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/server/movehelper_server.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/server/movehelper_server.cpp')
| -rw-r--r-- | mp/src/game/server/movehelper_server.cpp | 832 |
1 files changed, 416 insertions, 416 deletions
diff --git a/mp/src/game/server/movehelper_server.cpp b/mp/src/game/server/movehelper_server.cpp index b53b7bd8..acae9866 100644 --- a/mp/src/game/server/movehelper_server.cpp +++ b/mp/src/game/server/movehelper_server.cpp @@ -1,416 +1,416 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include <stdarg.h>
-#include "gamerules.h"
-#include "player.h"
-#include "model_types.h"
-#include "movehelper_server.h"
-#include "shake.h" // For screen fade constants
-#include "engine/IEngineSound.h"
-
-//=============================================================================
-// HPE_BEGIN
-// [dwenger] Necessary for stats tracking
-//=============================================================================
-#ifdef CSTRIKE_DLL
-
-#include "cs_gamestats.h"
-#include "cs_achievement_constants.h"
-
-#endif
-//=============================================================================
-// HPE_END
-//=============================================================================
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-extern IPhysicsCollision *physcollision;
-
-
-//-----------------------------------------------------------------------------
-// Implementation of the movehelper on the server
-//-----------------------------------------------------------------------------
-
-class CMoveHelperServer : public IMoveHelperServer
-{
-public:
- CMoveHelperServer( void );
- virtual ~CMoveHelperServer();
-
- // Methods associated with a particular entity
- virtual char const* GetName( EntityHandle_t handle ) const;
-
- // Touch list...
- virtual void ResetTouchList( void );
- virtual bool AddToTouched( const trace_t &tr, const Vector& impactvelocity );
- virtual void ProcessImpacts( void );
-
- virtual bool PlayerFallingDamage( void );
- virtual void PlayerSetAnimation( PLAYER_ANIM eAnim );
-
- // Numbered line printf
- virtual void Con_NPrintf( int idx, char const* fmt, ... );
-
- // 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 );
-
- void SetHost( CBasePlayer *host );
-
- virtual bool IsWorldEntity( const CBaseHandle &handle );
-
-private:
- CBasePlayer* m_pHostPlayer;
-
- // 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;
- };
-
- CUtlVector<touchlist_t> m_TouchList;
-};
-
-
-//-----------------------------------------------------------------------------
-// Singleton
-//-----------------------------------------------------------------------------
-
-IMPLEMENT_MOVEHELPER();
-
-IMoveHelperServer* MoveHelperServer()
-{
- static CMoveHelperServer s_MoveHelperServer;
- return &s_MoveHelperServer;
-}
-
-
-//-----------------------------------------------------------------------------
-// Converts the entity handle into a edict_t
-//-----------------------------------------------------------------------------
-
-static inline edict_t* GetEdict( EntityHandle_t handle )
-{
- return gEntList.GetEdict( handle );
-}
-
-
-//-----------------------------------------------------------------------------
-// Constructor
-//-----------------------------------------------------------------------------
-
-CMoveHelperServer::CMoveHelperServer( void ) : m_TouchList( 0, 128 )
-{
- m_pHostPlayer = 0;
- SetSingleton( this );
-}
-
-CMoveHelperServer::~CMoveHelperServer( void )
-{
- SetSingleton( 0 );
-}
-
-//-----------------------------------------------------------------------------
-// Indicates which player we're going to move
-//-----------------------------------------------------------------------------
-
-void CMoveHelperServer::SetHost( CBasePlayer *host )
-{
- m_pHostPlayer = host;
-
- // In case any stuff is ever left over, sigh...
- ResetTouchList();
-}
-
-
-//-----------------------------------------------------------------------------
-// Returns the name for debugging purposes
-//-----------------------------------------------------------------------------
-char const* CMoveHelperServer::GetName( EntityHandle_t handle ) const
-{
- // This ain't pertickulerly fast, but it's for debugging anyways
- edict_t* pEdict = GetEdict(handle);
- CBaseEntity *ent = CBaseEntity::Instance( pEdict );
-
- // Is it the world?
- if (ENTINDEX(pEdict) == 0)
- return STRING(gpGlobals->mapname);
-
- // Is it a model?
- if ( ent && ent->GetModelName() != NULL_STRING )
- return STRING( ent->GetModelName() );
-
- if ( ent->GetClassname() != NULL )
- {
- return ent->GetClassname();
- }
-
- return "?";
-}
-
-//-----------------------------------------------------------------------------
-// When we do a collision test, we report everything we hit..
