summaryrefslogtreecommitdiff
path: root/game/client/sdk/c_sdk_player.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/sdk/c_sdk_player.cpp
downloadarchived-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.cpp407
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() );
+} \ No newline at end of file