diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2mp/hl2mp_player.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2mp/hl2mp_player.cpp')
| -rw-r--r-- | mp/src/game/server/hl2mp/hl2mp_player.cpp | 1629 |
1 files changed, 1629 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2mp/hl2mp_player.cpp b/mp/src/game/server/hl2mp/hl2mp_player.cpp new file mode 100644 index 00000000..fa828031 --- /dev/null +++ b/mp/src/game/server/hl2mp/hl2mp_player.cpp @@ -0,0 +1,1629 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Player for HL2.
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_hl2mpbasehlmpcombatweapon.h"
+#include "hl2mp_player.h"
+#include "globalstate.h"
+#include "game.h"
+#include "gamerules.h"
+#include "hl2mp_player_shared.h"
+#include "predicted_viewmodel.h"
+#include "in_buttons.h"
+#include "hl2mp_gamerules.h"
+#include "KeyValues.h"
+#include "team.h"
+#include "weapon_hl2mpbase.h"
+#include "grenade_satchel.h"
+#include "eventqueue.h"
+#include "gamestats.h"
+
+#include "engine/IEngineSound.h"
+#include "SoundEmitterSystem/isoundemittersystembase.h"
+
+#include "ilagcompensationmanager.h"
+
+int g_iLastCitizenModel = 0;
+int g_iLastCombineModel = 0;
+
+CBaseEntity *g_pLastCombineSpawn = NULL;
+CBaseEntity *g_pLastRebelSpawn = NULL;
+extern CBaseEntity *g_pLastSpawn;
+
+#define HL2MP_COMMAND_MAX_RATE 0.3
+
+void DropPrimedFragGrenade( CHL2MP_Player *pPlayer, CBaseCombatWeapon *pGrenade );
+
+LINK_ENTITY_TO_CLASS( player, CHL2MP_Player );
+
+LINK_ENTITY_TO_CLASS( info_player_combine, CPointEntity );
+LINK_ENTITY_TO_CLASS( info_player_rebel, CPointEntity );
+
+IMPLEMENT_SERVERCLASS_ST(CHL2MP_Player, DT_HL2MP_Player)
+ SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11, SPROP_CHANGES_OFTEN ),
+ SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11, SPROP_CHANGES_OFTEN ),
+ SendPropEHandle( SENDINFO( m_hRagdoll ) ),
+ SendPropInt( SENDINFO( m_iSpawnInterpCounter), 4 ),
+ SendPropInt( SENDINFO( m_iPlayerSoundType), 3 ),
+
+ SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
+ SendPropExclude( "DT_BaseFlex", "m_viewtarget" ),
+
+// SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
+// SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
+
+END_SEND_TABLE()
+
+BEGIN_DATADESC( CHL2MP_Player )
+END_DATADESC()
+
+const char *g_ppszRandomCitizenModels[] =
+{
+ "models/humans/group03/male_01.mdl",
+ "models/humans/group03/male_02.mdl",
+ "models/humans/group03/female_01.mdl",
+ "models/humans/group03/male_03.mdl",
+ "models/humans/group03/female_02.mdl",
+ "models/humans/group03/male_04.mdl",
+ "models/humans/group03/female_03.mdl",
+ "models/humans/group03/male_05.mdl",
+ "models/humans/group03/female_04.mdl",
+ "models/humans/group03/male_06.mdl",
+ "models/humans/group03/female_06.mdl",
+ "models/humans/group03/male_07.mdl",
+ "models/humans/group03/female_07.mdl",
+ "models/humans/group03/male_08.mdl",
+ "models/humans/group03/male_09.mdl",
+};
+
+const char *g_ppszRandomCombineModels[] =
+{
+ "models/combine_soldier.mdl",
+ "models/combine_soldier_prisonguard.mdl",
+ "models/combine_super_soldier.mdl",
+ "models/police.mdl",
+};
+
+
+#define MAX_COMBINE_MODELS 4
+#define MODEL_CHANGE_INTERVAL 5.0f
+#define TEAM_CHANGE_INTERVAL 5.0f
+
+#define HL2MPPLAYER_PHYSDAMAGE_SCALE 4.0f
+
+#pragma warning( disable : 4355 )
+
+CHL2MP_Player::CHL2MP_Player() : m_PlayerAnimState( this )
+{
+ m_angEyeAngles.Init();
+
+ m_iLastWeaponFireUsercmd = 0;
+
+ m_flNextModelChangeTime = 0.0f;
+ m_flNextTeamChangeTime = 0.0f;
+
+ m_iSpawnInterpCounter = 0;
+
+ m_bEnterObserver = false;
+ m_bReady = false;
+
+ BaseClass::ChangeTeam( 0 );
+
+// UseClientSideAnimation();
+}
+
+CHL2MP_Player::~CHL2MP_Player( void )
+{
+
+}
+
+void CHL2MP_Player::UpdateOnRemove( void )
+{
+ if ( m_hRagdoll )
+ {
+ UTIL_RemoveImmediate( m_hRagdoll );
+ m_hRagdoll = NULL;
+ }
+
+ BaseClass::UpdateOnRemove();
+}
+
+void CHL2MP_Player::Precache( void )
+{
+ BaseClass::Precache();
+
+ PrecacheModel ( "sprites/glow01.vmt" );
+
+ //Precache Citizen models
