hl2_src-leak-2017/src/game/server/dod/dod_player.cpp

4937 lines
125 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Player for HL1.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dod_player.h"
#include "dod_gamerules.h"
#include "team.h" //GetGlobalTeam
#include "in_buttons.h"
#include "dod_shareddefs.h"
#include "dod_cvars.h"
#include "weapon_dodbase.h"
#include "weapon_dodbasegrenade.h"
#include "weapon_dodbaserpg.h"
#include "weapon_dodbipodgun.h"
#include "dod_basegrenade.h"
#include "dod_ammo_box.h"
#include "effect_dispatch_data.h"
#include "movehelper_server.h"
#include "tier0/vprof.h"
#include "te_effect_dispatch.h"
#include "vphysics/player_controller.h"
#include <KeyValues.h>
#include "engine/IEngineSound.h"
#include "studio.h"
#include "dod_viewmodel.h"
#include "info_camera_link.h"
#include "dod_team.h"
#include "dod_control_point.h"
#include "dod_location.h"
#include "viewport_panel_names.h"
#include "obstacle_pushaway.h"
#include "datacache/imdlcache.h"
#include "bone_setup.h"
#include "dod_baserocket.h"
#include "dod_basegrenade.h"
#include "dod_bombtarget.h"
#include "collisionutils.h"
#include "gamestats.h"
#include "gameinterface.h"
#include "holiday_gift.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#pragma warning( disable: 4355 ) // disables ' 'this' : used in base member initializer list'
ConVar sv_max_usercmd_future_ticks( "sv_max_usercmd_future_ticks", "8", 0, "Prevents clients from running usercmds too far in the future. Prevents speed hacks." );
ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
EHANDLE g_pLastAlliesSpawn;
EHANDLE g_pLastAxisSpawn;
int g_iLastAlliesSpawnIndex = 0;
int g_iLastAxisSpawnIndex = 0;
ConVar dod_playerstatetransitions( "dod_playerstatetransitions", "-2", FCVAR_CHEAT, "dod_playerstatetransitions <ent index or -1 for all>. Show player state transitions." );
ConVar dod_debugdamage( "dod_debugdamage", "0", FCVAR_CHEAT );
ConVar mp_bandage_heal_amount( "mp_bandage_heal_amount",
"40",
FCVAR_GAMEDLL,
"How much health to give after a successful bandage\n",
true, 0, false, 0 );
ConVar dod_freezecam( "dod_freezecam", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE, "show players a freezecam shot of their killer on death" );
extern ConVar spec_freeze_time;
extern ConVar spec_freeze_traveltime;
#define DOD_PUSHAWAY_THINK_CONTEXT "DODPushawayThink"
#define DOD_DEAFEN_CONTEXT "DeafenContext"
int g_iCurrentLifeID = 0;
int GetNextLifeID( void )
{
return ++g_iCurrentLifeID;
}
// -------------------------------------------------------------------------------- //
// Classes
// -------------------------------------------------------------------------------- //
class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent
{
public:
int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position )
{
CDODPlayer *pPlayer = (CDODPlayer *)pObject->GetGameData();
if ( pPlayer )
{
if ( pPlayer->TouchedPhysics() )
{
return 0;
}
}
return 1;
}
};
static CPhysicsPlayerCallback playerCallback;
// -------------------------------------------------------------------------------- //
// Ragdoll entities.
// -------------------------------------------------------------------------------- //
class CDODRagdoll : public CBaseAnimatingOverlay
{
public:
DECLARE_CLASS( CDODRagdoll, CBaseAnimatingOverlay );
DECLARE_SERVERCLASS();
// Transmit ragdolls to everyone.
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
public:
// In case the client has the player entity, we transmit the player index.
// In case the client doesn't have it, we transmit the player's model index, origin, and angles
// so they can create a ragdoll in the right place.
CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
CNetworkVector( m_vecRagdollVelocity );
CNetworkVector( m_vecRagdollOrigin );
};
LINK_ENTITY_TO_CLASS( dod_ragdoll, CDODRagdoll );
IMPLEMENT_SERVERCLASS_ST_NOBASE( CDODRagdoll, DT_DODRagdoll )
SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ),
SendPropEHandle( SENDINFO( m_hPlayer ) ),
SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ),
SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ),
SendPropVector( SENDINFO( m_vecRagdollVelocity ) )
END_SEND_TABLE()
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class CTEPlayerAnimEvent : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name )
{
}
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};
IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent )
SendPropEHandle( SENDINFO( m_hPlayer ) ),
SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nData ), 32 )
END_SEND_TABLE()
static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData )
{
CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
g_TEPlayerAnimEvent.m_iEvent = event;
g_TEPlayerAnimEvent.m_nData = nData;
g_TEPlayerAnimEvent.Create( filter, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Filters updates to a variable so that only non-local players see
// the changes. This is so we can send a low-res origin to non-local players
// while sending a hi-res one to the local player.
// Input : *pVarData -
// *pOut -
// objectID -
//-----------------------------------------------------------------------------
void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
pRecipients->SetAllRecipients();
pRecipients->ClearRecipient( objectID - 1 );
return ( void * )pVarData;
}
// -------------------------------------------------------------------------------- //
// Tables.
// -------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS( player, CDODPlayer );
PRECACHE_REGISTER(player);
// CDODPlayerShared Data Tables
//=============================
// specific to the local player
BEGIN_SEND_TABLE_NOBASE( CDODPlayerShared, DT_DODSharedLocalPlayerExclusive )
SendPropInt( SENDINFO( m_iPlayerClass), 4 ),
SendPropInt( SENDINFO( m_iDesiredPlayerClass ), 4 ),
SendPropFloat( SENDINFO( m_flDeployedYawLimitLeft ) ),
SendPropFloat( SENDINFO( m_flDeployedYawLimitRight ) ),
SendPropInt( SENDINFO( m_iCPIndex ), 4 ),
SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominated ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominated ) ) ),
SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominatingMe ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominatingMe ) ) ),
END_SEND_TABLE()
// main table
BEGIN_SEND_TABLE_NOBASE( CDODPlayerShared, DT_DODPlayerShared )
SendPropFloat( SENDINFO( m_flStamina ), 0, SPROP_NOSCALE | SPROP_CHANGES_OFTEN ),
SendPropTime( SENDINFO( m_flSlowedUntilTime ) ),
SendPropBool( SENDINFO( m_bProne ) ),
SendPropBool( SENDINFO( m_bIsSprinting ) ),
SendPropTime( SENDINFO( m_flGoProneTime ) ),
SendPropTime( SENDINFO( m_flUnProneTime ) ),
SendPropTime( SENDINFO( m_flDeployChangeTime ) ),
SendPropTime( SENDINFO( m_flDeployedHeight ) ),
SendPropBool( SENDINFO( m_bPlanting ) ),
SendPropBool( SENDINFO( m_bDefusing ) ),
SendPropDataTable( "dodsharedlocaldata", 0, &REFERENCE_SEND_TABLE(DT_DODSharedLocalPlayerExclusive), SendProxy_SendLocalDataTable ),
END_SEND_TABLE()
// CDODPlayer Data Tables
//=========================
extern void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
// specific to the local player
BEGIN_SEND_TABLE_NOBASE( CDODPlayer, DT_DODLocalPlayerExclusive )
// send a hi-res origin to the local player for use in prediction
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
SendPropFloat( SENDINFO(m_flStunDuration), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flStunMaxAlpha), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO( m_iProgressBarDuration ), 4, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO( m_flProgressBarStartTime ), 0, SPROP_NOSCALE ),
END_SEND_TABLE()
// all players except the local player
BEGIN_SEND_TABLE_NOBASE( CDODPlayer, DT_DODNonLocalPlayerExclusive )
// send a lo-res origin to other players
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
END_SEND_TABLE()
// main table
IMPLEMENT_SERVERCLASS_ST( CDODPlayer, DT_DODPlayer )
SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ),
SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ),
SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
// dod_playeranimstate and clientside animation takes care of these on the client
SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
// We need to send a hi-res origin to the local player to avoid prediction errors sliding along walls
SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
// Data that only gets sent to the local player.
SendPropDataTable( SENDINFO_DT( m_Shared ), &REFERENCE_SEND_TABLE( DT_DODPlayerShared ) ),
// Data that only gets sent to the local player.
SendPropDataTable( "dodlocaldata", 0, &REFERENCE_SEND_TABLE(DT_DODLocalPlayerExclusive), SendProxy_SendLocalDataTable ),
SendPropDataTable( "dodnonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_DODNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 13, SPROP_CHANGES_OFTEN ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 13, SPROP_CHANGES_OFTEN ),
SendPropEHandle( SENDINFO( m_hRagdoll ) ),
SendPropBool( SENDINFO( m_bSpawnInterpCounter ) ),
SendPropInt( SENDINFO( m_iAchievementAwardsMask ), NUM_ACHIEVEMENT_AWARDS, SPROP_UNSIGNED ),
END_SEND_TABLE()
BEGIN_DATADESC( CDODPlayer )
DEFINE_THINKFUNC( PushawayThink ),
DEFINE_THINKFUNC( DeafenThink )
END_DATADESC()
// -------------------------------------------------------------------------------- //
void cc_CreatePredictionError_f()
{
CBaseEntity *pEnt = CBaseEntity::Instance( 1 );
pEnt->SetAbsOrigin( pEnt->GetAbsOrigin() + Vector( 63, 0, 0 ) );
}
ConCommand cc_CreatePredictionError( "CreatePredictionError", cc_CreatePredictionError_f, "Create a prediction error", FCVAR_CHEAT );
bool PlayerStatLessFunc( const int &lhs, const int &rhs )
{
return lhs < rhs;
}
// -------------------------------------------------------------------------------- //
// CDODPlayer implementation.
// -------------------------------------------------------------------------------- //
CDODPlayer::CDODPlayer()
#if !defined(NO_STEAM)
: m_CallbackGSStatsReceived( this, &CDODPlayer::OnGSStatsReceived )
#endif
{
m_PlayerAnimState = CreatePlayerAnimState( this );
m_Shared.Init( this );
UseClientSideAnimation();
m_angEyeAngles.Init();
SetViewOffset( DOD_PLAYER_VIEW_OFFSET );
m_pCurStateInfo = NULL; // no state yet
m_lifeState = LIFE_DEAD; // Start "dead".
m_Shared.SetPlayerClass( PLAYERCLASS_UNDEFINED );
m_bTeamChanged = false;
// Clear the signals
m_signals.Update();
m_fHandleSignalsTime = 0.0f;
// autokick
m_flLastMovement = gpGlobals->curtime;
m_flNextVoice = gpGlobals->curtime;
m_flNextHandSignal = gpGlobals->curtime;
m_flNextTimeCheck = gpGlobals->curtime;
m_bAutoReload = true;
// Init our hint system
Hints()->Init( this, NUM_HINTS, g_pszHintMessages );
Hints()->RegisterHintTimer( HINT_USE_MELEE, 60 );
Hints()->RegisterHintTimer( HINT_USE_ZOOM, 30 );
Hints()->RegisterHintTimer( HINT_USE_IRON_SIGHTS, 60 );
Hints()->RegisterHintTimer( HINT_USE_SEMI_AUTO, 60 );
Hints()->RegisterHintTimer( HINT_USE_SPRINT, 120 );
Hints()->RegisterHintTimer( HINT_USE_DEPLOY, 30 );
Hints()->RegisterHintTimer( HINT_USE_PRIME, 2 );
memset( &m_WeaponStats, 0, sizeof(weaponstat_t) );
m_KilledPlayers.SetLessFunc( PlayerStatLessFunc );
m_KilledByPlayers.SetLessFunc( PlayerStatLessFunc );
m_iNumAreaDefenses = 0;
m_iNumAreaCaptures = 0;
m_iNumBonusRoundKills = 0;
memset( &m_flTimePlayedPerClass_Allies, 0, sizeof(m_flTimePlayedPerClass_Allies) );
memset( &m_flTimePlayedPerClass_Axis, 0, sizeof(m_flTimePlayedPerClass_Axis) );
m_flLastClassChangeTime = gpGlobals->curtime;
Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) );
m_iAchievementAwardsMask = 0;
m_hLastDroppedWeapon = NULL;
m_hLastDroppedAmmoBox = NULL;
m_flTimeAsClassAccumulator = 0;
}
CDODPlayer::~CDODPlayer()
{
m_PlayerAnimState->Release();
}
CDODPlayer *CDODPlayer::CreatePlayer( const char *className, edict_t *ed )
{
CDODPlayer::s_PlayerEdict = ed;
return (CDODPlayer*)CreateEntityByName( className );
}
void CDODPlayer::PrecachePlayerModel( const char *szPlayerModel )
{
PrecacheModel( szPlayerModel );
// Strange numbers, but gotten from the actual max bounds of our
// player models
const static Vector mins( -13.9, -30.1, -12.1 );
const static Vector maxs( 30.9, 30.1, 73.1 );
// Moved to pure_server_minimal.txt
// engine->ForceModelBounds( szPlayerModel, mins, maxs );
}
void CDODPlayer::Precache()
{
PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_RIFLEMAN );
PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_ASSAULT );
PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_SUPPORT );
PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_SNIPER );
PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_MG );
PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_ROCKET );
PrecachePlayerModel( DOD_PLAYERMODEL_US_RIFLEMAN );
PrecachePlayerModel( DOD_PLAYERMODEL_US_ASSAULT );
PrecachePlayerModel( DOD_PLAYERMODEL_US_SUPPORT );
PrecachePlayerModel( DOD_PLAYERMODEL_US_SNIPER );
PrecachePlayerModel( DOD_PLAYERMODEL_US_MG );
PrecachePlayerModel( DOD_PLAYERMODEL_US_ROCKET );
/// Moved to pure_server_minimal.txt
// engine->ForceSimpleMaterial( "materials/models/player/american/american_body.vmt" );
// engine->ForceSimpleMaterial( "materials/models/player/american/american_gear.vmt" );
// engine->ForceSimpleMaterial( "materials/models/player/german/german_body.vmt" );
// engine->ForceSimpleMaterial( "materials/models/player/german/german_gear.vmt" );
UTIL_PrecacheOther( "dod_ammo_box" );
PrecacheScriptSound( "Player.FlashlightOn" );
PrecacheScriptSound( "Player.FlashlightOff" );
PrecacheScriptSound( "Player.FreezeCam" );
PrecacheScriptSound( "Camera.SnapShot" );
PrecacheScriptSound( "Achievement.Earned" );
PrecacheScriptSound( "Game.Revenge" );
PrecacheScriptSound( "Game.Domination" );
PrecacheScriptSound( "Game.Nemesis" );
PrecacheModel ( "sprites/glow01.vmt" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Allow pre-frame adjustments on the player
//-----------------------------------------------------------------------------
ConVar sv_runcmds( "sv_runcmds", "1" );
void CDODPlayer::PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper )
{
VPROF( "CDODPlayer::PlayerRunCommand" );
if ( !sv_runcmds.GetInt() )
return;
// don't run commands in the future
if ( !IsEngineThreaded() &&
( ucmd->tick_count > (gpGlobals->tickcount + sv_max_usercmd_future_ticks.GetInt()) ) )
{
DevMsg( "Client cmd out of sync (delta %i).\n", ucmd->tick_count - gpGlobals->tickcount );
return;
}
BaseClass::PlayerRunCommand( ucmd, moveHelper );
}
//-----------------------------------------------------------------------------
// Purpose: Simulates a single frame of movement for a player
//-----------------------------------------------------------------------------
void CDODPlayer::RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime )
{
CUserCmd cmd;
// Store off the globals.. they're gonna get whacked
float flOldFrametime = gpGlobals->frametime;
float flOldCurtime = gpGlobals->curtime;
float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime;
this->SetTimeBase( flTimeBase );
CUserCmd lastUserCmd = *GetLastUserCommand();
Q_memset( &cmd, 0, sizeof( cmd ) );
MoveHelperServer()->SetHost( this );
this->PlayerRunCommand( &cmd, MoveHelperServer() );
this->SetLastUserCommand( cmd );
// Clear out any fixangle that has been set
this->pl.fixangle = FIXANGLE_NONE;
// Restore the globals..
gpGlobals->frametime = flOldFrametime;
gpGlobals->curtime = flOldCurtime;
}
void CDODPlayer::InitialSpawn( void )
{
BaseClass::InitialSpawn();
State_Enter( STATE_WELCOME );
}
void CDODPlayer::Spawn()
{
// Get rid of the progress bar...
