return TRUE;
}
else if (gEvilImpulse101)
{
// FIXME: remove anyway for deathmatch testing
pItem->Kill( );
}
return FALSE;
}
int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem )
{
if (m_pActiveItem == pItem)
{
ResetAutoaim( );
pItem->Holster( );
pItem->pev->nextthink = 0;// crowbar may be trying to swing again, etc.
pItem->SetThink( NULL );
m_pActiveItem = NULL;
pev->viewmodel = 0;
pev->weaponmodel = 0;
}
else if ( m_pLastItem == pItem )
m_pLastItem = NULL;
AvHBasePlayerWeapon* theWeapon = dynamic_cast<AvHBasePlayerWeapon*>(pItem);
if(theWeapon)
{
ItemInfo theInfo;
theWeapon->GetItemInfo(&theInfo);
int theID = theInfo.iId;
this->pev->weapons &= ~(1<<theID);
}
CBasePlayerItem *pPrev = m_rgpPlayerItems[pItem->iItemSlot()];
if (pPrev == pItem)
{
m_rgpPlayerItems[pItem->iItemSlot()] = pItem->m_pNext;
return TRUE;
}
else
{
while (pPrev && pPrev->m_pNext != pItem)
{
pPrev = pPrev->m_pNext;
}
if (pPrev)
{
pPrev->m_pNext = pItem->m_pNext;
return TRUE;
}
}
return FALSE;
}
//
// Returns the unique ID for the ammo, or -1 if error
//
int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax )
{
if ( !szName )
{
// no ammo.
return -1;
}
if ( !g_pGameRules->CanHaveAmmo( this, szName, iMax ) )
{
// game rules say I can't have any more of this ammo type.
return -1;
}
int i = 0;
i = GetAmmoIndex( szName );
if ( i < 0 || i >= MAX_AMMO_SLOTS )
return -1;
int iAdd = min( iCount, iMax - m_rgAmmo[i] );
if ( iAdd < 1 )
return i;
m_rgAmmo[ i ] += iAdd;
// Send the message that ammo has been picked up
NetMsg_AmmoPickup( pev, GetAmmoIndex(szName), iAdd );
TabulateAmmo();
return i;
}
/*
============
ItemPreFrame
Called every frame by the player PreThink
============
*/
void CBasePlayer::ItemPreFrame()
{
if ( m_flNextAttack > 0 )
{
return;
}
if (!m_pActiveItem)
return;
m_pActiveItem->ItemPreFrame( );
}
/*
============
ItemPostFrame
Called every frame by the player PostThink
============
*/
void CBasePlayer::ItemPostFrame()
{
static int fInSelect = FALSE;
// check if the player is using a tank
if ( m_pTank != NULL )
return;
ImpulseCommands();
if ( m_flNextAttack > 0 )
{
return;
}
if (!m_pActiveItem)
return;
// Only update weapon once game has started (no firing before then)
//if(GetGameRules()->GetGameStarted())
//{
this->m_pActiveItem->ItemPostFrame( );
//}
}
int CBasePlayer::AmmoInventory( int iAmmoIndex )
{
if (iAmmoIndex == -1)
{
return -1;
}
return m_rgAmmo[ iAmmoIndex ];
}
int CBasePlayer::GetAmmoIndex(const char *psz)
{
int i;
if (!psz)
return -1;
for (i = 1; i < MAX_AMMO_SLOTS; i++)
{
if ( !CBasePlayerItem::AmmoInfoArray[i].pszName )
continue;
if (stricmp( psz, CBasePlayerItem::AmmoInfoArray[i].pszName ) == 0)
return i;
}
return -1;
}
int CBasePlayer::GetMaxWalkSpeed(void) const
{
return 220;
}
// Called from UpdateClientData
// makes sure the client has all the necessary ammo info, if values have changed
void CBasePlayer::SendAmmoUpdate(void)
{
int theAmmoToSend[MAX_AMMO_SLOTS];
memcpy(&theAmmoToSend, &this->m_rgAmmo, MAX_AMMO_SLOTS*sizeof(int));
// if(this->pev->iuser1 == OBS_IN_EYE)
// {
// CBasePlayer* theEntity = NULL;
// if(AvHSUGetEntityFromIndex(this->pev->iuser2, theEntity))
// {
// memcpy(&theAmmoToSend, &theEntity->m_rgAmmo, MAX_AMMO_SLOTS*sizeof(int));
// }
// }
for (int i=0; i < MAX_AMMO_SLOTS;i++)
{
if (theAmmoToSend[i] != m_rgAmmoLast[i])
{
m_rgAmmoLast[i] = theAmmoToSend[i];
// TODO: Fix me!
