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https://github.com/unknownworlds/NS.git
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c89fe4e37e
o Added +use ability to hives which teleports the player to the next hive. - Hives are round robin in entity id order ( order will not change with hive creation and destruction ). - Hives under attack are not given priority. - Increased the range of +use by 2x for hives ( more options here, including 2d distance checks and traces ) git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@416 67975925-1194-0748-b3d5-c16f83f1a3a1
5020 lines
130 KiB
C++
5020 lines
130 KiB
C++
//
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// Copyright (c) 1999, Valve LLC. All rights reserved.
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//
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// This product contains software technology licensed from Id
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// Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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// All Rights Reserved.
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//
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// Use, distribution, and modification of this source code and/or resulting
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// object code is restricted to non-commercial enhancements to products from
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// Valve LLC. All other use, distribution, or modification is prohibited
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// without written permission from Valve LLC.
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//
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//
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//===== player.cpp ========================================================
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//
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// functions dealing with the player
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//
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//
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// $Workfile: player.cpp $
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// $Date: 2002/11/22 21:12:55 $
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//
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//-------------------------------------------------------------------------------
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// $Log: player.cpp,v $
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// Revision 1.39 2002/11/22 21:12:55 Flayra
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// - Added DMG_IGNOREARMOR flag for players (used for ending game quickly)
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// - NULL checks for when owner of turret is removed after owner leaves team
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// - Send deploy weapon switch to player, when "lastinv" is executed
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//
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// Revision 1.38 2002/11/15 19:09:40 Flayra
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// - Reworked network metering to be easily toggleable
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//
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// Revision 1.37 2002/11/12 02:18:41 Flayra
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// - Beginning of HLTV changes
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//
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// Revision 1.36 2002/10/24 21:18:23 Flayra
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// - Major networking optimizations, to prevent overlflows after 20+ players on game reset
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//
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// Revision 1.35 2002/10/18 22:15:13 Flayra
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// - Fixed problem where level5 gets stuck with redemption
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//
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// Revision 1.34 2002/10/16 00:40:39 Flayra
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// - Fixed bug where player couldn't switch to next player while observing
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// - Propagate health as short for larger aliens
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// - Propagate auth mask
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//
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// Revision 1.33 2002/10/03 18:26:03 Flayra
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// - Removed HL "flatline" sound on death
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//
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// Revision 1.32 2002/09/23 22:03:50 Flayra
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// - Fixed problem where anims weren't playing properly in ready room
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// - Fixed problem where gestation model anims were playing before model was updated
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//
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// Revision 1.31 2002/08/31 18:01:18 Flayra
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// - Work at VALVe
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//
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// Revision 1.30 2002/08/09 00:17:03 Flayra
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// - Allow moveleft and moveright to change targets, allow players to have only one primary weapon
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//
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// Revision 1.29 2002/07/23 16:48:21 Flayra
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// - Refactored duplicate spawn code
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//
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// Revision 1.28 2002/07/10 14:36:09 Flayra
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// - 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?)
