mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
506 lines
12 KiB
C++
506 lines
12 KiB
C++
#include "precompiled.h"
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LINK_HOOK_CHAIN(int, GetForceCamera, (CBasePlayer *pObserver), pObserver);
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int __API_HOOK(GetForceCamera)(CBasePlayer *pObserver)
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{
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int retVal;
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if (!fadetoblack.value)
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{
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retVal = int(CVAR_GET_FLOAT("mp_forcechasecam"));
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if (retVal == CAMERA_MODE_SPEC_ANYONE)
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retVal = int(CVAR_GET_FLOAT("mp_forcecamera"));
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}
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else
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retVal = CAMERA_MODE_SPEC_ONLY_FRIST_PERSON;
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return retVal;
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}
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LINK_HOOK_CLASS_CHAIN(CBasePlayer *, CBasePlayer, Observer_IsValidTarget, (int iPlayerIndex, bool bSameTeam), iPlayerIndex, bSameTeam);
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CBasePlayer *CBasePlayer::__API_HOOK(Observer_IsValidTarget)(int iPlayerIndex, bool bSameTeam)
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{
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if (iPlayerIndex > gpGlobals->maxClients || iPlayerIndex < 1)
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return NULL;
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(iPlayerIndex);
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// Don't spec observers or players who haven't picked a class yet
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if (!pPlayer || pPlayer == this || pPlayer->has_disconnected || pPlayer->IsObserver() || (pPlayer->pev->effects & EF_NODRAW) || pPlayer->m_iTeam == UNASSIGNED || (bSameTeam && pPlayer->m_iTeam != m_iTeam))
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return NULL;
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return pPlayer;
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}
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void UpdateClientEffects(CBasePlayer *pObserver, int oldMode)
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{
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bool clearProgress = false;
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bool clearBlindness = false;
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bool blindnessOk = (fadetoblack.value == 0);
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bool clearNightvision = false;
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if (pObserver->IsObserver() == OBS_IN_EYE)
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{
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clearProgress = true;
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clearBlindness = true;
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clearNightvision = true;
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if (pObserver->m_hObserverTarget->IsPlayer())
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(pObserver->m_hObserverTarget->entindex());
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if (pPlayer)
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{
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if (pPlayer->m_progressStart && pPlayer->m_progressEnd > pPlayer->m_progressStart)
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{
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if (pPlayer->m_progressEnd > gpGlobals->time)
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{
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float percentRemaining = gpGlobals->time - pPlayer->m_progressStart;
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pObserver->SetProgressBarTime2(int(pPlayer->m_progressEnd - pPlayer->m_progressStart), percentRemaining);
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clearProgress = false;
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}
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}
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if (blindnessOk && pPlayer->m_blindStartTime && pPlayer->m_blindFadeTime)
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{
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float fadeTime, holdTime, alpha, ratio;
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float endTime = pPlayer->m_blindFadeTime + pPlayer->m_blindHoldTime + pPlayer->m_blindStartTime;
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if (endTime > gpGlobals->time)
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{
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clearBlindness = false;
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fadeTime = pPlayer->m_blindFadeTime;
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alpha = float(pPlayer->m_blindAlpha);
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holdTime = pPlayer->m_blindHoldTime + pPlayer->m_blindStartTime - gpGlobals->time;
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if (holdTime <= 0)
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{
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holdTime = 0;
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ratio = (endTime - gpGlobals->time) / fadeTime;
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alpha = pPlayer->m_blindAlpha * ratio;
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fadeTime = ratio * fadeTime;
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}
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UTIL_ScreenFade(pObserver, Vector(255, 255, 255), fadeTime, holdTime, alpha);
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}
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}
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clearNightvision = false;
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if (pPlayer->m_bNightVisionOn != pObserver->m_bNightVisionOn)
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgNVGToggle, NULL, pObserver->pev);
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WRITE_BYTE(pPlayer->m_bNightVisionOn ? STATUS_NIGHTVISION_ON : STATUS_NIGHTVISION_OFF);
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MESSAGE_END();
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pObserver->m_bNightVisionOn = pPlayer->m_bNightVisionOn;
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}
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}
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}
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}
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else if (oldMode == OBS_IN_EYE)
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{
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clearProgress = true;
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clearBlindness = true;
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clearNightvision = true;
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}
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if (clearProgress)
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pObserver->SetProgressBarTime(0);
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if (blindnessOk && clearBlindness)
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UTIL_ScreenFade(pObserver, Vector(0, 0, 0), 0.001);
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if (clearNightvision)
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgNVGToggle, NULL, pObserver->pev);
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WRITE_BYTE(STATUS_NIGHTVISION_OFF);
