mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-10 22:16:52 +03:00
eb014cce6c
- Fixed path_track paths saving as pointers instead of handles - Fixed player animations not falling to base class correctly - Fixed logic_externaldata creating garbage in trailing spaces - Added "SetHandModelSkin" input - Added unique colors for various types of console message, adjustable via convars - Added the ability to use map-specific weapon scripts - Added a way to display (placeholder) text entirely from Faceposer scenes - Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines - Added the ability to change a game_text's font (very limited) - Added LightToggle input to point_spotlight - Added Enable/DisableSprites on npc_manhack - Added ai_goal_police behavior from metrocops to Combine soldiers and citizens - Added func_precipitation particle rain systems from the Alien Swarm SDK - Added new func_precipitation spawnflags for controlling behavior in particle types - Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on - Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs - Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed - Added key for custom logo font on env_credits scripts - Added SetSpeed and SetPushDir inputs for trigger_push - Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish - Added OnLostEnemy/Player support for npc_combine_camera - Added enhanced save/restore for the Response System, toggleable via convar - Added a convar which allows users to disable weapon autoswitching when picking up ammo - Split VScript base script into its own file - Added VScript descriptions for NPC squads and the manager class which handles them - Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP - Added VScript to VBSP with basic map file interfacing - Made some VScript documentation more clear due to deprecation of online documentation - Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation - Added VScript-driven custom weapons - Added clientside VScript scopes - Added a bunch of weapon-related VScript functions - Split a bunch of cluttered VScript stuff into different files - Added VScript functions for "following" entities/bonemerging - Added VScript functions for grenades - Added a few more VScript trigger functions - Added OnDeath hook for VScript - Fixed documentation for aliased functions in VScript - Fixed $bumpmask not working on SDK_LightmappedGeneric - Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake) - Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working - Added limited support for $envmapmask in the bumpmapping shader - Fixed more issues with parallax corrected cubemaps and instances - Made instance variable recursion consistent with VMFII
455 lines
15 KiB
C++
455 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL2.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL2_PLAYER_H
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#define HL2_PLAYER_H
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#pragma once
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#include "player.h"
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#include "hl2_playerlocaldata.h"
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#include "simtimer.h"
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#include "soundenvelope.h"
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// In HL2MP we need to inherit from BaseMultiplayerPlayer!
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#if defined ( HL2MP )
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#include "basemultiplayerplayer.h"
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#endif
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class CAI_Squad;
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class CPropCombineBall;
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extern int TrainSpeed(int iSpeed, int iMax);
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extern void CopyToBodyQue( CBaseAnimating *pCorpse );
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#define ARMOR_DECAY_TIME 3.5f
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enum HL2PlayerPhysFlag_e
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{
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// 1 -- 5 are used by enum PlayerPhysFlag_e in player.h
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PFLAG_ONBARNACLE = ( 1<<6 ) // player is hangning from the barnalce
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};
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class IPhysicsPlayerController;
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class CLogicPlayerProxy;
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struct commandgoal_t
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{
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Vector m_vecGoalLocation;
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CBaseEntity *m_pGoalEntity;
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};
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// Time between checks to determine whether NPCs are illuminated by the flashlight
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#define FLASHLIGHT_NPC_CHECK_INTERVAL 0.4
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//----------------------------------------------------
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// Definitions for weapon slots
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//----------------------------------------------------
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#define WEAPON_MELEE_SLOT 0
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#define WEAPON_SECONDARY_SLOT 1
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#define WEAPON_PRIMARY_SLOT 2
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#define WEAPON_EXPLOSIVE_SLOT 3
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#define WEAPON_TOOL_SLOT 4
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//=============================================================================
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//=============================================================================
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class CSuitPowerDevice
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{
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public:
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CSuitPowerDevice( int bitsID, float flDrainRate ) { m_bitsDeviceID = bitsID; m_flDrainRate = flDrainRate; }
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private:
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int m_bitsDeviceID; // tells what the device is. DEVICE_SPRINT, DEVICE_FLASHLIGHT, etc. BITMASK!!!!!