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//
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// Revision 1.27 2002/07/08 16:31:39 Flayra
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// - Level 1 doesn't make falling splat sound, dead players shouldn't block spawn points, replaced impulse hard-codes with constants
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//
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//===============================================================================
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#include <cmath>
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "trains.h"
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#include "nodes.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "monsters.h"
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#include "engine/shake.h"
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#include "decals.h"
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#include "gamerules.h"
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#include "mod/AvHEntities.h"
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#include "mod/AvHPlayer.h"
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#include "mod/AvHGamerules.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHSharedUtil.h"
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#include "mod/AvHServerVariables.h"
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#include "mod/AvHHulls.h"
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#include "mod/AvHMovementUtil.h"
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#include "game.h"
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#include "common/hltv.h"
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#include "mod/AvHNetworkMessages.h"
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#include "util/MathUtil.h"
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// #define DUCKFIX
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// Allow assignment within conditional
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#pragma warning (disable: 4706)
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extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern DLL_GLOBAL BOOL g_fDrawLines;
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int gEvilImpulse101;
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extern DLL_GLOBAL int g_iSkillLevel, gDisplayTitle;
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BOOL gInitHUD = TRUE;
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extern void CopyToBodyQue(entvars_t* pev);
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extern void respawn(entvars_t *pev, BOOL fCopyCorpse);
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extern Vector VecBModelOrigin(entvars_t *pevBModel );
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//extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
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// the world node graph
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extern CGraph WorldGraph;
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#define TRAIN_ACTIVE 0x80
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#define TRAIN_NEW 0xc0
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#define TRAIN_OFF 0x00
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#define TRAIN_NEUTRAL 0x01
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#define TRAIN_SLOW 0x02
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#define TRAIN_MEDIUM 0x03
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#define TRAIN_FAST 0x04
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#define TRAIN_BACK 0x05
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#define FLASH_DRAIN_TIME 1.2 //100 units/3 minutes
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#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
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// Global Savedata for player
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TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
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{
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DEFINE_FIELD( CBasePlayer, m_afButtonLast, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_afButtonPressed, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_afButtonReleased, FIELD_INTEGER ),
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DEFINE_ARRAY( CBasePlayer, m_rgItems, FIELD_INTEGER, MAX_ITEMS ),
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DEFINE_FIELD( CBasePlayer, m_afPhysicsFlags, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_flTimeStepSound, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayer, m_flTimeWeaponIdle, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayer, m_flSwimTime, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayer, m_flDuckTime, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayer, m_flWallJumpTime, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayer, m_flSuitUpdate, FIELD_TIME ),
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DEFINE_ARRAY( CBasePlayer, m_rgSuitPlayList, FIELD_INTEGER, CSUITPLAYLIST ),
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DEFINE_FIELD( CBasePlayer, m_iSuitPlayNext, FIELD_INTEGER ),
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DEFINE_ARRAY( CBasePlayer, m_rgiSuitNoRepeat, FIELD_INTEGER, CSUITNOREPEAT ),
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DEFINE_ARRAY( CBasePlayer, m_rgflSuitNoRepeatTime, FIELD_TIME, CSUITNOREPEAT ),
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DEFINE_FIELD( CBasePlayer, m_lastDamageAmount, FIELD_INTEGER ),
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DEFINE_ARRAY( CBasePlayer, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ),
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DEFINE_FIELD( CBasePlayer, m_pActiveItem, FIELD_CLASSPTR ),
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DEFINE_FIELD( CBasePlayer, m_pLastItem, FIELD_CLASSPTR ),
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DEFINE_ARRAY( CBasePlayer, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ),
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DEFINE_FIELD( CBasePlayer, m_idrowndmg, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_idrownrestored, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_tSneaking, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayer, m_iTrain, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_bitsHUDDamage, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_flFallVelocity, FIELD_FLOAT ),
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DEFINE_FIELD( CBasePlayer, m_iTargetVolume, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_iWeaponVolume, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_iExtraSoundTypes, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_iWeaponFlash, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_fLongJump, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBasePlayer, m_fInitHUD, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBasePlayer, m_tbdPrev, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayer, m_pTank, FIELD_EHANDLE ),
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DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ),
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};
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void CBasePlayer :: Pain( void )
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{
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float flRndSound;//sound randomizer
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flRndSound = RANDOM_FLOAT ( 0 , 1 );
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if ( flRndSound <= 0.33 )
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM);
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else if ( flRndSound <= 0.66 )
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM);
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else
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM);
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}
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/*
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*
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*/
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Vector VecVelocityForDamage(float flDamage)
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{
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Vector vec(RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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if (flDamage > -50)
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vec = vec * 0.7;
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else if (flDamage > -200)
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vec = vec * 2;
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else
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vec = vec * 10;
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return vec;
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}
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#if 0 /*
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static void ThrowGib(entvars_t *pev, char *szGibModel, float flDamage)
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{
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edict_t *pentNew = CREATE_ENTITY();
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entvars_t *pevNew = VARS(pentNew);
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pevNew->origin = pev->origin;
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SET_MODEL(ENT(pevNew), szGibModel);
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UTIL_SetSize(pevNew, g_vecZero, g_vecZero);
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pevNew->velocity = VecVelocityForDamage(flDamage);
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pevNew->movetype = MOVETYPE_BOUNCE;
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pevNew->solid = SOLID_NOT;
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pevNew->avelocity.x = RANDOM_FLOAT(0,600);
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pevNew->avelocity.y = RANDOM_FLOAT(0,600);