//ASSERT( m_rgAmmo[i] >= 0 );
//ASSERT( m_rgAmmo[i] < 255 );
if((theAmmoToSend[i] >= 0) && (theAmmoToSend[i] < 255))
{
// send "Ammo" update message
NetMsg_AmmoX( pev, i, max( min( theAmmoToSend[i], 254 ), 0 ) );
}
}
}
}
/*
=========================================================
UpdateClientData
resends any changed player HUD info to the client.
Called every frame by PlayerPreThink
Also called at start of demo recording and playback by
ForceClientDllUpdate to ensure the demo gets messages
reflecting all of the HUD state info.
=========================================================
*/
void CBasePlayer :: UpdateClientData( void )
{
CBasePlayer* thePlayerToUseForWeaponUpdates = this;
// if(this->pev->iuser1 == OBS_IN_EYE)
// {
// CBasePlayer* theSpectatingPlayer = NULL;
// if(AvHSUGetEntityFromIndex(this->pev->iuser2, theSpectatingPlayer))
// {
// thePlayerToUseForWeaponUpdates = theSpectatingPlayer;
// }
// }
if (m_fInitHUD)
{
m_fInitHUD = FALSE;
gInitHUD = FALSE;
NetMsg_ResetHUD( pev );
if ( !m_fGameHUDInitialized )
{
NetMsg_InitHUD( pev );
g_pGameRules->InitHUD( this );
m_fGameHUDInitialized = TRUE;
if ( g_pGameRules->IsMultiplayer() )
{
FireTargets( "game_playerjoin", this, this, USE_TOGGLE, 0 );
}
}
FireTargets( "game_playerspawn", this, this, USE_TOGGLE, 0 );
InitStatusBar();
}
if ( m_iHideHUD != m_iClientHideHUD )
{
NetMsg_HideWeapon( pev, m_iHideHUD );
m_iClientHideHUD = m_iHideHUD;
}
if ( m_iFOV != m_iClientFOV )
{
NetMsg_SetFOV( pev, m_iFOV );
// cache FOV change at end of function, so weapon updates can see that FOV has changed
}
// HACKHACK -- send the message to display the game title
if (gDisplayTitle)
{
NetMsg_ShowGameTitle( pev );
gDisplayTitle = 0;
}
if ((int)pev->health != m_iClientHealth) //: this cast to int is important, otherwise we spam the message, this is just a quick and easy fix.
{
NetMsg_Health( pev, max( pev->health, 0.0f ) );
m_iClientHealth = (int)pev->health;
}
if ((int)pev->armorvalue != m_iClientBattery)
{
NetMsg_Battery( pev, (int)pev->armorvalue );
m_iClientBattery = (int)pev->armorvalue;
}
if (pev->dmg_take || pev->dmg_save || m_bitsHUDDamage != m_bitsDamageType)
{
// Comes from inside me if not set
Vector damageOrigin = pev->origin;
// send "damage" message
// causes screen to flash, and pain compass to show direction of damage
edict_t *other = pev->dmg_inflictor;
if ( other )
{
CBaseEntity *pEntity = CBaseEntity::Instance(other);
if ( pEntity )
damageOrigin = pEntity->Center();
}
// only send down damage type that have hud art
int visibleDamageBits = m_bitsDamageType & DMG_SHOWNHUD;
float origin[] = { damageOrigin.x, damageOrigin.y, damageOrigin.z };
NetMsg_Damage( pev, pev->dmg_save, pev->dmg_take, 0, origin );
pev->dmg_take = 0;
pev->dmg_save = 0;
m_bitsHUDDamage = m_bitsDamageType;
// Clear off non-time-based damage indicators
m_bitsDamageType &= DMG_TIMEBASED;
}
if (m_iTrain & TRAIN_NEW)
{
// send "health" update message
NetMsg_Train( pev, m_iTrain & 0xF );
m_iTrain &= ~TRAIN_NEW;
}
//
// New Weapon?