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MESSAGE_END();
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pObserver->m_bNightVisionOn = false;
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}
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}
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// Find the next client in the game for this player to spectate
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void CBasePlayer::Observer_FindNextPlayer(bool bReverse, const char *name)
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{
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int iStart;
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int iCurrent;
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int iDir;
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bool bForceSameTeam;
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if (m_flNextFollowTime && m_flNextFollowTime > gpGlobals->time)
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return;
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m_flNextFollowTime = gpGlobals->time + 0.25f;
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iStart = m_hObserverTarget ? ENTINDEX(m_hObserverTarget->edict()) : ENTINDEX(edict());
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iCurrent = iStart;
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m_hObserverTarget = NULL;
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iDir = bReverse ? -1 : 1;
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bForceSameTeam = (GetForceCamera(this) != CAMERA_MODE_SPEC_ANYONE && m_iTeam != SPECTATOR);
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do
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{
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iCurrent += iDir;
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// Loop through the clients
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if (iCurrent > gpGlobals->maxClients)
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iCurrent = 1;
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else if (iCurrent < 1)
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iCurrent = gpGlobals->maxClients;
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m_hObserverTarget = Observer_IsValidTarget(iCurrent, bForceSameTeam);
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if (m_hObserverTarget)
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{
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if (!name)
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break;
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(m_hObserverTarget->entindex());
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if (!Q_strcmp(name, STRING(pPlayer->pev->netname)))
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break;
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}
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}
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while (iCurrent != iStart);
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// Did we find a target?
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if (m_hObserverTarget)
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{
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// Move to the target
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UTIL_SetOrigin(pev, m_hObserverTarget->pev->origin);
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if (m_hObserverTarget->pev->health < 0.0f)
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m_hObserverTarget->pev->health = 0.0f;
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MESSAGE_BEGIN(MSG_ONE, gmsgSpecHealth2, NULL, pev);
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WRITE_BYTE(int(m_hObserverTarget->pev->health));
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WRITE_BYTE(ENTINDEX(m_hObserverTarget->edict()));
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MESSAGE_END();
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// Store the target in pev so the physics DLL can get to it
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if (pev->iuser1 != OBS_ROAMING)
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pev->iuser2 = ENTINDEX(m_hObserverTarget->edict());
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UpdateClientEffects(this, pev->iuser1);
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}
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}
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// Handle buttons in observer mode
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void CBasePlayer::Observer_HandleButtons()
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{
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// Slow down mouse clicks
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if (m_flNextObserverInput > gpGlobals->time)
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return;
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// Jump changes from modes: Chase to Roaming
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if (m_afButtonPressed & IN_JUMP)
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{
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switch (pev->iuser1)
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{
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case OBS_CHASE_LOCKED:
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Observer_SetMode(OBS_IN_EYE);
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break;
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case OBS_CHASE_FREE:
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Observer_SetMode(OBS_IN_EYE);
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break;
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case OBS_IN_EYE:
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Observer_SetMode(OBS_ROAMING);
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break;
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case OBS_ROAMING:
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Observer_SetMode(OBS_MAP_FREE);
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break;
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case OBS_MAP_FREE:
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Observer_SetMode(OBS_MAP_CHASE);
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break;
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default:
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Observer_SetMode(m_bObserverAutoDirector ? OBS_CHASE_LOCKED : OBS_CHASE_FREE);
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break;
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}
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m_flNextObserverInput = gpGlobals->time + 0.2f;
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}
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// Attack moves to the next player
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if (m_afButtonPressed & IN_ATTACK)
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{
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Observer_FindNextPlayer(false);
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m_flNextObserverInput = gpGlobals->time + 0.2f;
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}
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// Attack2 moves to the prev player
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if (m_afButtonPressed & IN_ATTACK2)
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{
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Observer_FindNextPlayer(true);
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m_flNextObserverInput = gpGlobals->time + 0.2f;
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}
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}
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void CBasePlayer::Observer_CheckTarget()
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{
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if (pev->iuser1 == OBS_ROAMING && !m_bWasFollowing)