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pevNew->avelocity.z = RANDOM_FLOAT(0,600);
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CHANGE_METHOD(ENT(pevNew), em_think, SUB_Remove);
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pevNew->ltime = gpGlobals->time;
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pevNew->nextthink = gpGlobals->time + RANDOM_FLOAT(10,20);
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pevNew->frame = 0;
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pevNew->flags = 0;
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}
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static void ThrowHead(entvars_t *pev, char *szGibModel, floatflDamage)
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{
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SET_MODEL(ENT(pev), szGibModel);
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pev->frame = 0;
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pev->nextthink = -1;
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pev->movetype = MOVETYPE_BOUNCE;
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pev->takedamage = DAMAGE_NO;
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pev->solid = SOLID_NOT;
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pev->view_ofs = Vector(0,0,8);
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UTIL_SetSize(pev, Vector(-16,-16,0), Vector(16,16,56));
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pev->velocity = VecVelocityForDamage(flDamage);
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pev->avelocity = RANDOM_FLOAT(-1,1) * Vector(0,600,0);
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pev->origin.z -= 24;
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ClearBits(pev->flags, FL_ONGROUND);
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}
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*/
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#endif
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int TrainSpeed(int iSpeed, int iMax)
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{
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float fSpeed, fMax;
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int iRet = 0;
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fMax = (float)iMax;
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fSpeed = iSpeed;
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fSpeed = fSpeed/fMax;
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if (iSpeed < 0)
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iRet = TRAIN_BACK;
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else if (iSpeed == 0)
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iRet = TRAIN_NEUTRAL;
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else if (fSpeed < 0.33)
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iRet = TRAIN_SLOW;
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else if (fSpeed < 0.66)
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iRet = TRAIN_MEDIUM;
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else
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iRet = TRAIN_FAST;
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return iRet;
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}
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void CBasePlayer :: DeathSound( void )
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{
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// water death sounds
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/*
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if (pev->waterlevel == 3)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
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return;
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}
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*/
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// temporarily using pain sounds for death sounds
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switch (RANDOM_LONG(1,5))
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{
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM);
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break;
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case 2:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM);
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break;
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case 3:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM);
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break;
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}
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// play one of the suit death alarms
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//EMIT_GROUPNAME_SUIT(ENT(pev), "HEV_DEAD");
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}
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// override takehealth
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// bitsDamageType indicates type of damage healed.
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int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType )
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{
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return CBaseMonster :: TakeHealth (flHealth, bitsDamageType);
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}
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Vector CBasePlayer :: GetGunPosition( )
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{
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// UTIL_MakeVectors(pev->v_angle);
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// m_HackedGunPos = pev->view_ofs;
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Vector origin;
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origin = pev->origin + pev->view_ofs;
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return origin;
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}
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//=========================================================
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// TraceAttack
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//=========================================================
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void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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if ( pev->takedamage )
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{
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m_LastHitGroup = ptr->iHitgroup;
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switch ( ptr->iHitgroup )
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{
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case HITGROUP_GENERIC:
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break;
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case HITGROUP_HEAD:
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flDamage *= gSkillData.plrHead;
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break;
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case HITGROUP_CHEST:
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flDamage *= gSkillData.plrChest;
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break;
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case HITGROUP_STOMACH:
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flDamage *= gSkillData.plrStomach;
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break;
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case HITGROUP_LEFTARM:
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case HITGROUP_RIGHTARM:
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flDamage *= gSkillData.plrArm;
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break;
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case HITGROUP_LEFTLEG:
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case HITGROUP_RIGHTLEG:
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flDamage *= gSkillData.plrLeg;
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break;
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default:
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break;
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}
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SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
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}
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}
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void CBasePlayer::SpawnClientSideCorpse()
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{
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// char *infobuffer = g_engfuncs.pfnGetInfoKeyBuffer( edict() );
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// char *pModel = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" );
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//
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// MESSAGE_BEGIN( MSG_ALL, gmsgSendCorpse );
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// WRITE_STRING( pModel );
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// WRITE_LONG ( pev->origin.x * 128.0);
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// WRITE_LONG ( pev->origin.y * 128.0);
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// WRITE_LONG ( pev->origin.z * 128.0);
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// WRITE_COORD ( pev->angles.x );
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// WRITE_COORD ( pev->angles.y );
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// WRITE_COORD ( pev->angles.z );
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// WRITE_LONG ( (pev->animtime - gpGlobals->time) * 100.0f );
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// WRITE_BYTE ( pev->sequence );
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// WRITE_BYTE ( pev->body );
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// MESSAGE_END();
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}
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/*
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Take some damage.
