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 /sp/src/game/client/sdk/c_sdk_player.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 'sp/src/game/client/sdk/c_sdk_player.cpp')
| -rw-r--r-- | sp/src/game/client/sdk/c_sdk_player.cpp | 812 |
1 files changed, 406 insertions, 406 deletions
diff --git a/sp/src/game/client/sdk/c_sdk_player.cpp b/sp/src/game/client/sdk/c_sdk_player.cpp index ca54966a..414e4e72 100644 --- a/sp/src/game/client/sdk/c_sdk_player.cpp +++ b/sp/src/game/client/sdk/c_sdk_player.cpp @@ -1,407 +1,407 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "c_sdk_player.h"
-#include "weapon_sdkbase.h"
-#include "c_basetempentity.h"
-
-#if defined( CSDKPlayer )
- #undef CSDKPlayer
-#endif
-
-
-
-
-// -------------------------------------------------------------------------------- //
-// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
-// -------------------------------------------------------------------------------- //
-
-class C_TEPlayerAnimEvent : public C_BaseTempEntity
-{
-public:
- DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
- DECLARE_CLIENTCLASS();
-
- virtual void PostDataUpdate( DataUpdateType_t updateType )
- {
- // Create the effect.
- C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() );
- if ( pPlayer && !pPlayer->IsDormant() )
- {
- pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData );
- }
- }
-
-public:
- CNetworkHandle( CBasePlayer, m_hPlayer );
- CNetworkVar( int, m_iEvent );
- CNetworkVar( int, m_nData );
-};
-
-IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );
-
-BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
- RecvPropEHandle( RECVINFO( m_hPlayer ) ),
- RecvPropInt( RECVINFO( m_iEvent ) ),
- RecvPropInt( RECVINFO( m_nData ) )
-END_RECV_TABLE()
-
-BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive )
- RecvPropInt( RECVINFO( m_iShotsFired ) ),
-END_RECV_TABLE()
-
-
-IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer )
- RecvPropDataTable( "sdklocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ),
- RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
- RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
- RecvPropInt( RECVINFO( m_iThrowGrenadeCounter ) ),
- RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
-END_RECV_TABLE()
-
-BEGIN_PREDICTION_DATA( C_SDKPlayer )
- DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
- DEFINE_PRED_FIELD( m_iShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
-END_PREDICTION_DATA()
-
-class C_SDKRagdoll : public C_BaseAnimatingOverlay
-{
-public:
- DECLARE_CLASS( C_SDKRagdoll, C_BaseAnimatingOverlay );
- DECLARE_CLIENTCLASS();
-
- C_SDKRagdoll();
- ~C_SDKRagdoll();
-
- virtual void OnDataChanged( DataUpdateType_t type );
-
- int GetPlayerEntIndex() const;
- IRagdoll* GetIRagdoll() const;
-
- void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
-
-private:
-
- C_SDKRagdoll( const C_SDKRagdoll & ) {}
-
- void Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity );
-
- void CreateRagdoll();
-
-
-private:
-
- EHANDLE m_hPlayer;
- CNetworkVector( m_vecRagdollVelocity );
- CNetworkVector( m_vecRagdollOrigin );
-};
-
-
-IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_SDKRagdoll, DT_SDKRagdoll, CSDKRagdoll )
- RecvPropVector( RECVINFO(m_vecRagdollOrigin) ),
- RecvPropEHandle( RECVINFO( m_hPlayer ) ),
- RecvPropInt( RECVINFO( m_nModelIndex ) ),
- RecvPropInt( RECVINFO(m_nForceBone) ),
- RecvPropVector( RECVINFO(m_vecForce) ),
- RecvPropVector( RECVINFO( m_vecRagdollVelocity ) )
-END_RECV_TABLE()
-
-
-C_SDKRagdoll::C_SDKRagdoll()
-{
-}
-
-C_SDKRagdoll::~C_SDKRagdoll()
-{
- PhysCleanupFrictionSounds( this );
-}
-
-void C_SDKRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity )
-{
- if ( !pSourceEntity )
- return;
-
- VarMapping_t *pSrc = pSourceEntity->GetVarMapping();
- VarMapping_t *pDest = GetVarMapping();
-
- // Find all the VarMapEntry_t's that represent the same variable.
