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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/sdk/c_sdk_player.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/sdk/c_sdk_player.cpp')
| -rw-r--r-- | game/client/sdk/c_sdk_player.cpp | 407 |
1 files changed, 407 insertions, 0 deletions
diff --git a/game/client/sdk/c_sdk_player.cpp b/game/client/sdk/c_sdk_player.cpp new file mode 100644 index 0000000..414e4e7 --- /dev/null +++ b/game/client/sdk/c_sdk_player.cpp @@ -0,0 +1,407 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "c_sdk_player.h" +#include "weapon_sdkbase.h" +#include "c_basetempentity.h" + +#if defined( CSDKPlayer ) + #undef CSDKPlayer +#endif + + + + +// -------------------------------------------------------------------------------- // +// Player animation event. Sent to the client when a player fires, jumps, reloads, etc.. +// -------------------------------------------------------------------------------- // + +class C_TEPlayerAnimEvent : public C_BaseTempEntity +{ +public: + DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity ); + DECLARE_CLIENTCLASS(); + + virtual void PostDataUpdate( DataUpdateType_t updateType ) + { + // Create the effect. + C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() ); + if ( pPlayer && !pPlayer->IsDormant() ) + { + pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData ); + } + } + +public: + CNetworkHandle( CBasePlayer, m_hPlayer ); + CNetworkVar( int, m_iEvent ); + CNetworkVar( int, m_nData ); +}; + +IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent ); + +BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent ) + RecvPropEHandle( RECVINFO( m_hPlayer ) ), + RecvPropInt( RECVINFO( m_iEvent ) ), + RecvPropInt( RECVINFO( m_nData ) ) +END_RECV_TABLE() + +BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive ) + RecvPropInt( RECVINFO( m_iShotsFired ) ), +END_RECV_TABLE() + + +IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer ) + RecvPropDataTable( "sdklocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ), + RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), + RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), + RecvPropInt( RECVINFO( m_iThrowGrenadeCounter ) ), + RecvPropEHandle( RECVINFO( m_hRagdoll ) ), +END_RECV_TABLE() + +BEGIN_PREDICTION_DATA( C_SDKPlayer ) + DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ), + DEFINE_PRED_FIELD( m_iShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), +END_PREDICTION_DATA() + +class C_SDKRagdoll : public C_BaseAnimatingOverlay +{ +public: + DECLARE_CLASS( C_SDKRagdoll, C_BaseAnimatingOverlay ); + DECLARE_CLIENTCLASS(); + + C_SDKRagdoll(); + ~C_SDKRagdoll(); + + virtual void OnDataChanged( DataUpdateType_t type ); + + int GetPlayerEntIndex() const; + IRagdoll* GetIRagdoll() const; + + void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ); + +private: + + C_SDKRagdoll( const C_SDKRagdoll & ) {} + + void Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity ); + + void CreateRagdoll(); + + +private: + + EHANDLE m_hPlayer; + CNetworkVector( m_vecRagdollVelocity ); + CNetworkVector( m_vecRagdollOrigin ); +}; + + +IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_SDKRagdoll, DT_SDKRagdoll, CSDKRagdoll ) + RecvPropVector( RECVINFO(m_vecRagdollOrigin) ), + RecvPropEHandle( RECVINFO( m_hPlayer ) ), + RecvPropInt( RECVINFO( m_nModelIndex ) ), + RecvPropInt( RECVINFO(m_nForceBone) ), + RecvPropVector( RECVINFO(m_vecForce) ), + RecvPropVector( RECVINFO( m_vecRagdollVelocity ) ) +END_RECV_TABLE() + + +C_SDKRagdoll::C_SDKRagdoll() +{ +} + +C_SDKRagdoll::~C_SDKRagdoll() +{ + PhysCleanupFrictionSounds( this ); +} + +void C_SDKRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity ) +{ + if ( !pSourceEntity ) + return; + + VarMapping_t *pSrc = pSourceEntity->GetVarMapping(); + VarMapping_t *pDest = GetVarMapping(); + + // Find all the VarMapEntry_t's that represent the same variable. + for ( int i = 0; i < pDest->m_Entries.Count(); i++ ) + { + VarMapEntry_t *pDestEntry = &pDest->m_Entries[i]; + for ( int j=0; j < pSrc->m_Entries.Count(); j++ ) + { + VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j]; + if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(), + pDestEntry->watcher->GetDebugName() ) ) + { + pDestEntry->watcher->Copy( pSrcEntry->watcher ); + break; + } + } + } +} + +void C_SDKRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) +{ + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if( !pPhysicsObject ) + return; + + Vector dir = pTrace->endpos - pTrace->startpos; + + if ( iDamageType == DMG_BLAST ) + { + dir *= 4000; // adjust impact strenght + + // apply force at object mass center + pPhysicsObject->ApplyForceCenter( dir ); + } + else + { + Vector hitpos; + + VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); + VectorNormalize( dir ); + + dir *= 4000; // adjust impact strenght + + // apply force where we hit it + pPhysicsObject->ApplyForceOffset( dir, hitpos ); + } + + m_pRagdoll->ResetRagdollSleepAfterTime(); +} + + +void C_SDKRagdoll::CreateRagdoll() +{ + // First, initialize all our data. If we have