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/public/haptics/haptic_utils.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/public/haptics/haptic_utils.cpp')
| -rw-r--r-- | mp/src/public/haptics/haptic_utils.cpp | 886 |
1 files changed, 443 insertions, 443 deletions
diff --git a/mp/src/public/haptics/haptic_utils.cpp b/mp/src/public/haptics/haptic_utils.cpp index c6298b14..b9c72b2f 100644 --- a/mp/src/public/haptics/haptic_utils.cpp +++ b/mp/src/public/haptics/haptic_utils.cpp @@ -1,443 +1,443 @@ -#include "cbase.h"
-
-#ifdef CLIENT_DLL
- #include "tier3/tier3.h"
- #include "iviewrender.h"
- #include "inputsystem/iinputsystem.h"
- #include "vgui/IInputInternal.h"
- #include "c_basecombatweapon.h"
- #include "c_baseplayer.h"
- #include "haptics/ihaptics.h"
- #include "hud_macros.h"
- #include "iclientvehicle.h"
- #include "c_prop_vehicle.h"
- #include "prediction.h"
- #include "activitylist.h"
-#ifdef TERROR
- #include "ClientTerrorPlayer.h"
-#endif
-extern vgui::IInputInternal *g_InputInternal;
-#else
- #include "usermessages.h"
-#endif
-
-#include "haptics/haptic_utils.h"
-#include "haptics/haptic_msgs.h"
-
-#ifndef TERROR
-#ifndef FCVAR_RELEASE
-#define FCVAR_RELEASE 0
-#endif
-#endif
-
-#ifdef CLIENT_DLL
-ConVar hap_HasDevice ( "hap_HasDevice", "0", FCVAR_USERINFO/*|FCVAR_HIDDEN*/, "falcon is connected" );
-// damage scale on a title basis. Convar referenced in the haptic dll.
-#ifdef PORTAL
-#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.75"
-#elif TF_CLIENT_DLL
-#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.3"
-#else
-#define HAP_DEFAULT_DAMAGE_SCALE_GAME "1.0"
-#endif
-ConVar hap_damagescale_game("hap_damagescale_game", HAP_DEFAULT_DAMAGE_SCALE_GAME);
-#undef HAP_DEFAULT_DAMAGE_SCALE_GAME
-
-#endif
-
-void HapticSendWeaponAnim(CBaseCombatWeapon* weapon, int iActivity)
-{
- //ignore idle
- if(iActivity == ACT_VM_IDLE)
- return;
-
- #if defined( CLIENT_DLL )
- //if(hap_PrintEvents.GetBool())
- // Msg("Client Activity :%s %s %s\n",weapon->GetName(),"Activities",VarArgs("%i",iActivity));
- if ( weapon->IsPredicted() )
- haptics->ProcessHapticWeaponActivity(weapon->GetName(),iActivity);
- #else
- if( !weapon->IsPredicted() && weapon->GetOwner() && weapon->GetOwner()->IsPlayer())
- {
- HapticMsg_SendWeaponAnim( ToBasePlayer(weapon->GetOwner()), iActivity );
- }
- #endif
-}
-
-
-void HapticSetDrag(CBasePlayer* pPlayer, float drag)
-{
-#ifdef CLIENT_DLL
- haptics->SetDrag(drag);
-#else
- HapticMsg_SetDrag( pPlayer, drag );
-#endif
-}
-
-#ifdef CLIENT_DLL
-void HapticsHandleMsg_HapSetDrag( float drag )
-{
- haptics->SetDrag(drag);
-}
-#endif
-
-void HapticSetConstantForce(CBasePlayer* pPlayer, Vector force)
-{
-#ifdef CLIENT_DLL
- haptics->SetConstantForce(force);
-#else
- HapticMsg_SetConstantForce( pPlayer, force );
-#endif
-}
-
-#ifdef CLIENT_DLL
-
-#ifndef HAPTICS_TEST_PREFIX
-#define HAPTICS_TEST_PREFIX
-#endif
-static CSysModule *pFalconModule =0;
-void ConnectHaptics(CreateInterfaceFn appFactory)
-{
- bool success = false;
- // NVNT load haptics module
- pFalconModule = Sys_LoadModule( HAPTICS_TEST_PREFIX HAPTICS_DLL_NAME );