+ int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
+ int i;
+
+ for ( i = 0; i < nHeads; ++i )
+ PrecacheModel( g_ppszRandomCitizenModels[i] );
+
+ //Precache Combine Models
+ nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
+
+ for ( i = 0; i < nHeads; ++i )
+ PrecacheModel( g_ppszRandomCombineModels[i] );
+
+ PrecacheFootStepSounds();
+
+ PrecacheScriptSound( "NPC_MetroPolice.Die" );
+ PrecacheScriptSound( "NPC_CombineS.Die" );
+ PrecacheScriptSound( "NPC_Citizen.die" );
+}
+
+void CHL2MP_Player::GiveAllItems( void )
+{
+ EquipSuit();
+
+ CBasePlayer::GiveAmmo( 255, "Pistol");
+ CBasePlayer::GiveAmmo( 255, "AR2" );
+ CBasePlayer::GiveAmmo( 5, "AR2AltFire" );
+ CBasePlayer::GiveAmmo( 255, "SMG1");
+ CBasePlayer::GiveAmmo( 1, "smg1_grenade");
+ CBasePlayer::GiveAmmo( 255, "Buckshot");
+ CBasePlayer::GiveAmmo( 32, "357" );
+ CBasePlayer::GiveAmmo( 3, "rpg_round");
+
+ CBasePlayer::GiveAmmo( 1, "grenade" );
+ CBasePlayer::GiveAmmo( 2, "slam" );
+
+ GiveNamedItem( "weapon_crowbar" );
+ GiveNamedItem( "weapon_stunstick" );
+ GiveNamedItem( "weapon_pistol" );
+ GiveNamedItem( "weapon_357" );
+
+ GiveNamedItem( "weapon_smg1" );
+ GiveNamedItem( "weapon_ar2" );
+
+ GiveNamedItem( "weapon_shotgun" );
+ GiveNamedItem( "weapon_frag" );
+
+ GiveNamedItem( "weapon_crossbow" );
+
+ GiveNamedItem( "weapon_rpg" );
+
+ GiveNamedItem( "weapon_slam" );
+
+ GiveNamedItem( "weapon_physcannon" );
+
+}
+
+void CHL2MP_Player::GiveDefaultItems( void )
+{
+ EquipSuit();
+
+ CBasePlayer::GiveAmmo( 255, "Pistol");
+ CBasePlayer::GiveAmmo( 45, "SMG1");
+ CBasePlayer::GiveAmmo( 1, "grenade" );
+ CBasePlayer::GiveAmmo( 6, "Buckshot");
+ CBasePlayer::GiveAmmo( 6, "357" );
+
+ if ( GetPlayerModelType() == PLAYER_SOUNDS_METROPOLICE || GetPlayerModelType() == PLAYER_SOUNDS_COMBINESOLDIER )
+ {
+ GiveNamedItem( "weapon_stunstick" );
+ }
+ else if ( GetPlayerModelType() == PLAYER_SOUNDS_CITIZEN )
+ {
+ GiveNamedItem( "weapon_crowbar" );
+ }
+
+ GiveNamedItem( "weapon_pistol" );
+ GiveNamedItem( "weapon_smg1" );
+ GiveNamedItem( "weapon_frag" );
+ GiveNamedItem( "weapon_physcannon" );
+
+ const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" );
+
+ CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName );
+
+ if ( pDefaultWeapon )
+ {
+ Weapon_Switch( pDefaultWeapon );
+ }
+ else
+ {
+ Weapon_Switch( Weapon_OwnsThisType( "weapon_physcannon" ) );
+ }
+}
+
+void CHL2MP_Player::PickDefaultSpawnTeam( void )
+{
+ if ( GetTeamNumber() == 0 )
+ {
+ if ( HL2MPRules()->IsTeamplay() == false )
+ {
+ if ( GetModelPtr() == NULL )
+ {
+ const char *szModelName = NULL;
+ szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" );
+
+ if ( ValidatePlayerModel( szModelName ) == false )
+ {
+ char szReturnString[512];
+
+ Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel models/combine_soldier.mdl\n" );
+ engine->ClientCommand ( edict(), szReturnString );
+ }
+
+ ChangeTeam( TEAM_UNASSIGNED );
+ }
+ }
+ else
+ {
+ CTeam *pCombine = g_Teams[TEAM_COMBINE];
+ CTeam *pRebels = g_Teams[TEAM_REBELS];
+
+ if ( pCombine == NULL || pRebels == NULL )
+ {
+ ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) );
+ }
+ else
+ {
+ if ( pCombine->GetNumPlayers() > pRebels->GetNumPlayers() )
+ {
+ ChangeTeam( TEAM_REBELS );
+ }
+ else if ( pCombine->GetNumPlayers() < pRebels->GetNumPlayers() )
+ {
+ ChangeTeam( TEAM_COMBINE );
+ }
+ else
+ {
+ ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) );
+ }
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets HL2 specific defaults.
+//-----------------------------------------------------------------------------
+void CHL2MP_Player::Spawn(void)
+{
+ m_flNextModelChangeTime = 0.0f;
+ m_flNextTeamChangeTime = 0.0f;
+
+ PickDefaultSpawnTeam();
+
+ BaseClass::Spawn();
+
+ if ( !IsObserver() )
+ {
+ pl.deadflag = false;
+ RemoveSolidFlags( FSOLID_NOT_SOLID );
+
+ RemoveEffects( EF_NODRAW );
+
+ GiveDefaultItems();
+ }
+
+ SetNumAnimOverlays( 3 );
+ ResetAnimation();
+
+ m_nRenderFX = kRenderNormal;
+
+ m_Local.m_iHideHUD = 0;
+
+ AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.