the player's entity on our client, + // then we can make ourselves start out exactly where the player is. + C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() ); + + if ( pPlayer && !pPlayer->IsDormant() ) + { + // move my current model instance to the ragdoll's so decals are preserved. + pPlayer->SnatchModelInstance( this ); + + VarMapping_t *varMap = GetVarMapping(); + + // Copy all the interpolated vars from the player entity. + // The entity uses the interpolated history to get bone velocity. + bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer()); + if ( bRemotePlayer ) + { + Interp_Copy( pPlayer ); + + SetAbsAngles( pPlayer->GetRenderAngles() ); + GetRotationInterpolator().Reset(); + + m_flAnimTime = pPlayer->m_flAnimTime; + SetSequence( pPlayer->GetSequence() ); + m_flPlaybackRate = pPlayer->GetPlaybackRate(); + } + else + { + // This is the local player, so set them in a default + // pose and slam their velocity, angles and origin + SetAbsOrigin( m_vecRagdollOrigin ); + + SetAbsAngles( pPlayer->GetRenderAngles() ); + + SetAbsVelocity( m_vecRagdollVelocity ); + + int iSeq = LookupSequence( "walk_lower" ); + if ( iSeq == -1 ) + { + Assert( false ); // missing walk_lower? + iSeq = 0; + } + + SetSequence( iSeq ); // walk_lower, basic pose + SetCycle( 0.0 ); + + Interp_Reset( varMap ); + } + } + else + { + // overwrite network origin so later interpolation will + // use this position + SetNetworkOrigin( m_vecRagdollOrigin ); + + SetAbsOrigin( m_vecRagdollOrigin ); + SetAbsVelocity( m_vecRagdollVelocity ); + + Interp_Reset( GetVarMapping() ); + + } + + SetModelIndex( m_nModelIndex ); + + // Make us a ragdoll.. + m_nRenderFX = kRenderFxRagdoll; + + matrix3x4_t boneDelta0[MAXSTUDIOBONES]; + matrix3x4_t boneDelta1[MAXSTUDIOBONES]; + matrix3x4_t currentBones[MAXSTUDIOBONES]; + const float boneDt = 0.05f; + + if ( pPlayer && !pPlayer->IsDormant() ) + { + pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); + } + else + { + GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); + } + + InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt ); +} + + +void C_SDKRagdoll::OnDataChanged( DataUpdateType_t type ) +{ + BaseClass::OnDataChanged( type ); + + if ( type == DATA_UPDATE_CREATED ) + { + CreateRagdoll(); + } +} + +IRagdoll* C_SDKRagdoll::GetIRagdoll() const +{ + return m_pRagdoll; +} + +C_BaseAnimating * C_SDKPlayer::BecomeRagdollOnClient() +{ + // Let the C_CSRagdoll entity do this. + // m_builtRagdoll = true; + return NULL; +} + + +IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const +{ + if ( m_hRagdoll.Get() ) + { + C_SDKRagdoll *pRagdoll = (C_SDKRagdoll*)m_hRagdoll.Get(); + + return pRagdoll->GetIRagdoll(); + } + else + { + return NULL; + } +} + + + +C_SDKPlayer::C_SDKPlayer() : + m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" ) +{ + m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true ); + + m_angEyeAngles.Init(); + AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR ); +} + + +C_SDKPlayer::~C_SDKPlayer() +{ + m_PlayerAnimState->Release(); +} + + +C_SDKPlayer* C_SDKPlayer::GetLocalSDKPlayer() +{ + return ToSDKPlayer( C_BasePlayer::GetLocalPlayer() ); +} + + +const QAngle& C_SDKPlayer::GetRenderAngles() +{ + if ( IsRagdoll() ) + { + return vec3_angle; + } + else + { + return m_PlayerAnimState->GetRenderAngles(); + } +} + + +void C_SDKPlayer::UpdateClientSideAnimation() +{ + // Update the animation data. It does the local check here so this works when using + // a third-person camera (and we don't have valid player angles). + if ( this == C_SDKPlayer::GetLocalSDKPlayer() ) + m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] ); + else + m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] ); + + BaseClass::UpdateClientSideAnimation(); +} + + +void C_SDKPlayer::PostDataUpdate( DataUpdateType_t updateType ) +{ + // C_BaseEntity assumes we're networking the entity's angles, so pretend that it + // networked the same value we already have. + SetNetworkAngles( GetLocalAngles() ); + + BaseClass::PostDataUpdate( updateType ); +} + +void C_SDKPlayer::OnDataChanged( DataUpdateType_t type ) +{ + BaseClass::OnDataChanged( type ); + + if ( type == DATA_UPDATE_CREATED ) + { + SetNextClientThink( CLIENT_THINK_ALWAYS ); + } + + UpdateVisibility(); +} + + +void C_SDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) +{ + if ( event == PLAYERANIMEVENT_THROW_GRENADE ) + { + // Let the server handle this event. It will update m_iThrowGrenadeCounter and the client will + // pick up the event in CCSPlayerAnimState. + } + else + { + m_PlayerAnimState->DoAnimationEvent( event, nData ); + } +} + +bool C_SDKPlayer::ShouldDraw( void ) +{ + // If we're dead, our ragdoll will be drawn for us instead. + if ( !IsAlive() ) + return false; + + if( GetTeamNumber() == TEAM_SPECTATOR ) + return false; + + if( IsLocalPlayer() && IsRagdoll() ) + return true; + + return BaseClass::ShouldDraw(); +} + +CWeaponSDKBase* C_SDKPlayer::GetActiveSDKWeapon() const +{ + return dynamic_cast< CWeaponSDKBase* >( GetActiveWeapon() ); +}
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