//
bool forceCurWeaponUpdate = false;
if (!m_fKnownItem)
{
m_fKnownItem = TRUE;
// WeaponInit Message
// byte = # of weapons
//
// for each weapon:
// byte name str length (not including null)
// bytes... name
// byte Ammo Type
// byte Ammo2 Type
// byte bucket
// byte bucket pos
// byte flags
// ???? Icons
// Send ALL the weapon info now
this->SendWeaponUpdate();
// : HACK force an full curweapon update after each bunch of weaponlists sent
forceCurWeaponUpdate = true;
// :
}
SendAmmoUpdate();
// Update all the items
for ( int i = 0; i < MAX_ITEM_TYPES; i++ )
{
if (forceCurWeaponUpdate == true)
m_fWeapon = FALSE;
if ( thePlayerToUseForWeaponUpdates->m_rgpPlayerItems[i] ) // each item updates it's successors
thePlayerToUseForWeaponUpdates->m_rgpPlayerItems[i]->UpdateClientData( thePlayerToUseForWeaponUpdates );
}
if (forceCurWeaponUpdate == true)
m_fWeapon = TRUE;
// Cache and client weapon change
m_pClientActiveItem = thePlayerToUseForWeaponUpdates->m_pActiveItem;
m_iClientFOV = thePlayerToUseForWeaponUpdates->m_iFOV;
// Update Status Bar if we're playing
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
if(thePlayer && (thePlayer->GetPlayMode() == PLAYMODE_PLAYING))
{
if ( m_flNextSBarUpdateTime < gpGlobals->time )
{
UpdateStatusBar();
m_flNextSBarUpdateTime = gpGlobals->time + 0.2;
}
}
}
void CBasePlayer::SendWeaponUpdate()
{
int i;
for (i = 0; i < MAX_WEAPONS; i++)
{
ItemInfo& II = CBasePlayerItem::ItemInfoArray[i];
if ( !II.iId )
continue;
const char *pszName;
if (!II.pszName)
pszName = "Empty";
else
pszName = II.pszName;
WeaponList weapon;
weapon.weapon_name = pszName;
weapon.ammo1_type = GetAmmoIndex(II.pszAmmo1);
weapon.ammo2_type = GetAmmoIndex(II.pszAmmo2);
weapon.ammo1_max_amnt = II.iMaxAmmo1;
weapon.ammo2_max_amnt = II.iMaxAmmo2;
weapon.bucket = II.iSlot;
weapon.bucket_pos = II.iPosition;
weapon.bit_index = II.iId;
weapon.flags = II.iFlags;
NetMsg_WeaponList( pev, weapon );
}
}
//=========================================================
// FBecomeProne - Overridden for the player to set the proper
// physics flags when a barnacle grabs player.
//=========================================================
BOOL CBasePlayer :: FBecomeProne ( void )
{
m_afPhysicsFlags |= PFLAG_ONBARNACLE;
return TRUE;
}
//=========================================================
// BarnacleVictimBitten - bad name for a function that is called
// by Barnacle victims when the barnacle pulls their head
// into its mouth. For the player, just die.
//=========================================================
void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle )
{
TakeDamage ( pevBarnacle, pevBarnacle, pev->health + pev->armorvalue, DMG_SLASH | DMG_ALWAYSGIB );
}
//=========================================================
// BarnacleVictimReleased - overridden for player who has
// physics flags concerns.