+
+ m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;
+
+ if ( HL2MPRules()->IsIntermission() )
+ {
+ AddFlag( FL_FROZEN );
+ }
+ else
+ {
+ RemoveFlag( FL_FROZEN );
+ }
+
+ m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8;
+
+ m_Local.m_bDucked = false;
+
+ SetPlayerUnderwater(false);
+
+ m_bReady = false;
+}
+
+void CHL2MP_Player::PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize )
+{
+
+}
+
+bool CHL2MP_Player::ValidatePlayerModel( const char *pModel )
+{
+ int iModels = ARRAYSIZE( g_ppszRandomCitizenModels );
+ int i;
+
+ for ( i = 0; i < iModels; ++i )
+ {
+ if ( !Q_stricmp( g_ppszRandomCitizenModels[i], pModel ) )
+ {
+ return true;
+ }
+ }
+
+ iModels = ARRAYSIZE( g_ppszRandomCombineModels );
+
+ for ( i = 0; i < iModels; ++i )
+ {
+ if ( !Q_stricmp( g_ppszRandomCombineModels[i], pModel ) )
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void CHL2MP_Player::SetPlayerTeamModel( void )
+{
+ const char *szModelName = NULL;
+ szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" );
+
+ int modelIndex = modelinfo->GetModelIndex( szModelName );
+
+ if ( modelIndex == -1 || ValidatePlayerModel( szModelName ) == false )
+ {
+ szModelName = "models/Combine_Soldier.mdl";
+ m_iModelType = TEAM_COMBINE;
+
+ char szReturnString[512];
+
+ Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", szModelName );
+ engine->ClientCommand ( edict(), szReturnString );
+ }
+
+ if ( GetTeamNumber() == TEAM_COMBINE )
+ {
+ if ( Q_stristr( szModelName, "models/human") )
+ {
+ int nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
+
+ g_iLastCombineModel = ( g_iLastCombineModel + 1 ) % nHeads;
+ szModelName = g_ppszRandomCombineModels[g_iLastCombineModel];
+ }
+
+ m_iModelType = TEAM_COMBINE;
+ }
+ else if ( GetTeamNumber() == TEAM_REBELS )
+ {
+ if ( !Q_stristr( szModelName, "models/human") )
+ {
+ int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
+
+ g_iLastCitizenModel = ( g_iLastCitizenModel + 1 ) % nHeads;
+ szModelName = g_ppszRandomCitizenModels[g_iLastCitizenModel];
+ }
+
+ m_iModelType = TEAM_REBELS;
+ }
+
+ SetModel( szModelName );
+ SetupPlayerSoundsByModel( szModelName );
+
+ m_flNextModelChangeTime = gpGlobals->curtime + MODEL_CHANGE_INTERVAL;
+}
+
+void CHL2MP_Player::SetPlayerModel( void )
+{
+ const char *szModelName = NULL;
+ const char *pszCurrentModelName = modelinfo->GetModelName( GetModel());
+
+ szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" );
+
+ if ( ValidatePlayerModel( szModelName ) == false )
+ {
+ char szReturnString[512];
+
+ if ( ValidatePlayerModel( pszCurrentModelName ) == false )
+ {
+ pszCurrentModelName = "models/Combine_Soldier.mdl";
+ }
+
+ Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pszCurrentModelName );
+ engine->ClientCommand ( edict(), szReturnString );
+
+ szModelName = pszCurrentModelName;
+ }
+
+ if ( GetTeamNumber() == TEAM_COMBINE )
+ {
+ int nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
+
+ g_iLastCombineModel = ( g_iLastCombineModel + 1 ) % nHeads;
+ szModelName = g_ppszRandomCombineModels[g_iLastCombineModel];
+
+ m_iModelType = TEAM_COMBINE;
+ }
+ else if ( GetTeamNumber() == TEAM_REBELS )
+ {
+ int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
+
+ g_iLastCitizenModel = ( g_iLastCitizenModel + 1 ) % nHeads;
+ szModelName = g_ppszRandomCitizenModels[g_iLastCitizenModel];
+
+ m_iModelType = TEAM_REBELS;
+ }
+ else
+ {
+ if ( Q_strlen( szModelName ) == 0 )
+ {
+ szModelName = g_ppszRandomCitizenModels[0];
+ }
+
+ if ( Q_stristr( szModelName, "models/human") )
+ {
+ m_iModelType = TEAM_REBELS;
+ }
+ else
+ {
+ m_iModelType = TEAM_COMBINE;
+ }
+ }
+
+ int modelIndex = modelinfo->GetModelIndex( szModelName );
+
+ if ( modelIndex == -1 )
+ {
+ szModelName = "models/Combine_Soldier.mdl";
+ m_iModelType = TEAM_COMBINE;
+
+ char szReturnString[512];
+
+ Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", szModelName );
+ engine->ClientCommand ( edict(), szReturnString );
+ }
+
+ SetModel( szModelName );
+ SetupPlayerSoundsByModel( szModelName );
+
+ m_flNextModelChangeTime = gpGlobals->curtime + MODEL_CHANGE_INTERVAL;
+}
+
+void CHL2MP_Player::SetupPlayerSoundsByModel( const char *pModelName )
+{
+ if ( Q_stristr( pModelName, "models/human") )
+ {
+ m_iPlayerSoundType = (int)PLAYER_SOUNDS_CITIZEN;
+ }
+ else if ( Q_stristr(pModelName, "police" ) )
+ {
+ m_iPlayerSoundType = (int)PLAYER_SOUNDS_METROPOLICE;
+ }
+ else if ( Q_stristr(pModelName, "combine" ) )
+ {
+ m_iPlayerSoundType = (int)PLAYER_SOUNDS_COMBINESOLDIER;
+ }
+}
+
+void CHL2MP_Player::ResetAnimation( void )
+{
+ if ( IsAlive() )
+ {
+ SetSequence ( -1 );
+ SetActivity( ACT_INVALID );
+
+ if (!GetAbsVelocity().x && !GetAbsVelocity().y)
+ SetAnimation( PLAYER_IDLE );
+ else if ((GetAbsVelocity().x || GetAbsVelocity().y) && ( GetFlags() & FL_ONGROUND ))
+ SetAnimation( PLAYER_WALK );
+ else if (GetWaterLevel() > 1)
+ SetAnimation( PLAYER_WALK );
+ }
+}
+
+
+bool CHL2MP_Player::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex )
+{
+ bool bRet = BaseClass::Weapon_Switch( pWeapon, viewmodelindex );
+
+ if ( bRet == true )
+ {
+ ResetAnimation();
+ }
+
+ return bRet;
+}
+
+void CHL2MP_Player::PreThink( void )
+{
+ QAngle vOldAngles = GetLocalAngles();
+ QAngle vTempAngles = GetLocalAngles();
+
+ vTempAngles = EyeAngles();
+
+ if ( vTempAngles[PITCH] > 180.0f )
+ {
+ vTempAngles[PITCH] -= 360.0f;
+ }
+
+ SetLocalAngles( vTempAngles );
+
+ BaseClass::PreThink();
+ State_PreThink();
+
+ //Reset bullet force accumulator, only lasts one frame
+ m_vecTotalBulletForce = vec3_origin;
+ SetLocalAngles( vOldAngles );
+}
+
+void CHL2MP_Player::PostThink( void )
+{
+ BaseClass::PostThink();
+
+ if ( GetFlags() & FL_DUCKING )
+ {
+ SetCollisionBounds( VEC_CROUCH_TRACE_MIN, VEC_CROUCH_TRACE_MAX );
+ }
+
+ m_PlayerAnimState.Update();
+
+ // Store the eye angles pitch so the client can compute its animation state correctly.