- if(pFalconModule)
- {
- CreateInterfaceFn factory = Sys_GetFactory( pFalconModule );
- if(factory)
- {
- haptics = reinterpret_cast< IHaptics* >( factory( HAPTICS_INTERFACE_VERSION, NULL ) );
- if(haptics &&
- haptics->Initialize(engine,
- view,
- g_InputInternal,
- gpGlobals,
- appFactory,
- g_pVGuiInput->GetIMEWindow(),
- filesystem,
- enginevgui,
- ActivityList_IndexForName,
- ActivityList_NameForIndex))
- {
- success = true;
- hap_HasDevice.SetValue(1);
- }
- }
- }
- if(!success)
- {
- Sys_UnloadModule(pFalconModule);
- pFalconModule = 0;
- haptics = new CHapticsStubbed;
- }
-
- if(haptics->HasDevice())
- {
- Assert( (void*)haptics == inputsystem->GetHapticsInterfaceAddress() );
- }
- HookHapticMessages();
-}
-
-void DisconnectHaptics()
-{
- haptics->ShutdownHaptics();
- if(pFalconModule)
- {
- Sys_UnloadModule(pFalconModule);
- pFalconModule = 0;
- }else{
- // delete the stub.
- delete haptics;
- }
- haptics = NULL;
-}
-//Might be able to handle this better...
-void HapticsHandleMsg_HapSetConst( Vector const &constant )
-{
- //Msg("__MsgFunc_HapSetConst: %f %f %f\n",constant.x,constant.y,constant.z);
- haptics->SetConstantForce(constant);
- //C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
-}
-
-
-//Might be able to handle this better...
-void HapticsHandleMsg_SPHapWeapEvent( int iActivity )
-{
- C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
- C_BaseCombatWeapon* weap = NULL;
- if(pPlayer)
- weap = pPlayer->GetActiveWeapon();
- if(weap)
- haptics->ProcessHapticEvent(4,"Weapons",weap->GetName(),"Activities",VarArgs("%i",iActivity));
-}
-
-void HapticsHandleMsg_HapPunch( QAngle const &angle )
-{
- haptics->HapticsPunch(1,angle);
-
-}
-#ifdef TERROR
-ConVar hap_zombie_damage_scale("hap_zombie_damage_scale", "0.25", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
-#endif
-void HapticsHandleMsg_HapDmg( float pitch, float yaw, float damage, int damageType )
-{
- if(!haptics->HasDevice())
- return;
-
-#ifdef TERROR
- C_TerrorPlayer *pPlayer = C_TerrorPlayer::GetLocalTerrorPlayer();
-#else
- C_BasePlayer *pPlayer = CBasePlayer::GetLocalPlayer();
-#endif
-
- if(pPlayer)
- {
- Vector damageDirection;
-
- damageDirection.x = cos(pitch*M_PI/180.0)*sin(yaw*M_PI/180.0);
- damageDirection.y = -sin(pitch*M_PI/180.0);
- damageDirection.z = -(cos(pitch*M_PI/180.0)*cos(yaw*M_PI/180.0));
-#ifdef TERROR
- if(pPlayer->GetTeamNumber()==TEAM_ZOMBIE)
- {
- damageDirection *= hap_zombie_damage_scale.GetFloat();
- }
-#endif
-
- haptics->ApplyDamageEffect(damage, damageType, damageDirection);
- }
-}
-
-ConVar hap_melee_scale("hap_melee_scale", "0.8", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
-void HapticsHandleMsg_HapMeleeContact()
-{
- haptics->HapticsPunch(hap_melee_scale.GetFloat(), QAngle(0,0,0));
-}
-ConVar hap_noclip_avatar_scale("hap_noclip_avatar_scale", "0.10f", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
-void UpdateAvatarEffect(void)
-{
- if(!haptics->HasDevice())
- return;
-
- Vector vel;
- Vector vvel;
- Vector evel;
- QAngle eye;
- C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
- if(!pPlayer)
- return;
-
- eye = pPlayer->GetAbsAngles();