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float m_flDrainRate; // how quickly does this device deplete suit power? ( percent per second )
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public:
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int GetDeviceID( void ) const { return m_bitsDeviceID; }
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float GetDeviceDrainRate( void ) const
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{
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if( g_pGameRules->GetSkillLevel() == SKILL_EASY && hl2_episodic.GetBool() && !(GetDeviceID()&bits_SUIT_DEVICE_SPRINT) )
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return m_flDrainRate * 0.5f;
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else
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return m_flDrainRate;
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}
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#ifdef MAPBASE
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void SetDeviceDrainRate( float flDrainRate ) { m_flDrainRate = flDrainRate; }
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#endif
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};
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//=============================================================================
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// >> HL2_PLAYER
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//=============================================================================
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#if defined ( HL2MP )
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class CHL2_Player : public CBaseMultiplayerPlayer
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#else
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class CHL2_Player : public CBasePlayer
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#endif
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{
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public:
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#if defined ( HL2MP )
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DECLARE_CLASS( CHL2_Player, CBaseMultiplayerPlayer );
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#else
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DECLARE_CLASS( CHL2_Player, CBasePlayer );
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#endif
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#ifdef MAPBASE_VSCRIPT
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DECLARE_ENT_SCRIPTDESC();
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#endif
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CHL2_Player();
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~CHL2_Player( void );
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static CHL2_Player *CreatePlayer( const char *className, edict_t *ed )
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{
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CHL2_Player::s_PlayerEdict = ed;
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return (CHL2_Player*)CreateEntityByName( className );
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}
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void CreateCorpse( void ) { CopyToBodyQue( this ); };
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virtual void Precache( void );
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virtual void Spawn(void);
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virtual void Activate( void );
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virtual void CheatImpulseCommands( int iImpulse );
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virtual void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper);
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virtual void PlayerUse ( void );
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virtual void SuspendUse( float flDuration ) { m_flTimeUseSuspended = gpGlobals->curtime + flDuration; }
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virtual void UpdateClientData( void );
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virtual void OnRestore();
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virtual void StopLoopingSounds( void );
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virtual void Splash( void );
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virtual void ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set );
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#ifdef MAPBASE
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// For the logic_playerproxy output
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void SpawnedAtPoint( CBaseEntity *pSpawnPoint );
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void ResetAnimation( void );
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void SetAnimation( PLAYER_ANIM playerAnim );
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virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName );
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#endif
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void DrawDebugGeometryOverlays(void);
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virtual Vector EyeDirection2D( void );
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virtual Vector EyeDirection3D( void );
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virtual void CommanderMode();
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virtual bool ClientCommand( const CCommand &args );
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// from cbasecombatcharacter
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void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity );
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WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
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Class_T Classify ( void );
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// from CBasePlayer
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virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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// Suit Power Interface
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void SuitPower_Update( void );
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bool SuitPower_Drain( float flPower ); // consume some of the suit's power.
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void SuitPower_Charge( float flPower ); // add suit power.
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void SuitPower_SetCharge( float flPower ) { m_HL2Local.m_flSuitPower = flPower; }
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void SuitPower_Initialize( void );
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bool SuitPower_IsDeviceActive( const CSuitPowerDevice &device );
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bool SuitPower_AddDevice( const CSuitPowerDevice &device );
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bool SuitPower_RemoveDevice( const CSuitPowerDevice &device );
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bool SuitPower_ShouldRecharge( void );
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float SuitPower_GetCurrentPercentage( void ) { return m_HL2Local.m_flSuitPower; }
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void SetFlashlightEnabled( bool bState );
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#ifdef MAPBASE
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// Needed for logic_playerproxy
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float GetFlashlightBattery();
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#endif
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// Apply a battery
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bool ApplyBattery( float powerMultiplier = 1.0 );
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// Commander Mode for controller NPCs
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enum CommanderCommand_t
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{
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CC_NONE,
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CC_TOGGLE,
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CC_FOLLOW,
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CC_SEND,
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};
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void CommanderUpdate();
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void CommanderExecute( CommanderCommand_t command = CC_TOGGLE );
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bool CommanderFindGoal( commandgoal_t *pGoal );
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void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity );
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CAI_BaseNPC *GetSquadCommandRepresentative();