-//-----------------------------------------------------------------------------
-
-void CMoveHelperServer::ResetTouchList( void )
-{
- m_TouchList.RemoveAll();
-}
-
-
-//-----------------------------------------------------------------------------
-// When a collision occurs, we add it to the touched list
-//-----------------------------------------------------------------------------
-
-bool CMoveHelperServer::AddToTouched( const trace_t &tr, const Vector& impactvelocity )
-{
- Assert( m_pHostPlayer );
-
- // Trace missed
- if ( !tr.m_pEnt )
- return false;
-
- if ( tr.m_pEnt == m_pHostPlayer )
- {
- Assert( !"CMoveHelperServer::AddToTouched: Tried to add self to touchlist!!!" );
- return false;
- }
-
- // Check for duplicate entities
- for ( int j = m_TouchList.Size(); --j >= 0; )
- {
- if ( m_TouchList[j].trace.m_pEnt == tr.m_pEnt )
- {
- return false;
- }
- }
-
- int i = m_TouchList.AddToTail();
- m_TouchList[i].trace = tr;
- VectorCopy( impactvelocity, m_TouchList[i].deltavelocity );
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// After we built the touch list, deal with all the impacts...
-//-----------------------------------------------------------------------------
-void CMoveHelperServer::ProcessImpacts( void )
-{
- Assert( m_pHostPlayer );
-
- // Relink in order to build absorigin and absmin/max to reflect any changes
- // from prediction. Relink will early out on SOLID_NOT
- m_pHostPlayer->PhysicsTouchTriggers();
-
- // Don't bother if the player ain't solid
- if ( m_pHostPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
- return;
-
- // Save off the velocity, cause we need to temporarily reset it
- Vector vel = m_pHostPlayer->GetAbsVelocity();
-
- // Touch other objects that were intersected during the movement.
- for (int i = 0 ; i < m_TouchList.Size(); i++)
- {
- CBaseHandle entindex = m_TouchList[i].trace.m_pEnt->GetRefEHandle();
-
- // We should have culled negative indices by now
- Assert( entindex.IsValid() );
-
- edict_t* ent = GetEdict( entindex );
- if (!ent)
- continue;
-
- // Run the impact function as if we had run it during movement.
- CBaseEntity *entity = GetContainingEntity( ent );
- if ( !entity )
- continue;
-
- Assert( entity != m_pHostPlayer );
- // Don't ever collide with self!!!!
- if ( entity == m_pHostPlayer )
- continue;
-
- // Reconstruct trace results.
- m_TouchList[i].trace.m_pEnt = CBaseEntity::Instance( ent );
-
- // Use the velocity we had when we collided, so boxes will move, etc.
- m_pHostPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );
-
- entity->PhysicsImpact( m_pHostPlayer, m_TouchList[i].trace );
- }
-
- // Restore the velocity
- m_pHostPlayer->SetAbsVelocity( vel );
-
- // So no stuff is ever left over, sigh...
- ResetTouchList();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : origin -
-// *soundname -
-//-----------------------------------------------------------------------------
-void CMoveHelperServer::StartSound( const Vector& origin, const char *soundname )
-{
- //MDB - Changing this to send to PAS, as the overloaded function below has done.
- //Also removed the UsePredictionRules, client does not yet play the equivalent sound
-
- CRecipientFilter filter;
- filter.AddRecipientsByPAS( origin );
-
- CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), soundname );
-}
-
-//-----------------------------------------------------------------------------
-// plays a sound
-//-----------------------------------------------------------------------------
-void CMoveHelperServer::StartSound( const Vector& origin, int channel, char const* sample,
- float volume, soundlevel_t soundlevel, int fFlags, int pitch )
-{
-
- CRecipientFilter filter;
- filter.AddRecipientsByPAS( origin );
- // FIXME, these sounds should not go to the host entity ( SND_NOTHOST )
- if ( gpGlobals->maxClients == 1 )
- {
- // Always send sounds down in SP
-
- EmitSound_t ep;
- ep.m_nChannel = channel;
- ep.m_pSoundName = sample;
- ep.m_flVolume = volume;
- ep.m_SoundLevel = soundlevel;
- ep.m_nFlags = fFlags;
- ep.m_nPitch = pitch;
- ep.m_pOrigin = &origin;
-
- CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep );
- }
- else
- {
- filter.UsePredictionRules();
-
- EmitSound_t ep;
- ep.m_nChannel = channel;
- ep.m_pSoundName = sample;
- ep.m_flVolume = volume;
- ep.m_SoundLevel = soundlevel;
- ep.m_nFlags = fFlags;
- ep.m_nPitch = pitch;
- ep.m_pOrigin = &origin;
-
- CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Umm...