- for ( int i = 0; i < pDest->m_Entries.Count(); i++ )
- {
- VarMapEntry_t *pDestEntry = &pDest->m_Entries[i];
- for ( int j=0; j < pSrc->m_Entries.Count(); j++ )
- {
- VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j];
- if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(),
- pDestEntry->watcher->GetDebugName() ) )
- {
- pDestEntry->watcher->Copy( pSrcEntry->watcher );
- break;
- }
- }
- }
-}
-
-void C_SDKRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
-{
- IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
-
- if( !pPhysicsObject )
- return;
-
- Vector dir = pTrace->endpos - pTrace->startpos;
-
- if ( iDamageType == DMG_BLAST )
- {
- dir *= 4000; // adjust impact strenght
-
- // apply force at object mass center
- pPhysicsObject->ApplyForceCenter( dir );
- }
- else
- {
- Vector hitpos;
-
- VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
- VectorNormalize( dir );
-
- dir *= 4000; // adjust impact strenght
-
- // apply force where we hit it
- pPhysicsObject->ApplyForceOffset( dir, hitpos );
- }
-
- m_pRagdoll->ResetRagdollSleepAfterTime();
-}
-
-
-void C_SDKRagdoll::CreateRagdoll()
-{
- // First, initialize all our data. If we have the player's entity on our client,
- // then we can make ourselves start out exactly where the player is.
- C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() );
-
- if ( pPlayer && !pPlayer->IsDormant() )
- {
- // move my current model instance to the ragdoll's so decals are preserved.
- pPlayer->SnatchModelInstance( this );
-
- VarMapping_t *varMap = GetVarMapping();
-
- // Copy all the interpolated vars from the player entity.
- // The entity uses the interpolated history to get bone velocity.
- bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());
- if ( bRemotePlayer )
- {
- Interp_Copy( pPlayer );
-
- SetAbsAngles( pPlayer->GetRenderAngles() );
- GetRotationInterpolator().Reset();
-
- m_flAnimTime = pPlayer->m_flAnimTime;
- SetSequence( pPlayer->GetSequence() );
- m_flPlaybackRate = pPlayer->GetPlaybackRate();
- }
- else
- {
- // This is the local player, so set them in a default
- // pose and slam their velocity, angles and origin
- SetAbsOrigin( m_vecRagdollOrigin );
-
- SetAbsAngles( pPlayer->GetRenderAngles() );
-
- SetAbsVelocity( m_vecRagdollVelocity );
-
- int iSeq = LookupSequence( "walk_lower" );
- if ( iSeq == -1 )
- {
- Assert( false ); // missing walk_lower?
- iSeq = 0;
- }
-
- SetSequence( iSeq ); // walk_lower, basic pose
- SetCycle( 0.0 );
-
- Interp_Reset( varMap );
- }
- }
- else
- {
- // overwrite network origin so later interpolation will
- // use this position
- SetNetworkOrigin( m_vecRagdollOrigin );
-
- SetAbsOrigin( m_vecRagdollOrigin );
- SetAbsVelocity( m_vecRagdollVelocity );
-
- Interp_Reset( GetVarMapping() );
-
- }
-
- SetModelIndex( m_nModelIndex );
-
- // Make us a ragdoll..
- m_nRenderFX = kRenderFxRagdoll;
-
- matrix3x4_t boneDelta0[MAXSTUDIOBONES];
- matrix3x4_t boneDelta1[MAXSTUDIOBONES];
- matrix3x4_t currentBones[MAXSTUDIOBONES];
- const float boneDt = 0.05f;
-
- if ( pPlayer && !pPlayer->IsDormant() )
- {
- pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
- }
- else
- {
- GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
- }
-
- InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
-}
-
-
-void C_SDKRagdoll::OnDataChanged( DataUpdateType_t type )
-{
- BaseClass::OnDataChanged( type );
-
- if ( type == DATA_UPDATE_CREATED )
- {
- CreateRagdoll();
- }
-}
-
-IRagdoll* C_SDKRagdoll::GetIRagdoll() const
-{
- return m_pRagdoll;
-}
-
-C_BaseAnimating * C_SDKPlayer::BecomeRagdollOnClient()
-{
- // Let the C_CSRagdoll entity do this.