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int GetNumSquadCommandables();
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int GetNumSquadCommandableMedics();
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#ifdef MAPBASE
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void InputSquadForceSummon( inputdata_t &inputdata );
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void InputSquadForceGoTo( inputdata_t &inputdata );
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void InputEnableGeigerCounter( inputdata_t &inputdata );
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void InputDisableGeigerCounter( inputdata_t &inputdata );
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void InputShowSquadHUD( inputdata_t &inputdata );
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void InputHideSquadHUD( inputdata_t &inputdata );
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#endif
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// Locator
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void UpdateLocatorPosition( const Vector &vecPosition );
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// Sprint Device
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void StartAutoSprint( void );
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void StartSprinting( void );
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void StopSprinting( void );
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void InitSprinting( void );
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bool IsSprinting( void ) { return m_fIsSprinting; }
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bool CanSprint( void );
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void EnableSprint( bool bEnable);
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bool CanZoom( CBaseEntity *pRequester );
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void ToggleZoom(void);
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void StartZooming( void );
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void StopZooming( void );
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bool IsZooming( void );
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void CheckSuitZoom( void );
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// Walking
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void StartWalking( void );
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void StopWalking( void );
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bool IsWalking( void ) { return m_fIsWalking; }
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// Aiming heuristics accessors
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virtual float GetIdleTime( void ) const { return ( m_flIdleTime - m_flMoveTime ); }
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virtual float GetMoveTime( void ) const { return ( m_flMoveTime - m_flIdleTime ); }
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virtual float GetLastDamageTime( void ) const { return m_flLastDamageTime; }
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virtual bool IsDucking( void ) const { return !!( GetFlags() & FL_DUCKING ); }
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virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
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void InputIgnoreFallDamage( inputdata_t &inputdata );
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void InputIgnoreFallDamageWithoutReset( inputdata_t &inputdata );
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void InputEnableFlashlight( inputdata_t &inputdata );
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void InputDisableFlashlight( inputdata_t &inputdata );
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#ifdef MAPBASE
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void InputAddArmor( inputdata_t &inputdata );
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void InputRemoveArmor( inputdata_t &inputdata );
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void InputSetArmor( inputdata_t &inputdata );
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void InputAddAuxPower( inputdata_t &inputdata );
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void InputRemoveAuxPower( inputdata_t &inputdata );
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void InputSetAuxPower( inputdata_t &inputdata );
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void InputTurnFlashlightOn( inputdata_t &inputdata );
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void InputTurnFlashlightOff( inputdata_t &inputdata );
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#endif
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const impactdamagetable_t &GetPhysicsImpactDamageTable();
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual void OnDamagedByExplosion( const CTakeDamageInfo &info );
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bool ShouldShootMissTarget( CBaseCombatCharacter *pAttacker );
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void CombineBallSocketed( CPropCombineBall *pCombineBall );
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virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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virtual void GetAutoaimVector( autoaim_params_t ¶ms );
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bool ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget );
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void SetLocatorTargetEntity( CBaseEntity *pEntity ) { m_hLocatorTargetEntity.Set( pEntity ); }
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#ifdef MAPBASE
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virtual bool CanAutoSwitchToNextBestWeapon( CBaseCombatWeapon *pWeapon );
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#endif
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virtual int GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound);
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virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_Lower( void );
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virtual bool Weapon_Ready( void );
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virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
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virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
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void FirePlayerProxyOutput( const char *pszOutputName, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller );
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CLogicPlayerProxy *GetPlayerProxy( void );
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// Flashlight Device
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void CheckFlashlight( void );
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int FlashlightIsOn( void );
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void FlashlightTurnOn( void );
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void FlashlightTurnOff( void );
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bool IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot );
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void SetFlashlightPowerDrainScale( float flScale ) { m_flFlashlightPowerDrainScale = flScale; }
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// Underwater breather device
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virtual void SetPlayerUnderwater( bool state );
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virtual bool CanBreatheUnderwater() const { return m_HL2Local.m_flSuitPower > 0.0f; }
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// physics interactions
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virtual void PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize );
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virtual bool IsHoldingEntity( CBaseEntity *pEnt );
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virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis );
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virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject );
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virtual CBaseEntity *CHL2_Player::GetHeldObject( void );
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virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & PFLAG_ONBARNACLE) > 0; }
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void InputForceDropPhysObjects( inputdata_t &data );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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void NotifyScriptsOfDeath( void );
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// override the test for getting hit
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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LadderMove_t *GetLadderMove() { return &m_HL2Local.m_LadderMove; }