-
- if(pPlayer->IsInAVehicle() && pPlayer->GetVehicle())
- {
- pPlayer->GetVehicle()->GetVehicleEnt()->EstimateAbsVelocity(vvel);
- eye = pPlayer->GetVehicle()->GetVehicleEnt()->EyeAngles();
-
- if(!Q_stristr(pPlayer->GetVehicle()->GetVehicleEnt()->GetClassname(),"choreo"))
- {
- eye[YAW] += 90;
- }
-
-
-
- }
- else
- {
- vel = pPlayer->GetAbsVelocity();
- }
-
- Vector PlayerVel = pPlayer->GetAbsVelocity();
-
- //Choreo vehicles use player avatar and don't produce their own velocity
- if(!pPlayer->GetVehicle() || abs(vvel.Length()) == 0 )
- {
- vel = PlayerVel;
- }
- else
- vel = vvel;
-
-
-
- VectorYawRotate(vel, -90 -eye[YAW], vel );
-
- vel.y = -vel.y;
- vel.z = -vel.z;
-
- switch(pPlayer->GetMoveType()) {
- case MOVETYPE_NOCLIP:
- vel *= hap_noclip_avatar_scale.GetFloat();
- break;
- default:
- break;
- }
-
- haptics->UpdateAvatarVelocity(vel);
-}
-
-#endif
-
-
-#ifndef CLIENT_DLL
-void HapticsDamage(CBasePlayer* pPlayer, const CTakeDamageInfo &info)
-{
-#if !defined(TF_DLL) && !defined(CSTRIKE_DLL)
- if(!pPlayer->HasHaptics())
- return;// do not send to non haptic users.
-
- Vector DamageDirection(0,0,0);
- CBaseEntity *eInflictor = info.GetInflictor();
- // Pat: nuero toxix crash fix
- if(!eInflictor) {
- return;
- }
- // Player Data
- Vector playerPosition = pPlayer->GetLocalOrigin();
- Vector inflictorPosition = eInflictor->GetLocalOrigin();
-
- Vector posWithDir = playerPosition + (playerPosition - inflictorPosition);
- pPlayer->WorldToEntitySpace(posWithDir, &DamageDirection);
- QAngle dir(0,0,0);
- VectorAngles(DamageDirection, dir);
- float yawAngle = dir[YAW];
- float pitchAngle = dir[PITCH];
-
- int bitDamageType = info.GetDamageType();
-
- if(bitDamageType & DMG_FALL)
- {
- pitchAngle = ((float)-90.0); // coming from beneath
- }
- else if(bitDamageType & DMG_BURN && (bitDamageType & ~DMG_BURN)==0)
- {
- // just burn, use the z axis here.
- pitchAngle = 0.0;
- }
-#ifdef TERROR
- else if(
- (bitDamageType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) &&
- (bitDamageType & ~( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) )==0 )
- {
- // it is time based. and should not really do a punch.
- return;
- }
-#endif
-
- float sendDamage = info.GetDamage();
-
- if(sendDamage>0.0f)
- {
- HapticMsg_HapDmg( pPlayer, pitchAngle, -yawAngle, sendDamage, bitDamageType );
- }
-#endif
-}
-
-void HapticPunch(CBasePlayer* pPlayer, float x, float y, float z)
-{
- HapticMsg_Punch( pPlayer, x, y, z );
-}
-
-void HapticMeleeContact(CBasePlayer* pPlayer)
-{
- HapticMsg_MeleeContact( pPlayer );
-}
-
-
-
-#endif // NOT CLIENT_DLL
-
-void HapticProcessSound(const char* soundname, int entIndex)
-{
-#ifdef CLIENT_DLL
- if (prediction->InPrediction() && prediction->IsFirstTimePredicted())
- {
- bool local = false;
- C_BaseEntity *ent = C_BaseEntity::Instance( entIndex );
- if(ent)
- local = (entIndex == -1 || ent == C_BasePlayer::GetLocalPlayer() || ent == C_BasePlayer::GetLocalPlayer()->GetActiveWeapon());
-
- haptics->ProcessHapticEvent(2,"Sounds",soundname);
- }
-#endif
-}
-
-#ifdef CLIENT_DLL
-
-// NVNT add || defined(OTHER_DEFINITION) if your game uses vehicles.
