diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/movehelper_client.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/movehelper_client.cpp')
| -rw-r--r-- | mp/src/game/client/movehelper_client.cpp | 560 |
1 files changed, 280 insertions, 280 deletions
diff --git a/mp/src/game/client/movehelper_client.cpp b/mp/src/game/client/movehelper_client.cpp index 2fe6f87c..35cc660f 100644 --- a/mp/src/game/client/movehelper_client.cpp +++ b/mp/src/game/client/movehelper_client.cpp @@ -1,281 +1,281 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include <stdarg.h>
-#include "engine/IEngineSound.h"
-#include "filesystem.h"
-#include "igamemovement.h"
-#include "engine/IEngineTrace.h"
-#include "engine/ivmodelinfo.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-extern CMoveData *g_pMoveData;
-
-class CMoveHelperClient : public IMoveHelper
-{
-public:
- CMoveHelperClient( void );
- virtual ~CMoveHelperClient( void );
-
- char const* GetName( EntityHandle_t handle ) const;
-
- // touch lists
- virtual void ResetTouchList( void );
- virtual bool AddToTouched( const trace_t& tr, const Vector& impactvelocity );
- virtual void ProcessImpacts( void );
-
- // Numbered line printf
- virtual void Con_NPrintf( int idx, char const* fmt, ... );
-
- virtual bool PlayerFallingDamage(void);
- virtual void PlayerSetAnimation( PLAYER_ANIM eAnim );
-
- // These have separate server vs client impementations
- virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch );
- virtual void StartSound( const Vector& origin, const char *soundname );
- virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
- virtual IPhysicsSurfaceProps *GetSurfaceProps( void );
-
- virtual bool IsWorldEntity( const CBaseHandle &handle );
-
-private:
- // results, tallied on client and server, but only used by server to run SV_Impact.
- // we store off our velocity in the trace_t structure so that we can determine results
- // of shoving boxes etc. around.
- struct touchlist_t
- {
- Vector deltavelocity;
- trace_t trace;
-
- touchlist_t() {}
-
- private:
- touchlist_t( const touchlist_t &src );
- };
-
- CUtlVector<touchlist_t> m_TouchList;
-};
-
-//-----------------------------------------------------------------------------
-// Singleton
-//-----------------------------------------------------------------------------
-
-IMPLEMENT_MOVEHELPER();
-
-static CMoveHelperClient s_MoveHelperClient;
-
-
-//-----------------------------------------------------------------------------
-// Constructor
-//-----------------------------------------------------------------------------
-CMoveHelperClient::CMoveHelperClient( void )
-{
- SetSingleton( this );
-}
-
-CMoveHelperClient::~CMoveHelperClient( void )
-{
- SetSingleton( 0 );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : const char
-//-----------------------------------------------------------------------------
-char const* CMoveHelperClient::GetName( EntityHandle_t handle ) const
-{
- return "";
-}
-
-//-----------------------------------------------------------------------------
-// Touch list
-//-----------------------------------------------------------------------------
-
-void CMoveHelperClient::ResetTouchList( void )
-{
- m_TouchList.RemoveAll();
-}
-
-//-----------------------------------------------------------------------------
-// Adds to the touched list
-//-----------------------------------------------------------------------------
-
-bool CMoveHelperClient::AddToTouched( const trace_t& tr, const Vector& impactvelocity )
-{
- int i;
-
- // Look for duplicates
- for (i = 0; i < m_TouchList.Size(); i++)
- {
- if (m_TouchList[i].trace.m_pEnt == tr.m_pEnt)
- {
- return false;
- }
- }
-
- i = m_TouchList.AddToTail();
- m_TouchList[i].trace = tr;
- VectorCopy( impactvelocity, m_TouchList[i].deltavelocity );
-
- return true;
-}
-
-void CMoveHelperClient::ProcessImpacts( void )
-{
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( !pPlayer )
- return;
-
- // Relink in order to build absorigin and absmin/max to reflect any changes
- // from prediction. Relink will early out on SOLID_NOT
-
- // TODO: Touch triggers on the client
- //pPlayer->PhysicsTouchTriggers();
-
- // Don't bother if the player ain't solid
- if ( pPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
- return;
-
- // Save off the velocity, cause we need to temporarily reset it
- Vector vel = pPlayer->GetAbsVelocity();
-
- // Touch other objects that were intersected during the movement.
- for (int i = 0 ; i < m_TouchList.Size(); i++)
- {
- // Run the impact function as if we had run it during movement.
- C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() );
- if ( !entity )
- continue;
-
- Assert( entity != pPlayer );
- // Don't ever collide with self!!!!
- if ( entity == pPlayer )
- continue;
-
- // Reconstruct trace results.
- m_TouchList[i].trace.m_pEnt = entity;
-
- // Use the velocity we had when we collided, so boxes will move, etc.
- pPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );
-
- entity->PhysicsImpact( pPlayer, m_TouchList[i].trace );
- }
-
- // Restore the velocity
- pPlayer->SetAbsVelocity( vel );
-
- // So no stuff is ever left over, sigh...