- // m_builtRagdoll = true;
- return NULL;
-}
-
-
-IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const
-{
- if ( m_hRagdoll.Get() )
- {
- C_SDKRagdoll *pRagdoll = (C_SDKRagdoll*)m_hRagdoll.Get();
-
- return pRagdoll->GetIRagdoll();
- }
- else
- {
- return NULL;
- }
-}
-
-
-
-C_SDKPlayer::C_SDKPlayer() :
- m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" )
-{
- m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
-
- m_angEyeAngles.Init();
- AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
-}
-
-
-C_SDKPlayer::~C_SDKPlayer()
-{
- m_PlayerAnimState->Release();
-}
-
-
-C_SDKPlayer* C_SDKPlayer::GetLocalSDKPlayer()
-{
- return ToSDKPlayer( C_BasePlayer::GetLocalPlayer() );
-}
-
-
-const QAngle& C_SDKPlayer::GetRenderAngles()
-{
- if ( IsRagdoll() )
- {
- return vec3_angle;
- }
- else
- {
- return m_PlayerAnimState->GetRenderAngles();
- }
-}
-
-
-void C_SDKPlayer::UpdateClientSideAnimation()
-{
- // Update the animation data. It does the local check here so this works when using
- // a third-person camera (and we don't have valid player angles).
- if ( this == C_SDKPlayer::GetLocalSDKPlayer() )
- m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
- else
- m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
-
- BaseClass::UpdateClientSideAnimation();
-}
-
-
-void C_SDKPlayer::PostDataUpdate( DataUpdateType_t updateType )
-{
- // C_BaseEntity assumes we're networking the entity's angles, so pretend that it
- // networked the same value we already have.
- SetNetworkAngles( GetLocalAngles() );
-
- BaseClass::PostDataUpdate( updateType );
-}
-
-void C_SDKPlayer::OnDataChanged( DataUpdateType_t type )
-{
- BaseClass::OnDataChanged( type );
-
- if ( type == DATA_UPDATE_CREATED )
- {
- SetNextClientThink( CLIENT_THINK_ALWAYS );
- }
-
- UpdateVisibility();
-}
-
-
-void C_SDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
-{
- if ( event == PLAYERANIMEVENT_THROW_GRENADE )
- {
- // Let the server handle this event. It will update m_iThrowGrenadeCounter and the client will
- // pick up the event in CCSPlayerAnimState.
- }
- else
- {
- m_PlayerAnimState->DoAnimationEvent( event, nData );
- }
-}
-
-bool C_SDKPlayer::ShouldDraw( void )
-{
- // If we're dead, our ragdoll will be drawn for us instead.
- if ( !IsAlive() )
- return false;
-
- if( GetTeamNumber() == TEAM_SPECTATOR )
- return false;
-
- if( IsLocalPlayer() && IsRagdoll() )
- return true;
-
- return BaseClass::ShouldDraw();
-}
-
-CWeaponSDKBase* C_SDKPlayer::GetActiveSDKWeapon() const
-{
- return dynamic_cast< CWeaponSDKBase* >( GetActiveWeapon() );
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "c_sdk_player.h" +#include "weapon_sdkbase.h" +#include "c_basetempentity.h" + +#if defined( CSDKPlayer ) + #undef CSDKPlayer +#endif + + + + +// -------------------------------------------------------------------------------- // +// Player animation event. Sent to the client when a player fires, jumps, reloads, etc.. +// -------------------------------------------------------------------------------- // + +class C_TEPlayerAnimEvent : public C_BaseTempEntity +{ +public: + DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity ); + DECLARE_CLIENTCLASS(); + + virtual void PostDataUpdate( DataUpdateType_t updateType ) + { + // Create the effect. + C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() ); + if ( pPlayer && !pPlayer->IsDormant() ) + { + pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData ); + } + } + +public: + CNetworkHandle( CBasePlayer, m_hPlayer ); + CNetworkVar( int, m_iEvent ); + CNetworkVar( int, m_nData ); +}; + +IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent ); + +BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent ) + RecvPropEHandle( RECVINFO( m_hPlayer ) ), + RecvPropInt( RECVINFO( m_iEvent ) ), + RecvPropInt( RECVINFO( m_nData ) ) +END_RECV_TABLE() + +BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive ) + RecvPropInt( RECVINFO( m_iShotsFired ) ), +END_RECV_TABLE() + + +IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer ) + RecvPropDataTable( "sdklocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ), + RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), + RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), + RecvPropInt( RECVINFO( m_iThrowGrenadeCounter ) ), + RecvPropEHandle( RECVINFO( m_hRagdoll ) ), +END_RECV_TABLE() + +BEGIN_PREDICTION_DATA( C_SDKPlayer ) + DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ), + DEFINE_PRED_FIELD( m_iShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), +END_PREDICTION_DATA() + +class C_SDKRagdoll : public C_BaseAnimatingOverlay +{ +public: + DECLARE_CLASS( C_SDKRagdoll, C_BaseAnimatingOverlay ); + DECLARE_CLIENTCLASS(); + + C_SDKRagdoll(); + ~C_SDKRagdoll(); + + virtual void OnDataChanged( DataUpdateType_t type ); + + int GetPlayerEntIndex() const; + IRagdoll* GetIRagdoll() const; + + void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ); + +private: + + C_SDKRagdoll( const C_SDKRagdoll & ) {} + + void Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity ); + + void CreateRagdoll(); + + +private: + + EHANDLE m_hPlayer; + CNetworkVector( m_vecRagdollVelocity ); + CNetworkVector( m_vecRagdollOrigin ); +}; + + +IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_SDKRagdoll, DT_SDKRagdoll, CSDKRagdoll ) + RecvPropVector( RECVINFO(m_vecRagdollOrigin) ), + RecvPropEHandle( RECVINFO( m_hPlayer ) ), + RecvPropInt( RECVINFO( m_nModelIndex ) ), + RecvPropInt( RECVINFO(m_nForceBone) ), + RecvPropVector( RECVINFO(m_vecForce) ), + RecvPropVector( RECVINFO( m_vecRagdollVelocity ) ) +END_RECV_TABLE() + + +C_SDKRagdoll::C_SDKRagdoll() +{ +} + +C_SDKRagdoll::~C_SDKRagdoll() +{ + PhysCleanupFrictionSounds( this ); +} + +void C_SDKRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity ) +{ + if ( !pSourceEntity ) + return; + + VarMapping_t *pSrc = pSourceEntity->GetVarMapping(); + VarMapping_t *pDest = GetVarMapping(); + + // Find all the VarMapEntry_t's that represent the same variable. + for ( int i = 0; i < pDest->m_Entries.Count(); i++ ) + { + VarMapEntry_t *pDestEntry = &pDest->m_Entries[i]; + for ( int j=0; j < pSrc->m_Entries.Count(); j++ ) + { + VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j]; + if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(), + pDestEntry->watcher->GetDebugName() ) ) + { + pDestEntry->watcher->Copy( pSrcEntry->watcher ); + break; + } + } + } +} + +void C_SDKRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) +{ + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + + if( !pPhysicsObject ) + return; + + Vector dir = pTrace->endpos - pTrace->startpos; + + if ( iDamageType == DMG_BLAST ) + { + dir *= 4000; // adjust impact strenght + + // apply force at object mass center + pPhysicsObject->ApplyForceCenter( dir ); + } + else + { + Vector hitpos; + + VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); + VectorNormalize( dir ); + + dir *= 4000; // adjust impact strenght + + // apply force where we hit it + pPhysicsObject->ApplyForceOffset( dir, hitpos ); + } + + m_pRagdoll->ResetRagdollSleepAfterTime(); +} + + +void C_SDKRagdoll::CreateRagdoll() +{ + // First, initialize all our data. If we have the player's entity on our client, + // then we can make ourselves start out exactly where the player is. + C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() ); + + if ( pPlayer && !pPlayer->IsDormant() ) + { + // move my current model instance to the ragdoll's so decals are preserved. + pPlayer->SnatchModelInstance( this ); + + VarMapping_t *varMap = GetVarMapping(); + + // Copy all the interpolated vars from the player entity. + // The entity uses the interpolated history to get bone velocity. + bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer()); + if ( bRemotePlayer ) + { + Interp_Copy( pPlayer ); + + SetAbsAngles( pPlayer->GetRenderAngles() ); + GetRotationInterpolator().Reset(); + + m_flAnimTime = pPlayer->m_flAnimTime; + SetSequence( pPlayer->GetSequence() ); + m_flPlaybackRate = pPlayer->GetPlaybackRate(); + } + else + { + // This is the local player, so set them in a default + // pose and slam their velocity, angles and origin + SetAbsOrigin( m_vecRagdollOrigin ); + + SetAbsAngles( pPlayer->GetRenderAngles() ); + + SetAbsVelocity( m_vecRagdollVelocity ); + + int iSeq = LookupSequence( "walk_lower" ); + if ( iSeq == -1 ) + { + Assert( false ); // missing walk_lower? + iSeq = 0; + } + + SetSequence( iSeq ); // walk_lower, basic pose + SetCycle( 0.0 ); + + Interp_Reset( varMap ); + } + } + else + { + // overwrite network origin so later interpolation will + // use this position + SetNetworkOrigin( m_vecRagdollOrigin ); + + SetAbsOrigin( m_vecRagdollOrigin ); + SetAbsVelocity( m_vecRagdollVelocity ); + + Interp_Reset( GetVarMapping() ); + + } + + SetModelIndex( m_nModelIndex ); + + // Make us a ragdoll.. + m_nRenderFX = kRenderFxRagdoll; + + matrix3x4_t boneDelta0[MAXSTUDIOBONES]; + matrix3x4_t boneDelta1[MAXSTUDIOBONES]; + matrix3x4_t currentBones[MAXSTUDIOBONES]; + const float boneDt = 0.05f; + + if ( pPlayer && !pPlayer->IsDormant() ) + { + pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); + } + else + { + GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); + } + + InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt ); +} + + +void C_SDKRagdoll::OnDataChanged( DataUpdateType_t type ) +{ + BaseClass::OnDataChanged( type ); + + if ( type == DATA_UPDATE_CREATED ) + { + CreateRagdoll(); + } +} + +IRagdoll* C_SDKRagdoll::GetIRagdoll() const +{ + return m_pRagdoll; +} + +C_BaseAnimating * C_SDKPlayer::BecomeRagdollOnClient() +{ + // Let the C_CSRagdoll entity do this. + // m_builtRagdoll = true; + return NULL; +} + + +IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const +{ + if ( m_hRagdoll.Get() ) + { + C_SDKRagdoll *pRagdoll = (C_SDKRagdoll*)m_hRagdoll.Get(); + + return pRagdoll->GetIRagdoll(); + } + else + { + return NULL; + } +} + + + +C_SDKPlayer::C_SDKPlayer() : + m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" ) +{ + m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true ); + + m_angEyeAngles.Init(); + AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR ); +} + + +C_SDKPlayer::~C_SDKPlayer() +{ + m_PlayerAnimState->Release(); +} + + +C_SDKPlayer* C_SDKPlayer::GetLocalSDKPlayer() +{ + return ToSDKPlayer( C_BasePlayer::GetLocalPlayer() ); +} + + +const QAngle& C_SDKPlayer::GetRenderAngles() +{ + if ( IsRagdoll() ) + { + return vec3_angle; + } + else + { + return m_PlayerAnimState->GetRenderAngles(); + } +} + + +void C_SDKPlayer::UpdateClientSideAnimation() +{ + // Update the animation data. It does the local check here so this works when using + // a third-person camera (and we don't have valid player angles). + if ( this == C_SDKPlayer::GetLocalSDKPlayer() ) + m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] ); + else + m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] ); + + BaseClass::UpdateClientSideAnimation(); +} + + +void C_SDKPlayer::PostDataUpdate( DataUpdateType_t updateType ) +{ + // C_BaseEntity assumes we're networking the entity's angles, so pretend that it + // networked the same value we already have. + SetNetworkAngles( GetLocalAngles() ); + + BaseClass::PostDataUpdate( updateType ); +} + +void C_SDKPlayer::OnDataChanged( DataUpdateType_t type ) +{ + BaseClass::OnDataChanged( type ); + + if ( type == DATA_UPDATE_CREATED ) + { + SetNextClientThink( CLIENT_THINK_ALWAYS ); + } + + UpdateVisibility(); +} + + +void C_SDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) +{ + if ( event == PLAYERANIMEVENT_THROW_GRENADE ) + { + // Let the server handle this event. It will update m_iThrowGrenadeCounter and the client will + // pick up the event in CCSPlayerAnimState. + } + else + { + m_PlayerAnimState->DoAnimationEvent( event, nData ); + } +} + +bool C_SDKPlayer::ShouldDraw( void ) +{ + // If we're dead, our ragdoll will be drawn for us instead. + if ( !IsAlive() ) + return false; + + if( GetTeamNumber() == TEAM_SPECTATOR ) + return false; + + if( IsLocalPlayer() && IsRagdoll() ) + return true; + + return BaseClass::ShouldDraw(); +} + +CWeaponSDKBase* C_SDKPlayer::GetActiveSDKWeapon() const +{ + return dynamic_cast< CWeaponSDKBase* >( GetActiveWeapon() ); }
\ No newline at end of file |