SetProgressBarTime( 0 );
SetModel( DOD_PLAYERMODEL_US_RIFLEMAN ); //temporarily
BaseClass::Spawn();
AddFlag( FL_ONGROUND ); // set the player on the ground at the start of the round.
m_Shared.SetStamina( 100 );
m_bTeamChanged = false;
ClearCapAreaIndex();
m_bHasGenericAmmo = true;
m_bSlowedByHit = false;
m_flIdleTime = gpGlobals->curtime + random->RandomFloat( 20, 30 );
InitProne();
InitSprinting();
// update this counter, used to not interp players when they spawn
m_bSpawnInterpCounter = !m_bSpawnInterpCounter;
EmitSound( "Player.Spawn" );
SetContextThink( &CDODPlayer::PushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, DOD_PUSHAWAY_THINK_CONTEXT );
m_Shared.SetCPIndex( -1 );
ResetBleeding();
// Our own version of remove decals, as we can't pass entity messages to
// the target's base class.
EntityMessageBegin( this );
WRITE_BYTE( DOD_PLAYER_REMOVE_DECALS );
MessageEnd();
if ( m_Shared.PlayerClass() != PLAYERCLASS_UNDEFINED )
{
Hints()->StartHintTimer( HINT_USE_SPRINT );
}
// Get a unique "life id" used for tracking stats
m_iLifeID = GetNextLifeID();
SetDefusing( NULL );
SetPlanting( NULL );
m_iLastBlockAreaIndex = -1;
m_iLastBlockCapAttempt = -1;
if ( DODGameRules()->IsBombingTeam( GetTeamNumber() ) )
{
Hints()->HintMessage( HINT_BOMB_PLANT_MAP );
}
//CollisionProp()->SetSurroundingBoundsType( USE_GAME_CODE );
// Reset per-life achievement counts
HandleHeadshotAchievement( 0 );
HandleDeployedMGKillCount( 0 );
HandleEnemyWeaponsAchievement( 0 );
ResetComboWeaponKill();
RecalculateAchievementAwardsMask();
// If we're spawning as a non-player team, flush the stats
int iTeam = GetTeamNumber();
if ( iTeam != TEAM_ALLIES && iTeam != TEAM_AXIS )
{
StatEvent_UploadStats();
}
m_StatProperty.SetClassAndTeamForThisLife( m_Shared.PlayerClass(), GetTeamNumber() );
}
void CDODPlayer::PlayerDeathThink()
{
//overridden, do nothing
}
void CDODPlayer::CreateRagdollEntity()
{
// If we already have a ragdoll, don't make another one.
CDODRagdoll *pRagdoll = dynamic_cast< CDODRagdoll* >( m_hRagdoll.Get() );
if( pRagdoll )
{
// MATTTODO: put ragdolls in a queue to disappear
// for now remove the old one ..
UTIL_Remove( pRagdoll );
pRagdoll = NULL;
}
if ( !pRagdoll )
{
// and create a new one
pRagdoll = dynamic_cast< CDODRagdoll* >( CreateEntityByName( "dod_ragdoll" ) );
}
if ( pRagdoll )
{
pRagdoll->m_hPlayer = this;
pRagdoll->m_vecRagdollOrigin = GetAbsOrigin();
pRagdoll->m_vecRagdollVelocity = GetAbsVelocity();
pRagdoll->m_nModelIndex = m_nModelIndex;
pRagdoll->m_nForceBone = m_nForceBone;
pRagdoll->m_vecForce = m_vecTotalBulletForce;
}
// ragdolls will be removed on round restart automatically
m_hRagdoll = pRagdoll;
}
// Called when a player is disconnecting
void CDODPlayer::DestroyRagdoll( void )
{
CDODRagdoll *pRagdoll = dynamic_cast< CDODRagdoll* >( m_hRagdoll.Get() );
if( pRagdoll )
{
UTIL_Remove( pRagdoll );
}
}
void CDODPlayer::Event_Killed( const CTakeDamageInfo &info )
{
// allow bots to react
// TheBots->OnEvent( EVENT_PLAYER_DIED, this, info.GetAttacker() );
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CDODPlayer *pScorer = ToDODPlayer( DODGameRules()->GetDeathScorer( pKiller, pInflictor ) );
// Do this before we drop the victim's weapons to check the streak
if ( GetDeployedKillStreak() >= ACHIEVEMENT_MG_STREAK_IS_DOMINATING )
{
if ( pScorer && pScorer->GetTeamNumber() != GetTeamNumber() && DODGameRules()->State_Get() == STATE_RND_RUNNING )
{
pScorer->AwardAchievement( ACHIEVEMENT_DOD_KILL_DOMINATING_MG );
}
}
// see if this was a long range kill
// distance from scorer to inflictor > 1200
if ( pScorer && GetTeamNumber() != pScorer->GetTeamNumber() && pInflictor != pScorer )
{
const char *killer_weapon_name = STRING( pInflictor->m_iClassname );
if ( strncmp( killer_weapon_name, "rocket_", 7 ) == 0 )
{
float flDist = ( pScorer->GetAbsOrigin() - pInflictor->GetAbsOrigin() ).Length();
if ( flDist > ACHIEVEMENT_LONG_RANGE_ROCKET_DIST && DODGameRules()->State_Get() == STATE_RND_RUNNING )
{
bool bIsSniperZoomed = false;
CWeaponDODBase *pWeapon = GetActiveDODWeapon();
if( pWeapon && ( pWeapon->GetDODWpnData().m_WeaponType == WPN_TYPE_SNIPER ) )
{
CWeaponDODBaseGun *pGun = static_cast<CWeaponDODBaseGun *>( pWeapon );
bIsSniperZoomed = pGun->IsSniperZoomed();
}
// victim must be deployed sniper or deployed mg
if ( bIsSniperZoomed || m_Shared.IsInMGDeploy() )
{
pScorer->AwardAchievement( ACHIEVEMENT_DOD_LONG_RANGE_ROCKET );
}
}
}
}
DropPrimaryWeapon();
if ( DODGameRules()->GetPresentDropChance() >= RandomFloat() )
{
Vector vForward, vRight, vUp;
AngleVectors( EyeAngles(), &vForward, &vRight, &vUp );
CHolidayGift::Create( WorldSpaceCenter(), GetAbsAngles(), EyeAngles(), GetAbsVelocity(), this );
}
FlashlightTurnOff();
// Just in case the progress bar is on screen, kill it.
SetProgressBarTime( 0 );
// turn off our cap area index
HandleSignals();
//if we have a primed grenade, drop it
CWeaponDODBase *pWpn = GetActiveDODWeapon();
if( pWpn && pWpn->GetDODWpnData().m_WeaponType == WPN_TYPE_GRENADE )
{
CWeaponDODBaseGrenade *pGrenade = dynamic_cast<CWeaponDODBaseGrenade *>(pWpn);
if( pGrenade && pGrenade->IsArmed() )
{
pGrenade->DropGrenade();
}
}
if ( pScorer && pScorer != this && pScorer->GetTeamNumber() != GetTeamNumber() )
{
if ( m_bIsPlanting && m_pPlantTarget )
{
CDODBombTarget *pTarget = m_pPlantTarget;
Assert( pTarget );
if ( pTarget )
pTarget->PlantBlocked( pScorer );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_kill_planter" );
if ( event )
{
event->SetInt( "userid", pScorer->GetUserID() );
event->SetInt( "victimid", GetUserID() );
gameeventmanager->FireEvent( event );
}
}
if ( m_bIsDefusing && m_pDefuseTarget && pScorer->GetTeamNumber() != GetTeamNumber() )
{
// Re-enable if we want to give a defend point to someone who kills a defuser
//CDODBombTarget *pTarget = m_pDefuseTarget;
//pTarget->DefuseBlocked( pScorer );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_kill_defuser" );
if ( event )
{
event->SetInt( "userid", pScorer->GetUserID() );
event->SetInt( "victimid", GetUserID() );
gameeventmanager->FireEvent( event );
}
}
}
SetDefusing( NULL );
SetPlanting( NULL );
// show killer in death cam mode
// chopped down version of SetObserverTarget without the team check
if( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
{
// set new target
m_hObserverTarget.Set( info.GetAttacker() );
// reset fov to default
SetFOV( this, 0 );
}
else
m_hObserverTarget.Set( NULL );
//update damage info with our accumulated physics force
CTakeDamageInfo subinfo = info;
subinfo.SetDamageForce( m_vecTotalBulletForce );
// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
// because we still want to transmit to the clients in our PVS.
CreateRagdollEntity();
State_Transition( STATE_DEATH_ANIM ); // Transition into the dying state.
BaseClass::Event_Killed( subinfo );
OutputDamageGiven();
OutputDamageTaken();
ResetDamageCounters();
// stop any voice command or pain sounds that we may be making
CPASFilter filter( WorldSpaceCenter() );
EmitSound( filter, entindex(), "Voice.StopSounds" );
ResetBleeding();
m_flStunDuration = 0.0f;
m_flStunMaxAlpha = 0;
// cancel deafen think
SetContextThink( NULL, 0.0, DOD_DEAFEN_CONTEXT );
// cancel deafen dsp
CSingleUserRecipientFilter user( this );
enginesound->SetPlayerDSP( user, 0, false );
CDODPlayer *pAttacker = ToDODPlayer( info.GetAttacker() );
if( pAttacker && pAttacker->IsPlayer() )
{
// find the weapon id of the weapon
DODWeaponID weaponID = WEAPON_NONE;
CBaseEntity *pInflictor = info.GetInflictor();
if ( pInflictor == pAttacker )
{
CWeaponDODBase *pWpn = pAttacker->GetActiveDODWeapon();
if ( pWpn )
{
if ( info.GetDamageCustom() & MELEE_DMG_SECONDARYATTACK )
weaponID = pWpn->GetAltWeaponID();
else
weaponID = pWpn->GetStatsWeaponID();
}
}
else
{
Assert( pInflictor );
const char *weaponName = STRING( pInflictor->m_iClassname );
if ( Q_strncmp( weaponName, "rocket_", 7 ) == 0 )
{
CDODBaseRocket *pRocket = dynamic_cast< CDODBaseRocket *>( pInflictor );
if ( pRocket )
{
weaponID = pRocket->GetEmitterWeaponID();
}
}
else if ( Q_strncmp( weaponName, "grenade_", 8 ) == 0 )
{
CDODBaseGrenade *pGren = dynamic_cast< CDODBaseGrenade *>( pInflictor );
if ( pGren )
{
weaponID = pGren->GetEmitterWeaponID();
}
}
}
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_player_killed" );
if ( event )
{
event->SetInt( "attacker", pAttacker->GetUserID() );
event->SetInt( "victim", GetUserID() );
event->SetInt( "weapon", weaponID );
gameeventmanager->FireEvent( event );
}
if ( DODGameRules()->IsInBonusRound() )
{
pAttacker->Stats_BonusRoundKill();
}
}
m_bIsDefusing = false;
m_bIsPlanting = false;
if ( pScorer != this )
{
StatEvent_WasKilled();
}
StatEvent_UploadStats();
}
bool CDODPlayer::ShouldInstantRespawn( void )
{
CUtlVector<EHANDLE> *pSpawnPoints = DODGameRules()->GetSpawnPointListForTeam( GetTeamNumber() );
if ( !pSpawnPoints )
return false;
const float flMaxDistSqr = ( 500*500 );
Vector vecOrigin = GetAbsOrigin();
int i;
int count = pSpawnPoints->Count();
for ( i=0;i<count;i++ )
{
EHANDLE handle = pSpawnPoints->Element(i);
if ( handle )
{
CSpawnPoint *point = dynamic_cast<CSpawnPoint *>( handle.Get() );
if ( point && !point->IsDisabled() )
{
// range
Vector vecDist = point->GetAbsOrigin() - vecOrigin;
if ( vecDist.LengthSqr() > flMaxDistSqr )
{
continue;
}
// los
if ( FVisible( point ) )
{
return true;
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayer::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity )
{
if ( 0 ) //if ( !sv_turbophysics.GetBool() )
{
BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
// Setup the HL2 specific callback.
GetPhysicsController()->SetEventHandler( &playerCallback );
}
}
void CDODPlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics )
{
if ( 0 ) //if ( !sv_turbophysics.GetBool() )
{
if ( !CanMove() )
return;
BaseClass::VPhysicsShadowUpdate( pPhysics );
}
}
void CDODPlayer::PushawayThink()
{
// Push physics props out of our way.
PerformObstaclePushaway( this );
SetNextThink( gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, DOD_PUSHAWAY_THINK_CONTEXT );
}
void CDODPlayer::CheatImpulseCommands( int iImpulse )
{
switch( iImpulse )
{
case 101:
{
if( sv_cheats->GetBool() )
{
extern int gEvilImpulse101;
gEvilImpulse101 = true;
GiveAmmo( 1000, DOD_AMMO_COLT );
GiveAmmo( 1000, DOD_AMMO_P38 );
GiveAmmo( 1000, DOD_AMMO_C96 );
GiveAmmo( 1000, DOD_AMMO_GARAND );
GiveAmmo( 1000, DOD_AMMO_K98 );
GiveAmmo( 1000, DOD_AMMO_M1CARBINE );
GiveAmmo( 1000, DOD_AMMO_SPRING );
GiveAmmo( 1000, DOD_AMMO_SUBMG );
GiveAmmo( 1000, DOD_AMMO_BAR );
GiveAmmo( 1000, DOD_AMMO_30CAL );
GiveAmmo( 1000, DOD_AMMO_MG42 );
GiveAmmo( 1000, DOD_AMMO_ROCKET );
gEvilImpulse101 = false;
}
}
break;
default:
{
BaseClass::CheatImpulseCommands( iImpulse );
}
}
}
void CDODPlayer::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize )
{
BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );
int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum();
PointCameraSetupVisibility( this, area, pvs, pvssize );
}
void CDODPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
m_PlayerAnimState->DoAnimationEvent( event, nData );
TE_PlayerAnimEvent( this, event, nData ); // Send to any clients who can see this guy.