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NOTE: each call to TakeDamage with bitsDamageType set to a time-based damage
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type will cause the damage time countdown to be reset. Thus the ongoing effects of poison, radiation
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etc are implemented with subsequent calls to TakeDamage using DMG_GENERIC.
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*/
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int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// have suit diagnose the problem - ie: report damage type
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int bitsDamage = bitsDamageType;
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int ffound = TRUE;
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int fmajor;
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int fcritical;
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int fTookDamage;
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int ftrivial;
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//float flRatio;
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//float flBonus;
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float flHealthPrev = pev->health;
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//flBonus = AvHPlayerUpgrade::GetArmorBonus(this->pev->iuser4);
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//flRatio = AvHPlayerUpgrade::GetArmorRatio(this->pev->iuser4);
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// if ( ( bitsDamageType & DMG_BLAST ) && g_pGameRules->IsMultiplayer() )
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// {
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// // blasts damage armor more.
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// flBonus *= 2;
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// }
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// Already dead
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if ( !IsAlive() )
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return 0;
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// go take the damage first
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CBaseEntity *pAttacker = NULL;
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if(pevAttacker)
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{
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pAttacker = CBaseEntity::Instance(pevAttacker);
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}
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if ( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) )
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{
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// Refuse the damage
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return 0;
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}
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// keep track of amount of damage last sustained
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m_lastDamageAmount = flDamage;
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if(!(bitsDamageType & DMG_IGNOREARMOR))
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{
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flDamage = AvHPlayerUpgrade::CalculateDamageLessArmor((AvHUser3)this->pev->iuser3, this->pev->iuser4, flDamage, this->pev->armorvalue, bitsDamageType, GetGameRules()->GetNumActiveHives((AvHTeamNumber)this->pev->team));
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}
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else
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{
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int a = 0;
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}
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// Armor.
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// if (pev->armorvalue && !(bitsDamageType & (DMG_FALL | DMG_DROWN)) )// armor doesn't protect against fall or drown damage!
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// {
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// float flNew = flDamage * flRatio;
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//
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// float flArmor;
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//
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// flArmor = (flDamage - flNew) * flBonus;
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//
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// // Does this use more armor than we have?
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// if (flArmor > pev->armorvalue)
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// {
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// 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())//voogru: prevent exploitation of "kill" command.
|
|
return;
|
|
|
|
// have the player kill themself
|
|
float theKillDelay = CVAR_GET_FLOAT(kvKillDelay);
|
|
|
|
#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;
|
|
|
|
//voogru: 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*2 )) != NULL)
|
|
{
|
|
float distance=VectorDistance(pObject->pev->origin, pev->origin);
|
|
|
|
if ( distance < PLAYER_SEARCH_RADIUS || pObject->pev->iuser3 == AVH_USER3_HIVE ) {
|
|
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;
|
|
|
|
// 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 )
|
|
{
|
|
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) )
|
|
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) && (!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
|
|
// puzl: 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; // keep proxy flag sey 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" );
|
|
|
|
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()];
|
|
if ( pItem->iItemSlot() == 1 ) {
|
|
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) //voogru: 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();
|
|
|
|
// tankefugl: HACK force an full curweapon update after each bunch of weaponlists sent
|
|
forceCurWeaponUpdate = true;
|
|
// :tankefugl
|
|
}
|
|
|
|
|
|
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 );
|
|
|