+ m_angEyeAngles = EyeAngles();
+
+ QAngle angles = GetLocalAngles();
+ angles[PITCH] = 0;
+ SetLocalAngles( angles );
+}
+
+void CHL2MP_Player::PlayerDeathThink()
+{
+ if( !IsObserver() )
+ {
+ BaseClass::PlayerDeathThink();
+ }
+}
+
+void CHL2MP_Player::FireBullets ( const FireBulletsInfo_t &info )
+{
+ // Move other players back to history positions based on local player's lag
+ lagcompensation->StartLagCompensation( this, this->GetCurrentCommand() );
+
+ FireBulletsInfo_t modinfo = info;
+
+ CWeaponHL2MPBase *pWeapon = dynamic_cast<CWeaponHL2MPBase *>( GetActiveWeapon() );
+
+ if ( pWeapon )
+ {
+ modinfo.m_iPlayerDamage = modinfo.m_flDamage = pWeapon->GetHL2MPWpnData().m_iPlayerDamage;
+ }
+
+ NoteWeaponFired();
+
+ BaseClass::FireBullets( modinfo );
+
+ // Move other players back to history positions based on local player's lag
+ lagcompensation->FinishLagCompensation( this );
+}
+
+void CHL2MP_Player::NoteWeaponFired( void )
+{
+ Assert( m_pCurrentCommand );
+ if( m_pCurrentCommand )
+ {
+ m_iLastWeaponFireUsercmd = m_pCurrentCommand->command_number;
+ }
+}
+
+extern ConVar sv_maxunlag;
+
+bool CHL2MP_Player::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
+{
+ // No need to lag compensate at all if we're not attacking in this command and
+ // we haven't attacked recently.
+ if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) )
+ return false;
+
+ // If this entity hasn't been transmitted to us and acked, then don't bother lag compensating it.
+ if ( pEntityTransmitBits && !pEntityTransmitBits->Get( pPlayer->entindex() ) )
+ return false;
+
+ const Vector &vMyOrigin = GetAbsOrigin();
+ const Vector &vHisOrigin = pPlayer->GetAbsOrigin();
+
+ // get max distance player could have moved within max lag compensation time,
+ // multiply by 1.5 to to avoid "dead zones" (sqrt(2) would be the exact value)
+ float maxDistance = 1.5 * pPlayer->MaxSpeed() * sv_maxunlag.GetFloat();
+
+ // If the player is within this distance, lag compensate them in case they're running past us.
+ if ( vHisOrigin.DistTo( vMyOrigin ) < maxDistance )
+ return true;
+
+ // If their origin is not within a 45 degree cone in front of us, no need to lag compensate.
+ Vector vForward;
+ AngleVectors( pCmd->viewangles, &vForward );
+
+ Vector vDiff = vHisOrigin - vMyOrigin;
+ VectorNormalize( vDiff );
+
+ float flCosAngle = 0.707107f; // 45 degree angle
+ if ( vForward.Dot( vDiff ) < flCosAngle )
+ return false;
+
+ return true;
+}
+
+Activity CHL2MP_Player::TranslateTeamActivity( Activity ActToTranslate )
+{
+ if ( m_iModelType == TEAM_COMBINE )
+ return ActToTranslate;
+
+ if ( ActToTranslate == ACT_RUN )
+ return ACT_RUN_AIM_AGITATED;
+
+ if ( ActToTranslate == ACT_IDLE )
+ return ACT_IDLE_AIM_AGITATED;
+
+ if ( ActToTranslate == ACT_WALK )
+ return ACT_WALK_AIM_AGITATED;
+
+ return ActToTranslate;
+}
+
+extern ConVar hl2_normspeed;
+
+// Set the activity based on an event or current state
+void CHL2MP_Player::SetAnimation( PLAYER_ANIM playerAnim )
+{
+ int animDesired;
+
+ float speed;
+
+ speed = GetAbsVelocity().Length2D();
+
+
+ // bool bRunning = true;
+
+ //Revisit!
+/* if ( ( m_nButtons & ( IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT ) ) )
+ {
+ if ( speed > 1.0f && speed < hl2_normspeed.GetFloat() - 20.0f )
+ {
+ bRunning = false;
+ }
+ }*/
+
+ if ( GetFlags() & ( FL_FROZEN | FL_ATCONTROLS ) )
+ {
+ speed = 0;
+ playerAnim = PLAYER_IDLE;
+ }
+
+ Activity idealActivity = ACT_HL2MP_RUN;
+
+ // This could stand to be redone. Why is playerAnim abstracted from activity? (sjb)
+ if ( playerAnim == PLAYER_JUMP )
+ {
+ idealActivity = ACT_HL2MP_JUMP;
+ }
+ else if ( playerAnim == PLAYER_DIE )
+ {
+ if ( m_lifeState == LIFE_ALIVE )
+ {
+ return;
+ }
+ }
+ else if ( playerAnim == PLAYER_ATTACK1 )
+ {
+ if ( GetActivity( ) == ACT_HOVER ||
+ GetActivity( ) == ACT_SWIM ||
+ GetActivity( ) == ACT_HOP ||
+ GetActivity( ) == ACT_LEAP ||
+ GetActivity( ) == ACT_DIESIMPLE )
+ {
+ idealActivity = GetActivity( );
+ }
+ else
+ {
+ idealActivity = ACT_HL2MP_GESTURE_RANGE_ATTACK;
+ }
+ }
+ else if ( playerAnim == PLAYER_RELOAD )
+ {
+ idealActivity = ACT_HL2MP_GESTURE_RELOAD;
+ }
+ else if ( playerAnim == PLAYER_IDLE || playerAnim == PLAYER_WALK )
+ {
+ if ( !( GetFlags() & FL_ONGROUND ) && GetActivity( ) == ACT_HL2MP_JUMP ) // Still jumping
+ {
+ idealActivity = GetActivity( );
+ }
+ /*
+ else if ( GetWaterLevel() > 1 )
+ {
+ if ( speed == 0 )
+ idealActivity = ACT_HOVER;
+ else
+ idealActivity = ACT_SWIM;
+ }
+ */
+ else
+ {
+ if ( GetFlags() & FL_DUCKING )
+ {
+ if ( speed > 0 )
+ {
+ idealActivity = ACT_HL2MP_WALK_CROUCH;
+ }
+ else
+ {
+ idealActivity = ACT_HL2MP_IDLE_CROUCH;
+ }
+ }
+ else
+ {
+ if ( speed > 0 )
+ {
+ /*
+ if ( bRunning == false )
+ {
+ idealActivity = ACT_WALK;
+ }
+ else
+ */
+ {
+ idealActivity = ACT_HL2MP_RUN;
+ }
+ }
+ else
+ {
+ idealActivity = ACT_HL2MP_IDLE;
+ }
+ }
+ }
+
+ idealActivity = TranslateTeamActivity( idealActivity );
+ }
+
+ if ( idealActivity == ACT_HL2MP_GESTURE_RANGE_ATTACK )
+ {
+ RestartGesture( Weapon_TranslateActivity( idealActivity ) );
+
+ // FIXME: this seems a bit wacked
+ Weapon_SetActivity( Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
+
+ return;
+ }
+ else if ( idealActivity == ACT_HL2MP_GESTURE_RELOAD )
+ {
+ RestartGesture( Weapon_TranslateActivity( idealActivity ) );
+ return;
+ }
+ else
+ {
+ SetActivity( idealActivity );
+
+ animDesired = SelectWeightedSequence( Weapon_TranslateActivity ( idealActivity ) );
+
+ if (animDesired == -1)
+ {
+ animDesired = SelectWeightedSequence( idealActivity );
+
+ if ( animDesired == -1 )
+ {
+ animDesired = 0;
+ }
+ }
+
+ // Already using the desired animation?