//=========================================================
void CBasePlayer :: BarnacleVictimReleased ( void )
{
m_afPhysicsFlags &= ~PFLAG_ONBARNACLE;
}
//=========================================================
// Illumination
// return player light level plus virtual muzzle flash
//=========================================================
int CBasePlayer :: Illumination( void )
{
int iIllum = CBaseEntity::Illumination( );
iIllum += m_iWeaponFlash;
if (iIllum > 255)
return 255;
return iIllum;
}
void CBasePlayer :: EnableControl(BOOL fControl)
{
if (!fControl)
pev->flags |= FL_FROZEN;
else
pev->flags &= ~FL_FROZEN;
}
#define DOT_1DEGREE 0.9998476951564
#define DOT_2DEGREE 0.9993908270191
#define DOT_3DEGREE 0.9986295347546
#define DOT_4DEGREE 0.9975640502598
#define DOT_5DEGREE 0.9961946980917
#define DOT_6DEGREE 0.9945218953683
#define DOT_7DEGREE 0.9925461516413
#define DOT_8DEGREE 0.9902680687416
#define DOT_9DEGREE 0.9876883405951
#define DOT_10DEGREE 0.9848077530122
#define DOT_15DEGREE 0.9659258262891
#define DOT_20DEGREE 0.9396926207859
#define DOT_25DEGREE 0.9063077870367
//=========================================================
// Autoaim
// set crosshair position to point to enemey
//=========================================================
Vector CBasePlayer :: GetAutoaimVector( float flDelta )
{
if (g_iSkillLevel == SKILL_HARD)
{
UTIL_MakeVectors( pev->v_angle + pev->punchangle );
return gpGlobals->v_forward;
}
Vector vecSrc = GetGunPosition( );
float flDist = 8192;
// always use non-sticky autoaim
// UNDONE: use sever variable to chose!
if (1 || g_iSkillLevel == SKILL_MEDIUM)
{
m_vecAutoAim = Vector( 0, 0, 0 );
// flDelta *= 0.5;
}
BOOL m_fOldTargeting = m_fOnTarget;
Vector angles = AutoaimDeflection(vecSrc, flDist, flDelta );
// update ontarget if changed
if ( !g_pGameRules->AllowAutoTargetCrosshair() )
m_fOnTarget = 0;
else if (m_fOldTargeting != m_fOnTarget)
{
m_pActiveItem->UpdateItemInfo( );
}
if (angles.x > 180)
angles.x -= 360;
if (angles.x < -180)
angles.x += 360;
if (angles.y > 180)
angles.y -= 360;
if (angles.y < -180)
angles.y += 360;
if (angles.x > 25)
angles.x = 25;
if (angles.x < -25)
angles.x = -25;
if (angles.y > 12)
angles.y = 12;
if (angles.y < -12)
angles.y = -12;
// always use non-sticky autoaim
// UNDONE: use sever variable to chose!