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return;
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if (m_bWasFollowing)
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{
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Observer_FindNextPlayer(false);
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if (m_hObserverTarget)
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Observer_SetMode(m_iObserverLastMode);
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}
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else
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{
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int lastMode;
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// try to find a traget if we have no current one
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if (!m_hObserverTarget)
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Observer_FindNextPlayer(false);
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if (m_hObserverTarget)
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{
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int iPlayerIndex = ENTINDEX(m_hObserverTarget->edict());
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CBasePlayer *target = UTIL_PlayerByIndex(iPlayerIndex);
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// check taget
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if (!target || target->pev->deadflag == DEAD_RESPAWNABLE || (target->pev->effects & EF_NODRAW))
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Observer_FindNextPlayer(false);
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else if (target->pev->deadflag == DEAD_DEAD && gpGlobals->time > target->m_fDeadTime + 2.0f)
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{
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// 3 secs after death change target
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Observer_FindNextPlayer(false);
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if (!m_hObserverTarget)
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{
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lastMode = pev->iuser1;
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Observer_SetMode(OBS_ROAMING);
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m_iObserverLastMode = lastMode;
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m_bWasFollowing = true;
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}
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}
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}
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// no target found at all
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else
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{
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lastMode = pev->iuser1;
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Observer_SetMode(OBS_ROAMING); // don't overwrite users lastmode
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m_iObserverLastMode = lastMode;
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}
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}
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}
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void CBasePlayer::Observer_CheckProperties()
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{
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// try to find a traget if we have no current one
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if (pev->iuser1 == OBS_IN_EYE && m_hObserverTarget != NULL)
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{
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CBasePlayer *target = UTIL_PlayerByIndex(m_hObserverTarget->entindex());
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if (!target)
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return;
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int weapon = target->m_pActiveItem ? target->m_pActiveItem->m_iId : 0;
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int targetBombState = STATUSICON_HIDE;
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// use fov of tracked client
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if (m_iFOV != target->m_iFOV || m_iObserverWeapon != weapon)
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{
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m_iClientFOV = m_iFOV = target->m_iFOV;
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// write fov before wepon data, so zoomed crosshair is set correctly
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MESSAGE_BEGIN(MSG_ONE, gmsgSetFOV, NULL, pev);
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WRITE_BYTE(m_iFOV);
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MESSAGE_END();
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m_iObserverWeapon = weapon;
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//send weapon update
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MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pev);
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WRITE_BYTE(1); // 1 = current weapon, not on target
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WRITE_BYTE(m_iObserverWeapon);
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WRITE_BYTE(0); // clip
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MESSAGE_END();
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}
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if (target->m_bHasC4)
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{
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if (target->m_signals.GetState() & SIGNAL_BOMB)
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targetBombState = STATUSICON_FLASH;
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else
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targetBombState = STATUSICON_SHOW;
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}
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if (m_iObserverC4State != targetBombState)
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{
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m_iObserverC4State = targetBombState;
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if (targetBombState)
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pev);
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WRITE_BYTE(m_iObserverC4State);
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WRITE_STRING("c4");
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WRITE_BYTE(0);
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WRITE_BYTE(160);
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WRITE_BYTE(0);
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MESSAGE_END();
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}
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else
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pev);
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WRITE_BYTE(STATUSICON_HIDE);
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WRITE_STRING("c4");
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MESSAGE_END();
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}
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}
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if (m_bObserverHasDefuser != target->m_bHasDefuser)
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{
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m_bObserverHasDefuser = target->m_bHasDefuser;
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if (target->m_bHasDefuser)
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pev);
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WRITE_BYTE(STATUSICON_SHOW);
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WRITE_STRING("defuser");
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WRITE_BYTE(0);
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WRITE_BYTE(160);