}
CBaseEntity *CDODPlayer::GiveNamedItem( const char *pszName, int iSubType )
{
EHANDLE pent;
pent = CreateEntityByName(pszName);
if ( pent == NULL )
{
Msg( "NULL Ent in GiveNamedItem!\n" );
return NULL;
}
pent->SetLocalOrigin( GetLocalOrigin() );
pent->AddSpawnFlags( SF_NORESPAWN );
if ( iSubType )
{
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent );
if ( pWeapon )
{
pWeapon->SetSubType( iSubType );
}
}
DispatchSpawn( pent );
if ( pent != NULL && !(pent->IsMarkedForDeletion()) )
{
pent->Touch( this );
}
return pent;
}
extern ConVar flashlight;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CDODPlayer::FlashlightIsOn( void )
{
return IsEffectActive( EF_DIMLIGHT );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CDODPlayer::FlashlightTurnOn( void )
{
if( flashlight.GetInt() > 0 && IsAlive() )
{
AddEffects( EF_DIMLIGHT );
EmitSound( "Player.FlashlightOn" );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CDODPlayer::FlashlightTurnOff( void )
{
if( IsEffectActive(EF_DIMLIGHT) )
{
RemoveEffects( EF_DIMLIGHT );
if( m_iHealth > 0 )
{
EmitSound( "Player.FlashlightOff" );
}
}
}
void CDODPlayer::PostThink()
{
BaseClass::PostThink();
if( m_Shared.IsProne() )
{
SetCollisionBounds( VEC_PRONE_HULL_MIN, VEC_PRONE_HULL_MAX );
}
if ( gpGlobals->curtime > m_fHandleSignalsTime )
{
m_fHandleSignalsTime = gpGlobals->curtime + 0.1;
HandleSignals();
}
QAngle angles = GetLocalAngles();
angles[PITCH] = 0;
SetLocalAngles( angles );
// Store the eye angles pitch so the client can compute its animation state correctly.
m_angEyeAngles = EyeAngles();
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
}
void CDODPlayer::HandleCommand_Voice( const char *pcmd )
{
// string should be formatted as "voice_gogogo"
// go through our list of voice commands and if we find it,
// emit a voice command
int i = 0;
while( g_VoiceCommands[i].pszCommandName != NULL )
{
if( Q_strcmp( pcmd, g_VoiceCommands[i].pszCommandName ) == 0 )
{
VoiceCommand( i );
break;
}
i++;
}
}
void CDODPlayer::VoiceCommand( int iVoiceCommand )
{
//no voices in observer or when dead
if ( !IsAlive() || IsObserver() )
return;
//no voices when game is over
if (g_fGameOver)
return;
if (m_flNextVoice > gpGlobals->curtime )
return;
// Emit the voice sound
CPASFilter filter( WorldSpaceCenter() );
// Get the country text to fill into the sound name
char *pszCountry = "US";
if( GetTeamNumber() == TEAM_AXIS )
{
pszCountry = "German";
}
char szSound[128];
Q_snprintf( szSound, sizeof(szSound), "Voice.%s_%s", pszCountry, g_VoiceCommands[iVoiceCommand].pszSoundName );
EmitSound( filter, entindex(), szSound );
// Don't show the subtitle to the other team
int oppositeTeam = ( GetTeamNumber() == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
filter.RemoveRecipientsByTeam( GetGlobalDODTeam(oppositeTeam) );
// further reduce the voice command subtitle radius
float flDist;
float flMaxDist = 1900;
Vector vecEmitOrigin = GetAbsOrigin();
int i;
for ( i=1; i<= MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
flDist = ( pPlayer->GetAbsOrigin() - vecEmitOrigin ).Length2D();
if ( flDist > flMaxDist )
filter.RemoveRecipient( pPlayer );
}
// Send a subtitle to anyone in the PAS
UserMessageBegin( filter, "VoiceSubtitle" );
WRITE_BYTE( entindex() );
WRITE_BYTE( GetTeamNumber() );
WRITE_BYTE( iVoiceCommand );
MessageEnd();
PlayerAnimEvent_t iHandSignal = g_VoiceCommands[iVoiceCommand].iHandSignal;
if( iHandSignal != PLAYERANIMEVENT_HS_NONE )
DoAnimationEvent( iHandSignal );
m_flNextVoice = gpGlobals->curtime + 1.0;
}
void CDODPlayer::HandleCommand_HandSignal( const char *pcmd )
{
// string should be formatted as "signal_yes"
int i = 0;
while( g_HandSignals[i].pszCommandName != NULL )
{
if( Q_strcmp( pcmd, g_HandSignals[i].pszCommandName ) == 0 )
{
HandSignal( i );
break;
}
i++;
}
}
void CDODPlayer::HandSignal( int iSignal )
{
//no hand signals in observer or when dead
if ( !IsAlive() || IsObserver() )
return;
//or when game is over
if (g_fGameOver)
return;
if (m_flNextHandSignal > gpGlobals->curtime )
return;
int oppositeTeam = ( GetTeamNumber() == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
// Emit the voice sound
CRecipientFilter filter;
filter.AddRecipientsByPVS( WorldSpaceCenter() );
filter.RemoveRecipientsByTeam( GetGlobalTeam(oppositeTeam) );
// Send a subtitle to anyone in the PAS
UserMessageBegin( filter, "HandSignalSubtitle" );
WRITE_BYTE( entindex() );
WRITE_BYTE( iSignal );
MessageEnd();
DoAnimationEvent( g_HandSignals[iSignal].iHandSignal );
m_flNextHandSignal = gpGlobals->curtime + 1.0;
}
void CDODPlayer::DropGenericAmmo( void )
{
if ( !IsAlive() )
return;
if( m_bHasGenericAmmo == false )
return;
Vector vForward, vRight, vUp;
AngleVectors( EyeAngles(), &vForward, &vRight, &vUp );
CAmmoBox *pAmmo = CAmmoBox::Create( WorldSpaceCenter(), vec3_angle, this, GetTeamNumber() );
pAmmo->ApplyAbsVelocityImpulse( vForward * 300 + vUp * 100 );
m_hLastDroppedAmmoBox = pAmmo;
m_bHasGenericAmmo = false;
}
void CDODPlayer::ReturnGenericAmmo( void )
{
//play pickup sound
CPASFilter filter( WorldSpaceCenter() );
EmitSound( filter, entindex(), "BaseCombatCharacter.AmmoPickup" );
//allow them to drop generic ammo again
m_bHasGenericAmmo = true;
}
bool CDODPlayer::GiveGenericAmmo( void )
{
//give primary weapon ammo
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
if( pWpn )
{
int nAmmoType = pWpn->GetPrimaryAmmoType();
int iClipSize = pWpn->GetDODWpnData().iMaxClip1;
int iAmmoPickupClips = pWpn->GetDODWpnData().m_iAmmoPickupClips;
if( GiveAmmo( iAmmoPickupClips * iClipSize, nAmmoType, false ) > 0 )
{
//some ammo was picked up, consume the ammo box
//play pickup sound
CPASFilter filter( WorldSpaceCenter() );
EmitSound( filter, entindex(), "BaseCombatCharacter.AmmoPickup" );
return true;
}
}
return false;
}
ConVar dod_friendlyfiresafezone( "dod_friendlyfiresafezone",
"100",
FCVAR_ARCHIVE,
"Units around a player where they will not damage teammates, even if FF is on",
true, 0, false, 0 );
void CDODPlayer::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
bool bTakeDamage = true;
CBasePlayer *pAttacker = (CBasePlayer*)ToBasePlayer( info.GetAttacker() );
bool bFriendlyFire = DODGameRules()->IsFriendlyFireOn();
if ( pAttacker && ( GetTeamNumber() == pAttacker->GetTeamNumber() ) )
{
bTakeDamage = bFriendlyFire;
// Create a FF-free zone around players for melee and bullets
if ( bFriendlyFire && ( info.GetDamageType() & (DMG_SLASH | DMG_BULLET | DMG_CLUB) ) )
{
float flDist = dod_friendlyfiresafezone.GetFloat();
Vector vecDist = pAttacker->WorldSpaceCenter() - WorldSpaceCenter();
if ( vecDist.LengthSqr() < ( flDist*flDist ) )
{
bTakeDamage = false;
}
}
}
if ( m_takedamage != DAMAGE_YES )
return;
m_LastHitGroup = ptr->hitgroup;
m_LastDamageType = info.GetDamageType();
Assert( ptr->hitgroup != HITGROUP_GENERIC );
m_nForceBone = ptr->physicsbone; //Save this bone for ragdoll
float flDamage = info.GetDamage();
float flOriginalDmg = flDamage;
bool bHeadShot = false;
//if its an enemy OR ff is on.
if( bTakeDamage )
{
m_Shared.SetSlowedTime( 0.5f );
}
char *szHitbox = NULL;
if( info.GetDamageType() & DMG_BLAST )
{
// don't do hitgroup specific grenade damage
flDamage *= 1.0;
szHitbox = "dmg_blast";
}
else
{
switch ( ptr->hitgroup )
{
case HITGROUP_HEAD:
{
flDamage *= 2.5; //regular head shot multiplier
if( bTakeDamage )
{
Vector dir = vecDir;
VectorNormalize(dir);
if ( info.GetDamageType() & DMG_CLUB )
dir *= 800;
else
dir *= 400;
dir.z += 100; // add some lift so it pops better.
PopHelmet( dir, ptr->endpos );
}
szHitbox = "head";
bHeadShot = true;
}
break;
case HITGROUP_CHEST:
szHitbox = "chest";
break;
case HITGROUP_STOMACH:
szHitbox = "stomach";
break;
case HITGROUP_LEFTARM:
flDamage *= 0.75;
szHitbox = "left arm";
break;
case HITGROUP_RIGHTARM:
flDamage *= 0.75;
szHitbox = "right arm";
break;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
{
//we are slowed for 2 full seconds if we get a leg hit
if( bTakeDamage )
{
//m_bSlowedByHit = true;
//m_flUnslowTime = gpGlobals->curtime + 2;
m_Shared.SetSlowedTime( 2.0f );
}
flDamage *= 0.75;
szHitbox = "leg";
}
break;
case HITGROUP_GENERIC:
szHitbox = "(error - hit generic)";
break;
default:
szHitbox = "(error - hit default)";
break;
}
}
if ( bTakeDamage )
{
if( dod_debugdamage.GetInt() )
{
char buf[256];
Q_snprintf( buf, sizeof(buf), "%s hit %s in the %s hitgroup for %f damage ( %f base damage ) ( %s now has %d health )\n",
pAttacker->GetPlayerName(),
GetPlayerName(),
szHitbox,
flDamage,
flOriginalDmg,
GetPlayerName(),
GetHealth() - (int)flDamage );
// print to server
UTIL_LogPrintf( "%s", buf );
// print to injured
ClientPrint( this, HUD_PRINTCONSOLE, buf );
// print to shooter
if ( pAttacker )
ClientPrint( pAttacker, HUD_PRINTCONSOLE, buf );
}
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
// This does smaller splotches on the guy and splats blood on the world.
TraceBleed( flDamage, vecDir, ptr, info.GetDamageType() );
CEffectData data;
data.m_vOrigin = ptr->endpos;
data.m_vNormal = vecDir * -1;
data.m_flScale = 4;
data.m_fFlags = FX_BLOODSPRAY_ALL;
data.m_nEntIndex = ptr->m_pEnt ? ptr->m_pEnt->entindex() : 0;
data.m_flMagnitude = flDamage;
DispatchEffect( "dodblood", data );
CTakeDamageInfo subInfo = info;
subInfo.SetDamage( flDamage );
AddMultiDamage( subInfo, this );
}
}
bool CDODPlayer::DropActiveWeapon( void )
{
CWeaponDODBase *pWeapon = GetActiveDODWeapon();
if( pWeapon )
{
if( pWeapon->CanDrop() )
{
DODWeaponDrop( pWeapon, true );
return true;
}
else
{
int iWeaponType = pWeapon->GetDODWpnData().m_WeaponType;
if( iWeaponType == WPN_TYPE_BAZOOKA || iWeaponType == WPN_TYPE_MG )
{
// they are deployed, cannot drop
Hints()->HintMessage( "#game_cannot_drop_while" );
}
else
{
// must be a weapon type that cannot be dropped
Hints()->HintMessage( "#game_cannot_drop" );
}
return false;
}
}
return false;
}
CWeaponDODBase* CDODPlayer::GetActiveDODWeapon() const
{
return dynamic_cast< CWeaponDODBase* >( GetActiveWeapon() );
}
void CDODPlayer::PreThink()
{
BaseClass::PreThink();
if ( m_afButtonLast != m_nButtons )
m_flLastMovement = gpGlobals->curtime;
if ( g_fGameOver )
return;
State_PreThink();
//Reset bullet force accumulator, only lasts one frame, for ragdoll forces from multiple shots
m_vecTotalBulletForce = vec3_origin;
if ( mp_autokick.GetInt() && !IsBot() && !IsHLTV() )
{
if ( m_flLastMovement + mp_autokick.GetInt()*60 < gpGlobals->curtime )
{
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_idle_kick", GetPlayerName() );
engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", GetUserID() ) );
m_flLastMovement = gpGlobals->curtime;
}
}
}
bool CDODPlayer::DropPrimaryWeapon( void )
{
CWeaponDODBase *pWeapon = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
if( pWeapon )
{
DODWeaponDrop( pWeapon, false );
return true;
}
return false;
}
bool CDODPlayer::DODWeaponDrop( CBaseCombatWeapon *pWeapon, bool bThrowForward )
{
bool bSuccess = false;
if ( pWeapon )
{
Vector vForward;
AngleVectors( EyeAngles(), &vForward, NULL, NULL );
Vector vTossPos = WorldSpaceCenter();
if( bThrowForward )
vTossPos = vTossPos + vForward * 64;
Weapon_Drop( pWeapon, &vTossPos, NULL );
pWeapon->SetSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_TRIGGER | FSOLID_USE_TRIGGER_BOUNDS );
pWeapon->SetMoveCollide( MOVECOLLIDE_FLY_BOUNCE );
CWeaponDODBase *pDODWeapon = dynamic_cast< CWeaponDODBase* >( pWeapon );
if( pDODWeapon )
{
pDODWeapon->SetDieThink(true);
pDODWeapon->SetWeaponModelIndex( pDODWeapon->GetDODWpnData().szWorldModel );
//Find out the index of the ammo type
int iAmmoIndex = pDODWeapon->GetPrimaryAmmoType();
//If it has an ammo type, find out how much the player has
if( iAmmoIndex != -1 )
{
int iAmmoToDrop = GetAmmoCount( iAmmoIndex );
//Add this much to the dropped weapon
pDODWeapon->SetExtraAmmoCount( iAmmoToDrop );
//Remove all ammo of this type from the player
SetAmmoCount( 0, iAmmoIndex );
}
}
//=========================================
// Teleport the weapon to the player's hand
//=========================================
int iBIndex = -1;
int iWeaponBoneIndex = -1;
CStudioHdr *hdr = pWeapon->GetModelPtr();
// If I have a hand, set the weapon position to my hand bone position.
if ( hdr && hdr->numbones() > 0 )
{
// Assume bone zero is the root
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex )
{
iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() );
// Found one!
if ( iBIndex != -1 )
{
break;
}
}
if ( iWeaponBoneIndex == hdr->numbones() )
return true;
if ( iBIndex == -1 )
{
iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" );
}
}
else
{
iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" );
}
if ( iBIndex != -1)
{
Vector origin;
QAngle angles;
matrix3x4_t transform;
// Get the transform for the weapon bonetoworldspace in the NPC
GetBoneTransform( iBIndex, transform );
// find offset of root bone from origin in local space
// Make sure we're detached from hierarchy before doing this!!!
pWeapon->StopFollowingEntity();
pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) );
pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) );
pWeapon->InvalidateBoneCache();
matrix3x4_t rootLocal;
pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
// invert it
matrix3x4_t rootInvLocal;
MatrixInvert( rootLocal, rootInvLocal );
matrix3x4_t weaponMatrix;
ConcatTransforms( transform, rootInvLocal, weaponMatrix );
MatrixAngles( weaponMatrix, angles, origin );
// trace the bounding box of the weapon in the desired position
trace_t tr;
Vector mins, maxs;
// not exactly correct bounds, we haven't rotated them to match the attachment
pWeapon->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
UTIL_TraceHull( WorldSpaceCenter(), origin, mins, maxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 )
origin = WorldSpaceCenter();
pWeapon->Teleport( &origin, &angles, NULL );
//Have to teleport the physics object as well
IPhysicsObject *pWeaponPhys = pWeapon->VPhysicsGetObject();
if( pWeaponPhys )
{
Vector vPos;
QAngle vAngles;
pWeaponPhys->GetPosition( &vPos, &vAngles );
pWeaponPhys->SetPosition( vPos, angles, true );
AngularImpulse angImp(0,0,0);
Vector vecAdd = GetAbsVelocity();
pWeaponPhys->AddVelocity( &vecAdd, &angImp );
}
m_hLastDroppedWeapon = pWeapon;
}
if ( !GetActiveWeapon() )
{
// we haven't auto-switched to anything usable
// switch to the first weapon we find, even if its empty
CBaseCombatWeapon *pCheck;
for ( int i = 0 ; i < WeaponCount(); ++i )
{
pCheck = GetWeapon( i );
if ( !pCheck || !pCheck->CanDeploy() )
{
continue;
}
Weapon_Switch( pCheck );
break;
}
}
bSuccess = true;
}
return bSuccess;
}
extern int g_iHelmetModels[NUM_HELMETS];
void CDODPlayer::PopHelmet( Vector vecDir, Vector vecForceOrigin )
{
int iPlayerClass = m_Shared.PlayerClass();
CDODTeam *pTeam = GetGlobalDODTeam( GetTeamNumber() );
const CDODPlayerClassInfo &pClassInfo = pTeam->GetPlayerClassInfo( iPlayerClass );
// See if they already lost their helmet
if( GetBodygroup( BODYGROUP_HELMET ) == pClassInfo.m_iHairGroup )
return;
// Nope.. take it off
SetBodygroup( BODYGROUP_HELMET, pClassInfo.m_iHairGroup );
// Add the velocity of the player
vecDir += GetAbsVelocity();
//CDisablePredictionFiltering disabler;
EntityMessageBegin( this, true );
WRITE_BYTE( DOD_PLAYER_POP_HELMET );
WRITE_VEC3COORD( vecDir );
WRITE_VEC3COORD( vecForceOrigin );
WRITE_SHORT( g_iHelmetModels[pClassInfo.m_iDropHelmet] );
MessageEnd();
}
bool CDODPlayer::BumpWeapon( CBaseCombatWeapon *pBaseWeapon )
{
CWeaponDODBase *pWeapon = dynamic_cast< CWeaponDODBase* >( pBaseWeapon );
if ( !pWeapon )
{
Assert( false );
return false;
}
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
// Can I have this weapon type?