if (0 || g_iSkillLevel == SKILL_EASY)
{
m_vecAutoAim = m_vecAutoAim * 0.67 + angles * 0.33;
}
else
{
m_vecAutoAim = angles * 0.9;
}
// m_vecAutoAim = m_vecAutoAim * 0.99;
// Don't send across network if sv_aim is 0
if ( g_psv_aim->value != 0 )
{
if ( m_vecAutoAim.x != m_lastx ||
m_vecAutoAim.y != m_lasty )
{
SET_CROSSHAIRANGLE( edict(), -m_vecAutoAim.x, m_vecAutoAim.y );
m_lastx = m_vecAutoAim.x;
m_lasty = m_vecAutoAim.y;
}
}
// ALERT( at_console, "%f %f\n", angles.x, angles.y );
UTIL_MakeVectors( pev->v_angle + pev->punchangle + m_vecAutoAim );
return gpGlobals->v_forward;
}
Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta )
{
edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 );
CBaseEntity *pEntity;
float bestdot;
Vector bestdir;
edict_t *bestent;
TraceResult tr;
if ( g_psv_aim->value == 0 )
{
m_fOnTarget = FALSE;
return g_vecZero;
}
UTIL_MakeVectors( pev->v_angle + pev->punchangle + m_vecAutoAim );
// try all possible entities
bestdir = gpGlobals->v_forward;
bestdot = flDelta; // +- 10 degrees
bestent = NULL;
m_fOnTarget = FALSE;
UTIL_TraceLine( vecSrc, vecSrc + bestdir * flDist, dont_ignore_monsters, edict(), &tr );
if ( tr.pHit && tr.pHit->v.takedamage != DAMAGE_NO)
{
// don't look through water
if (!((pev->waterlevel != 3 && tr.pHit->v.waterlevel == 3)
|| (pev->waterlevel == 3 && tr.pHit->v.waterlevel == 0)))
{
if (tr.pHit->v.takedamage == DAMAGE_AIM)
m_fOnTarget = TRUE;
return m_vecAutoAim;
}
}
for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ )
{
Vector center;
Vector dir;
float dot;
if ( pEdict->free ) // Not in use
continue;
if (pEdict->v.takedamage != DAMAGE_AIM)
continue;
if (pEdict == edict())
continue;
// if (pev->team > 0 && pEdict->v.team == pev->team)
// continue; // don't aim at teammate
if ( !g_pGameRules->ShouldAutoAim( this, pEdict ) )
continue;
pEntity = Instance( pEdict );
if (pEntity == NULL)
continue;
if (!pEntity->IsAlive())
continue;
// don't look through water
if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3)
|| (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0))
continue;
center = pEntity->BodyTarget( vecSrc );
dir = (center - vecSrc).Normalize( );
// make sure it's in front of the player
if (DotProduct (dir, gpGlobals->v_forward ) < 0)
continue;
dot = fabs( DotProduct (dir, gpGlobals->v_right ) )
+ fabs( DotProduct (dir, gpGlobals->v_up ) ) * 0.5;
// tweek for distance
dot *= 1.0 + 0.2 * ((center - vecSrc).Length() / flDist);
if (dot > bestdot)
continue; // to far to turn
UTIL_TraceLine( vecSrc, center, dont_ignore_monsters, edict(), &tr );
if (tr.flFraction != 1.0 && tr.pHit != pEdict)
{
// ALERT( at_console, "hit %s, can't see %s\n", STRING( tr.pHit->v.classname ), STRING( pEdict->v.classname ) );
continue;
}
// don't shoot at friends
if (IRelationship( pEntity ) < 0)
{
if ( !pEntity->IsPlayer() && !g_pGameRules->IsDeathmatch())
// ALERT( at_console, "friend\n");
continue;
}
// can shoot at this one
bestdot = dot;
bestent = pEdict;
bestdir = dir;
}
if (bestent)
{
bestdir = UTIL_VecToAngles (bestdir);
bestdir.x = -bestdir.x;
bestdir = bestdir - pev->v_angle - pev->punchangle;
if (bestent->v.takedamage == DAMAGE_AIM)
m_fOnTarget = TRUE;
return bestdir;
}
return Vector( 0, 0, 0 );
}
void CBasePlayer :: ResetAutoaim( )
{
if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0)
{
m_vecAutoAim = Vector( 0, 0, 0 );
SET_CROSSHAIRANGLE( edict(), 0, 0 );
}
m_fOnTarget = FALSE;
}
/*
=============
SetCustomDecalFrames
UNDONE: Determine real frame limit, 8 is a placeholder.
Note: -1 means no custom frames present.
=============
*/
void CBasePlayer :: SetCustomDecalFrames( int nFrames )
{
if (nFrames > 0 &&
nFrames < 8)
m_nCustomSprayFrames = nFrames;
else
m_nCustomSprayFrames = -1;
}
/*
=============
GetCustomDecalFrames
Returns the # of custom frames this player's custom clan logo contains.
=============
*/
int CBasePlayer :: GetCustomDecalFrames( void )
{
return m_nCustomSprayFrames;
}
//=========================================================
// DropPlayerItem - drop the named item, or if no name,
// the active item.
