/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "disc_weapon.h" #include "discwar.h" #include "nodes.h" #include "player.h" #include "usercmd.h" #include "entity_state.h" #include "demo_api.h" #include "pm_defs.h" #include "event_api.h" #include "r_efx.h" #include "../hud_iface.h" #include "../com_weapons.h" #include "../demo.h" #include "r_studioint.h" #include "../Ricochet_JumpPads.h" #include "studio.h" #include "com_model.h" // Global engine <-> studio model rendering code interface extern engine_studio_api_t IEngineStudio; extern globalvars_t *gpGlobals; // Pool of client side entities/entvars_t static entvars_t ev[ 32 ]; static int num_ents = 0; // The entity we'll use to represent the local client static CBasePlayer player; // Local version of game .dll global variables ( time, etc. ) static globalvars_t Globals; static CBasePlayerWeapon *g_pWpns[ 32 ]; // For storing predicted sequence and gaitsequence and origin/angles data static int g_rseq = 0, g_gaitseq = 0; static vec3_t g_clorg, g_clang; // HLDM Weapon placeholder entities. CDiscWeapon g_Disc; extern int g_iCannotFire; /* ====================== AlertMessage Print debug messages to console ====================== */ void AlertMessage( ALERT_TYPE atype, char *szFmt, ... ) { va_list argptr; static char string[1024]; va_start (argptr, szFmt); vsprintf (string, szFmt,argptr); va_end (argptr); gEngfuncs.Con_Printf( "cl: " ); gEngfuncs.Con_Printf( string ); } /* ===================== HUD_PrepEntity Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then we set up the m_pPlayer field. ===================== */ void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner ) { memset( &ev[ num_ents ], 0, sizeof( entvars_t ) ); pEntity->pev = &ev[ num_ents++ ]; pEntity->Precache(); pEntity->Spawn(); if ( pWeaponOwner ) { ItemInfo info; ((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner; ((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info ); g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity; } } /* ===================== CBaseEntity :: Killed If weapons code "kills" an entity, just set its effects to EF_NODRAW ===================== */ void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) { pev->effects |= EF_NODRAW; } /* ===================== CBasePlayerWeapon :: DefaultReload ===================== */ BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay ) { #if 0 // FIXME, need to know primary ammo to get this right if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return FALSE; int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); if (j == 0) return FALSE; #endif m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; //!!UNDONE -- reload sound goes here !!! SendWeaponAnim( iAnim ); m_fInReload = TRUE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; return TRUE; } /* ===================== CBasePlayerWeapon :: CanDeploy ===================== */ BOOL CBasePlayerWeapon :: CanDeploy( void ) { BOOL bHasAmmo = 0; if ( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return TRUE; } if ( pszAmmo1() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); } if ( pszAmmo2() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); } if (m_iClip > 0) { bHasAmmo |= 1; } if (!bHasAmmo) { return FALSE; } return TRUE; } /* ===================== CBasePlayerWeapon :: DefaultDeploy ===================== */ BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal ) { if ( !CanDeploy() ) return FALSE; gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); SendWeaponAnim( iAnim ); m_pPlayer->m_flNextAttack = 0.5; m_flTimeWeaponIdle = 1.0; return TRUE; } /* ===================== CBasePlayerWeapon :: PlayEmptySound ===================== */ BOOL CBasePlayerWeapon :: PlayEmptySound( void ) { if (m_iPlayEmptySound) { HUD_PlaySound( "weapons/357_cock1.wav", 0.8 ); m_iPlayEmptySound = 0; return 0; } return 0; } /* ===================== CBasePlayerWeapon :: ResetEmptySound ===================== */ void CBasePlayerWeapon :: ResetEmptySound( void ) { m_iPlayEmptySound = 1; } /* ===================== CBasePlayerWeapon::Holster Put away weapon ===================== */ void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE; // cancel any reload in progress. m_pPlayer->pev->viewmodel = 0; } /* ===================== CBasePlayerWeapon::SendWeaponAnim Animate weapon model ===================== */ void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal ) { m_pPlayer->pev->weaponanim = iAnim; int body = 0; HUD_SendWeaponAnim( iAnim, body, 0 ); } /* ===================== CBasePlayerWeapon::ItemPostFrame Handles weapon firing, reloading, etc. ===================== */ void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0)) { #if 0 // FIXME, need ammo on client to make this work right // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; #else m_iClip += 10; #endif m_fInReload = FALSE; } if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0)) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0)) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } PrimaryAttack(); } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down m_fFireOnEmpty = FALSE; // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 ) { Reload(); return; } WeaponIdle( ); return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } } /* ===================== CBasePlayer::SelectItem Switch weapons ===================== */ void CBasePlayer::SelectItem(const char *pstr) { if (!pstr) return; CBasePlayerItem *pItem = NULL; if (!pItem) return; if (pItem == m_pActiveItem) return; if (m_pActiveItem) m_pActiveItem->Holster( ); m_pLastItem = m_pActiveItem; m_pActiveItem = pItem; if (m_pActiveItem) { m_pActiveItem->Deploy( ); } } /* ===================== CBasePlayer::SelectLastItem ===================== */ void CBasePlayer::SelectLastItem(void) { if (!m_pLastItem) { return; } if ( m_pActiveItem && !m_pActiveItem->CanHolster() ) { return; } if (m_pActiveItem) m_pActiveItem->Holster( ); CBasePlayerItem *pTemp = m_pActiveItem; m_pActiveItem = m_pLastItem; m_pLastItem = pTemp; m_pActiveItem->Deploy( ); } /* ===================== CBasePlayer::Killed ===================== */ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) { // Holster weapon immediately, to allow it to cleanup if (m_pActiveItem) m_pActiveItem->Holster( ); } /* ===================== CBasePlayer::Spawn ===================== */ void CBasePlayer::Spawn( void ) { if (m_pActiveItem) m_pActiveItem->Deploy( ); } /* ===================== UTIL_TraceLine Don't actually trace, but act like the trace didn't hit anything. ===================== */ void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr ) { memset( ptr, 0, sizeof( *ptr ) ); ptr->flFraction = 1.0; } /* ===================== UTIL_ParticleBox For debugging, draw a box around a player made out of particles ===================== */ void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b ) { int i; vec3_t mmin, mmax; for ( i = 0; i < 3; i++ ) { mmin[ i ] = player->pev->origin[ i ] + mins[ i ]; mmax[ i ] = player->pev->origin[ i ] + maxs[ i ]; } gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 ); } /* ===================== UTIL_ParticleBoxes For debugging, draw boxes for other collidable players ===================== */ void UTIL_ParticleBoxes( void ) { int idx; physent_t *pe; cl_entity_t *player; vec3_t mins, maxs; gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); player = gEngfuncs.GetLocalPlayer(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 ); for ( idx = 1; idx < 100; idx++ ) { pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx ); if ( !pe ) break; if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() ) { mins = pe->origin + pe->mins; maxs = pe->origin + pe->maxs; gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 ); } } gEngfuncs.pEventAPI->EV_PopPMStates(); } /* ===================== UTIL_ParticleLine For debugging, draw a line made out of particles ===================== */ void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b ) { gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life ); } /* ===================== CBasePlayerWeapon::PrintState For debugging, print out state variables to log file ===================== */ void CBasePlayerWeapon::PrintState( void ) { COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time ); COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack ); COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack ); COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time); COM_Log( "c:\\hl.log", "%i ", m_iClip ); } /* ===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */ void HUD_InitClientWeapons( void ) { static int initialized = 0; if ( initialized ) return; initialized = 1; // Set up pointer ( dummy object ) gpGlobals = &Globals; // Fill in current time ( probably not needed ) gpGlobals->time = gEngfuncs.GetClientTime(); // Fake functions g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; g_engfuncs.pfnNameForFunction = stub_NameForFunction; g_engfuncs.pfnSetModel = stub_SetModel; g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; // Handled locally g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; g_engfuncs.pfnAlertMessage = AlertMessage; // Pass through to engine g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; // Allocate a slot for the local player HUD_PrepEntity( &player , NULL ); // Allocate slot(s) for each weapon that we are going to be predicting HUD_PrepEntity( &g_Disc , &player ); } /* ============================== LookupSequence Find sequence # of named sequence ============================== */ int LookupSequence( void *pmodel, const char *label ) { studiohdr_t *pstudiohdr; pstudiohdr = (studiohdr_t *)pmodel; if (! pstudiohdr) return 0; mstudioseqdesc_t *pseqdesc; pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); for (int i = 0; i < pstudiohdr->numseq; i++) { if (stricmp( pseqdesc[i].label, label ) == 0) return i; } return -1; } /* ============================== LookupSequence ============================== */ int CBaseAnimating :: LookupSequence ( const char *label ) { cl_entity_t *current; current = gEngfuncs.GetLocalPlayer(); if ( !current || !current->model ) return 0; return ::LookupSequence( (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model ), label ); } /* ============================== GetSequenceInfo ============================== */ void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed ) { studiohdr_t *pstudiohdr; pstudiohdr = (studiohdr_t *)pmodel; if (! pstudiohdr) return; mstudioseqdesc_t *pseqdesc; if (pev->sequence >= pstudiohdr->numseq) { *pflFrameRate = 0.0; *pflGroundSpeed = 0.0; return; } pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence; if (pseqdesc->numframes > 1) { *pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1); *pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] ); *pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1); } else { *pflFrameRate = 256.0; *pflGroundSpeed = 0.0; } } /* ============================== GetSequenceFlags ============================== */ int GetSequenceFlags( void *pmodel, entvars_t *pev ) { studiohdr_t *pstudiohdr; pstudiohdr = (studiohdr_t *)pmodel; if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq ) return 0; mstudioseqdesc_t *pseqdesc; pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence; return pseqdesc->flags; } /* ============================== ResetSequenceInfo ============================== */ void CBaseAnimating :: ResetSequenceInfo ( ) { cl_entity_t *current; current = gEngfuncs.GetLocalPlayer(); if ( !current || !current->model ) return; void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model ); GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed ); m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0); pev->animtime = gpGlobals->time; pev->framerate = 1.0; m_fSequenceFinished = FALSE; m_flLastEventCheck = gpGlobals->time; } /* ============================== UTIL_MakeVectors ============================== */ void UTIL_MakeVectors( const Vector &vecAngles ) { gEngfuncs.pfnAngleVectors ( (float *)&vecAngles, gpGlobals->v_forward, gpGlobals->v_right, gpGlobals->v_up); } /* ============================== GetFallAnimation ============================== */ int CBasePlayer::GetFallAnimation( void ) { Vector vecNormVel = pev->velocity; vecNormVel.Normalize(); int fallAnim; UTIL_MakeVectors( pev->angles ); float flDot = DotProduct( vecNormVel, gpGlobals->v_forward ); float flSideDot = DotProduct( vecNormVel, gpGlobals->v_right ); // Choose a falling animation based upon the velocity vector if ( flDot < -0.6 ) fallAnim = LookupSequence( "fall_b" ); else if ( flSideDot < -0.6 ) fallAnim = LookupSequence( "fall_r" ); else if ( flSideDot > 0.6 ) fallAnim = LookupSequence( "fall_l" ); else fallAnim = LookupSequence( "fall_f" ); return fallAnim; } #define WALK_SPEED 100 // Set the activity based on an event or current state /* ============================== SetAnimation ============================== */ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { int animDesired; float speed; speed = pev->velocity.Length2D(); switch (playerAnim) { case PLAYER_JUMP: m_IdealActivity = ACT_HOP; break; case PLAYER_SUPERJUMP: m_IdealActivity = ACT_LEAP; break; case PLAYER_ATTACK1: m_IdealActivity = ACT_BASE_THROW; break; case PLAYER_FALL: m_IdealActivity = ACT_FALL; break; case PLAYER_IDLE: case PLAYER_WALK: if ( !FBitSet( pev->flags, FL_ONGROUND ) && (m_Activity == ACT_HOP) ) // Still jumping { m_IdealActivity = m_Activity; } else { m_IdealActivity = ACT_BASE_WALK; } break; } Vector vecNormVel; float flDot, flSideDot, flVelDot; bool bInReverse; int iFrame; // Decide which sequence to play based upon the activity switch (m_IdealActivity) { case ACT_DIEFORWARD: case ACT_FALL: default: if ( m_Activity == m_IdealActivity) return; m_Activity = ACT_FALL; animDesired = GetFallAnimation(); // Already using the desired animation? if (pev->sequence == animDesired) return; pev->gaitsequence = 0; pev->sequence = animDesired; pev->frame = 0; ResetSequenceInfo( ); return; case ACT_LEAP: UTIL_MakeVectors( pev->angles ); vecNormVel = pev->velocity; vecNormVel.Normalize(); flDot = DotProduct( vecNormVel, gpGlobals->v_forward ); if ( flDot < -0.6 ) { // Use non-blended backflip animDesired = LookupSequence( "backflip" ); m_Activity = m_IdealActivity; pev->gaitsequence = 0; pev->sequence = animDesired; pev->frame = 0; ResetSequenceInfo( ); return; } else { // Use blended longjump animDesired = LookupSequence( "longjump" ); m_Activity = ACT_LEAP; pev->gaitsequence = animDesired; pev->sequence = animDesired; pev->frame = 0; ResetSequenceInfo( ); return; } break; case ACT_DIE_HEADSHOT: animDesired = LookupSequence( "die_simple" ); m_Activity = m_IdealActivity; pev->gaitsequence = 0; pev->sequence = animDesired; pev->frame = 0; ResetSequenceInfo( ); return; case ACT_HOP: iFrame = pev->frame / 18; if ( iFrame >= 2 && iFrame <= 11 ) animDesired = LookupSequence( "jump" ); else animDesired = LookupSequence( "jumpl" ); // Already using the desired animation? if (pev->sequence == animDesired) return; pev->sequence = animDesired; pev->frame = 0; ResetSequenceInfo( ); return; case ACT_BASE_THROW: // No throw animation during backflip if ( pev->sequence == LookupSequence( "backflip" ) ) return; // If we're in the air, we need to use the blended longjump throw if ( pev->sequence == LookupSequence( "longjump" ) ) { // Use blended longjump animDesired = LookupSequence( "longjump_throw" ); m_Activity = ACT_FLINCH_CLOCKWISE; pev->gaitsequence = animDesired; pev->sequence = animDesired; pev->frame = 0; ResetSequenceInfo( ); return; } animDesired = GetThrowAnim(); m_Activity = m_IdealActivity; m_flThrowTime = 0.25; break; case ACT_BASE_WALK: UTIL_MakeVectors( pev->angles ); bInReverse = ( pev->sequence == LookupSequence("base_reverse") ); vecNormVel = pev->velocity; vecNormVel.Normalize(); flDot = DotProduct( vecNormVel, gpGlobals->v_forward ); flSideDot = DotProduct( vecNormVel, gpGlobals->v_right ); flVelDot = DotProduct( m_vecOldVelocity, vecNormVel ); if ( ( m_flBackupTime <= 0 ) && (m_Activity != ACT_BASE_THROW) || m_fSequenceFinished ) { if ( speed == 0 ) { animDesired = LookupSequence( "base_stand" ); } else if ( flDot < -0.6 ) { animDesired = LookupSequence( "base_backup" ); } else if ( ( flVelDot <= 0 ) && ( flDot <= 0.6 ) ) { animDesired = LookupSequence( "base_reverse" ); m_flBackupTime = 0.7; pev->effects |= EF_NOINTERP; } else { if ( speed > WALK_SPEED ) animDesired = LookupSequence( "base_run" ); else animDesired = LookupSequence( "base_walk" ); } if (animDesired == -1) { animDesired = 0; } m_Activity = ACT_BASE_WALK; } else if ( bInReverse ) { // Don't play the backup run if we're still in the backup run if ( DotProduct( m_vecOldVelocity, vecNormVel ) < 0 ) { m_flBackupTime = 0; if ( speed > WALK_SPEED ) animDesired = LookupSequence( "base_run" ); else animDesired = LookupSequence( "base_walk" ); pev->effects |= EF_NOINTERP; } else { animDesired = pev->sequence; } } else { animDesired = pev->sequence; } break; } // Set gait animation if ( m_flBackupTime > 0 ) { pev->gaitsequence = LookupSequence( "base_backup" ); } else { if ( speed > WALK_SPEED ) { pev->gaitsequence = LookupSequence( "base_run" ); } else if (speed > 0) { pev->gaitsequence = LookupSequence( "base_walk" ); } } // Idle? if (speed <= 0) { pev->gaitsequence = LookupSequence( "base_stand" ); } // Already using the desired animation? if (pev->sequence == animDesired) return; // Reset to first frame of desired animation pev->sequence = animDesired; pev->frame = 0; ResetSequenceInfo( ); } int CBasePlayer::GetThrowAnim( void ) { int throwAnim; if ( pev->velocity.Length2D() == 0 ) throwAnim = LookupSequence( "base_stand_throw" ); else throwAnim = LookupSequence( "base_throw" ); return throwAnim; } int CBasePlayer::GetHoldAnim( void ) { int holdAnim; // Choose hold anim based upon powerups. // Multiple Powerups can be had, in which case the one considered more dangerous has the animation. if ( m_iPowerups & POW_TRIPLE ) holdAnim = LookupSequence( "triple_ready" ); else if ( m_iPowerups & POW_FAST ) holdAnim = LookupSequence( "kill_ready" ); else if ( m_iPowerups & POW_HARD ) holdAnim = LookupSequence( "hard_ready" ); else if ( m_iPowerups & POW_FREEZE ) holdAnim = LookupSequence( "freeze_ready" ); else holdAnim = LookupSequence( "base_ready" ); return holdAnim; } /* ============================== PostThink ============================== */ void CBasePlayer::PostThink() { if ( !g_runfuncs ) return; // select the proper animation for the player character if ( !CL_IsDead() && (m_flTouchedByJumpPad < gpGlobals->time) ) { 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 ); } if ( !CL_IsDead() && ( m_flThrowTime <= 0.0 ) ) { m_Activity = ACT_BASE_WALK; m_flThrowTime = 0.0; if (!pev->velocity.x && !pev->velocity.y) { SetAnimation( PLAYER_IDLE ); } else { SetAnimation( PLAYER_WALK ); } } // Store old velocity for use in backpedalling animations m_vecOldVelocity = pev->velocity; m_vecOldVelocity.Normalize(); } /* ===================== HUD_WeaponsPostThink Run Weapon firing code on client ===================== */ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed ) { int i; int buttonsChanged; CBasePlayerWeapon *pWeapon = NULL; CBasePlayerWeapon *pCurrent; weapon_data_t nulldata, *pfrom, *pto; static int lasthealth; memset( &nulldata, 0, sizeof( nulldata ) ); HUD_InitClientWeapons(); // Get current clock gpGlobals->time = time; // Fill in data based on selected weapon // FIXME, make this a method in each weapon? where you pass in an entity_state_t *? switch ( from->client.m_iId ) { case WEAPON_DISC: pWeapon = &g_Disc; break; } // We are not predicting the current weapon, just bow out here. if ( !pWeapon ) return; for ( i = 0; i < 32; i++ ) { pCurrent = g_pWpns[ i ]; if ( !pCurrent ) { continue; } pfrom = &from->weapondata[ i ]; pCurrent->m_fInReload = pfrom->m_fInReload; pCurrent->m_iClip = pfrom->m_iClip; pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack; pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack; pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle; // Ricochet uses m_iClip to transmit current/primary ammo to client if ( pWeapon == pCurrent ) { player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType] = pfrom->m_iClip; } } // For random weapon events, use this seed to seed random # generator player.random_seed = random_seed; // Get old buttons from previous state. player.m_afButtonLast = from->playerstate.oldbuttons; // Which buttsons chave changed buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame // Debounced button codes for pressed/released // The changed ones still down are "pressed" player.m_afButtonPressed = buttonsChanged & cmd->buttons; // The ones not down are "released" player.m_afButtonReleased = buttonsChanged & (~cmd->buttons); // Set player variables that weapons code might check/alter player.pev->button = cmd->buttons; player.pev->velocity = from->client.velocity; player.pev->flags = from->client.flags; player.pev->deadflag = from->client.deadflag; player.pev->waterlevel = from->client.waterlevel; player.pev->maxspeed = from->client.maxspeed; player.pev->fov = from->client.fov; player.pev->weaponanim = from->client.weaponanim; player.pev->viewmodel = from->client.viewmodel; player.m_flNextAttack = from->client.m_flNextAttack; player.m_flBackupTime = from->client.fuser1; player.m_Activity = (Activity)(int)from->client.fuser2; player.m_flThrowTime = from->client.fuser3; player.m_vecOldVelocity = from->client.vuser1; player.pev->sequence = from->playerstate.sequence; player.pev->gaitsequence = from->playerstate.gaitsequence; player.pev->angles = from->playerstate.angles; // Point to current weapon object if ( from->client.m_iId ) { player.m_pActiveItem = g_pWpns[ from->client.m_iId ]; } // Store pointer to our destination entity_state_t so we can get our origin, etc. from it // for setting up events on the client g_finalstate = to; // Don't go firing anything if we have died. // Or if we don't have a weapon model deployed if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() && player.pev->viewmodel ) { if ( player.m_flNextAttack <= 0 ) { pWeapon->ItemPostFrame(); } } // If we are running events/etc. go ahead and see if we // managed to die between last frame and this one // If so, run the appropriate player killed or spawn function if ( g_runfuncs ) { if ( to->client.health <= 0 && lasthealth > 0 ) { player.Killed( NULL, 0 ); } else if ( to->client.health > 0 && lasthealth <= 0 ) { player.Spawn(); } lasthealth = to->client.health; } // Fix up animations, etc. player.PostThink(); // Assume that we are not going to switch weapons to->client.m_iId = from->client.m_iId; // Now see if we issued a changeweapon command ( and we're not dead ) if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) ) { // Switched to a different weapon? if ( from->weapondata[ cmd->weaponselect ].m_iId == cmd->weaponselect ) { CBasePlayerWeapon *pNew = g_pWpns[ cmd->weaponselect ]; if ( pNew && ( pNew != pWeapon ) ) { // Put away old weapon if (player.m_pActiveItem) player.m_pActiveItem->Holster( ); player.m_pLastItem = player.m_pActiveItem; player.m_pActiveItem = pNew; // Deploy new weapon if (player.m_pActiveItem) { player.m_pActiveItem->Deploy( ); } // Update weapon id so we can predict things correctly. to->client.m_iId = cmd->weaponselect; } } } // Copy in results of predcition code to->client.viewmodel = player.pev->viewmodel; to->client.fov = player.pev->fov; to->client.weaponanim = player.pev->weaponanim; to->client.m_flNextAttack = player.m_flNextAttack; to->client.maxspeed = player.pev->maxspeed; to->client.fuser1 = player.m_flBackupTime; to->client.fuser2 = (float)(int)player.m_Activity; to->client.fuser3 = player.m_flThrowTime; to->client.vuser1 = player.m_vecOldVelocity; to->playerstate.sequence = player.pev->sequence; to->playerstate.gaitsequence = player.pev->gaitsequence; // Make sure that weapon animation matches what the game .dll is telling us // over the wire ( fixes some animation glitches ) if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) ) { int body = 2; // Force a fixed anim down to viewmodel HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); } for ( i = 0; i < 32; i++ ) { pCurrent = g_pWpns[ i ]; pto = &to->weapondata[ i ]; if ( !pCurrent ) { memset( pto, 0, sizeof( weapon_data_t ) ); continue; } pto->m_fInReload = pCurrent->m_fInReload; pto->m_iClip = pCurrent->m_iClip; pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack; pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack; pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle; // Decrement weapon counters, server does this at same time ( during post think, after doing everything else ) pto->m_flNextReload -= cmd->msec / 1000.0; pto->m_fNextAimBonus -= cmd->msec / 1000.0; pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0; pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0; pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0; if ( pto->m_flPumpTime != -9999 ) { pto->m_flPumpTime -= cmd->msec / 1000.0; if ( pto->m_flPumpTime < -0.001 ) pto->m_flPumpTime = -0.001; } if ( pto->m_fNextAimBonus < -1.0 ) { pto->m_fNextAimBonus = -1.0; } if ( pto->m_flNextPrimaryAttack < -1.0 ) { pto->m_flNextPrimaryAttack = -1.0; } if ( pto->m_flNextSecondaryAttack < -0.001 ) { pto->m_flNextSecondaryAttack = -0.001; } if ( pto->m_flTimeWeaponIdle < -0.001 ) { pto->m_flTimeWeaponIdle = -0.001; } if ( pto->m_flNextReload < -0.001 ) { pto->m_flNextReload = -0.001; } } // m_flNextAttack is now part of the weapons, but is part of the player instead to->client.m_flNextAttack -= cmd->msec / 1000.0; if ( to->client.m_flNextAttack < -0.001 ) { to->client.m_flNextAttack = -0.001; } to->client.fuser1 -= cmd->msec / 1000.0; if ( to->client.fuser1 < -0.001 ) { to->client.fuser1 = -0.001; } to->client.fuser3 -= cmd->msec / 1000.0; if ( to->client.fuser3 < -0.001 ) { to->client.fuser3 = -0.001; } // Wipe it so we can't use it after this frame g_finalstate = NULL; } /* ============================== Ricochet_GetSequence ============================== */ void Ricochet_GetSequence( int *seq, int *gaitseq ) { *seq = g_rseq; *gaitseq = g_gaitseq; } /* ============================== Ricochet_SetSequence ============================== */ void Ricochet_SetSequence( int seq, int gaitseq ) { g_rseq = seq; g_gaitseq = gaitseq; } /* ============================== Ricochet_SetOrientation ============================== */ void Ricochet_SetOrientation( vec3_t o, vec3_t a ) { g_clorg = o; g_clang = a; } /* ============================== Ricochet_GetOrientation ============================== */ void Ricochet_GetOrientation( float *o, float *a ) { int i; for ( i = 0; i < 3; i++ ) { o[ i ] = g_clorg[ i ]; a[ i ] = g_clang[ i ]; } } /* ===================== HUD_PostRunCmd Client calls this during prediction, after it has moved the player and updated any info changed into to-> time is the current client clock based on prediction cmd is the command that caused the movement, etc runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should be ignored ===================== */ void EXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed ) { g_runfuncs = runfuncs; // We'll always do prediction of disc throwing if ( cl_lw && cl_lw->value ) { // Allowed to fire? if ( g_iCannotFire == FALSE ) HUD_WeaponsPostThink( from, to, cmd, time, random_seed ); } else { to->client.fov = g_lastFOV; } // Store of final sequence, etc. for client side animation if ( g_runfuncs ) { Ricochet_SetSequence( to->playerstate.sequence, to->playerstate.gaitsequence ); Ricochet_SetOrientation( to->playerstate.origin, cmd->viewangles ); } // See if we stepped on a jump pad Ricochet_CheckJumpPads( from, to ); // All games can use FOV state g_lastFOV = to->client.fov; }