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
{
extern int gEvilImpulse101;
if ( gEvilImpulse101 )
{
UTIL_Remove( pWeapon );
}
return false;
}
// Don't let the player fetch weapons through walls
if( !pWeapon->FVisible( this ) && !(GetFlags() & FL_NOTARGET) )
{
return false;
}
/*
CBaseCombatWeapon *pOwnedWeapon = Weapon_OwnsThisType( pWeapon->GetClassname() );
if( pOwnedWeapon != NULL && ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE ) )
{
// its an item that we can hold several of, and use up
// Just give one ammo
if( GiveAmmo( 1, pOwnedWeapon->GetPrimaryAmmoType(), true ) > 0 )
return true;
else
return false;
}
*/
// ----------------------------------------
// If I already have it just take the ammo
// ----------------------------------------
if (Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType()))
{
if( Weapon_EquipAmmoOnly( pWeapon ) )
{
// Only remove me if I have no ammo left
if ( pWeapon->HasPrimaryAmmo() )
return false;
UTIL_Remove( pWeapon );
return true;
}
else
{
return false;
}
}
pWeapon->CheckRespawn();
pWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
pWeapon->AddEffects( EF_NODRAW );
Weapon_Equip( pWeapon );
int iExtraAmmo = pWeapon->GetExtraAmmoCount();
if( iExtraAmmo )
{
//Find out the index of the ammo
int iAmmoIndex = pWeapon->GetPrimaryAmmoType();
if( iAmmoIndex != -1 )
{
//Remove the extra ammo from the weapon
pWeapon->SetExtraAmmoCount(0);
//Give it to the player
SetAmmoCount( iExtraAmmo, iAmmoIndex );
}
}
return true;
}
bool CDODPlayer::HandleCommand_JoinClass( int iClass )
{
Assert( GetTeamNumber() != TEAM_SPECTATOR );
Assert( GetTeamNumber() != TEAM_UNASSIGNED );
if( GetTeamNumber() == TEAM_SPECTATOR )
return false;
if( iClass == PLAYERCLASS_UNDEFINED )
return false; //they typed in something weird
int iOldPlayerClass = m_Shared.DesiredPlayerClass();
// See if we're joining the class we already are
if( iClass == iOldPlayerClass )
return true;
if( !DODGameRules()->IsPlayerClassOnTeam( iClass, GetTeamNumber() ) )
return false;
const char *classname = DODGameRules()->GetPlayerClassName( iClass, GetTeamNumber() );
if( DODGameRules()->CanPlayerJoinClass( this, iClass ) )
{
m_Shared.SetDesiredPlayerClass( iClass ); //real class value is set when the player spawns
if( State_Get() == STATE_PICKINGCLASS )
State_Transition( STATE_OBSERVER_MODE );
if( iClass == PLAYERCLASS_RANDOM )
{
if( IsAlive() )
{
ClientPrint(this, HUD_PRINTTALK, "#game_respawn_asrandom" );
}
else
{
ClientPrint(this, HUD_PRINTTALK, "#game_spawn_asrandom" );
}
}
else
{
if( IsAlive() )
{
ClientPrint(this, HUD_PRINTTALK, "#game_respawn_as", classname );
}
else
{
ClientPrint(this, HUD_PRINTTALK, "#game_spawn_as", classname );
}
}
IGameEvent * event = gameeventmanager->CreateEvent( "player_changeclass" );
if ( event )
{
event->SetInt( "userid", GetUserID() );
event->SetInt( "class", iClass );
gameeventmanager->FireEvent( event );
}
TallyLatestTimePlayedPerClass( GetTeamNumber(), iOldPlayerClass );
// if we're near a respawn point and can see it, just spawn us right away
if ( ShouldInstantRespawn() )
{
DODRespawn();
m_fNextSuicideTime = gpGlobals->curtime + 1.0;
// if we dropped our primary weapon, and noone else picked it up, destroy it
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( m_hLastDroppedWeapon.Get() );
if ( pWeapon )
{
if ( !pWeapon->GetOwner() )
{
UTIL_Remove( m_hLastDroppedWeapon.Get() );
}
}
// if we dropped our primary weapon, and noone else picked it up, destroy it
CAmmoBox *pAmmo = dynamic_cast<CAmmoBox *>( m_hLastDroppedAmmoBox.Get() );
if ( pAmmo )
{
UTIL_Remove( pAmmo );
}
}
}
else
{
ClientPrint(this, HUD_PRINTTALK, "#game_class_limit", classname );
ShowClassSelectMenu();
}
// if they missed the last wave while choosing class
// then restart it now
DODGameRules()->CreateOrJoinRespawnWave( this );
return true;
}
void CDODPlayer::ShowClassSelectMenu()
{
if ( GetTeamNumber() == TEAM_ALLIES )
{
ShowViewPortPanel( PANEL_CLASS_ALLIES );
}
else if ( GetTeamNumber() == TEAM_AXIS )
{
ShowViewPortPanel( PANEL_CLASS_AXIS );
}
}
void CDODPlayer::CheckRotateIntroCam( void )
{
// Update whatever intro camera it's at.
if( m_pIntroCamera && (gpGlobals->curtime >= m_fIntroCamTime) )
{
MoveToNextIntroCamera();
}
}
int CDODPlayer::GetHealthAsString( char *pDest, int iDestSize )
{
Q_snprintf( pDest, iDestSize, "%d", GetHealth() );
return Q_strlen(pDest);
}
int CDODPlayer::GetLastPlayerIDAsString( char *pDest, int iDestSize )
{
Q_snprintf( pDest, iDestSize, "last player id'd" );
return Q_strlen(pDest);
}
int CDODPlayer::GetClosestPlayerHealthAsString( char *pDest, int iDestSize )
{
Q_snprintf( pDest, iDestSize, "some guy's health" );
return Q_strlen(pDest);
}
int CDODPlayer::GetPlayerClassAsString( char *pDest, int iDestSize )
{
int team = GetTeamNumber();
if( team == TEAM_ALLIES || team == TEAM_AXIS )
{
const char *pszClassName = DODGameRules()->GetPlayerClassName( m_Shared.PlayerClass(), GetTeamNumber() );
Q_snprintf( pDest, iDestSize, "%s", pszClassName );
return Q_strlen(pDest);
}
else
{
pDest[0] = '\0';
return 0;
}
}
int CDODPlayer::GetNearestLocationAsString( char *pDest, int iDestSize )
{
float flMinDist = FLT_MAX;
float flDist;
const char *pLocationName = "";
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point" );
while( pEnt )
{
Vector vecDelta = GetAbsOrigin() - pEnt->GetAbsOrigin();
flDist = vecDelta.Length();
if( flDist < flMinDist )
{
CControlPoint *pPoint = static_cast< CControlPoint* >( pEnt );
pLocationName = pPoint->GetName();
flMinDist = flDist;
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point" );
}
pEnt = gEntList.FindEntityByClassname( NULL, "dod_location" );
while( pEnt )
{
Vector vecDelta = GetAbsOrigin() - pEnt->GetAbsOrigin();
flDist = vecDelta.Length();
if( flDist < flMinDist )
{
CDODLocation *pPoint = static_cast< CDODLocation* >( pEnt );
pLocationName = pPoint->GetName();
flMinDist = flDist;
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_location" );
}
Q_snprintf( pDest, iDestSize, "%s", pLocationName );
return Q_strlen(pDest);
}
int CDODPlayer::GetTimeleftAsString( char *pDest, int iDestSize )
{
if( !DODGameRules()->IsGameUnderTimeLimit() )
{
Q_snprintf( pDest, iDestSize, "-:--" );
return 4;
}
else
{
int iTimeLeft = DODGameRules()->GetTimeLeft();
if ( iTimeLeft < 0 )
{
Q_snprintf( pDest, iDestSize, "0:00" );
return 4;
}
int iMinutes = iTimeLeft / 60;
int iSeconds = iTimeLeft % 60;
Q_snprintf( pDest, iDestSize, "%d:%.02d", iMinutes, iSeconds );
return Q_strlen(pDest);
}
}
// Copy the result into pDest
// return value is number of chars copied
int CDODPlayer::GetStringForEscapeSequence( char c, char *pDest, int iDestSize )
{
int iCharsCopied = 0;
switch( c )
{
case 't':
iCharsCopied = GetTimeleftAsString( pDest, iDestSize );
break;
case 'h':
iCharsCopied = GetHealthAsString( pDest, iDestSize );
break;
case 'l':
iCharsCopied = GetNearestLocationAsString( pDest, iDestSize );
break;
case 'c':
iCharsCopied = GetPlayerClassAsString( pDest, iDestSize );
break;
/*case 'i':
iCharsCopied = GetLastPlayerIDAsString( pDest, iDestSize );
break;
case 'r':
iCharsCopied = GetClosestPlayerHealthAsString( pDest, iDestSize );
break;
*/
default:
iCharsCopied = 0;
break;
}
return iCharsCopied;
}
void CDODPlayer::CheckChatText( char *p, int bufsize )
{
//Look for escape sequences and replace
char *buf = new char[bufsize];
int pos = 0;
// Parse say text for escape sequences
for ( char *pSrc = p; pSrc != NULL && *pSrc != 0 && pos < bufsize-1; pSrc++ )
{
if ( *pSrc == '%' )
{
char szSubst[32];
int iResult = GetStringForEscapeSequence( *(pSrc+1), szSubst, sizeof(szSubst) );
if( iResult )
{
buf[pos] = '\0';
Q_strncat( buf, szSubst, bufsize, COPY_ALL_CHARACTERS );
pos = MIN( pos + Q_strlen(szSubst), bufsize-1 );
pSrc++;
}
else
{
//just copy in the '%'
buf[pos] = *pSrc;
pos++;
}
}
else
{
// copy each char across
buf[pos] = *pSrc;
pos++;
}
}
buf[pos] = '\0';
// copy buf back into p
Q_strncpy( p, buf, bufsize );
delete[] buf;
const char *pReadyCheck = p;
DODGameRules()->CheckChatForReadySignal( this, pReadyCheck );
}
bool CDODPlayer::ClientCommand( const CCommand &args )
{
const char *pcmd = args[0];
if ( FStrEq( pcmd, "jointeam" ) )
{
if ( args.ArgC() < 2 )
{
Warning( "Player sent bad jointeam syntax\n" );
}
int iTeam = atoi( args[1] );
HandleCommand_JoinTeam( iTeam );
return true;
}
else if( !Q_strncmp( pcmd, "cls_", 4 ) )
{
CDODTeam *pTeam = GetGlobalDODTeam( GetTeamNumber() );
Assert( pTeam );
int iClassIndex = PLAYERCLASS_UNDEFINED;
if( pTeam->IsClassOnTeam( pcmd, iClassIndex ) )
{
HandleCommand_JoinClass( iClassIndex );
}
else
{
DevMsg( "player tried to join a class that isn't on this team ( %s )\n", pcmd );
ShowClassSelectMenu();
}
return true;
}
else if ( FStrEq( pcmd, "spectate" ) )
{
// instantly join spectators
HandleCommand_JoinTeam( TEAM_SPECTATOR );
return true;
}
else if ( FStrEq( pcmd, "joingame" ) )
{
// player just closed MOTD dialog
if ( m_iPlayerState == STATE_WELCOME )
{
State_Transition( STATE_PICKINGTEAM );
}
return true;
}
else if ( FStrEq( pcmd, "joinclass" ) )
{
if ( args.ArgC() < 2 )
{
Warning( "Player sent bad joinclass syntax\n" );
}
int iClass = atoi( args[1] );
HandleCommand_JoinClass( iClass );
return true;
}
else if ( FStrEq( pcmd, "dropammo" ) )
{
DropGenericAmmo();
return true;
}
else if ( FStrEq( pcmd, "drop" ) )
{
DropActiveWeapon();
return true;
}
else if( !Q_strncmp( pcmd, "voice_", 6 ) )
{
HandleCommand_Voice( pcmd );
return true;
}
else if( !Q_strncmp( pcmd, "signal_", 7 ) )
{
HandleCommand_HandSignal( pcmd );
return true;
}
else if ( FStrEq( pcmd, "extendfreeze" ) )
{
m_flDeathTime += 2.0f;
return true;
}
#if defined ( DEBUG )
else if ( FStrEq( pcmd, "debug" ) )
{
DODGameRules()->WriteStatsFile( "1.xml" );
return true;
}
else if ( FStrEq( pcmd, "test_stun" ) )
{
Vector vecForward;
AngleVectors( EyeAngles(), &vecForward );
trace_t tr;
UTIL_TraceLine( EyePosition(), EyePosition() + vecForward * 1000, MASK_SOLID, NULL, &tr );
float flStunAmount = 100;
float flStunRadius = 100;
if ( args.ArgC() > 1 )
{
flStunAmount = atof( args[1] );
}
if ( args.ArgC() > 2 )
{
flStunRadius = atof( args[2] );
}
if ( tr.fraction < 1.0 )
{
CTakeDamageInfo info( this, this, vec3_origin, tr.endpos, flStunAmount, DMG_STUN );
DODGameRules()->RadiusStun( info, tr.endpos, flStunRadius );
}
return true;
}
else if ( FStrEq( pcmd, "switch_prim" ) )
{
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
Weapon_Switch( pWpn );
return true;
}
else if ( FStrEq( pcmd, "switch_sec" ) )
{
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_SECONDARY );
Weapon_Switch( pWpn );
return true;
}
else if ( FStrEq( pcmd, "switch_melee" ) )
{
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_MELEE );
Weapon_Switch( pWpn );
return true;
}
else if ( FStrEq( pcmd, "switch_gren" ) )
{
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_GRENADES );
Weapon_Switch( pWpn );
return true;
}
else if ( FStrEq( pcmd, "switch_tnt" ) )
{
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_BOMB );
Weapon_Switch( pWpn );
return true;
}
else if ( FStrEq( pcmd, "nextwpn" ) )
{
CBaseCombatWeapon *pWpn = GetActiveWeapon();
SwitchToNextBestWeapon( pWpn );
return true;
}
else if ( FStrEq( pcmd, "smoke" ) )
{
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( 3 );
Weapon_Switch( pWpn );
return true;
}
else if ( FStrEq( pcmd, "resetents" ) )
{
DODGameRules()->CleanUpMap();
return true;
}
else if( FStrEq( pcmd, "pop" ) )
{
Vector vecDir(0,0,200);
if ( args.ArgC() > 1 )
{
vecDir.z = atof( args[1] );
}
PopHelmet( vecDir, vec3_origin );
return true;
}
else if ( FStrEq( pcmd, "bandage" ) )
{
if ( sv_cheats->GetBool() )
{
Bandage();
}
return true;
}
else if ( FStrEq( pcmd, "printstats" ) )
{
PrintLifetimeStats();
return true;
}
#endif //_DEBUG
return BaseClass::ClientCommand( args );
}
// returns true if the selection has been handled and the player's menu
// can be closed...false if the menu should be displayed again
bool CDODPlayer::HandleCommand_JoinTeam( int team )
{
CDODGameRules *mp = DODGameRules();
int iOldTeam = GetTeamNumber();
int iOldPlayerClass = m_Shared.DesiredPlayerClass();
if ( !GetGlobalTeam( team ) )
{
Warning( "HandleCommand_JoinTeam( %d ) - invalid team index.\n", team );
return false;
}
// If we already died and changed teams once, deny
if( m_bTeamChanged && team != TEAM_SPECTATOR && iOldTeam != TEAM_SPECTATOR )
{
ClientPrint( this, HUD_PRINTCENTER, "game_switch_teams_once" );
return true;
}
if ( team == TEAM_UNASSIGNED )
{
// Attempt to auto-select a team, may set team to T, CT or SPEC
team = mp->SelectDefaultTeam();
if ( team == TEAM_UNASSIGNED )
{
// still team unassigned, try to kick a bot if possible
ClientPrint( this, HUD_PRINTTALK, "#All_Teams_Full" );
team = TEAM_SPECTATOR;
}
}
if ( team == iOldTeam )
return true; // we wouldn't change the team
if ( mp->TeamFull( team ) )
{
if ( team == TEAM_ALLIES )
{
ClientPrint( this, HUD_PRINTTALK, "#Allies_Full" );
}
else if ( team == TEAM_AXIS )
{
ClientPrint( this, HUD_PRINTTALK, "#Axis_Full" );
}
ShowViewPortPanel( PANEL_TEAM );
return false;
}
if ( team == TEAM_SPECTATOR )
{
// Prevent this if the cvar is set
if ( !mp_allowspectators.GetInt() && !IsHLTV() )
{
ClientPrint( this, HUD_PRINTTALK, "#Cannot_Be_Spectator" );
ShowViewPortPanel( PANEL_TEAM );
return false;
}
ChangeTeam( TEAM_SPECTATOR );
return true;
}
// If the code gets this far, the team is not TEAM_UNASSIGNED
// Player is switching to a new team (It is possible to switch to the
// same team just to choose a new appearance)
if (mp->TeamStacked( team, GetTeamNumber() ))//players are allowed to change to their own team so they can just change their model
{
// The specified team is full
ClientPrint(
this,
HUD_PRINTCENTER,
( team == TEAM_ALLIES ) ? "#Allies_full" : "#Axis_full" );
ShowViewPortPanel( PANEL_TEAM );
return false;
}
// Show the appropriate Choose Appearance menu
// This must come before ClientKill() for CheckWinConditions() to function properly
// Switch their actual team...