+ if ( GetSequence() == animDesired )
+ return;
+
+ m_flPlaybackRate = 1.0;
+ ResetSequence( animDesired );
+ SetCycle( 0 );
+ return;
+ }
+
+ // Already using the desired animation?
+ if ( GetSequence() == animDesired )
+ return;
+
+ //Msg( "Set animation to %d\n", animDesired );
+ // Reset to first frame of desired animation
+ ResetSequence( animDesired );
+ SetCycle( 0 );
+}
+
+
+extern int gEvilImpulse101;
+//-----------------------------------------------------------------------------
+// Purpose: Player reacts to bumping a weapon.
+// Input : pWeapon - the weapon that the player bumped into.
+// Output : Returns true if player picked up the weapon
+//-----------------------------------------------------------------------------
+bool CHL2MP_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
+{
+ CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
+
+ // Can I have this weapon type?
+ if ( !IsAllowedToPickupWeapons() )
+ return false;
+
+ if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
+ {
+ if ( gEvilImpulse101 )
+ {
+ UTIL_Remove( pWeapon );
+ }
+ return false;
+ }
+
+ // Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
+ if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) )
+ {
+ return false;
+ }
+
+ bool bOwnsWeaponAlready = !!Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType());
+
+ if ( bOwnsWeaponAlready == true )
+ {
+ //If we have room for the ammo, then "take" the weapon too.
+ if ( Weapon_EquipAmmoOnly( pWeapon ) )
+ {
+ pWeapon->CheckRespawn();
+
+ UTIL_Remove( pWeapon );
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ pWeapon->CheckRespawn();
+ Weapon_Equip( pWeapon );
+
+ return true;
+}
+
+void CHL2MP_Player::ChangeTeam( int iTeam )
+{
+/* if ( GetNextTeamChangeTime() >= gpGlobals->curtime )
+ {
+ char szReturnString[128];
+ Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch teams again.\n", (int)(GetNextTeamChangeTime() - gpGlobals->curtime) );
+
+ ClientPrint( this, HUD_PRINTTALK, szReturnString );
+ return;
+ }*/
+
+ bool bKill = false;
+
+ if ( HL2MPRules()->IsTeamplay() != true && iTeam != TEAM_SPECTATOR )
+ {
+ //don't let them try to join combine or rebels during deathmatch.
+ iTeam = TEAM_UNASSIGNED;
+ }
+
+ if ( HL2MPRules()->IsTeamplay() == true )
+ {
+ if ( iTeam != GetTeamNumber() && GetTeamNumber() != TEAM_UNASSIGNED )
+ {
+ bKill = true;
+ }
+ }
+
+ BaseClass::ChangeTeam( iTeam );
+
+ m_flNextTeamChangeTime = gpGlobals->curtime + TEAM_CHANGE_INTERVAL;
+
+ if ( HL2MPRules()->IsTeamplay() == true )
+ {
+ SetPlayerTeamModel();
+ }
+ else
+ {
+ SetPlayerModel();
+ }
+
+ if ( iTeam == TEAM_SPECTATOR )
+ {
+ RemoveAllItems( true );
+
+ State_Transition( STATE_OBSERVER_MODE );
+ }
+
+ if ( bKill == true )
+ {
+ CommitSuicide();
+ }
+}
+
+bool CHL2MP_Player::HandleCommand_JoinTeam( int team )
+{
+ if ( !GetGlobalTeam( team ) || team == 0 )
+ {
+ Warning( "HandleCommand_JoinTeam( %d ) - invalid team index.\n", team );
+ return false;
+ }
+
+ if ( team == TEAM_SPECTATOR )
+ {
+ // Prevent this is the cvar is set
+ if ( !mp_allowspectators.GetInt() )
+ {
+ ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" );
+ return false;
+ }
+
+ if ( GetTeamNumber() != TEAM_UNASSIGNED && !IsDead() )
+ {
+ m_fNextSuicideTime = gpGlobals->curtime; // allow the suicide to work
+
+ CommitSuicide();
+
+ // add 1 to frags to balance out the 1 subtracted for killing yourself
+ IncrementFragCount( 1 );
+ }
+
+ ChangeTeam( TEAM_SPECTATOR );
+
+ return true;
+ }
+ else
+ {
+ StopObserverMode();
+ State_Transition(STATE_ACTIVE);
+ }
+
+ // Switch their actual team...
+ ChangeTeam( team );
+
+ return true;
+}
+
+bool CHL2MP_Player::ClientCommand( const CCommand &args )
+{
+ if ( FStrEq( args[0], "spectate" ) )
+ {
+ if ( ShouldRunRateLimitedCommand( args ) )
+ {
+ // instantly join spectators
+ HandleCommand_JoinTeam( TEAM_SPECTATOR );
+ }
+ return true;
+ }
+ else if ( FStrEq( args[0], "jointeam" ) )
+ {
+ if ( args.ArgC() < 2 )
+ {
+ Warning( "Player sent bad jointeam syntax\n" );
+ }
+
+ if ( ShouldRunRateLimitedCommand( args ) )
+ {
+ int iTeam = atoi( args[1] );
+ HandleCommand_JoinTeam( iTeam );
+ }
+ return true;
+ }
+ else if ( FStrEq( args[0], "joingame" ) )
+ {
+ return true;
+ }
+
+ return BaseClass::ClientCommand( args );
+}
+
+void CHL2MP_Player::CheatImpulseCommands( int iImpulse )
+{
+ switch ( iImpulse )
+ {
+ case 101:
+ {
+ if( sv_cheats->GetBool() )
+ {
+ GiveAllItems();
+ }
+ }
+ break;
+
+ default:
+ BaseClass::CheatImpulseCommands( iImpulse );
+ }
+}
+
+bool CHL2MP_Player::ShouldRunRateLimitedCommand( const CCommand &args )
+{
+ int i = m_RateLimitLastCommandTimes.Find( args[0] );
+ if ( i == m_RateLimitLastCommandTimes.InvalidIndex() )
+ {
+ m_RateLimitLastCommandTimes.Insert( args[0], gpGlobals->curtime );
+ return true;
+ }
+ else if ( (gpGlobals->curtime - m_RateLimitLastCommandTimes[i]) < HL2MP_COMMAND_MAX_RATE )
+ {
+ // Too fast.