//=========================================================
void CBasePlayer::DropPlayerItem ( char *pszItemName )
{
if ( !g_pGameRules->IsMultiplayer() || (weaponstay.value > 0) )
{
// no dropping in single player.
return;
}
if ( !strlen( pszItemName ) )
{
// if this string has no length, the client didn't type a name!
// assume player wants to drop the active item.
// make the string null to make future operations in this function easier
pszItemName = NULL;
}
CBasePlayerItem *pWeapon;
int i;
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
pWeapon = m_rgpPlayerItems[ i ];
while ( pWeapon )
{
if ( pszItemName )
{
// try to match by name.
const char* theWeaponClassName = STRING( pWeapon->pev->classname );
if ( !strcmp( pszItemName, theWeaponClassName) )
{
// match!
break;
}
}
else
{
// trying to drop active item
if ( pWeapon == m_pActiveItem )
{
// active item!
break;
}
}
pWeapon = pWeapon->m_pNext;
}
// if we land here with a valid pWeapon pointer, that's because we found the
// item we want to drop and hit a BREAK; pWeapon is the item.
if ( pWeapon )
{
g_pGameRules->GetNextBestWeapon( this, pWeapon );
UTIL_MakeVectors ( pev->angles );
pev->weapons &= ~(1<<pWeapon->m_iId);// take item off hud
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict() );
pWeaponBox->pev->angles.x = 0;
pWeaponBox->pev->angles.z = 0;
pWeaponBox->PackWeapon( pWeapon );
pWeaponBox->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
// drop half of the ammo for this weapon.
int iAmmoIndex;
iAmmoIndex = GetAmmoIndex ( pWeapon->pszAmmo1() ); // ???
if ( iAmmoIndex != -1 )
{
// this weapon weapon uses ammo, so pack an appropriate amount.
if ( pWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE )
{
// pack up all the ammo, this weapon is its own ammo type
pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] );
m_rgAmmo[ iAmmoIndex ] = 0;
}
else
{
// pack half of the ammo
pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] / 2 );
m_rgAmmo[ iAmmoIndex ] /= 2;
}
}
return;// we're done, so stop searching with the FOR loop.
}
}
}
//=========================================================
// HasPlayerItem Does the player already have this item?
//=========================================================
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem )
{
CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
while (pItem)
{
if (FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname) ))
{
return TRUE;
}
pItem = pItem->m_pNext;
}
return FALSE;
}
//=========================================================
// HasNamedPlayerItem Does the player already have this item?
//=========================================================
CBasePlayerItem* CBasePlayer::HasNamedPlayerItem( const char *pszItemName )
{
CBasePlayerItem *pReturn = NULL;
CBasePlayerItem *pItem = NULL;
int i;
for ( i = 0 ; (i < MAX_ITEM_TYPES) && !pReturn ; i++ )
{
pItem = m_rgpPlayerItems[ i ];
while (pItem && !pReturn)
{
if ( !strcmp( pszItemName, STRING( pItem->pev->classname ) ) )
{
pReturn = pItem;
}
pItem = pItem->m_pNext;
}
}
return pReturn;
}
//=========================================================
//
//=========================================================
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon )
{
if ( !pWeapon->CanDeploy() )
{
return FALSE;
}
ResetAutoaim( );
if (m_pActiveItem)
{
m_pActiveItem->Holster( );
}
m_pActiveItem = pWeapon;
pWeapon->Deploy( );
return TRUE;
}
//=========================================================
// Dead HEV suit prop
//=========================================================
class CDeadHEV : public CBaseMonster
{
public:
void Spawn( void );
int Classify ( void ) { return CLASS_HUMAN_MILITARY; }
void KeyValue( KeyValueData *pkvd );
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[4];
};
char *CDeadHEV::m_szPoses[] = { "deadback", "deadsitting", "deadstomach", "deadtable" };
void CDeadHEV::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CDeadHEV );
//=========================================================