ChangeTeam( team );
DODGameRules()->CreateOrJoinRespawnWave( this );
// Force them to choose a new class
m_Shared.SetDesiredPlayerClass( PLAYERCLASS_UNDEFINED );
m_Shared.SetPlayerClass( PLAYERCLASS_UNDEFINED );
TallyLatestTimePlayedPerClass( iOldTeam, iOldPlayerClass );
return true;
}
void CDODPlayer::State_Transition( DODPlayerState newState )
{
State_Leave();
State_Enter( newState );
}
void CDODPlayer::State_Enter( DODPlayerState newState )
{
m_iPlayerState = newState;
m_pCurStateInfo = State_LookupInfo( newState );
if ( dod_playerstatetransitions.GetInt() == -1 || dod_playerstatetransitions.GetInt() == entindex() )
{
if ( m_pCurStateInfo )
Msg( "ShowStateTransitions: entering '%s'\n", m_pCurStateInfo->m_pStateName );
else
Msg( "ShowStateTransitions: entering #%d\n", newState );
}
// Initialize the new state.
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
(this->*m_pCurStateInfo->pfnEnterState)();
}
void CDODPlayer::State_Leave()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
{
(this->*m_pCurStateInfo->pfnLeaveState)();
}
}
void CDODPlayer::State_PreThink()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnPreThink )
{
(this->*m_pCurStateInfo->pfnPreThink)();
}
}
CDODPlayerStateInfo* CDODPlayer::State_LookupInfo( DODPlayerState state )
{
// This table MUST match the
static CDODPlayerStateInfo playerStateInfos[] =
{
{ STATE_ACTIVE, "STATE_ACTIVE", &CDODPlayer::State_Enter_ACTIVE, NULL, &CDODPlayer::State_PreThink_ACTIVE },
{ STATE_WELCOME, "STATE_WELCOME", &CDODPlayer::State_Enter_WELCOME, NULL, &CDODPlayer::State_PreThink_WELCOME },
{ STATE_PICKINGTEAM, "STATE_PICKINGTEAM", &CDODPlayer::State_Enter_PICKINGTEAM, NULL, &CDODPlayer::State_PreThink_PICKING },
{ STATE_PICKINGCLASS, "STATE_PICKINGCLASS", &CDODPlayer::State_Enter_PICKINGCLASS, NULL, &CDODPlayer::State_PreThink_PICKING },
{ STATE_DEATH_ANIM, "STATE_DEATH_ANIM", &CDODPlayer::State_Enter_DEATH_ANIM, NULL, &CDODPlayer::State_PreThink_DEATH_ANIM },
{ STATE_OBSERVER_MODE, "STATE_OBSERVER_MODE", &CDODPlayer::State_Enter_OBSERVER_MODE, NULL, &CDODPlayer::State_PreThink_OBSERVER_MODE }
};
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ )
{
if ( playerStateInfos[i].m_iPlayerState == state )
return &playerStateInfos[i];
}
return NULL;
}
void CDODPlayer::PhysObjectSleep()
{
IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj )
pObj->Sleep();
}
void CDODPlayer::PhysObjectWake()
{
IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj )
pObj->Wake();
}
void CDODPlayer::State_Enter_WELCOME()
{
SetMoveType( MOVETYPE_NONE );
AddSolidFlags( FSOLID_NOT_SOLID );
PhysObjectSleep();
// Show info panel
if ( IsBot() )
{
// If they want to auto join a team for debugging, pretend they clicked the button.
CCommand args;
args.Tokenize( "joingame" );
ClientCommand( args );
}
else
{
const ConVar *hostname = cvar->FindVar( "hostname" );
const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
KeyValues *data = new KeyValues("data");
data->SetString( "title", title ); // info panel title
data->SetString( "type", "1" ); // show userdata from stringtable entry
data->SetString( "msg", "motd" ); // use this stringtable entry
data->SetInt( "cmd", TEXTWINDOW_CMD_CHANGETEAM ); // exec this command if panel closed
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
ShowViewPortPanel( PANEL_INFO, true, data );
data->deleteThis();
}
}
void CDODPlayer::State_PreThink_WELCOME()
{
// Verify some state.
Assert( GetMoveType() == MOVETYPE_NONE );
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
Assert( GetAbsVelocity().Length() == 0 );
CheckRotateIntroCam();
}
void CDODPlayer::State_Enter_PICKINGTEAM()
{
ShowViewPortPanel( PANEL_TEAM );
}
void CDODPlayer::State_PreThink_PICKING()
{
}
void CDODPlayer::State_Enter_DEATH_ANIM()
{
if ( HasWeapons() )
{
// we drop the guns here because weapons that have an area effect and can kill their user
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
// player class sometimes is freed. It's safer to manipulate the weapons once we know
// we aren't calling into any of their code anymore through the player pointer.
PackDeadPlayerItems();
}
// Used for a timer.
m_flDeathTime = gpGlobals->curtime;
StartObserverMode( OBS_MODE_DEATHCAM ); // go to observer mode
RemoveEffects( EF_NODRAW ); // still draw player body
DODGameRules()->CreateOrJoinRespawnWave( this );
m_bAbortFreezeCam = false;
m_bPlayedFreezeCamSound = false;
}
#define DOD_DEATH_ANIMATION_TIME 1.6f
#define DOD_FREEZECAM_LENGTH 3.4f
void CDODPlayer::State_PreThink_DEATH_ANIM()
{
// If the anim is done playing, go to the next state (waiting for a keypress to
// either respawn the guy or put him into observer mode).
if ( GetFlags() & FL_ONGROUND )
{
float flForward = GetAbsVelocity().Length() - 20;
if (flForward <= 0)
{
SetAbsVelocity( vec3_origin );
}
else
{
Vector vAbsVel = GetAbsVelocity();
VectorNormalize( vAbsVel );
vAbsVel *= flForward;
SetAbsVelocity( vAbsVel );
}
}
if ( dod_freezecam.GetBool() )
{
// important! freeze end time must match DEATH_CAM_TIME
// or else players will start missing respawn waves.
float flFreezeEnd = (m_flDeathTime + DOD_DEATH_ANIMATION_TIME + DOD_FREEZECAM_LENGTH );
if ( !m_bPlayedFreezeCamSound && GetObserverTarget() && GetObserverTarget() != this )
{
// Start the sound so that it ends at the freezecam lock on time
float flFreezeSoundLength = 0.3;
float flFreezeSoundTime = m_flDeathTime + DOD_DEATH_ANIMATION_TIME - flFreezeSoundLength + 0.4f /* travel time */;
if ( gpGlobals->curtime >= flFreezeSoundTime )
{
CSingleUserRecipientFilter filter( this );
EmitSound_t params;
params.m_flSoundTime = 0;
params.m_pSoundName = "Player.FreezeCam";
EmitSound( filter, entindex(), params );
m_bPlayedFreezeCamSound = true;
}
}
if ( gpGlobals->curtime >= (m_flDeathTime + DOD_DEATH_ANIMATION_TIME ) ) // allow 2 seconds death animation / death cam
{
if ( GetObserverTarget() && GetObserverTarget() != this )
{
if ( !m_bAbortFreezeCam && gpGlobals->curtime < flFreezeEnd )
{
if ( GetObserverMode() != OBS_MODE_FREEZECAM )
{
StartObserverMode( OBS_MODE_FREEZECAM );
PhysObjectSleep();
}
return;
}
}
if ( GetObserverMode() == OBS_MODE_FREEZECAM )
{
// If we're in freezecam, and we want out, abort.
if ( m_bAbortFreezeCam )
{
m_lifeState = LIFE_DEAD;
StopAnimation();
IncrementInterpolationFrame();
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) )
SetMoveType( MOVETYPE_NONE );
State_Transition( STATE_OBSERVER_MODE );
}
}
// Don't allow anyone to respawn until freeze time is over, even if they're not
// in freezecam. This prevents players skipping freezecam to spawn faster.
if ( gpGlobals->curtime >= flFreezeEnd )
{
m_lifeState = LIFE_DEAD;
StopAnimation();
IncrementInterpolationFrame();
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) )
SetMoveType( MOVETYPE_NONE );
State_Transition( STATE_OBSERVER_MODE );
}
}
}
else
{
if ( gpGlobals->curtime >= (m_flDeathTime + DEATH_CAM_TIME ) ) // allow x seconds death animation / death cam
{
m_lifeState = LIFE_DEAD;
StopAnimation();
IncrementInterpolationFrame();
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) )
SetMoveType( MOVETYPE_NONE );
// Disabled death cam!
//StartReplayMode( 8, 8, entindex() );
State_Transition( STATE_OBSERVER_MODE );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayer::AttemptToExitFreezeCam( void )
{
float flFreezeTravelTime = (m_flDeathTime + DOD_DEATH_ANIMATION_TIME ) + 0.4 /*spec_freeze_traveltime.GetFloat()*/ + 0.5;
if ( gpGlobals->curtime < flFreezeTravelTime )
return;
m_bAbortFreezeCam = true;
}
void CDODPlayer::State_Enter_OBSERVER_MODE()
{
// Always start a spectator session in chase mode
m_iObserverLastMode = OBS_MODE_CHASE;
if( m_hObserverTarget == NULL )
{
// find a new observer target
CheckObserverSettings();
}
// Change our observer target to the player nearest us
CTeam *pTeam = GetGlobalTeam( TEAM_ALLIES );
CBasePlayer *pPlayer;
Vector localOrigin = GetAbsOrigin();
Vector targetOrigin;
float flMinDist = FLT_MAX;
float flDist;
for ( int i=0;i<pTeam->GetNumPlayers();i++ )
{
pPlayer = pTeam->GetPlayer(i);
if ( !pPlayer )
continue;
if ( !IsValidObserverTarget(pPlayer) )
continue;
targetOrigin = pPlayer->GetAbsOrigin();
flDist = ( targetOrigin - localOrigin ).Length();
if ( flDist < flMinDist )
{
m_hObserverTarget.Set( pPlayer );
flMinDist = flDist;
}
}
if ( GetTeamNumber() == TEAM_ALLIES || GetTeamNumber() == TEAM_AXIS )
{
// we are entering spec while playing ( not on TEAM_SPECTATOR )
Hints()->HintMessage( HINT_CLASSMENU, true );
}
StartObserverMode( m_iObserverLastMode );
PhysObjectSleep();
}
void CDODPlayer::State_PreThink_OBSERVER_MODE()
{
// Make sure nobody has changed any of our state.
Assert( m_takedamage == DAMAGE_NO );
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
// Must be dead.
Assert( m_lifeState == LIFE_DEAD );
Assert( pl.deadflag );
}
void CDODPlayer::State_Enter_PICKINGCLASS()
{
// go to spec mode, if dying keep deathcam
if ( GetObserverMode() == OBS_MODE_DEATHCAM )
{
StartObserverMode( OBS_MODE_DEATHCAM );
}
else
{
StartObserverMode( OBS_MODE_ROAMING );
}
PhysObjectSleep();
ShowClassSelectMenu();
}
void CDODPlayer::State_Enter_ACTIVE()
{
SetMoveType( MOVETYPE_WALK );
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_Local.m_iHideHUD = 0;
PhysObjectWake();
}
void CDODPlayer::State_PreThink_ACTIVE()
{
return;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize prone at spawn.
//-----------------------------------------------------------------------------
void CDODPlayer::InitProne( void )
{
m_Shared.SetProne( false, true );
}
void CDODPlayer::InitSprinting( void )
{
m_Shared.SetSprinting( false );
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we are allowed to sprint now.
//-----------------------------------------------------------------------------
bool CDODPlayer::CanSprint()
{
return (
//!IsWalking() && // Not if we're walking
!( m_Local.m_bDucked && !m_Local.m_bDucking ) && // Nor if we're ducking
(GetWaterLevel() != 3) ); // Certainly not underwater
}
void CDODPlayer::MoveToNextIntroCamera()
{
m_pIntroCamera = gEntList.FindEntityByClassname( m_pIntroCamera, "point_viewcontrol" );
// if m_pIntroCamera is NULL we just were at end of list, start searching from start again
if(!m_pIntroCamera)
m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "point_viewcontrol");
if( !m_pIntroCamera ) //if there are no cameras find a spawn point and black out the screen
{
DODGameRules()->GetPlayerSpawnSpot( this );
SetAbsAngles( QAngle( 0, 0, 0 ) );
m_pIntroCamera = NULL; // never update again
}
else
{
Vector vIntroCamera = m_pIntroCamera->GetAbsOrigin();
QAngle CamAngles = m_pIntroCamera->GetAbsAngles();
UTIL_SetSize( this, vec3_origin, vec3_origin );
SetAbsOrigin( vIntroCamera );
SetAbsAngles( CamAngles );
SnapEyeAngles( CamAngles );
SetViewOffset( vec3_origin );
m_fIntroCamTime = gpGlobals->curtime + 6;
}
}
CBaseEntity *CDODPlayer::SelectSpawnSpot( CUtlVector<EHANDLE> *pSpawnPoints, int &iLastSpawnIndex )
{
Assert( pSpawnPoints );
int iNumSpawns = pSpawnPoints->Count();
CBaseEntity *pSpot = NULL;
for ( int i=0;i<iNumSpawns;i++ )
{
int testIndex = ( iLastSpawnIndex + i ) % iNumSpawns;
EHANDLE handle = pSpawnPoints->Element(testIndex);
if ( !handle )
continue;
pSpot = handle.Get();
if ( !pSpot )
continue;
if( g_pGameRules->IsSpawnPointValid( pSpot, this ) )
{
if ( pSpot->GetAbsOrigin() == Vector( 0, 0, 0 ) )
{
continue;
}
// if so, go to pSpot
iLastSpawnIndex = testIndex;
return pSpot;
}
}
DevMsg("CDODPlayer::SelectSpawnSpot: couldn't find valid spawn point.\n");
// If we get here, all spawn points are blocked.
// Try the 4 locations around each spawn point
Assert( pSpot );
Vector vecForward, vecRight, vecUp;
Vector mins = VEC_HULL_MIN;
Vector maxs = VEC_HULL_MAX;
float flHalfWidth = maxs.x;
float flTestDist = 3 * flHalfWidth;
for ( int i=0;i<iNumSpawns;i++ )
{
int testIndex = ( iLastSpawnIndex + i ) % iNumSpawns;
EHANDLE handle = pSpawnPoints->Element(testIndex);
if ( !handle )
continue;
pSpot = handle.Get();
if ( !pSpot )
continue;
// we know this spot is blocked, but check to the N, E, S, W of it.