+ return false;
+ }
+ else
+ {
+ m_RateLimitLastCommandTimes[i] = gpGlobals->curtime;
+ return true;
+ }
+}
+
+void CHL2MP_Player::CreateViewModel( int index /*=0*/ )
+{
+ Assert( index >= 0 && index < MAX_VIEWMODELS );
+
+ if ( GetViewModel( index ) )
+ return;
+
+ CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" );
+ if ( vm )
+ {
+ vm->SetAbsOrigin( GetAbsOrigin() );
+ vm->SetOwner( this );
+ vm->SetIndex( index );
+ DispatchSpawn( vm );
+ vm->FollowEntity( this, false );
+ m_hViewModel.Set( index, vm );
+ }
+}
+
+bool CHL2MP_Player::BecomeRagdollOnClient( const Vector &force )
+{
+ return true;
+}
+
+// -------------------------------------------------------------------------------- //
+// Ragdoll entities.
+// -------------------------------------------------------------------------------- //
+
+class CHL2MPRagdoll : public CBaseAnimatingOverlay
+{
+public:
+ DECLARE_CLASS( CHL2MPRagdoll, CBaseAnimatingOverlay );
+ DECLARE_SERVERCLASS();
+
+ // Transmit ragdolls to everyone.
+ virtual int UpdateTransmitState()
+ {
+ return SetTransmitState( FL_EDICT_ALWAYS );
+ }
+
+public:
+ // In case the client has the player entity, we transmit the player index.
+ // In case the client doesn't have it, we transmit the player's model index, origin, and angles
+ // so they can create a ragdoll in the right place.
+ CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
+ CNetworkVector( m_vecRagdollVelocity );
+ CNetworkVector( m_vecRagdollOrigin );
+};
+
+LINK_ENTITY_TO_CLASS( hl2mp_ragdoll, CHL2MPRagdoll );
+
+IMPLEMENT_SERVERCLASS_ST_NOBASE( CHL2MPRagdoll, DT_HL2MPRagdoll )
+ SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ),
+ SendPropEHandle( SENDINFO( m_hPlayer ) ),
+ SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
+ SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ),
+ SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ),
+ SendPropVector( SENDINFO( m_vecRagdollVelocity ) )
+END_SEND_TABLE()
+
+
+void CHL2MP_Player::CreateRagdollEntity( void )
+{
+ if ( m_hRagdoll )
+ {
+ UTIL_RemoveImmediate( m_hRagdoll );
+ m_hRagdoll = NULL;
+ }
+
+ // If we already have a ragdoll, don't make another one.
+ CHL2MPRagdoll *pRagdoll = dynamic_cast< CHL2MPRagdoll* >( m_hRagdoll.Get() );
+
+ if ( !pRagdoll )
+ {
+ // create a new one
+ pRagdoll = dynamic_cast< CHL2MPRagdoll* >( CreateEntityByName( "hl2mp_ragdoll" ) );
+ }
+
+ if ( pRagdoll )
+ {
+ pRagdoll->m_hPlayer = this;
+ pRagdoll->m_vecRagdollOrigin = GetAbsOrigin();
+ pRagdoll->m_vecRagdollVelocity = GetAbsVelocity();
+ pRagdoll->m_nModelIndex = m_nModelIndex;
+ pRagdoll->m_nForceBone = m_nForceBone;
+ pRagdoll->m_vecForce = m_vecTotalBulletForce;
+ pRagdoll->SetAbsOrigin( GetAbsOrigin() );
+ }
+
+ // ragdolls will be removed on round restart automatically
+ m_hRagdoll = pRagdoll;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+int CHL2MP_Player::FlashlightIsOn( void )
+{
+ return IsEffectActive( EF_DIMLIGHT );
+}
+
+extern ConVar flashlight;
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CHL2MP_Player::FlashlightTurnOn( void )
+{
+ if( flashlight.GetInt() > 0 && IsAlive() )
+ {
+ AddEffects( EF_DIMLIGHT );
+ EmitSound( "HL2Player.FlashlightOn" );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CHL2MP_Player::FlashlightTurnOff( void )
+{
+ RemoveEffects( EF_DIMLIGHT );
+
+ if( IsAlive() )
+ {
+ EmitSound( "HL2Player.FlashlightOff" );
+ }
+}
+
+void CHL2MP_Player::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget, const Vector *pVelocity )
+{
+ //Drop a grenade if it's primed.
+ if ( GetActiveWeapon() )
+ {
+ CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType("weapon_frag");
+
+ if ( GetActiveWeapon() == pGrenade )
+ {
+ if ( ( m_nButtons & IN_ATTACK ) || (m_nButtons & IN_ATTACK2) )
+ {
+ DropPrimedFragGrenade( this, pGrenade );
+ return;
+ }
+ }
+ }
+
+ BaseClass::Weapon_Drop( pWeapon, pvecTarget, pVelocity );
+}
+
+
+void CHL2MP_Player::DetonateTripmines( void )
+{
+ CBaseEntity *pEntity = NULL;
+
+ while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL)
+ {
+ CSatchelCharge *pSatchel = dynamic_cast<CSatchelCharge *>(pEntity);
+ if (pSatchel->m_bIsLive && pSatchel->GetThrower() == this )
+ {
+ g_EventQueue.AddEvent( pSatchel, "Explode", 0.20, this, this );
+ }
+ }
+
+ // Play sound for pressing the detonator
+ EmitSound( "Weapon_SLAM.SatchelDetonate" );
+}
+
+void CHL2MP_Player::Event_Killed( const CTakeDamageInfo &info )
+{
+ //update damage info with our accumulated physics force
+ CTakeDamageInfo subinfo = info;
+ subinfo.SetDamageForce( m_vecTotalBulletForce );
+
+ SetNumAnimOverlays( 0 );
+
+ // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
+ // because we still want to transmit to the clients in our PVS.