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WRITE_BYTE(0);
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MESSAGE_END();
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}
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else
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pev);
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WRITE_BYTE(STATUSICON_HIDE);
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WRITE_STRING("defuser");
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MESSAGE_END();
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}
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}
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}
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else
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{
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m_iFOV = DEFAULT_FOV;
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if (m_iObserverWeapon)
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{
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m_iObserverWeapon = 0;
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MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pev);
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WRITE_BYTE(1); // 1 = current weapon
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WRITE_BYTE(m_iObserverWeapon);
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WRITE_BYTE(0); // clip
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MESSAGE_END();
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}
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if (m_iObserverC4State)
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{
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m_iObserverC4State = 0;
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pev);
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WRITE_BYTE(0);
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WRITE_STRING("c4");
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MESSAGE_END();
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}
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if (m_bObserverHasDefuser)
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{
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m_bObserverHasDefuser = false;
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pev);
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WRITE_BYTE(0);
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WRITE_STRING("defuser");
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MESSAGE_END();
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}
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}
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}
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// Attempt to change the observer mode
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void CBasePlayer::Observer_SetMode(int iMode)
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{
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int _forcecamera;
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int oldMode;
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// Just abort if we're changing to the mode we're already in
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if (iMode == pev->iuser1)
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return;
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_forcecamera = GetForceCamera(this);
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// is valid mode ?
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if (iMode < OBS_CHASE_LOCKED || iMode > OBS_MAP_CHASE)
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iMode = OBS_IN_EYE;
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oldMode = pev->iuser1;
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if (m_iTeam != SPECTATOR)
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{
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if (_forcecamera == CAMERA_MODE_SPEC_ONLY_TEAM)
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{
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if (iMode == OBS_ROAMING)
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iMode = OBS_MAP_FREE;
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}
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else if (_forcecamera == CAMERA_MODE_SPEC_ONLY_FRIST_PERSON)
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iMode = OBS_IN_EYE;
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}
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// verify observer target again
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if (m_hObserverTarget != NULL)
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{
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CBaseEntity *pEnt = m_hObserverTarget;
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if (pEnt == this || !pEnt || pEnt->has_disconnected || ((CBasePlayer *)pEnt)->IsObserver() || (pEnt->pev->effects & EF_NODRAW) || (_forcecamera != CAMERA_MODE_SPEC_ANYONE && ((CBasePlayer *)pEnt)->m_iTeam != m_iTeam))
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m_hObserverTarget = NULL;
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}
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// set spectator mode
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pev->iuser1 = iMode;
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// if we are not roaming, we need a valid target to track
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if (iMode != OBS_ROAMING && m_hObserverTarget == NULL)
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{
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Observer_FindNextPlayer(false);
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// if we didn't find a valid target switch to roaming
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if (m_hObserverTarget == NULL)
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{
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ClientPrint(pev, HUD_PRINTCENTER, "#Spec_NoTarget");
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pev->iuser1 = OBS_ROAMING;
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}
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}
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// set target if not roaming
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if (pev->iuser1 == OBS_ROAMING)
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pev->iuser2 = 0;
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else
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pev->iuser2 = ENTINDEX(m_hObserverTarget->edict());
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// clear second target from death cam
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pev->iuser3 = 0;
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if (m_hObserverTarget != NULL)
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UTIL_SetOrigin(pev, m_hObserverTarget->pev->origin);
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MESSAGE_BEGIN(MSG_ONE, gmsgCrosshair, NULL, pev);
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WRITE_BYTE((iMode == OBS_ROAMING) != 0);
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MESSAGE_END();
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UpdateClientEffects(this, oldMode);
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// print spepctaor mode on client screen
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char modemsg[16];
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Q_sprintf(modemsg, "#Spec_Mode%i", pev->iuser1);
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ClientPrint(pev, HUD_PRINTCENTER, modemsg);
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m_iObserverLastMode = iMode;
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m_bWasFollowing = false;
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}
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