// if we find a clear spot, create a new spawn point there, copied from pSpot
AngleVectors( pSpot->GetAbsAngles(), &vecForward, &vecRight, &vecUp );
for( int i=0;i<4;i++ )
{
Vector origin = pSpot->GetAbsOrigin();
switch( i )
{
case 0: origin += vecForward * flTestDist; break;
case 1: origin += vecRight * flTestDist; break;
case 2: origin -= vecForward * flTestDist; break;
case 3: origin -= vecRight * flTestDist; break;
}
Vector vTestMins = origin + mins;
Vector vTestMaxs = origin + maxs;
if ( UTIL_IsSpaceEmpty( this, vTestMins, vTestMaxs ) )
{
QAngle spotAngles = pSpot->GetAbsAngles();
// make a new spawnpoint so we don't have to do this a bunch of times
pSpot = CreateEntityByName( pSpot->GetClassname() );
pSpot->SetAbsOrigin( origin );
pSpot->SetAbsAngles( spotAngles );
// delete it in a while so we don't accumulate entities
pSpot->SetThink( &CBaseEntity::SUB_Remove );
pSpot->SetNextThink( gpGlobals->curtime + 0.5 );
Assert( pSpot );
iLastSpawnIndex = 0;
return pSpot;
}
}
}
// if we get here, we're really screwed. Spawning the person is going to stick them
// into someone or something, but we really tried hard, I swear.
Assert( !"We should never be here" );
return NULL;
}
CBaseEntity* CDODPlayer::EntSelectSpawnPoint()
{
CBaseEntity *pSpot = NULL;
switch( GetTeamNumber() )
{
case TEAM_ALLIES:
{
CUtlVector<EHANDLE> *pSpawnList = DODGameRules()->GetSpawnPointListForTeam( TEAM_ALLIES );
pSpot = SelectSpawnSpot( pSpawnList, g_iLastAlliesSpawnIndex );
}
break;
case TEAM_AXIS:
{
CUtlVector<EHANDLE> *pSpawnList = DODGameRules()->GetSpawnPointListForTeam( TEAM_AXIS );
pSpot = SelectSpawnSpot( pSpawnList, g_iLastAxisSpawnIndex );
}
break;
case TEAM_SPECTATOR:
case TEAM_UNASSIGNED:
default:
{
pSpot = CBaseEntity::Instance( INDEXENT(0) );
}
break;
}
if ( !pSpot )
{
Warning( "PutClientInServer: no valid spawns on level\n" );
return CBaseEntity::Instance( INDEXENT(0) );
}
return pSpot;
}
//-----------------------------------------------------------------------------
// Purpose: Put the player in the specified team
//-----------------------------------------------------------------------------
void CDODPlayer::ChangeTeam( int iTeamNum )
{
if ( !GetGlobalTeam( iTeamNum ) )
{
Warning( "CDODPlayer::ChangeTeam( %d ) - invalid team index.\n", iTeamNum );
return;
}
int iOldTeam = GetTeamNumber();
// if this is our current team, just abort
if ( iTeamNum == iOldTeam )
return;
m_bTeamChanged = true;
// do the team change:
BaseClass::ChangeTeam( iTeamNum );
// update client state
if ( iTeamNum == TEAM_UNASSIGNED )
{
State_Transition( STATE_OBSERVER_MODE );
}
else if ( iTeamNum == TEAM_SPECTATOR )
{
RemoveAllItems( true );
State_Transition( STATE_OBSERVER_MODE );
StatEvent_UploadStats();
m_StatProperty.SetClassAndTeamForThisLife( -1, TEAM_SPECTATOR );
}
else // active player
{
if ( !IsDead() )
{
// Kill player if switching teams while alive
CommitSuicide();
// add 1 to frags to balance out the 1 subtracted for killing yourself
// IncrementFragCount( 1 );
}
if( iOldTeam == TEAM_SPECTATOR )
SetMoveType( MOVETYPE_NONE );
// Put up the class selection menu.
State_Transition( STATE_PICKINGCLASS );
}
RemoveNemesisRelationships();
}
void CDODPlayer::DODRespawn( void )
{
// if it's a forced respawn, accumulate the stats now
if ( IsAlive() )
{
StatEvent_UploadStats();
}
RemoveAllItems(true);
StopObserverMode();
State_Transition( STATE_ACTIVE );
Spawn();
m_nButtons = 0;
SetNextThink( TICK_NEVER_THINK );
OutputDamageGiven();
OutputDamageTaken();
ResetDamageCounters();
}
bool CDODPlayer::IsReadyToPlay( void )
{
bool bResult = ( ( GetTeamNumber() == TEAM_ALLIES || GetTeamNumber() == TEAM_AXIS ) &&
m_Shared.DesiredPlayerClass() != PLAYERCLASS_UNDEFINED );
return bResult;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we can switch to the given weapon.
// Input : pWeapon -
//-----------------------------------------------------------------------------
bool CDODPlayer::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
{
#if !defined( CLIENT_DLL )
IServerVehicle *pVehicle = GetVehicle();
#else
IClientVehicle *pVehicle = GetVehicle();
#endif
if (pVehicle && !UsingStandardWeaponsInVehicle())
return false;
if ( !pWeapon->CanDeploy() )
return false;
if ( GetActiveWeapon() )
{
if ( !GetActiveWeapon()->CanHolster() )
return false;
}
return true;
}
void CDODPlayer::SetScore( int score )
{
m_iScore = score;
}
void CDODPlayer::AddScore( int num )
{
int n = MAX( 0, num );
m_iScore += n;
}
void CDODPlayer::HandleSignals( void )
{
int changed = m_signals.Update();
int state = m_signals.GetState();
if ( changed & SIGNAL_CAPTUREAREA )
{
if ( state & SIGNAL_CAPTUREAREA )
{
//do nothing
}
else
{
SetCapAreaIndex(-1);
SetCPIndex(-1);
m_iCapAreaIconIndex = -1;
}
}
}
void CDODPlayer::SetCapAreaIndex( int index )
{
m_iCapAreaIndex = index;
}
int CDODPlayer::GetCapAreaIndex( void )
{
return m_iCapAreaIndex;
}
void CDODPlayer::SetCPIndex( int index )
{
m_Shared.SetCPIndex( index );
}
int CDODPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// set damage type sustained
m_bitsDamageType |= info.GetDamageType();
int iInitialHealth = m_iHealth;
if ( !CBaseCombatCharacter::OnTakeDamage_Alive( info ) )
return 0;
IGameEvent * event = gameeventmanager->CreateEvent( "player_hurt" );
if ( event )
{
event->SetInt("userid", GetUserID() );
event->SetInt("health", MAX(0, m_iHealth) );
event->SetInt("damage", info.GetDamage() );
event->SetInt("hitgroup", m_LastHitGroup );
CBaseEntity *attacker = info.GetAttacker();
const char *weaponName = "";
DODWeaponID weaponID = WEAPON_NONE;
if ( attacker->IsPlayer() )
{
CBasePlayer *player = ToBasePlayer( attacker );
event->SetInt("attacker", player->GetUserID() ); // hurt by other player
// ff damage
// no hint for bomb explosions, it was their own fault!
CDODPlayer *pDODPlayer = ToDODPlayer( player );
if( pDODPlayer->GetTeamNumber() == GetTeamNumber() && pDODPlayer != this && !FBitSet( info.GetDamageType(), DMG_BOMB ) )
{
pDODPlayer->Hints()->HintMessage( HINT_FRIEND_INJURED );
}
CBaseEntity *pInflictor = info.GetInflictor();
if ( pInflictor )
{
if ( pInflictor == pDODPlayer )
{
// If the inflictor is the killer, then it must be their current weapon doing the damage
if ( pDODPlayer->GetActiveWeapon() )
{
CWeaponDODBase *pWeapon = pDODPlayer->GetActiveDODWeapon();
weaponName = pWeapon->GetClassname();
if ( info.GetDamageCustom() & MELEE_DMG_SECONDARYATTACK )
weaponID = pWeapon->GetAltWeaponID();
else
weaponID = pWeapon->GetStatsWeaponID();
}
}
else
{
weaponName = STRING( pInflictor->m_iClassname ); // it's just that easy
}
}
}
else
{
event->SetInt("attacker", 0 ); // hurt by "world"
}
if ( strncmp( weaponName, "weapon_", 7 ) == 0 )
{
weaponName += 7;
}
else if ( strncmp( weaponName, "rocket_", 7 ) == 0 )
{
weaponName += 7;
CDODBaseRocket *pRocket = dynamic_cast< CDODBaseRocket *>( info.GetInflictor() );
if ( pRocket )
{
weaponID = pRocket->GetEmitterWeaponID();
}
}
else if ( strncmp( weaponName, "grenade_", 8 ) == 0 )
{
weaponName += 8;
CDODBaseGrenade *pGren = dynamic_cast< CDODBaseGrenade *>( info.GetInflictor() );
if ( pGren )
{
weaponID = pGren->GetEmitterWeaponID();
}
}
else if ( Q_stricmp( weaponName, "dod_bomb_target" ) == 0 )
{
weaponID = WEAPON_NONE;
}
event->SetString( "weapon", weaponName );
event->SetInt( "priority", 5 );
gameeventmanager->FireEvent( event );
#ifndef CLIENT_DLL
IGameEvent * stats_event = gameeventmanager->CreateEvent( "dod_stats_player_damage" );
if ( stats_event && attacker->IsPlayer() && weaponID != WEAPON_NONE )
{
CBasePlayer *pAttacker = ToBasePlayer( attacker );
int iDamage = ( info.GetDamage() + 0.5f ); // round to nearest integer
stats_event->SetInt( "attacker", pAttacker->GetUserID() );
stats_event->SetInt( "victim", GetUserID() );
stats_event->SetInt( "weapon", weaponID );
stats_event->SetInt( "damage", iDamage );
// damage_given is the amount of damage applied, not to exceed how much life we have
stats_event->SetInt( "damage_given", MIN( iDamage, iInitialHealth ) );
CBaseEntity *pInflictor = info.GetInflictor();
float flDist = ( pInflictor->GetAbsOrigin() - GetAbsOrigin() ).Length();
stats_event->SetFloat( "distance", flDist );
stats_event->SetInt("hitgroup", m_LastHitGroup );
gameeventmanager->FireEvent( stats_event );
}
#endif //CLIENT_DLL
}
return 1;
}
ConVar dod_explosionforcescale( "dod_explosionforcescale", "1.0", FCVAR_CHEAT );
ConVar dod_bulletforcescale( "dod_bulletforcescale", "1.0", FCVAR_CHEAT );
int CDODPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
CTakeDamageInfo info = inputInfo;
CBaseEntity *pInflictor = info.GetInflictor();
if ( !pInflictor )
return 0;
if ( GetMoveType() == MOVETYPE_NOCLIP )
return 0;
// if the player's team does not match the inflictor's team
// the player has changed teams between when they started the attack
if( pInflictor->GetTeamNumber() != TEAM_UNASSIGNED &&
info.GetAttacker() != NULL &&
pInflictor->GetTeamNumber() != info.GetAttacker()->GetTeamNumber() )
{
info.SetDamage( 0 );
info.SetDamageType( 0 );
}
bool bFriendlyFire = DODGameRules()->IsFriendlyFireOn();
if ( bFriendlyFire ||
info.GetAttacker()->GetTeamNumber() != GetTeamNumber() ||
pInflictor == this ||
info.GetAttacker() == this ||
info.GetDamageType() & DMG_BOMB )
{
// Do special stun damage effect
if ( info.GetDamageType() & DMG_STUN )
{
OnDamageByStun( info );
return 0;
}
CDODPlayer *pPlayer = ToDODPlayer( info.GetAttacker() );
// keep track of amount of damage last sustained
m_lastDamageAmount = info.GetDamage();
m_LastDamageType = info.GetDamageType();
if( !FBitSet( info.GetDamageType(), DMG_FALL ) )
Pain();
float flForceScale = 1.0;
// Do special explosion damage effect
if ( info.GetDamageType() & DMG_BLAST )
{
OnDamagedByExplosion( info );
flForceScale = dod_explosionforcescale.GetFloat();
}
if( info.GetDamageType() & DMG_BULLET )
{
flForceScale = dod_bulletforcescale.GetFloat();
}
// round up!