-//-----------------------------------------------------------------------------
-void CMoveHelperServer::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 )
-{
- // FIXME, Redo with new event system parameter stuff
-}
-
-IPhysicsSurfaceProps *CMoveHelperServer::GetSurfaceProps( void )
-{
- extern IPhysicsSurfaceProps *physprops;
- return physprops;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Note that this only works on a listen server (since it requires graphical output)
-// *pFormat -
-// ... -
-//-----------------------------------------------------------------------------
-void CMoveHelperServer::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);
-
- engine->Con_NPrintf( idx, msg );
-}
-
-//-----------------------------------------------------------------------------
-// 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 CMoveHelperServer::PlayerFallingDamage( void )
-{
- float flFallDamage = g_pGameRules->FlPlayerFallDamage( m_pHostPlayer );
- if ( flFallDamage > 0 )
- {
- m_pHostPlayer->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), flFallDamage, DMG_FALL ) );
- StartSound( m_pHostPlayer->GetAbsOrigin(), "Player.FallDamage" );
-
- //=============================================================================
- // HPE_BEGIN:
- // [dwenger] Needed for fun-fact implementation
- //=============================================================================
-
-#ifdef CSTRIKE_DLL
-
- // Increment the stat for fall damage
- CCSPlayer* pPlayer = ToCSPlayer(m_pHostPlayer);
-
- if ( pPlayer )
- {
- CCS_GameStats.IncrementStat( pPlayer, CSSTAT_FALL_DAMAGE, (int)flFallDamage );
- }
-
-#endif
- //=============================================================================
- // HPE_END
- //=============================================================================
-
- }
-
- if ( m_pHostPlayer->m_iHealth <= 0 )
- {
- if ( g_pGameRules->FlPlayerFallDeathDoesScreenFade( m_pHostPlayer ) )
- {
- color32 black = {0, 0, 0, 255};
- UTIL_ScreenFade( m_pHostPlayer, black, 0, 9999, FFADE_OUT | FFADE_STAYOUT );
- }
- return(false);
- }
-
- return(true);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Sets an animation in the player.
-// Input : eAnim - Animation to set.
-//-----------------------------------------------------------------------------
-void CMoveHelperServer::PlayerSetAnimation( PLAYER_ANIM eAnim )
-{
- m_pHostPlayer->SetAnimation( eAnim );
-}
-
-bool CMoveHelperServer::IsWorldEntity( const CBaseHandle &handle )
-{
- return handle == CBaseEntity::Instance( 0 );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include <stdarg.h> +#include "gamerules.h" +#include "player.h" +#include "model_types.h" +#include "movehelper_server.h" +#include "shake.h" // For screen fade constants +#include "engine/IEngineSound.h" + +//============================================================================= +// HPE_BEGIN +// [dwenger] Necessary for stats tracking +//============================================================================= +#ifdef CSTRIKE_DLL + +#include "cs_gamestats.h" +#include "cs_achievement_constants.h" + +#endif +//============================================================================= +// HPE_END +//============================================================================= + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern IPhysicsCollision *physcollision; + + +//----------------------------------------------------------------------------- +// Implementation of the movehelper on the server +//----------------------------------------------------------------------------- + +class CMoveHelperServer : public IMoveHelperServer +{ +public: + CMoveHelperServer( void ); + virtual ~CMoveHelperServer(); + + // Methods associated with a particular entity + virtual char const* GetName( EntityHandle_t handle ) const; + + // Touch list... + virtual void ResetTouchList( void ); + virtual bool AddToTouched( const trace_t &tr, const Vector& impactvelocity ); + virtual void ProcessImpacts( void ); + + virtual bool PlayerFallingDamage( void ); + virtual void PlayerSetAnimation( PLAYER_ANIM eAnim ); + + // Numbered line printf + virtual void Con_NPrintf( int idx, char const* fmt, ... ); + + // 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 ); + + void SetHost( CBasePlayer *host ); + + virtual bool IsWorldEntity( const CBaseHandle &handle ); + +private: + CBasePlayer* m_pHostPlayer; + + // 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; + }; + + CUtlVector<touchlist_t> m_TouchList; +}; + + +//----------------------------------------------------------------------------- +// Singleton +//----------------------------------------------------------------------------- + +IMPLEMENT_MOVEHELPER(); + +IMoveHelperServer* MoveHelperServer() +{ + static CMoveHelperServer s_MoveHelperServer; + return &s_MoveHelperServer; +} + + +//----------------------------------------------------------------------------- +// Converts the entity handle into a edict_t +//----------------------------------------------------------------------------- + +static inline edict_t* GetEdict( EntityHandle_t handle ) +{ + return gEntList.GetEdict( handle ); +} + + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- + +CMoveHelperServer::CMoveHelperServer( void ) : m_TouchList( 0, 128 ) +{ + m_pHostPlayer = 0; + SetSingleton( this ); +} + +CMoveHelperServer::~CMoveHelperServer( void ) +{ + SetSingleton( 0 ); +} + +//----------------------------------------------------------------------------- +// Indicates which player we're going to move +//----------------------------------------------------------------------------- + +void CMoveHelperServer::SetHost( CBasePlayer *host ) +{ + m_pHostPlayer = host; + + // In case any stuff is ever left over, sigh... + ResetTouchList(); +} + + +//----------------------------------------------------------------------------- +// Returns the name for debugging purposes +//----------------------------------------------------------------------------- +char const* CMoveHelperServer::GetName( EntityHandle_t handle ) const +{ + // This ain't pertickulerly fast, but it's for debugging anyways + edict_t* pEdict = GetEdict(handle); + CBaseEntity *ent = CBaseEntity::Instance( pEdict ); + + // Is it the world? + if (ENTINDEX(pEdict) == 0) + return STRING(gpGlobals->mapname); + + // Is it a model? + if ( ent && ent->GetModelName() != NULL_STRING ) + return STRING( ent->GetModelName() ); + + if ( ent->GetClassname() != NULL ) + { + return ent->GetClassname(); + } + + return "?"; +} + +//----------------------------------------------------------------------------- +// When we do a collision test, we report everything we hit.. +//----------------------------------------------------------------------------- + +void CMoveHelperServer::ResetTouchList( void ) +{ + m_TouchList.RemoveAll(); +} + + +//----------------------------------------------------------------------------- +// When a collision occurs, we add it to the touched list +//----------------------------------------------------------------------------- + +bool CMoveHelperServer::AddToTouched( const trace_t &tr, const Vector& impactvelocity ) +{ + Assert( m_pHostPlayer ); + + // Trace missed + if ( !tr.m_pEnt ) + return false; + + if ( tr.m_pEnt == m_pHostPlayer ) + { + Assert( !"CMoveHelperServer::AddToTouched: Tried to add self to touchlist!!!" ); + return false; + } + + // Check for duplicate entities + for ( int j = m_TouchList.Size(); --j >= 0; ) + { + if ( m_TouchList[j].trace.m_pEnt == tr.m_pEnt ) + { + return false; + } + } + + int i = m_TouchList.AddToTail(); + m_TouchList[i].trace = tr; + VectorCopy( impactvelocity, m_TouchList[i].deltavelocity ); + + return true; +} + + +//----------------------------------------------------------------------------- +// After we built the touch list, deal with all the impacts... +//----------------------------------------------------------------------------- +void CMoveHelperServer::ProcessImpacts( void ) +{ + Assert( m_pHostPlayer ); + + // Relink in order to build absorigin and absmin/max to reflect any changes + // from prediction. Relink will early out on SOLID_NOT + m_pHostPlayer->PhysicsTouchTriggers(); + + // Don't bother if the player ain't solid + if ( m_pHostPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) ) + return; + + // Save off the velocity, cause we need to temporarily reset it + Vector vel = m_pHostPlayer->GetAbsVelocity(); + + // Touch other objects that were intersected during the movement. + for (int i = 0 ; i < m_TouchList.Size(); i++) + { + CBaseHandle entindex = m_TouchList[i].trace.m_pEnt->GetRefEHandle(); + + // We should have culled negative indices by now + Assert( entindex.IsValid() ); + + edict_t* ent = GetEdict( entindex ); + if (!ent) + continue; + + // Run the impact function as if we had run it during movement. + CBaseEntity *entity = GetContainingEntity( ent ); + if ( !entity ) + continue; + + Assert( entity != m_pHostPlayer ); + // Don't ever collide with self!!!! + if ( entity == m_pHostPlayer ) + continue; + + // Reconstruct trace results. + m_TouchList[i].trace.m_pEnt = CBaseEntity::Instance( ent ); + + // Use the velocity we had when we collided, so boxes will move, etc. + m_pHostPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity ); + + entity->PhysicsImpact( m_pHostPlayer, m_TouchList[i].trace ); + } + + // Restore the velocity + m_pHostPlayer->SetAbsVelocity( vel ); + + // So no stuff is ever left over, sigh... + ResetTouchList(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : origin - +// *soundname - +//----------------------------------------------------------------------------- +void CMoveHelperServer::StartSound( const Vector& origin, const char *soundname ) +{ + //MDB - Changing this to send to PAS, as the overloaded function below has done. + //Also removed the UsePredictionRules, client does not yet play the equivalent sound + + CRecipientFilter filter; + filter.AddRecipientsByPAS( origin ); + + CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), soundname ); +} + +//----------------------------------------------------------------------------- +// plays a sound +//----------------------------------------------------------------------------- +void CMoveHelperServer::StartSound( const Vector& origin, int channel, char const* sample, + float volume, soundlevel_t soundlevel, int fFlags, int pitch ) +{ + + CRecipientFilter filter; + filter.AddRecipientsByPAS( origin ); + // FIXME, these sounds should not go to the host entity ( SND_NOTHOST ) + if ( gpGlobals->maxClients == 1 ) + { + // Always send sounds down in SP + + EmitSound_t ep; + ep.m_nChannel = channel; + ep.m_pSoundName = sample; + ep.m_flVolume = volume; + ep.m_SoundLevel = soundlevel; + ep.m_nFlags = fFlags; + ep.m_nPitch = pitch; + ep.m_pOrigin = &origin; + + CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep ); + } + else + { + filter.UsePredictionRules(); + + EmitSound_t ep; + ep.m_nChannel = channel; + ep.m_pSoundName = sample; + ep.m_flVolume = volume; + ep.m_SoundLevel = soundlevel; + ep.m_nFlags = fFlags; + ep.m_nPitch = pitch; + ep.m_pOrigin = &origin; + + CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep ); + } +} + + +//----------------------------------------------------------------------------- +// Umm... +//----------------------------------------------------------------------------- +void CMoveHelperServer::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 ) +{ + // FIXME, Redo with new event system parameter stuff +} + +IPhysicsSurfaceProps *CMoveHelperServer::GetSurfaceProps( void ) +{ + extern IPhysicsSurfaceProps *physprops; + return physprops; +} + +//----------------------------------------------------------------------------- +// Purpose: Note that this only works on a listen server (since it requires graphical output) +// *pFormat - +// ... - +//----------------------------------------------------------------------------- +void CMoveHelperServer::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); + + engine->Con_NPrintf( idx, msg ); +} + +//----------------------------------------------------------------------------- +// 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 CMoveHelperServer::PlayerFallingDamage( void ) +{ + float flFallDamage = g_pGameRules->FlPlayerFallDamage( m_pHostPlayer ); + if ( flFallDamage > 0 ) + { + m_pHostPlayer->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), flFallDamage, DMG_FALL ) ); + StartSound( m_pHostPlayer->GetAbsOrigin(), "Player.FallDamage" ); + + //============================================================================= + // HPE_BEGIN: + // [dwenger] Needed for fun-fact implementation + //============================================================================= + +#ifdef CSTRIKE_DLL + + // Increment the stat for fall damage + CCSPlayer* pPlayer = ToCSPlayer(m_pHostPlayer); + + if ( pPlayer ) + { + CCS_GameStats.IncrementStat( pPlayer, CSSTAT_FALL_DAMAGE, (int)flFallDamage ); + } + +#endif + //============================================================================= + // HPE_END + //============================================================================= + + } + + if ( m_pHostPlayer->m_iHealth <= 0 ) + { + if ( g_pGameRules->FlPlayerFallDeathDoesScreenFade( m_pHostPlayer ) ) + { + color32 black = {0, 0, 0, 255}; + UTIL_ScreenFade( m_pHostPlayer, black, 0, 9999, FFADE_OUT | FFADE_STAYOUT ); + } + return(false); + } + + return(true); +} + + +//----------------------------------------------------------------------------- +// Purpose: Sets an animation in the player. +// Input : eAnim - Animation to set. +//----------------------------------------------------------------------------- +void CMoveHelperServer::PlayerSetAnimation( PLAYER_ANIM eAnim ) +{ + m_pHostPlayer->SetAnimation( eAnim ); +} + +bool CMoveHelperServer::IsWorldEntity( const CBaseHandle &handle ) +{ + return handle == CBaseEntity::Instance( 0 ); +} |