// ********** DeadHEV SPAWN **********
//=========================================================
void CDeadHEV :: Spawn( void )
{
PRECACHE_MODEL("models/player.mdl");
SET_MODEL(ENT(pev), "models/player.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
pev->body = 1;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if (pev->sequence == -1)
{
ALERT ( at_console, "Dead hevsuit with bad pose\n" );
pev->sequence = 0;
pev->effects = EF_BRIGHTFIELD;
}
// Corpses have less health
pev->health = 8;
MonsterInitDead();
}
class CStripWeapons : public CPointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
private:
};
LINK_ENTITY_TO_CLASS( player_weaponstrip, CStripWeapons );
void CStripWeapons :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBasePlayer *pPlayer = NULL;
if ( pActivator && pActivator->IsPlayer() )
{
pPlayer = (CBasePlayer *)pActivator;
}
else if ( !g_pGameRules->IsDeathmatch() )
{
pPlayer = (CBasePlayer *)CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
}
if ( pPlayer )
pPlayer->RemoveAllItems( FALSE );
}
class CRevertSaved : public CPointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT MessageThink( void );
void EXPORT LoadThink( void );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
inline float Duration( void ) { return pev->dmg_take; }
inline float HoldTime( void ) { return pev->dmg_save; }
inline float MessageTime( void ) { return m_messageTime; }
inline float LoadTime( void ) { return m_loadTime; }
inline void SetDuration( float duration ) { pev->dmg_take = duration; }
inline void SetHoldTime( float hold ) { pev->dmg_save = hold; }
inline void SetMessageTime( float time ) { m_messageTime = time; }
inline void SetLoadTime( float time ) { m_loadTime = time; }
private:
float m_messageTime;
float m_loadTime;
};
LINK_ENTITY_TO_CLASS( player_loadsaved, CRevertSaved );
TYPEDESCRIPTION CRevertSaved::m_SaveData[] =
{
DEFINE_FIELD( CRevertSaved, m_messageTime, FIELD_FLOAT ), // These are not actual times, but durations, so save as floats
DEFINE_FIELD( CRevertSaved, m_loadTime, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CRevertSaved, CPointEntity );
void CRevertSaved :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "duration"))
{
SetDuration( atof(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "holdtime"))
{
SetHoldTime( atof(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "messagetime"))
{
SetMessageTime( atof(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "loadtime"))
{
SetLoadTime( atof(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CRevertSaved :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
UTIL_ScreenFadeAll( pev->rendercolor, Duration(), HoldTime(), pev->renderamt, FFADE_OUT );
pev->nextthink = gpGlobals->time + MessageTime();
SetThink( &CRevertSaved::MessageThink );
}
void CRevertSaved :: MessageThink( void )
{
UTIL_ShowMessageAll( STRING(pev->message) );
float nextThink = LoadTime() - MessageTime();
if ( nextThink > 0 )
{
pev->nextthink = gpGlobals->time + nextThink;
SetThink( &CRevertSaved::LoadThink );
}
else
LoadThink();
}
void CRevertSaved :: LoadThink( void )
{
if ( !gpGlobals->deathmatch )
{
SERVER_COMMAND("reload\n");
}
}
//=========================================================
// Multiplayer intermission spots.
//=========================================================
class CInfoIntermission:public CPointEntity
{
void Spawn( void );
void Think( void );
};
void CInfoIntermission::Spawn( void )
{
UTIL_SetOrigin( pev, pev->origin );
pev->solid = SOLID_NOT;
pev->effects = EF_NODRAW;
pev->v_angle = g_vecZero;
pev->nextthink = gpGlobals->time + 2;// let targets spawn!
}
void CInfoIntermission::Think ( void )
{
edict_t *pTarget;
// find my target
pTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) );
if ( !FNullEnt(pTarget) )
{
pev->v_angle = UTIL_VecToAngles( (pTarget->v.origin - pev->origin).Normalize() );
pev->v_angle.x = -pev->v_angle.x;
}
}
LINK_ENTITY_TO_CLASS( info_intermission, CInfoIntermission );