int iDamage = (int)( info.GetDamage() + 0.5 );
if ( pPlayer )
{
// Record for the shooter
pPlayer->RecordDamageGiven( this, iDamage );
// And for the victim
RecordDamageTaken( pPlayer, iDamage );
}
else
{
RecordWorldDamageTaken( iDamage );
}
m_vecTotalBulletForce += info.GetDamageForce() * flForceScale;
CSingleUserRecipientFilter user( this );
user.MakeReliable();
UserMessageBegin( user, "Damage" );
WRITE_BYTE( (int)info.GetDamage() );
WRITE_LONG( info.GetDamageType() );
WRITE_VEC3COORD( info.GetInflictor()->WorldSpaceCenter() );
MessageEnd();
gamestats->Event_PlayerDamage( this, info );
return CBaseCombatCharacter::OnTakeDamage( info );
}
else
{
return 0;
}
}
void CDODPlayer::Pain( void )
{
if ( m_LastDamageType & DMG_CLUB)
{
EmitSound( "Player.MajorPain" );
}
else if ( m_LastDamageType & DMG_BLAST )
{
EmitSound( "Player.MajorPain" );
}
else
{
EmitSound( "Player.MinorPain" );
}
}
void CDODPlayer::DeathSound( const CTakeDamageInfo &info )
{
if ( m_LastDamageType & DMG_CLUB )
{
EmitSound( "Player.MegaPain" );
}
else if ( m_LastDamageType & DMG_BLAST )
{
EmitSound( "Player.MegaPain" );
}
else if ( m_LastHitGroup == HITGROUP_HEAD )
{
EmitSound( "Player.DeathHeadShot" );
}
else
{
EmitSound( "Player.MinorPain" );
}
}
void CDODPlayer::OnDamagedByExplosion( const CTakeDamageInfo &info )
{
if ( info.GetDamage() >= 30.0f )
{
SetContextThink( &CDODPlayer::DeafenThink, gpGlobals->curtime + 0.3, DOD_DEAFEN_CONTEXT );
// The blast will naturally blow the temp ent helmet away
PopHelmet( info.GetDamagePosition(), info.GetDamageForce() );
}
}
ConVar dod_stun_min_pitch( "dod_stun_min_pitch", "30", FCVAR_CHEAT );
ConVar dod_stun_max_pitch( "dod_stun_max_pitch", "50", FCVAR_CHEAT );
ConVar dod_stun_min_yaw( "dod_stun_min_yaw", "120", FCVAR_CHEAT );
ConVar dod_stun_max_yaw( "dod_stun_max_yaw", "150", FCVAR_CHEAT );
ConVar dod_stun_min_roll( "dod_stun_min_roll", "15", FCVAR_CHEAT );
ConVar dod_stun_max_roll( "dod_stun_max_roll", "30", FCVAR_CHEAT );
void CDODPlayer::OnDamageByStun( const CTakeDamageInfo &info )
{
DevMsg( 2, "took %.1f stun damage\n", info.GetDamage() );
float flPercent = ( info.GetDamage() / 100.0f );
m_flStunDuration = 0.0; // mark it as dirty so it transmits, incase we get the same value twice
m_flStunDuration = 4.0f * flPercent;
m_flStunMaxAlpha = 255;
float flPitch = flPercent * RandomFloat( dod_stun_min_pitch.GetFloat(), dod_stun_max_pitch.GetFloat() ) *
( (RandomInt( 0, 1 )) ? 1 : -1 );
float flYaw = flPercent * RandomFloat( dod_stun_min_yaw.GetFloat(), dod_stun_max_yaw.GetFloat() )
* ( (RandomInt( 0, 1 )) ? 1 : -1 );
float flRoll = flPercent * RandomFloat( dod_stun_min_roll.GetFloat(), dod_stun_max_roll.GetFloat() )
* ( (RandomInt( 0, 1 )) ? 1 : -1 );
DevMsg( 2, "punch: pitch %.1f yaw %.1f roll %.1f\n", flPitch, flYaw, flRoll );
SetPunchAngle( QAngle( flPitch, flYaw, flRoll ) );
}
void CDODPlayer::DeafenThink( void )
{
int effect = random->RandomInt( 32, 34 );
CSingleUserRecipientFilter user( this );
enginesound->SetPlayerDSP( user, effect, false );
}
//=======================================================
// Remember this amount of damage that we dealt for stats
//=======================================================
void CDODPlayer::RecordDamageGiven( CDODPlayer *pVictim, int iDamageGiven )
{
if ( iDamageGiven <= 0 )
return;
FOR_EACH_LL( m_DamageGivenList, i )
{
if ( pVictim->GetLifeID() == m_DamageGivenList[i]->GetLifeID() )
{
m_DamageGivenList[i]->AddDamage( iDamageGiven );
return;
}
}
CDamageRecord *record = new CDamageRecord( pVictim->GetPlayerName(), pVictim->GetLifeID(), iDamageGiven );
int tail = m_DamageGivenList.AddToTail();
m_DamageGivenList[tail] = record;
}
//=======================================================
// Remember this amount of damage that we took for stats
//=======================================================
void CDODPlayer::RecordDamageTaken( CDODPlayer *pAttacker, int iDamageTaken )
{
if ( iDamageTaken <= 0 )
return;
FOR_EACH_LL( m_DamageTakenList, i )
{
if ( pAttacker->GetLifeID() == m_DamageTakenList[i]->GetLifeID() )
{
m_DamageTakenList[i]->AddDamage( iDamageTaken );
return;
}
}
CDamageRecord *record = new CDamageRecord( pAttacker->GetPlayerName(), pAttacker->GetLifeID(), iDamageTaken );
int tail = m_DamageTakenList.AddToTail();
m_DamageTakenList[tail] = record;
}
void CDODPlayer::RecordWorldDamageTaken( int iDamageTaken )
{
if ( iDamageTaken <= 0 )
return;
FOR_EACH_LL( m_DamageTakenList, i )
{
if ( m_DamageTakenList[i]->GetLifeID() == 0 )
{
m_DamageTakenList[i]->AddDamage( iDamageTaken );
return;
}
}
CDamageRecord *record = new CDamageRecord( "world", 0, iDamageTaken );
int tail = m_DamageTakenList.AddToTail();
m_DamageTakenList[tail] = record;
}
//=======================================================
// Reset our damage given and taken counters
//=======================================================
void CDODPlayer::ResetDamageCounters()
{
m_DamageGivenList.PurgeAndDeleteElements();
m_DamageTakenList.PurgeAndDeleteElements();
}
//=======================================================
// Output the damage that we dealt to other players
//=======================================================
void CDODPlayer::OutputDamageTaken( void )
{
bool bPrintHeader = true;
CDamageRecord *pRecord;
char buf[64];
int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageTakenList, i )
{
if( bPrintHeader )
{
ClientPrint( this, msg_dest, "Player: %s1 - Damage Taken\n", GetPlayerName() );
ClientPrint( this, msg_dest, "-------------------------\n" );
bPrintHeader = false;
}
pRecord = m_DamageTakenList[i];
if( pRecord )
{
Q_snprintf( buf, sizeof(buf), "( life ID %i ) - %d in %d %s",
pRecord->GetLifeID(),
pRecord->GetDamage(),
pRecord->GetNumHits(),
( pRecord->GetNumHits() == 1 ) ? "hit" : "hits" );
ClientPrint( this, msg_dest, "Damage Taken from \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf );
}
}
}
//=======================================================
// Output the damage that we took from other players
//=======================================================
void CDODPlayer::OutputDamageGiven( void )
{
bool bPrintHeader = true;
CDamageRecord *pRecord;
char buf[64];
int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageGivenList, i )
{
if( bPrintHeader )
{
ClientPrint( this, msg_dest, "Player: %s1 - Damage Given\n", GetPlayerName() );
ClientPrint( this, msg_dest, "-------------------------\n" );
bPrintHeader = false;
}
pRecord = m_DamageGivenList[i];
if( pRecord )
{
Q_snprintf( buf, sizeof(buf), "( life ID %i ) - %d in %d %s",
pRecord->GetLifeID(),
pRecord->GetDamage(),
pRecord->GetNumHits(),
( pRecord->GetNumHits() == 1 ) ? "hit" : "hits" );
ClientPrint( this, msg_dest, "Damage Given to \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf );
}
}
}
// Sets the player's speed - returns true if successful
bool CDODPlayer::SetSpeed( int speed )
{
DevMsg( 2, "Changing max speed to %d\n", speed );
SetMaxSpeed( (float)speed );
return true;
}
void CDODPlayer::CreateViewModel( int index /*=0*/ )
{
Assert( index >= 0 && index < MAX_VIEWMODELS );
if ( GetViewModel( index ) )
return;
CDODViewModel *vm = ( CDODViewModel * )CreateEntityByName( "dod_viewmodel" );
if ( vm )
{
vm->SetAbsOrigin( GetAbsOrigin() );
vm->SetOwner( this );
vm->SetIndex( index );
DispatchSpawn( vm );
vm->FollowEntity( this, false );
m_hViewModel.Set( index, vm );
}
}
void CDODPlayer::ResetScores( void )
{
ResetFragCount();
ResetDeathCount();
SetScore(0);
Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) );
}
bool CDODPlayer::SetObserverMode(int mode)
{
// DoD forces mp_forcecamera to be team only
mp_forcecamera.SetValue( OBS_ALLOW_TEAM );
if ( mode < OBS_MODE_NONE || mode > OBS_MODE_ROAMING )
return false;
// Skip over OBS_MODE_ROAMING for dead players
if( GetTeamNumber() > TEAM_SPECTATOR )
{
if( mode == OBS_MODE_ROAMING )
mode = OBS_MODE_IN_EYE;
}
if ( m_iObserverMode > OBS_MODE_DEATHCAM )
{
// remember mode if we were really spectating before
m_iObserverLastMode = m_iObserverMode;
}
m_iObserverMode = mode;
switch ( mode )
{
case OBS_MODE_NONE:
case OBS_MODE_FIXED :
case OBS_MODE_DEATHCAM :
SetFOV( this, 0 ); // Reset FOV
SetViewOffset( vec3_origin );
SetMoveType( MOVETYPE_NONE );
break;
case OBS_MODE_CHASE :
case OBS_MODE_IN_EYE :
// udpate FOV and viewmodels
SetObserverTarget( m_hObserverTarget );
SetMoveType( MOVETYPE_OBSERVER );
break;
case OBS_MODE_ROAMING :
SetFOV( this, 0 ); // Reset FOV
SetObserverTarget( m_hObserverTarget );
SetViewOffset( vec3_origin );
SetMoveType( MOVETYPE_OBSERVER );
break;
}
CheckObserverSettings();
return true;
}
extern ConVar sv_alltalk;
bool CDODPlayer::CanHearChatFrom( CBasePlayer *pPlayer )
{
// can always hear the console
if ( !pPlayer )
return true;
// teammates can always hear each other if alltalk is on
if ( sv_alltalk.GetBool() == true )
return true;
// can hear dead people in bonus round and at round end
if ( DODGameRules()->IsInBonusRound() || DODGameRules()->State_Get() == STATE_GAME_OVER )
return true;
// alive players cannot hear dead players
if ( IsAlive() && !pPlayer->IsAlive() && !( pPlayer->GetTeamNumber() == TEAM_SPECTATOR ) )
{
return false;
}
return true;
}
void CDODPlayer::ResetBleeding( void )
{
SetBandager( NULL );
}
void CDODPlayer::Bandage( void )
{
ResetBleeding();
TakeHealth( mp_bandage_heal_amount.GetFloat(), 0 );
// change helmet to bandages
}
void CDODPlayer::SetBandager( CDODPlayer *pPlayer )
{
m_hBandager = pPlayer;
}
bool CDODPlayer::IsBeingBandaged( void )
{
return ( m_hBandager.Get() != NULL );
}
void CDODPlayer::CommitSuicide( bool bExplode /*= false*/, bool bForce /*= false*/ )
{
CommitSuicide( vec3_origin, false, bForce );
}
void CDODPlayer::CommitSuicide( const Vector &vecForce, bool bExplode /*= false*/, bool bForce /*= false*/ )
{
// If they're suiciding in the spawn, its most likely they're changing class
// ( or possible suiciding to avoid being killed in the endround )
// On linux the suicide option sometimes arrives before the joinclass so just
// reject it here
if ( ShouldInstantRespawn() )
return;
if( !IsAlive() )
return;
// prevent suiciding too often
if ( m_fNextSuicideTime > gpGlobals->curtime )
return;
// don't let them suicide for 5 seconds after suiciding
m_fNextSuicideTime = gpGlobals->curtime + 5;
// have the player kill themselves
CTakeDamageInfo info( this, this, 0, DMG_NEVERGIB );
Event_Killed( info );
Event_Dying( info );
}
bool CDODPlayer::StartReplayMode( float fDelay, float fDuration, int iEntity )
{
if ( !BaseClass::StartReplayMode( fDelay, fDuration, iEntity ) )
return false;
CSingleUserRecipientFilter filter( this );
filter.MakeReliable();
UserMessageBegin( filter, "KillCam" );
WRITE_BYTE( OBS_MODE_IN_EYE );
if ( m_hObserverTarget.Get() )
{
WRITE_BYTE( m_hObserverTarget.Get()->entindex() ); // first target
WRITE_BYTE( entindex() ); //second target
}
else
{
WRITE_BYTE( entindex() ); // first target
WRITE_BYTE( 0 ); //second target
}
MessageEnd();
ClientPrint( this, HUD_PRINTCENTER, "Kill Cam Replay" );
return true;
}
void CDODPlayer::StopReplayMode()
{
BaseClass::StopReplayMode();
CSingleUserRecipientFilter filter( this );
filter.MakeReliable();
UserMessageBegin( filter, "KillCam" );
WRITE_BYTE( OBS_MODE_NONE );
WRITE_BYTE( 0 );
WRITE_BYTE( 0 );
MessageEnd();
}
void CDODPlayer::PickUpWeapon( CWeaponDODBase *pWeapon )
{
// if we have a primary weapon and we are allowed to drop it, drop it and
// pick up the one we +used
CWeaponDODBase *pCurrentPrimaryWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
// drop primary if we can
if( pCurrentPrimaryWpn )
{
if ( pCurrentPrimaryWpn->CanDrop() == false )
{
return;
}
DODWeaponDrop( pCurrentPrimaryWpn, true );
}
// pick up the new one
if ( BumpWeapon( pWeapon ) )
{
pWeapon->OnPickedUp( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Override setup bones so that is uses the render angles from
// the DOD animation state to setup the hitboxes.
//-----------------------------------------------------------------------------
void CDODPlayer::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
{
VPROF_BUDGET( "CBaseAnimating::SetupBones", VPROF_BUDGETGROUP_SERVER_ANIM );
// Set the mdl cache semaphore.
MDLCACHE_CRITICAL_SECTION();
// Get the studio header.
Assert( GetModelPtr() );
CStudioHdr *pStudioHdr = GetModelPtr( );
Vector pos[MAXSTUDIOBONES];
Quaternion q[MAXSTUDIOBONES];
// Adjust hit boxes based on IK driven offset.
Vector adjOrigin = GetAbsOrigin() + Vector( 0, 0, m_flEstIkOffset );
// FIXME: pass this into Studio_BuildMatrices to skip transforms
CBoneBitList boneComputed;
if ( m_pIk )
{
m_iIKCounter++;
m_pIk->Init( pStudioHdr, GetAbsAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask );
GetSkeleton( pStudioHdr, pos, q, boneMask );
m_pIk->UpdateTargets( pos, q, pBoneToWorld, boneComputed );
CalculateIKLocks( gpGlobals->curtime );
m_pIk->SolveDependencies( pos, q, pBoneToWorld, boneComputed );
}
else
{
GetSkeleton( pStudioHdr, pos, q, boneMask );
}
CBaseAnimating *pParent = dynamic_cast< CBaseAnimating* >( GetMoveParent() );
if ( pParent )
{
// We're doing bone merging, so do special stuff here.
CBoneCache *pParentCache = pParent->GetBoneCache();
if ( pParentCache )
{
BuildMatricesWithBoneMerge(
pStudioHdr,
m_PlayerAnimState->GetRenderAngles(),
adjOrigin,
pos,
q,
pBoneToWorld,
pParent,
pParentCache );
return;
}
}
Studio_BuildMatrices(
pStudioHdr,
m_PlayerAnimState->GetRenderAngles(),
adjOrigin,
pos,
q,
-1,
GetModelScale(), // Scaling
pBoneToWorld,
boneMask );
}
extern ConVar sv_debug_player_use;
extern float IntervalDistance( float x, float x0, float x1 );
//-----------------------------------------------------------------------------
// Purpose: Find which ents are higher priority for receiving our +use
//-----------------------------------------------------------------------------
int CDODPlayer::GetPriorityForPickUpEnt( CBaseEntity *pEnt )
{
CDODBombTarget *pBombTarget = dynamic_cast< CDODBombTarget *>( pEnt );
if ( pBombTarget )
{
// its a bomb target for planting or defusing, most important
return 20;
}
CDODBaseGrenade *pGren = dynamic_cast< CDODBaseGrenade *>( pEnt );
if ( pGren )
{
// its a grenade, high priority
return 10;
}
CWeaponDODBase *pWeapon = dynamic_cast< CWeaponDODBase *>( pEnt );
if ( pWeapon )
{
// weapons are medium priority
return 5;
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: like regular FindUseEntity, but picks up grenades before other things
//-----------------------------------------------------------------------------
CBaseEntity *CDODPlayer::FindUseEntity()
{
Vector forward, up;
EyeVectors( &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition();
// NOTE: Some debris objects are useable too, so hit those as well
// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *pNearest = NULL;
CBaseEntity *pObject = tr.m_pEnt;
// UNDONE: Might be faster to just fold this range into the sphere query
int count = 0;
const int NUM_TANGENTS = 7;
while ( !IsUseableEntity(pObject, 0) && count < NUM_TANGENTS)
{
// trace a box at successive angles down
// 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
const float tangents[NUM_TANGENTS] = { 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
Vector down = forward - tangents[count]*up;
VectorNormalize(down);
UTIL_TraceHull( searchCenter, searchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
pObject = tr.m_pEnt;
count++;
}
float nearestDot = CONE_90_DEGREES;
if ( IsUseableEntity(pObject, 0) )
{
Vector delta = tr.endpos - tr.startpos;
float centerZ = CollisionProp()->WorldSpaceCenter().z;
delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
float dist = delta.Length();
if ( dist < PLAYER_USE_RADIUS )
{
if ( sv_debug_player_use.GetBool() )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
}
pNearest = pObject;
nearestDot = 0;
}
}
// check ground entity first
// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
// otherwise, search out in a 90 degree cone (hemisphere)
if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
{
pNearest = GetGroundEntity();
nearestDot = CONE_45_DEGREES;
}
int iHighestPriority = GetPriorityForPickUpEnt( pObject );
for ( CEntitySphereQuery sphere( searchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pObject )
continue;
if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
continue;
// see if it's more roughly in front of the player than previous guess
Vector point;
pObject->CollisionProp()->CalcNearestPoint( searchCenter, &point );
Vector dir = point - searchCenter;
VectorNormalize(dir);
float dot = DotProduct( dir, forward );
// Need to be looking at the object more or less
if ( dot < 0.8 )
continue;
//NEW FOR DOD
// if this entity is higher priority than previous ent, use this one
int iPriority = GetPriorityForPickUpEnt( pObject );
// if higher priority, always use
// within the same priority, use the closer one
if ( ( iPriority > iHighestPriority ) || ( iPriority == iHighestPriority && dot > nearestDot ) )
{
// Since this has purely been a radius search to this point, we now
// make sure the object isn't behind glass or a grate.
trace_t trCheckOccluded;
UTIL_TraceLine( searchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
{
pNearest = pObject;
nearestDot = dot;
iHighestPriority = iPriority;
}
}
}
if ( sv_debug_player_use.GetBool() )
{
if ( !pNearest )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 255, 0, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 255, 0, 0, true, 30 );
}
else
{
NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 );
}
}
// Special check for bomb targets, whose radius for +use is larger than other entities
if ( pNearest == NULL )
{
CBaseEntity *pEnt = NULL;
float flBestDist = FLT_MAX;
// If we didn't find anything, check to see if the bomb target is close enough to use.