- ResetTouchList();
-}
-
-void CMoveHelperClient::StartSound( const Vector& origin, const char *soundname )
-{
- if ( !soundname )
- return;
-
- CLocalPlayerFilter filter;
- filter.UsePredictionRules();
- C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, soundname, &origin );
-}
-
-
-//-----------------------------------------------------------------------------
-// Play a sound
-//-----------------------------------------------------------------------------
-
-void CMoveHelperClient::StartSound( const Vector& origin, int channel,
- char const* pSample, float volume, soundlevel_t soundlevel, int fFlags, int pitch )
-{
- if ( pSample )
- {
- C_BaseEntity::PrecacheScriptSound( pSample );
- CLocalPlayerFilter filter;
- filter.UsePredictionRules();
-
- EmitSound_t ep;
- ep.m_nChannel = channel;
- ep.m_pSoundName = pSample;
- ep.m_flVolume = volume;
- ep.m_SoundLevel = soundlevel;
- ep.m_nPitch = pitch;
- ep.m_pOrigin = &origin;
-
- C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, ep );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Play a event
-//-----------------------------------------------------------------------------
-
-void CMoveHelperClient::PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
-{
- // TODO
- if (g_pMoveData->m_bFirstRunOfFunctions )
- {
- }
-}
-
-//-----------------------------------------------------------------------------
-// Surface properties interface
-//-----------------------------------------------------------------------------
-
-IPhysicsSurfaceProps *CMoveHelperClient::GetSurfaceProps( void )
-{
- extern IPhysicsSurfaceProps *physprops;
- return physprops;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : bDeveloper -
-// *pFormat -
-// ... -
-//-----------------------------------------------------------------------------
-void CMoveHelperClient::Con_NPrintf( int idx, char const* pFormat, ...)
-{
- va_list marker;
- char msg[8192];
-
- va_start(marker, pFormat);
- Q_vsnprintf(msg, sizeof( msg ), pFormat, marker);
- va_end(marker);
-
-#if defined( CSTRIKE_DLL ) || defined( DOD_DLL ) // reltodo
- engine->Con_NPrintf( idx, "%s", msg );
-#else
- engine->Con_NPrintf( idx, msg );
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called when the player falls onto a surface fast enough to take
-// damage, according to the rules in CGameMovement::CheckFalling.
-// Output : Returns true if the player survived the fall, false if they died.
-//-----------------------------------------------------------------------------
-bool CMoveHelperClient::PlayerFallingDamage(void)
-{
- // Do nothing; falling damage is applied in MoveHelper_Server::PlayerFallingDamage.
- return(true);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Sets an animation in the player.
-// Input : eAnim - Animation to set.
-//-----------------------------------------------------------------------------
-void CMoveHelperClient::PlayerSetAnimation( PLAYER_ANIM eAnim )
-{
- // Do nothing on the client. Animations are set on the server.
-}
-
-bool CMoveHelperClient::IsWorldEntity( const CBaseHandle &handle )
-{
- return handle == cl_entitylist->GetNetworkableHandle( 0 );
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include <stdarg.h> +#include "engine/IEngineSound.h" +#include "filesystem.h" +#include "igamemovement.h" +#include "engine/IEngineTrace.h" +#include "engine/ivmodelinfo.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern CMoveData *g_pMoveData; + +class CMoveHelperClient : public IMoveHelper +{ +public: + CMoveHelperClient( void ); + virtual ~CMoveHelperClient( void ); + + char const* GetName( EntityHandle_t handle ) const; + + // touch lists + virtual void ResetTouchList( void ); + virtual bool AddToTouched( const trace_t& tr, const Vector& impactvelocity ); + virtual void ProcessImpacts( void ); + + // Numbered line printf + virtual void Con_NPrintf( int idx, char const* fmt, ... ); + + virtual bool PlayerFallingDamage(void); + virtual void PlayerSetAnimation( PLAYER_ANIM eAnim ); + + // These have separate server vs client impementations + virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch ); + virtual void StartSound( const Vector& origin, const char *soundname ); + virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); + virtual IPhysicsSurfaceProps *GetSurfaceProps( void ); + + virtual bool IsWorldEntity( const CBaseHandle &handle ); + +private: + // results, tallied on client and server, but only used by server to run SV_Impact. + // we store off our velocity in the trace_t structure so that we can determine results + // of shoving boxes etc. around. + struct touchlist_t + { + Vector deltavelocity; + trace_t trace; + + touchlist_t() {} + + private: + touchlist_t( const touchlist_t &src ); + }; + + CUtlVector<touchlist_t> m_TouchList; +}; + +//----------------------------------------------------------------------------- +// Singleton +//----------------------------------------------------------------------------- + +IMPLEMENT_MOVEHELPER(); + +static CMoveHelperClient s_MoveHelperClient; + + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CMoveHelperClient::CMoveHelperClient( void ) +{ + SetSingleton( this ); +} + +CMoveHelperClient::~CMoveHelperClient( void ) +{ + SetSingleton( 0 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : const char +//----------------------------------------------------------------------------- +char const* CMoveHelperClient::GetName( EntityHandle_t handle ) const +{ + return ""; +} + +//----------------------------------------------------------------------------- +// Touch list +//----------------------------------------------------------------------------- + +void CMoveHelperClient::ResetTouchList( void ) +{ + m_TouchList.RemoveAll(); +} + +//----------------------------------------------------------------------------- +// Adds to the touched list +//----------------------------------------------------------------------------- + +bool CMoveHelperClient::AddToTouched( const trace_t& tr, const Vector& impactvelocity ) +{ + int i; + + // Look for duplicates + for (i = 0; i < m_TouchList.Size(); i++) + { + if (m_TouchList[i].trace.m_pEnt == tr.m_pEnt) + { + return false; + } + } + + i = m_TouchList.AddToTail(); + m_TouchList[i].trace = tr; + VectorCopy( impactvelocity, m_TouchList[i].deltavelocity ); + + return true; +} + +void CMoveHelperClient::ProcessImpacts( void ) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // Relink in order to build absorigin and absmin/max to reflect any changes + // from prediction. Relink will early out on SOLID_NOT + + // TODO: Touch triggers on the client + //pPlayer->PhysicsTouchTriggers(); + + // Don't bother if the player ain't solid + if ( pPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) ) + return; + + // Save off the velocity, cause we need to temporarily reset it + Vector vel = pPlayer->GetAbsVelocity(); + + // Touch other objects that were intersected during the movement. + for (int i = 0 ; i < m_TouchList.Size(); i++) + { + // Run the impact function as if we had run it during movement. + C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() ); + if ( !entity ) + continue; + + Assert( entity != pPlayer ); + // Don't ever collide with self!!!! + if ( entity == pPlayer ) + continue; + + // Reconstruct trace results. + m_TouchList[i].trace.m_pEnt = entity; + + // Use the velocity we had when we collided, so boxes will move, etc. + pPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity ); + + entity->PhysicsImpact( pPlayer, m_TouchList[i].trace ); + } + + // Restore the velocity + pPlayer->SetAbsVelocity( vel ); + + // So no stuff is ever left over, sigh... + ResetTouchList(); +} + +void CMoveHelperClient::StartSound( const Vector& origin, const char *soundname ) +{ + if ( !soundname ) + return; + + CLocalPlayerFilter filter; + filter.UsePredictionRules(); + C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, soundname, &origin ); +} + + +//----------------------------------------------------------------------------- +// Play a sound +//----------------------------------------------------------------------------- + +void CMoveHelperClient::StartSound( const Vector& origin, int channel, + char const* pSample, float volume, soundlevel_t soundlevel, int fFlags, int pitch ) +{ + if ( pSample ) + { + C_BaseEntity::PrecacheScriptSound( pSample ); + CLocalPlayerFilter filter; + filter.UsePredictionRules(); + + EmitSound_t ep; + ep.m_nChannel = channel; + ep.m_pSoundName = pSample; + ep.m_flVolume = volume; + ep.m_SoundLevel = soundlevel; + ep.m_nPitch = pitch; + ep.m_pOrigin = &origin; + + C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, ep ); + } +} + +//----------------------------------------------------------------------------- +// Play a event +//----------------------------------------------------------------------------- + +void CMoveHelperClient::PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ) +{ + // TODO + if (g_pMoveData->m_bFirstRunOfFunctions ) + { + } +} + +//----------------------------------------------------------------------------- +// Surface properties interface +//----------------------------------------------------------------------------- + +IPhysicsSurfaceProps *CMoveHelperClient::GetSurfaceProps( void ) +{ + extern IPhysicsSurfaceProps *physprops; + return physprops; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : bDeveloper - +// *pFormat - +// ... - +//----------------------------------------------------------------------------- +void CMoveHelperClient::Con_NPrintf( int idx, char const* pFormat, ...) +{ + va_list marker; + char msg[8192]; + + va_start(marker, pFormat); + Q_vsnprintf(msg, sizeof( msg ), pFormat, marker); + va_end(marker); + +#if defined( CSTRIKE_DLL ) || defined( DOD_DLL ) // reltodo + engine->Con_NPrintf( idx, "%s", msg ); +#else + engine->Con_NPrintf( idx, msg ); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Called when the player falls onto a surface fast enough to take +// damage, according to the rules in CGameMovement::CheckFalling. +// Output : Returns true if the player survived the fall, false if they died. +//----------------------------------------------------------------------------- +bool CMoveHelperClient::PlayerFallingDamage(void) +{ + // Do nothing; falling damage is applied in MoveHelper_Server::PlayerFallingDamage. + return(true); +} + + +//----------------------------------------------------------------------------- +// Purpose: Sets an animation in the player. +// Input : eAnim - Animation to set. +//----------------------------------------------------------------------------- +void CMoveHelperClient::PlayerSetAnimation( PLAYER_ANIM eAnim ) +{ + // Do nothing on the client. Animations are set on the server. +} + +bool CMoveHelperClient::IsWorldEntity( const CBaseHandle &handle ) +{ + return handle == cl_entitylist->GetNetworkableHandle( 0 ); }
\ No newline at end of file |