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virtual void ExitLadder();
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virtual surfacedata_t *GetLadderSurface( const Vector &origin );
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virtual void EquipSuit( bool bPlayEffects = true );
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virtual void RemoveSuit( void );
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void HandleAdmireGlovesAnimation( void );
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void StartAdmireGlovesAnimation( void );
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void HandleSpeedChanges( void );
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void SetControlClass( Class_T controlClass ) { m_nControlClass = controlClass; }
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void StartWaterDeathSounds( void );
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void StopWaterDeathSounds( void );
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bool IsWeaponLowered( void ) { return m_HL2Local.m_bWeaponLowered; }
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void HandleArmorReduction( void );
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void StartArmorReduction( void ) { m_flArmorReductionTime = gpGlobals->curtime + ARMOR_DECAY_TIME;
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m_iArmorReductionFrom = ArmorValue();
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}
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void MissedAR2AltFire();
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inline void EnableCappedPhysicsDamage();
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inline void DisableCappedPhysicsDamage();
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// HUD HINTS
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void DisplayLadderHudHint();
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#ifdef MAPBASE
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void InitCustomSuitDevice( int iDeviceID, float flDrainRate );
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void AddCustomSuitDevice( int iDeviceID );
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void RemoveCustomSuitDevice( int iDeviceID );
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bool IsCustomSuitDeviceActive( int iDeviceID );
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#endif
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CSoundPatch *m_sndLeeches;
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CSoundPatch *m_sndWaterSplashes;
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protected:
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virtual void PreThink( void );
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virtual void PostThink( void );
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virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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virtual void UpdateWeaponPosture( void );
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virtual void ItemPostFrame();
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virtual void PlayUseDenySound();
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private:
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bool CommanderExecuteOne( CAI_BaseNPC *pNpc, const commandgoal_t &goal, CAI_BaseNPC **Allies, int numAllies );
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void OnSquadMemberKilled( inputdata_t &data );
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Class_T m_nControlClass; // Class when player is controlling another entity
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// This player's HL2 specific data that should only be replicated to
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// the player and not to other players.
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CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local );
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float m_flTimeAllSuitDevicesOff;
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bool m_bSprintEnabled; // Used to disable sprint temporarily
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bool m_bIsAutoSprinting; // A proxy for holding down the sprint key.
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float m_fAutoSprintMinTime; // Minimum time to maintain autosprint regardless of player speed.
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CNetworkVar( bool, m_fIsSprinting );
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CNetworkVarForDerived( bool, m_fIsWalking );
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protected: // Jeep: Portal_Player needs access to this variable to overload PlayerUse for picking up objects through portals
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bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code...
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private:
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CAI_Squad * m_pPlayerAISquad;
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CSimpleSimTimer m_CommanderUpdateTimer;
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float m_RealTimeLastSquadCommand;
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CommanderCommand_t m_QueuedCommand;
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Vector m_vecMissPositions[16];
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int m_nNumMissPositions;
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float m_flTimeIgnoreFallDamage;
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bool m_bIgnoreFallDamageResetAfterImpact;
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// Suit power fields
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float m_flSuitPowerLoad; // net suit power drain (total of all device's drainrates)
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float m_flAdmireGlovesAnimTime;
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float m_flNextFlashlightCheckTime;
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float m_flFlashlightPowerDrainScale;
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// Aiming heuristics code
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float m_flIdleTime; //Amount of time we've been motionless
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float m_flMoveTime; //Amount of time we've been in motion
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float m_flLastDamageTime; //Last time we took damage
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float m_flTargetFindTime;
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EHANDLE m_hPlayerProxy;
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bool m_bFlashlightDisabled;
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bool m_bUseCappedPhysicsDamageTable;
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float m_flArmorReductionTime;
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int m_iArmorReductionFrom;
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float m_flTimeUseSuspended;
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CSimpleSimTimer m_LowerWeaponTimer;
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CSimpleSimTimer m_AutoaimTimer;
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EHANDLE m_hLockedAutoAimEntity;
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EHANDLE m_hLocatorTargetEntity; // The entity that's being tracked by the suit locator.
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float m_flTimeNextLadderHint; // Next time we're eligible to display a HUD hint about a ladder.
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friend class CHL2GameMovement;
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};
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//-----------------------------------------------------------------------------
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// FIXME: find a better way to do this
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// Switches us to a physics damage table that caps the max damage.
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//-----------------------------------------------------------------------------
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void CHL2_Player::EnableCappedPhysicsDamage()
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{
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m_bUseCappedPhysicsDamageTable = true;
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}
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void CHL2_Player::DisableCappedPhysicsDamage()
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{
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m_bUseCappedPhysicsDamageTable = false;
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}
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#endif //HL2_PLAYER_H
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