-#if defined( HL2_CLIENT_DLL )
-#define HAPTIC_VEHICLE_DEFAULT "1"
-#else
-#define HAPTIC_VEHICLE_DEFAULT "0"
-#endif
-
-// determines weather the vehicles control box option is faded
-ConVar hap_ui_vehicles( "hap_ui_vehicles",
- HAPTIC_VEHICLE_DEFAULT,
- 0
- );
-
-#undef HAPTIC_VEHICLE_DEFAULT
-
-void HapticsEnteredVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
-{
- if(!vehicle)
- return;
-
- // NVNT notify haptics system of navigation change.
-
- C_PropVehicleDriveable* drivable = dynamic_cast<C_PropVehicleDriveable*>(vehicle);
- bool hasgun = false;
- if(drivable)
- hasgun = drivable->HasGun();
-
-
-
-
-
- if(Q_stristr(vehicle->GetClassname(),"airboat"))
- {
- haptics->ProcessHapticEvent(2,"Movement","airboat");
- if(hasgun)
- haptics->SetNavigationClass("vehicle_gun");
- else
- haptics->SetNavigationClass("vehicle_airboat");
- }
- else if(Q_stristr(vehicle->GetClassname(),"jeepepisodic"))
- {
- haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
- haptics->SetNavigationClass("vehicle_nogun");
- }
- else if(Q_stristr(vehicle->GetClassname(),"jeep"))
- {
- haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
- haptics->SetNavigationClass("vehicle_gun");
- }
- else if(Q_stristr(vehicle->GetClassname(),"choreo"))
- {
- haptics->ProcessHapticEvent(2,"Movement","ChoreoVehicle");
- haptics->SetNavigationClass("vehicle_gun_nofix");//Give this a bit of aiming
- }
- else
- {
- haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
- haptics->SetNavigationClass("vehicle_nogun");
- }
-
- Msg("VehicleType:%s:\n",vehicle->GetClassname());
-}
-
-void HapticsExitedVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
-{
- // NVNT notify haptics system of navigation change.
- haptics->SetNavigationClass("on_foot");
- haptics->ProcessHapticEvent(2,"Movement","BasePlayer");
-}
-#endif
-
-
-
-
-
-
-
-
+#include "cbase.h" + +#ifdef CLIENT_DLL + #include "tier3/tier3.h" + #include "iviewrender.h" + #include "inputsystem/iinputsystem.h" + #include "vgui/IInputInternal.h" + #include "c_basecombatweapon.h" + #include "c_baseplayer.h" + #include "haptics/ihaptics.h" + #include "hud_macros.h" + #include "iclientvehicle.h" + #include "c_prop_vehicle.h" + #include "prediction.h" + #include "activitylist.h" +#ifdef TERROR + #include "ClientTerrorPlayer.h" +#endif +extern vgui::IInputInternal *g_InputInternal; +#else + #include "usermessages.h" +#endif + +#include "haptics/haptic_utils.h" +#include "haptics/haptic_msgs.h" + +#ifndef TERROR +#ifndef FCVAR_RELEASE +#define FCVAR_RELEASE 0 +#endif +#endif + +#ifdef CLIENT_DLL +ConVar hap_HasDevice ( "hap_HasDevice", "0", FCVAR_USERINFO/*|FCVAR_HIDDEN*/, "falcon is connected" ); +// damage scale on a title basis. Convar referenced in the haptic dll. +#ifdef PORTAL +#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.75" +#elif TF_CLIENT_DLL +#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.3" +#else +#define HAP_DEFAULT_DAMAGE_SCALE_GAME "1.0" +#endif +ConVar hap_damagescale_game("hap_damagescale_game", HAP_DEFAULT_DAMAGE_SCALE_GAME); +#undef HAP_DEFAULT_DAMAGE_SCALE_GAME + +#endif + +void HapticSendWeaponAnim(CBaseCombatWeapon* weapon, int