+ CreateRagdollEntity();
+
+ DetonateTripmines();
+
+ BaseClass::Event_Killed( subinfo );
+
+ if ( info.GetDamageType() & DMG_DISSOLVE )
+ {
+ if ( m_hRagdoll )
+ {
+ m_hRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
+ }
+ }
+
+ CBaseEntity *pAttacker = info.GetAttacker();
+
+ if ( pAttacker )
+ {
+ int iScoreToAdd = 1;
+
+ if ( pAttacker == this )
+ {
+ iScoreToAdd = -1;
+ }
+
+ GetGlobalTeam( pAttacker->GetTeamNumber() )->AddScore( iScoreToAdd );
+ }
+
+ FlashlightTurnOff();
+
+ m_lifeState = LIFE_DEAD;
+
+ RemoveEffects( EF_NODRAW ); // still draw player body
+ StopZooming();
+}
+
+int CHL2MP_Player::OnTakeDamage( const CTakeDamageInfo &inputInfo )
+{
+ //return here if the player is in the respawn grace period vs. slams.
+ if ( gpGlobals->curtime < m_flSlamProtectTime && (inputInfo.GetDamageType() == DMG_BLAST ) )
+ return 0;
+
+ m_vecTotalBulletForce += inputInfo.GetDamageForce();
+
+ gamestats->Event_PlayerDamage( this, inputInfo );
+
+ return BaseClass::OnTakeDamage( inputInfo );
+}
+
+void CHL2MP_Player::DeathSound( const CTakeDamageInfo &info )
+{
+ if ( m_hRagdoll && m_hRagdoll->GetBaseAnimating()->IsDissolving() )
+ return;
+
+ char szStepSound[128];
+
+ Q_snprintf( szStepSound, sizeof( szStepSound ), "%s.Die", GetPlayerModelSoundPrefix() );
+
+ const char *pModelName = STRING( GetModelName() );
+
+ CSoundParameters params;
+ if ( GetParametersForSound( szStepSound, params, pModelName ) == false )
+ return;
+
+ Vector vecOrigin = GetAbsOrigin();
+
+ CRecipientFilter filter;
+ filter.AddRecipientsByPAS( vecOrigin );
+
+ EmitSound_t ep;
+ ep.m_nChannel = params.channel;
+ ep.m_pSoundName = params.soundname;
+ ep.m_flVolume = params.volume;
+ ep.m_SoundLevel = params.soundlevel;
+ ep.m_nFlags = 0;
+ ep.m_nPitch = params.pitch;
+ ep.m_pOrigin = &vecOrigin;
+
+ EmitSound( filter, entindex(), ep );
+}
+
+CBaseEntity* CHL2MP_Player::EntSelectSpawnPoint( void )
+{
+ CBaseEntity *pSpot = NULL;
+ CBaseEntity *pLastSpawnPoint = g_pLastSpawn;
+ edict_t *player = edict();
+ const char *pSpawnpointName = "info_player_deathmatch";
+
+ if ( HL2MPRules()->IsTeamplay() == true )
+ {
+ if ( GetTeamNumber() == TEAM_COMBINE )
+ {
+ pSpawnpointName = "info_player_combine";
+ pLastSpawnPoint = g_pLastCombineSpawn;
+ }
+ else if ( GetTeamNumber() == TEAM_REBELS )
+ {
+ pSpawnpointName = "info_player_rebel";
+ pLastSpawnPoint = g_pLastRebelSpawn;
+ }
+
+ if ( gEntList.FindEntityByClassname( NULL, pSpawnpointName ) == NULL )
+ {
+ pSpawnpointName = "info_player_deathmatch";
+ pLastSpawnPoint = g_pLastSpawn;
+ }
+ }
+
+ pSpot = pLastSpawnPoint;
+ // Randomize the start spot
+ for ( int i = random->RandomInt(1,5); i > 0; i-- )
+ pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
+ if ( !pSpot ) // skip over the null point
+ pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
+
+ CBaseEntity *pFirstSpot = pSpot;
+
+ do
+ {
+ if ( pSpot )
+ {
+ // check if pSpot is valid
+ if ( g_pGameRules->IsSpawnPointValid( pSpot, this ) )
+ {
+ if ( pSpot->GetLocalOrigin() == vec3_origin )
+ {
+ pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
+ continue;
+ }
+
+ // if so, go to pSpot
+ goto ReturnSpot;
+ }
+ }
+ // increment pSpot
+ pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
+ } while ( pSpot != pFirstSpot ); // loop if we're not back to the start
+
+ // we haven't found a place to spawn yet, so kill any guy at the first spawn point and spawn there
+ if ( pSpot )
+ {
+ CBaseEntity *ent = NULL;
+ for ( CEntitySphereQuery sphere( pSpot->GetAbsOrigin(), 128 ); (ent = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
+ {
+ // if ent is a client, kill em (unless they are ourselves)
+ if ( ent->IsPlayer() && !(ent->edict() == player) )
+ ent->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), 300, DMG_GENERIC ) );
+ }
+ goto ReturnSpot;
+ }
+
+ if ( !pSpot )
+ {
+ pSpot = gEntList.FindEntityByClassname( pSpot, "info_player_start" );
+
+ if ( pSpot )
+ goto ReturnSpot;
+ }
+
+ReturnSpot:
+
+ if ( HL2MPRules()->IsTeamplay() == true )
+ {
+ if ( GetTeamNumber() == TEAM_COMBINE )
+ {
+ g_pLastCombineSpawn = pSpot;
+ }
+ else if ( GetTeamNumber() == TEAM_REBELS )
+ {
+ g_pLastRebelSpawn = pSpot;
+ }
+ }
+
+ g_pLastSpawn = pSpot;
+
+ m_flSlamProtectTime = gpGlobals->curtime + 0.5;
+
+ return pSpot;
+}
+
+
+CON_COMMAND( timeleft, "prints the time remaining in the match" )
+{
+ CHL2MP_Player *pPlayer = ToHL2MPPlayer( UTIL_GetCommandClient() );
+
+ int iTimeRemaining = (int)HL2MPRules()->GetMapRemainingTime();
+
+ if ( iTimeRemaining == 0 )
+ {
+ if ( pPlayer )
+ {
+ ClientPrint( pPlayer, HUD_PRINTTALK, "This game has no timelimit." );
+ }
+ else
+ {
+ Msg( "* No Time Limit *\n" );
