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-rw-r--r--mp/src/game/shared/hl2/hl_gamemovement.h258
1 files changed, 129 insertions, 129 deletions
diff --git a/mp/src/game/shared/hl2/hl_gamemovement.h b/mp/src/game/shared/hl2/hl_gamemovement.h
index 2141d8b7..1e9abefe 100644
--- a/mp/src/game/shared/hl2/hl_gamemovement.h
+++ b/mp/src/game/shared/hl2/hl_gamemovement.h
@@ -1,129 +1,129 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Special handling for hl2 usable ladders
-//
-//=============================================================================//
-
-#include "gamemovement.h"
-#include "func_ladder.h"
-
-#if defined( CLIENT_DLL )
-
-#include "c_basehlplayer.h"
-#define CHL2_Player C_BaseHLPlayer
-#else
-
-#include "hl2_player.h"
-
-#endif
-
-struct LadderMove_t;
-class CInfoLadderDismount;
-
-struct NearbyDismount_t
-{
- CInfoLadderDismount *dismount;
- float distSqr;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: HL2 specific movement code
-//-----------------------------------------------------------------------------
-class CHL2GameMovement : public CGameMovement
-{
- typedef CGameMovement BaseClass;
-public:
-
- CHL2GameMovement();
-
-// Overrides
- virtual void FullLadderMove();
- virtual bool LadderMove( void );
- virtual bool OnLadder( trace_t &trace );
- virtual int GetCheckInterval( IntervalType_t type );
- virtual void SetGroundEntity( trace_t *pm );
- virtual bool CanAccelerate( void );
-
-private:
-
- // See if we are pressing use near a ladder "mount" point and if so, latch us onto the ladder
- bool CheckLadderAutoMount( CFuncLadder *ladder, const Vector& bestOrigin );
-
- bool CheckLadderAutoMountCone( CFuncLadder *ladder, const Vector& bestOrigin, float maxAngleDelta, float maxDistToLadder );
- bool CheckLadderAutoMountEndPoint(CFuncLadder *ladder, const Vector& bestOrigin );
-
-
- bool LookingAtLadder( CFuncLadder *ladder );
-
- // Are we forcing the user's position to a new spot
- bool IsForceMoveActive();
- // Start forcing player position
- void StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder );
- // Returns false when finished
- bool ContinueForcedMove();
-
- // Given a list of nearby ladders, find the best ladder and the "mount" origin
- void Findladder( float maxdist, CFuncLadder **ppLadder, Vector& ladderOrigin, const CFuncLadder *skipLadder );
-
- // Debounce the +USE key
- void SwallowUseKey();
-
- // Returns true if the player will auto-exit the ladder via a dismount node
- bool ExitLadderViaDismountNode( CFuncLadder *ladder, bool strict, bool useAlternate = false );
- void GetSortedDismountNodeList( const Vector &org, float radius, CFuncLadder *ladder, CUtlRBTree< NearbyDismount_t, int >& list );
-
- LadderMove_t *GetLadderMove();
- CHL2_Player *GetHL2Player();
-
- void SetLadder( CFuncLadder *ladder );
- CFuncLadder *GetLadder();
-};
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline CHL2_Player *CHL2GameMovement::GetHL2Player()
-{
- return static_cast< CHL2_Player * >( player );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : inline LadderMove*
-//-----------------------------------------------------------------------------
-inline LadderMove_t *CHL2GameMovement::GetLadderMove()
-{
- CHL2_Player *p = GetHL2Player();
- if ( !p )
- {
- return NULL;
- }
- return p->GetLadderMove();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *ladder -
-//-----------------------------------------------------------------------------
-inline void CHL2GameMovement::SetLadder( CFuncLadder *ladder )
-{
- CFuncLadder* oldLadder = GetLadder();
-
- if ( !ladder && oldLadder )
- {
- oldLadder->PlayerGotOff( GetHL2Player() );
- }
-
-
- GetHL2Player()->m_HL2Local.m_hLadder.Set( ladder );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : CFuncLadder