iActivity) +{ + //ignore idle + if(iActivity == ACT_VM_IDLE) + return; + + #if defined( CLIENT_DLL ) + //if(hap_PrintEvents.GetBool()) + // Msg("Client Activity :%s %s %s\n",weapon->GetName(),"Activities",VarArgs("%i",iActivity)); + if ( weapon->IsPredicted() ) + haptics->ProcessHapticWeaponActivity(weapon->GetName(),iActivity); + #else + if( !weapon->IsPredicted() && weapon->GetOwner() && weapon->GetOwner()->IsPlayer()) + { + HapticMsg_SendWeaponAnim( ToBasePlayer(weapon->GetOwner()), iActivity ); + } + #endif +} + + +void HapticSetDrag(CBasePlayer* pPlayer, float drag) +{ +#ifdef CLIENT_DLL + haptics->SetDrag(drag); +#else + HapticMsg_SetDrag( pPlayer, drag ); +#endif +} + +#ifdef CLIENT_DLL +void HapticsHandleMsg_HapSetDrag( float drag ) +{ + haptics->SetDrag(drag); +} +#endif + +void HapticSetConstantForce(CBasePlayer* pPlayer, Vector force) +{ +#ifdef CLIENT_DLL + haptics->SetConstantForce(force); +#else + HapticMsg_SetConstantForce( pPlayer, force ); +#endif +} + +#ifdef CLIENT_DLL + +#ifndef HAPTICS_TEST_PREFIX +#define HAPTICS_TEST_PREFIX +#endif +static CSysModule *pFalconModule =0; +void ConnectHaptics(CreateInterfaceFn appFactory) +{ + bool success = false; + // NVNT load haptics module + pFalconModule = Sys_LoadModule( HAPTICS_TEST_PREFIX HAPTICS_DLL_NAME ); + if(pFalconModule) + { + CreateInterfaceFn factory = Sys_GetFactory( pFalconModule ); + if(factory) + { + haptics = reinterpret_cast< IHaptics* >( factory( HAPTICS_INTERFACE_VERSION, NULL ) ); + if(haptics && + haptics->Initialize(engine, + view, + g_InputInternal, + gpGlobals, + appFactory, + g_pVGuiInput->GetIMEWindow(), + filesystem, + enginevgui, + ActivityList_IndexForName, + ActivityList_NameForIndex)) + { + success = true; + hap_HasDevice.SetValue(1); + } + } + } + if(!success) + { + Sys_UnloadModule(pFalconModule); + pFalconModule = 0; + haptics = new CHapticsStubbed; + } + + if(haptics->HasDevice()) + { + Assert( (void*)haptics == inputsystem->GetHapticsInterfaceAddress() ); + } + HookHapticMessages(); +} + +void DisconnectHaptics() +{ + haptics->ShutdownHaptics(); + if(pFalconModule) + { + Sys_UnloadModule(pFalconModule); + pFalconModule = 0; + }else{ + // delete the stub. + delete haptics; + } + haptics = NULL; +} +//Might be able to handle this better... +void HapticsHandleMsg_HapSetConst( Vector const &constant ) +{ + //Msg("__MsgFunc_HapSetConst: %f %f %f\n",constant.x,constant.y,constant.z); + haptics->SetConstantForce(constant); + //C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); +} + + +//Might be able to handle this better... +void HapticsHandleMsg_SPHapWeapEvent( int iActivity ) +{ + C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); + C_BaseCombatWeapon* weap = NULL; + if(pPlayer) + weap = pPlayer->GetActiveWeapon(); + if(weap) + haptics->ProcessHapticEvent(4,"Weapons",weap->GetName(),"Activities",VarArgs("%i",iActivity)); +} + +void HapticsHandleMsg_HapPunch( QAngle const &angle ) +{ + haptics->HapticsPunch(1,angle); + +} +#ifdef TERROR +ConVar hap_zombie_damage_scale("hap_zombie_damage_scale", "0.25", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING); +#endif +void