+ }
+ }
+ else
+ {
+ int iMinutes, iSeconds;
+ iMinutes = iTimeRemaining / 60;
+ iSeconds = iTimeRemaining % 60;
+
+ char minutes[8];
+ char seconds[8];
+
+ Q_snprintf( minutes, sizeof(minutes), "%d", iMinutes );
+ Q_snprintf( seconds, sizeof(seconds), "%2.2d", iSeconds );
+
+ if ( pPlayer )
+ {
+ ClientPrint( pPlayer, HUD_PRINTTALK, "Time left in map: %s1:%s2", minutes, seconds );
+ }
+ else
+ {
+ Msg( "Time Remaining: %s:%s\n", minutes, seconds );
+ }
+ }
+}
+
+
+void CHL2MP_Player::Reset()
+{
+ ResetDeathCount();
+ ResetFragCount();
+}
+
+bool CHL2MP_Player::IsReady()
+{
+ return m_bReady;
+}
+
+void CHL2MP_Player::SetReady( bool bReady )
+{
+ m_bReady = bReady;
+}
+
+void CHL2MP_Player::CheckChatText( char *p, int bufsize )
+{
+ //Look for escape sequences and replace
+
+ char *buf = new char[bufsize];
+ int pos = 0;
+
+ // Parse say text for escape sequences
+ for ( char *pSrc = p; pSrc != NULL && *pSrc != 0 && pos < bufsize-1; pSrc++ )
+ {
+ // copy each char across
+ buf[pos] = *pSrc;
+ pos++;
+ }
+
+ buf[pos] = '\0';
+
+ // copy buf back into p
+ Q_strncpy( p, buf, bufsize );
+
+ delete[] buf;
+
+ const char *pReadyCheck = p;
+
+ HL2MPRules()->CheckChatForReadySignal( this, pReadyCheck );
+}
+
+void CHL2MP_Player::State_Transition( HL2MPPlayerState newState )
+{
+ State_Leave();
+ State_Enter( newState );
+}
+
+
+void CHL2MP_Player::State_Enter( HL2MPPlayerState newState )
+{
+ m_iPlayerState = newState;
+ m_pCurStateInfo = State_LookupInfo( newState );
+
+ // Initialize the new state.
+ if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
+ (this->*m_pCurStateInfo->pfnEnterState)();
+}
+
+
+void CHL2MP_Player::State_Leave()
+{
+ if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
+ {
+ (this->*m_pCurStateInfo->pfnLeaveState)();
+ }
+}
+
+
+void CHL2MP_Player::State_PreThink()
+{
+ if ( m_pCurStateInfo && m_pCurStateInfo->pfnPreThink )
+ {
+ (this->*m_pCurStateInfo->pfnPreThink)();
+ }
+}
+
+
+CHL2MPPlayerStateInfo *CHL2MP_Player::State_LookupInfo( HL2MPPlayerState state )
+{
+ // This table MUST match the
+ static CHL2MPPlayerStateInfo playerStateInfos[] =
+ {
+ { STATE_ACTIVE, "STATE_ACTIVE", &CHL2MP_Player::State_Enter_ACTIVE, NULL, &CHL2MP_Player::State_PreThink_ACTIVE },
+ { STATE_OBSERVER_MODE, "STATE_OBSERVER_MODE", &CHL2MP_Player::State_Enter_OBSERVER_MODE, NULL, &CHL2MP_Player::State_PreThink_OBSERVER_MODE }
+ };
+
+ for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ )
+ {
+ if ( playerStateInfos[i].m_iPlayerState == state )
+ return &playerStateInfos[i];
+ }
+
+ return NULL;
+}
+
+bool CHL2MP_Player::StartObserverMode(int mode)
+{
+ //we only want to go into observer mode if the player asked to, not on a death timeout
+ if ( m_bEnterObserver == true )
+ {
+ VPhysicsDestroyObject();
+ return BaseClass::StartObserverMode( mode );
+ }
+ return false;
+}
+
+void CHL2MP_Player::StopObserverMode()
+{
+ m_bEnterObserver = false;
+ BaseClass::StopObserverMode();
+}
+
+void CHL2MP_Player::State_Enter_OBSERVER_MODE()
+{
+ int observerMode = m_iObserverLastMode;
+ if ( IsNetClient() )
+ {
+ const char *pIdealMode = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_spec_mode" );
+ if ( pIdealMode )
+ {
+ observerMode = atoi( pIdealMode );
+ if ( observerMode <= OBS_MODE_FIXED || observerMode > OBS_MODE_ROAMING )
+ {
+ observerMode = m_iObserverLastMode;
+ }
+ }
+ }
+ m_bEnterObserver = true;
+ StartObserverMode( observerMode );
+}
+
+void CHL2MP_Player::State_PreThink_OBSERVER_MODE()
+{
+ // Make sure nobody has changed any of our state.
+ // Assert( GetMoveType() == MOVETYPE_FLY );
+ Assert( m_takedamage == DAMAGE_NO );
+ Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
+ // Assert( IsEffectActive( EF_NODRAW ) );
+
+ // Must be dead.
+ Assert( m_lifeState == LIFE_DEAD );
+ Assert( pl.deadflag );
+}
+
+
+void CHL2MP_Player::State_Enter_ACTIVE()
+{
+ SetMoveType( MOVETYPE_WALK );
+
+ // md 8/15/07 - They'll get set back to solid when they actually respawn. If we set them solid now and mp_forcerespawn
+ // is false, then they'll be spectating but blocking live players from moving.
+ // RemoveSolidFlags( FSOLID_NOT_SOLID );
+
+ m_Local.m_iHideHUD = 0;
+}
+
+
+void CHL2MP_Player::State_PreThink_ACTIVE()
+{
+ //we don't really need to do anything here.
+ //This state_prethink structure came over from CS:S and was doing an assert check that fails the way hl2dm handles death
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CHL2MP_Player::CanHearAndReadChatFrom( CBasePlayer *pPlayer )
+{
+ // can always hear the console unless we're ignoring all chat
+ if ( !pPlayer )
+ return false;
+
+ return true;
+}
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