-//-----------------------------------------------------------------------------
-inline CFuncLadder *CHL2GameMovement::GetLadder()
-{
- return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Special handling for hl2 usable ladders
+//
+//=============================================================================//
+
+#include "gamemovement.h"
+#include "func_ladder.h"
+
+#if defined( CLIENT_DLL )
+
+#include "c_basehlplayer.h"
+#define CHL2_Player C_BaseHLPlayer
+#else
+
+#include "hl2_player.h"
+
+#endif
+
+struct LadderMove_t;
+class CInfoLadderDismount;
+
+struct NearbyDismount_t
+{
+ CInfoLadderDismount *dismount;
+ float distSqr;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: HL2 specific movement code
+//-----------------------------------------------------------------------------
+class CHL2GameMovement : public CGameMovement
+{
+ typedef CGameMovement BaseClass;
+public:
+
+ CHL2GameMovement();
+
+// Overrides
+ virtual void FullLadderMove();
+ virtual bool LadderMove( void );
+ virtual bool OnLadder( trace_t &trace );
+ virtual int GetCheckInterval( IntervalType_t type );
+ virtual void SetGroundEntity( trace_t *pm );
+ virtual bool CanAccelerate( void );
+
+private:
+
+ // See if we are pressing use near a ladder "mount" point and if so, latch us onto the ladder
+ bool CheckLadderAutoMount( CFuncLadder *ladder, const Vector& bestOrigin );
+
+ bool CheckLadderAutoMountCone( CFuncLadder *ladder, const Vector& bestOrigin, float maxAngleDelta, float maxDistToLadder );
+ bool CheckLadderAutoMountEndPoint(CFuncLadder *ladder, const Vector& bestOrigin );
+
+
+ bool LookingAtLadder( CFuncLadder *ladder );
+
+ // Are we forcing the user's position to a new spot
+ bool IsForceMoveActive();
+ // Start forcing player position
+ void StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder );
+ // Returns false when finished
+ bool ContinueForcedMove();
+
+ // Given a list of nearby ladders, find the best ladder and the "mount" origin
+ void Findladder( float maxdist, CFuncLadder **ppLadder, Vector& ladderOrigin, const CFuncLadder *skipLadder );
+
+ // Debounce the +USE key
+ void SwallowUseKey();
+
+ // Returns true if the player will auto-exit the ladder via a dismount node
+ bool ExitLadderViaDismountNode( CFuncLadder *ladder, bool strict, bool useAlternate = false );
+ void GetSortedDismountNodeList( const Vector &org, float radius, CFuncLadder *ladder, CUtlRBTree< NearbyDismount_t, int >& list );
+
+ LadderMove_t *GetLadderMove();
+ CHL2_Player *GetHL2Player();
+
+ void SetLadder( CFuncLadder *ladder );
+ CFuncLadder *GetLadder();
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+inline CHL2_Player *CHL2GameMovement::GetHL2Player()
+{
+ return static_cast< CHL2_Player * >( player );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : inline LadderMove*
+//-----------------------------------------------------------------------------
+inline LadderMove_t *CHL2GameMovement::GetLadderMove()
+{
+ CHL2_Player *p = GetHL2Player();
+ if ( !p )
+ {
+ return NULL;
+ }
+ return p->GetLadderMove();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *ladder -
+//-----------------------------------------------------------------------------
+inline void CHL2GameMovement::SetLadder( CFuncLadder *ladder )
+{
+ CFuncLadder* oldLadder = GetLadder();
+
+ if ( !ladder && oldLadder )
+ {
+ oldLadder->PlayerGotOff( GetHL2Player() );
+ }
+
+
+ GetHL2Player()->m_HL2Local.m_hLadder.Set( ladder );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : CFuncLadder
+//-----------------------------------------------------------------------------
+inline CFuncLadder *CHL2GameMovement::GetLadder()
+{
+ return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) );
+}