HapticsHandleMsg_HapDmg( float pitch, float yaw, float damage, int damageType ) +{ + if(!haptics->HasDevice()) + return; + +#ifdef TERROR + C_TerrorPlayer *pPlayer = C_TerrorPlayer::GetLocalTerrorPlayer(); +#else + C_BasePlayer *pPlayer = CBasePlayer::GetLocalPlayer(); +#endif + + if(pPlayer) + { + Vector damageDirection; + + damageDirection.x = cos(pitch*M_PI/180.0)*sin(yaw*M_PI/180.0); + damageDirection.y = -sin(pitch*M_PI/180.0); + damageDirection.z = -(cos(pitch*M_PI/180.0)*cos(yaw*M_PI/180.0)); +#ifdef TERROR + if(pPlayer->GetTeamNumber()==TEAM_ZOMBIE) + { + damageDirection *= hap_zombie_damage_scale.GetFloat(); + } +#endif + + haptics->ApplyDamageEffect(damage, damageType, damageDirection); + } +} + +ConVar hap_melee_scale("hap_melee_scale", "0.8", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING); +void HapticsHandleMsg_HapMeleeContact() +{ + haptics->HapticsPunch(hap_melee_scale.GetFloat(), QAngle(0,0,0)); +} +ConVar hap_noclip_avatar_scale("hap_noclip_avatar_scale", "0.10f", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING); +void UpdateAvatarEffect(void) +{ + if(!haptics->HasDevice()) + return; + + Vector vel; + Vector vvel; + Vector evel; + QAngle eye; + C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); + if(!pPlayer) + return; + + eye = pPlayer->GetAbsAngles(); + + if(pPlayer->IsInAVehicle() && pPlayer->GetVehicle()) + { + pPlayer->GetVehicle()->GetVehicleEnt()->EstimateAbsVelocity(vvel); + eye = pPlayer->GetVehicle()->GetVehicleEnt()->EyeAngles(); + + if(!Q_stristr(pPlayer->GetVehicle()->GetVehicleEnt()->GetClassname(),"choreo")) + { + eye[YAW] += 90; + } + + + + } + else + { + vel = pPlayer->GetAbsVelocity(); + } + + Vector PlayerVel = pPlayer->GetAbsVelocity(); + + //Choreo vehicles use player avatar and don't produce their own velocity + if(!pPlayer->GetVehicle() || abs(vvel.Length()) == 0 ) + { + vel = PlayerVel; + } + else + vel = vvel; + + + + VectorYawRotate(vel, -90 -eye[YAW], vel ); + + vel.y = -vel.y; + vel.z = -vel.z; + + switch(pPlayer->GetMoveType()) { + case MOVETYPE_NOCLIP: + vel *= hap_noclip_avatar_scale.GetFloat(); + break; + default: + break; + } + + haptics->UpdateAvatarVelocity(vel); +} + +#endif + + +#ifndef CLIENT_DLL +void HapticsDamage(CBasePlayer* pPlayer, const CTakeDamageInfo &info) +{ +#if !defined(TF_DLL) && !defined(CSTRIKE_DLL) + if(!pPlayer->HasHaptics()) + return;// do not send to non haptic users. + + Vector DamageDirection(0,0,0); + CBaseEntity *eInflictor = info.GetInflictor(); + // Pat: nuero toxix crash fix + if(!eInflictor) { + return; + } + // Player Data + Vector playerPosition = pPlayer->GetLocalOrigin(); + Vector inflictorPosition = eInflictor->GetLocalOrigin(); + + Vector posWithDir = playerPosition + (playerPosition - inflictorPosition); + pPlayer->WorldToEntitySpace(posWithDir, &DamageDirection); + QAngle dir(0,0,0); + VectorAngles(DamageDirection, dir); + float yawAngle = dir[YAW]; + float pitchAngle = dir[PITCH]; + + int bitDamageType = info.GetDamageType(); + + if(bitDamageType & DMG_FALL) + { + pitchAngle = ((float)-90.0); // coming from beneath + } + else if(bitDamageType & DMG_BURN && (bitDamageType & ~DMG_BURN)==0) + { + // just burn, use the z axis here. + pitchAngle = 0.0; + } +#ifdef TERROR + else if( + (bitDamageType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) && + (bitDamageType & ~( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) )==0 ) + { + // it is time based. and should not really do a punch. + return; + } +#endif + + float sendDamage = info.GetDamage(); + + if(sendDamage>0.0f) + { + HapticMsg_HapDmg( pPlayer, pitchAngle, -yawAngle, sendDamage, bitDamageType ); + } +#endif +} + +void HapticPunch(CBasePlayer* pPlayer, float x, float y, float z) +{ + HapticMsg_Punch( pPlayer, x, y, z ); +} + +void HapticMeleeContact(CBasePlayer* pPlayer) +{ + HapticMsg_MeleeContact( pPlayer ); +} + + + +#endif // NOT CLIENT_DLL + +void HapticProcessSound(const char* soundname, int entIndex) +{ +#ifdef CLIENT_DLL + if (prediction->InPrediction() && prediction->IsFirstTimePredicted()) + { + bool local = false; + C_BaseEntity *ent = C_BaseEntity::Instance( entIndex ); + if(ent) + local = (entIndex == -1 || ent == C_BasePlayer::GetLocalPlayer() || ent == C_BasePlayer::GetLocalPlayer()->GetActiveWeapon()); + + haptics->ProcessHapticEvent(2,"Sounds",soundname); + } +#endif +} + +#ifdef CLIENT_DLL + +// NVNT add || defined(OTHER_DEFINITION) if your game uses vehicles. +#if defined( HL2_CLIENT_DLL ) +#define HAPTIC_VEHICLE_DEFAULT "1" +#else +#define HAPTIC_VEHICLE_DEFAULT "0" +#endif + +// determines weather the vehicles control box option is faded +ConVar hap_ui_vehicles( "hap_ui_vehicles", + HAPTIC_VEHICLE_DEFAULT, + 0 + ); + +#undef HAPTIC_VEHICLE_DEFAULT + +void HapticsEnteredVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger ) +{ + if(!vehicle) + return; + + // NVNT notify haptics system of navigation change. + + C_PropVehicleDriveable* drivable = dynamic_cast<C_PropVehicleDriveable*>(vehicle); + bool hasgun = false; + if(drivable) + hasgun = drivable->HasGun(); + + + + + + if(Q_stristr(vehicle->GetClassname(),"airboat")) + { + haptics->ProcessHapticEvent(2,"Movement","airboat"); + if(hasgun) + haptics->SetNavigationClass("vehicle_gun"); + else + haptics->SetNavigationClass("vehicle_airboat"); + } + else if(Q_stristr(vehicle->GetClassname(),"jeepepisodic")) + { + haptics->ProcessHapticEvent(2,"Movement","BaseVehicle"); + haptics->SetNavigationClass("vehicle_nogun"); + } + else if(Q_stristr(vehicle->GetClassname(),"jeep")) + { + haptics->ProcessHapticEvent(2,"Movement","BaseVehicle"); + haptics->SetNavigationClass("vehicle_gun"); + } + else if(Q_stristr(vehicle->GetClassname(),"choreo")) + { + haptics->ProcessHapticEvent(2,"Movement","ChoreoVehicle"); + haptics->SetNavigationClass("vehicle_gun_nofix");//Give this a bit of aiming + } + else + { + haptics->ProcessHapticEvent(2,"Movement","BaseVehicle"); + haptics->SetNavigationClass("vehicle_nogun"); + } + + Msg("VehicleType:%s:\n",vehicle->GetClassname()); +} + +void HapticsExitedVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger ) +{ + // NVNT notify haptics system of navigation change. + haptics->SetNavigationClass("on_foot"); + haptics->ProcessHapticEvent(2,"Movement","BasePlayer"); +} +#endif + + + + + + + + |