// This is done separately since there might be something blocking our LOS to it
// but we might want to use it anyway if it's close enough.
while( ( pEnt = gEntList.FindEntityByClassname( pEnt, "dod_bomb_target" ) ) != NULL )
{
CDODBombTarget *pTarget = static_cast<CDODBombTarget *>( pEnt );
if ( !pTarget->CanPlantHere( this ) )
continue;
Vector pos = WorldSpaceCenter();
float flDist = ( pos - pTarget->GetAbsOrigin() ).Length();
Vector toBomb = pTarget->GetAbsOrigin() - EyePosition();
toBomb.NormalizeInPlace();
if ( DotProduct( forward, toBomb ) < 0.8 )
{
continue;
}
// if we are looking directly at a bomb target and it is within our radius, that automatically wins
if ( flDist < flBestDist && flDist < DOD_BOMB_PLANT_RADIUS )
{
flBestDist = flDist;
pNearest = pTarget;
}
}
}
return pNearest;
}
void CDODPlayer::PrintLifetimeStats( void )
{
unsigned int i;
Msg( "\nWeapon Stats\n================\n" );
Msg( " (shots) (hits) (damage) (avg.dist) (kills) (hits taken) (dmg taken) (times killed) (accuracy)\n" );
// ( "* thompson 4 3 110 89.8 1 1 0 0 75.0
//Msg( "*%9s %2i %2i %3i %5.1f %2i %2i %3i %2i %3.1f\n",
for ( i=0;i<WEAPON_MAX;i++ )
{
if ( m_WeaponStats[i].m_iNumShotsTaken > 0 )
{
Msg( "* %10s (%2i) %6i %6i %8i %9.1f %7i %9i %9i %9i %9.1f\n",
WeaponIDToAlias( i ), i,
m_WeaponStats[i].m_iNumShotsTaken,
m_WeaponStats[i].m_iNumShotsHit,
m_WeaponStats[i].m_iTotalDamageGiven,
m_WeaponStats[i].m_flAverageHitDistance,
m_WeaponStats[i].m_iNumKills,
m_WeaponStats[i].m_iNumHitsTaken,
m_WeaponStats[i].m_iTotalDamageTaken,
m_WeaponStats[i].m_iTimesKilled,
100.0 * ( (float)m_WeaponStats[i].m_iNumShotsHit / (float)m_WeaponStats[i].m_iNumShotsTaken ) );
}
}
Msg( "\nPlayer Stats\n================\n" );
for( i=0;i<m_KilledPlayers.Count();i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByUserId( m_KilledPlayers[i].m_iUserID );
const char *pName = pPlayer ? pPlayer->GetPlayerName() : m_KilledByPlayers[i].m_szPlayerName;
Msg( "* Killed Player '%s' %i times ( %i damage )\n",
pName,
m_KilledPlayers[i].m_iKills,
m_KilledPlayers[i].m_iTotalDamage );
}
Msg( "\n" );
for( i=0;i<m_KilledByPlayers.Count();i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByUserId( m_KilledByPlayers[i].m_iUserID );
Assert( pPlayer && "If this fails, the player has disconnected. Fix this!" );
const char *pName = pPlayer ? pPlayer->GetPlayerName() : m_KilledByPlayers[i].m_szPlayerName;
Msg( "* Player '%s' killed you %i times ( %i damage )\n",
pName,
m_KilledByPlayers[i].m_iKills,
m_KilledByPlayers[i].m_iTotalDamage );
}
Msg( "\n" );
Msg( "* Areas Captured: %i\n", m_iNumAreaCaptures );
Msg( "* Areas Defended: %i\n", m_iNumAreaDefenses );
Msg( "* Num Bonus Round Kills: %i\n", m_iNumBonusRoundKills );
Msg( "\n" );
// time spent as each class
Msg( "Time spent as each class:\n" );
// Make sure to tally the latest time
int playerclass = m_Shared.DesiredPlayerClass();
//evil, re-map -2 to 6 so it goes on the end of the array
if ( playerclass == PLAYERCLASS_RANDOM )
playerclass = 6;
/*
m_flTimePlayedPerClass[playerclass] += ( gpGlobals->curtime - m_flLastClassChangeTime );
m_flLastClassChangeTime = gpGlobals->curtime;
Msg( "* Rifleman: %.0f\n", m_flTimePlayedPerClass[0] );
Msg( "* Assault: %.0f\n", m_flTimePlayedPerClass[1] );
Msg( "* Support: %.0f\n", m_flTimePlayedPerClass[2] );
Msg( "* Sniper: %.0f\n", m_flTimePlayedPerClass[3] );
Msg( "* MG: %.0f\n", m_flTimePlayedPerClass[4] );
Msg( "* Rocket: %.0f\n", m_flTimePlayedPerClass[5] );
Msg( "* Random: %.0f\n", m_flTimePlayedPerClass[6] );
Msg( "\n" );
Msg( "Total time connected %.0f\n", ( gpGlobals->curtime - m_flConnectTime ) );
*/
}
void CDODPlayer::Stats_WeaponFired( int weaponID )
{
// increment shots taken for this weapon
m_WeaponStats[weaponID].m_iNumShotsTaken++;
DODGameRules()->Stats_WeaponFired( weaponID );
StatEvent_WeaponFired( (DODWeaponID)weaponID );
}
void CDODPlayer::Stats_WeaponHit( CDODPlayer *pVictim, int weaponID, int iDamage, int iDamageGiven, int hitgroup, float flHitDistance )
{
// distance
float flTotalHitDistance = m_WeaponStats[weaponID].m_flAverageHitDistance * m_WeaponStats[weaponID].m_iNumShotsHit;
flTotalHitDistance += flHitDistance;
m_WeaponStats[weaponID].m_flAverageHitDistance = flTotalHitDistance / ( m_WeaponStats[weaponID].m_iNumShotsHit + 1 );
// damage
m_WeaponStats[weaponID].m_iTotalDamageGiven += iDamageGiven;
// hitgroup
m_WeaponStats[weaponID].m_iBodygroupsHit[hitgroup]++;
// shots hit
m_WeaponStats[weaponID].m_iNumShotsHit++;
int userID = pVictim->GetUserID();
// add total damage to the player record
int lookup = m_KilledPlayers.Find( userID );
if ( lookup == m_KilledPlayers.InvalidIndex() )
{
// make a new one
playerstat_t p;
Q_strncpy( p.m_szPlayerName, pVictim->GetPlayerName(), MAX_PLAYER_NAME_LENGTH );
p.m_iUserID = userID;
p.m_iKills = 0;
p.m_iTotalDamage = iDamageGiven;
m_KilledPlayers.Insert( userID, p );
}
else
{
m_KilledPlayers[lookup].m_iTotalDamage += iDamageGiven;
}
DODGameRules()->Stats_WeaponHit( weaponID, flHitDistance );
StatEvent_WeaponHit( (DODWeaponID)weaponID, ( hitgroup == HITGROUP_HEAD ) );
}
void CDODPlayer::Stats_HitByWeapon( CDODPlayer *pAttacker, int weaponID, int iDamage, int iDamageGiven, int hitgroup )
{
// damage
m_WeaponStats[weaponID].m_iTotalDamageTaken += iDamageGiven;
// hitgroup
m_WeaponStats[weaponID].m_iHitInBodygroups[hitgroup]++;
// shots hit
m_WeaponStats[weaponID].m_iNumHitsTaken++;
int userID = pAttacker->GetUserID();
// add total damage to the player record
int lookup = m_KilledByPlayers.Find( userID );
if ( lookup == m_KilledByPlayers.InvalidIndex() )
{
// make a new one
playerstat_t p;
Q_strncpy( p.m_szPlayerName, pAttacker->GetPlayerName(), MAX_PLAYER_NAME_LENGTH );
p.m_iUserID = userID;
p.m_iKills = 0;
p.m_iTotalDamage = iDamageGiven;
m_KilledByPlayers.Insert( userID, p );
}
else
{
m_KilledByPlayers[lookup].m_iTotalDamage += iDamageGiven;
}
}
void CDODPlayer::Stats_KilledPlayer( CDODPlayer *pVictim, int weaponID )
{
m_WeaponStats[weaponID].m_iNumKills++;
int userID = pVictim->GetUserID();
// add a kill to the player record
int lookup = m_KilledPlayers.Find( userID );
if ( lookup == m_KilledPlayers.InvalidIndex() )
{
// make a new one
playerstat_t p;
Q_strncpy( p.m_szPlayerName, pVictim->GetPlayerName(), MAX_PLAYER_NAME_LENGTH );
p.m_iUserID = userID;
p.m_iKills = 1;
p.m_iTotalDamage = 0;
m_KilledPlayers.Insert( userID, p );
}
else
{
m_KilledPlayers[lookup].m_iKills++;
}
// Gamerules records kills per team
DODGameRules()->Stats_PlayerKill( GetTeamNumber(), m_Shared.PlayerClass() );
m_iPerRoundKills++;
StatEvent_KilledPlayer( (DODWeaponID)weaponID );
}
void CDODPlayer::Stats_KilledByPlayer( CDODPlayer *pAttacker, int weaponID )
{
m_WeaponStats[weaponID].m_iTimesKilled++;
int userID = pAttacker->GetUserID();
// add a kill to the player record
int lookup = m_KilledByPlayers.Find( userID );
if ( lookup == m_KilledByPlayers.InvalidIndex() )
{
// make a new one
playerstat_t p;
Q_strncpy( p.m_szPlayerName, pAttacker->GetPlayerName(), MAX_PLAYER_NAME_LENGTH );
p.m_iUserID = userID;
p.m_iKills = 1;
p.m_iTotalDamage = 0;
m_KilledByPlayers.Insert( userID, p );
}
else
{
m_KilledByPlayers[lookup].m_iKills++;
}
}
void CDODPlayer::Stats_AreaDefended()
{
// map count
m_iNumAreaDefenses++;
// round count
m_iPerRoundDefenses++;
}
void CDODPlayer::Stats_AreaCaptured()
{
// map count
m_iNumAreaCaptures++;
// round count
m_iPerRoundCaptures++;
}
void CDODPlayer::Stats_BonusRoundKill()
{
m_iNumBonusRoundKills++;
}
void CDODPlayer::Stats_BombDetonated()
{
m_iPerRoundBombsDetonated++;
}
void CDODPlayer::NoteWeaponFired()
{
Assert( m_pCurrentCommand );
if( m_pCurrentCommand )
{
m_iLastWeaponFireUsercmd = m_pCurrentCommand->command_number;
}
}
bool CDODPlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
{
// No need to lag compensate at all if we're not attacking in this command and
// we haven't attacked recently.
if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) )
return false;
return BaseClass::WantsLagCompensationOnEntity( pPlayer, pCmd, pEntityTransmitBits );
}
void CDODPlayer::TallyLatestTimePlayedPerClass( int iOldTeam, int iOldPlayerClass )
{
// Tally the time we spent in the last class, for stats purposes
if ( iOldPlayerClass != PLAYERCLASS_UNDEFINED && ( iOldTeam == TEAM_ALLIES || iOldTeam == TEAM_AXIS ) )
{
// store random in the last slot
if ( iOldPlayerClass == PLAYERCLASS_RANDOM )
iOldPlayerClass = 6;
Assert( iOldPlayerClass >= 0 && iOldPlayerClass <= 6 );
Assert( iOldTeam == TEAM_ALLIES || iOldTeam == TEAM_AXIS );
if ( iOldTeam == TEAM_ALLIES )
{
m_flTimePlayedPerClass_Allies[iOldPlayerClass] += ( gpGlobals->curtime - m_flLastClassChangeTime );
}
else if ( iOldTeam == TEAM_AXIS )
{
m_flTimePlayedPerClass_Axis[iOldPlayerClass] += ( gpGlobals->curtime - m_flLastClassChangeTime );
}
}
m_flLastClassChangeTime = gpGlobals->curtime;
}
void CDODPlayer::ResetProgressBar( void )
{
SetProgressBarTime( 0 );
}
void CDODPlayer::SetProgressBarTime( int barTime )
{
m_iProgressBarDuration = barTime;
m_flProgressBarStartTime = this->m_flSimulationTime;
}
void CDODPlayer::SetDefusing( CDODBombTarget *pTarget )
{
bool bIsDefusing = ( pTarget != NULL );
if ( bIsDefusing && !m_bIsDefusing )
{
// start defuse sound
EmitSound( "Weapon_C4.Disarm" );
m_Shared.SetDefusing( true );
}
else if ( !bIsDefusing && m_bIsDefusing )
{
// stop defuse sound
StopSound( "Weapon_C4.Disarm" );
m_Shared.SetDefusing( false );
}
m_bIsDefusing = bIsDefusing;
m_pDefuseTarget = pTarget;
}
void CDODPlayer::SetPlanting( CDODBombTarget *pTarget )
{
bool bIsPlanting = ( pTarget != NULL );
if ( bIsPlanting && !m_bIsPlanting )
{
// start defuse sound
EmitSound( "Weapon_C4.Plant" );
m_Shared.SetPlanting( true );
}
else if ( !bIsPlanting && m_bIsPlanting )
{
// stop defuse sound
StopSound( "Weapon_C4.Plant" );
m_Shared.SetPlanting( false );
}
m_bIsPlanting = bIsPlanting;
m_pPlantTarget = pTarget;
}
void CDODPlayer::StoreCaptureBlock( int iAreaIndex, int iCapAttempt )
{
m_iLastBlockAreaIndex = iAreaIndex;
m_iLastBlockCapAttempt = iCapAttempt;
}
// The capture attempt number that was taking place the last time we blocked a capture
int CDODPlayer::GetLastBlockCapAttempt( void )
{
return m_iLastBlockCapAttempt;
}
// The index of the area where we last blocked a capture
int CDODPlayer::GetLastBlockAreaIndex( void )
{
return m_iLastBlockCapAttempt;
}
// NOTE! This is unused, unless we reenable our collision bounds to use USE_GAME_CODE
// - This extends our trigger bounds out a long ways and breaks many things, so only
// do this if you know what you're doing.
void CDODPlayer::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
m_Shared.ComputeWorldSpaceSurroundingBox( pVecWorldMins, pVecWorldMaxs );
}
// Called when we fire a bullet, with the number of headshots we hit
void CDODPlayer::HandleHeadshotAchievement( int iNumHeadshots )
{
if ( iNumHeadshots <= 0 )
{
SetPerLifeCounterKV( "headshots", 0 );
}
else
{
if ( DODGameRules()->State_Get() != STATE_RND_RUNNING )
return;
int iHeadshots = GetPerLifeCounterKV( "headshots" ) + iNumHeadshots;
if ( iHeadshots >= ACHIEVEMENT_NUM_CONSECUTIVE_HEADSHOTS )
{
AwardAchievement( ACHIEVEMENT_DOD_CONSECUTIVE_HEADSHOTS );
}
SetPerLifeCounterKV( "headshots", iHeadshots );
}
}
void CDODPlayer::HandleDeployedMGKillCount( int iNumDeployedKills )
{
if ( iNumDeployedKills <= 0 )
{
SetPerLifeCounterKV( "deployed_mg_kills", 0 );
}
else
{
if ( DODGameRules()->State_Get() != STATE_RND_RUNNING )
return;
int iKillsFromPos = GetPerLifeCounterKV( "deployed_mg_kills" ) + iNumDeployedKills;
if ( iKillsFromPos >= ACHIEVEMENT_MG_STREAK_IS_DOMINATING )
{
AwardAchievement( ACHIEVEMENT_DOD_MG_POSITION_STREAK );
}
SetPerLifeCounterKV( "deployed_mg_kills", iKillsFromPos );
}
}
int CDODPlayer::GetDeployedKillStreak( void )
{
return GetPerLifeCounterKV( "deployed_mg_kills" );
}
void CDODPlayer::HandleEnemyWeaponsAchievement( int iNumEnemyWpnKills )
{
if ( iNumEnemyWpnKills <= 0 )
{
SetPerLifeCounterKV( "enemy_wpn_kills", 0 );
}
else
{
if ( DODGameRules()->State_Get() != STATE_RND_RUNNING )
return;
int iKills = GetPerLifeCounterKV( "enemy_wpn_kills" ) + iNumEnemyWpnKills;
if ( iKills >= ACHIEVEMENT_NUM_ENEMY_WPN_KILLS )
{
AwardAchievement( ACHIEVEMENT_DOD_USE_ENEMY_WEAPONS );
}
SetPerLifeCounterKV( "enemy_wpn_kills", iKills );
}
}
void CDODPlayer::ResetComboWeaponKill( void )
{
SetPerLifeCounterKV( "combo_wpn_mask", 0 );
}
void CDODPlayer::HandleComboWeaponKill( int iWeaponType )
{
if ( DODGameRules()->State_Get() != STATE_RND_RUNNING )
return;
int iMask = GetPerLifeCounterKV( "combo_wpn_mask" );
iMask |= iWeaponType;
SetPerLifeCounterKV( "combo_wpn_mask", iMask );
const int iRequiredMask = ( WPN_TYPE_MG | WPN_TYPE_SNIPER | WPN_TYPE_RIFLE | WPN_TYPE_SUBMG );
const int iExplosiveMask = ( WPN_TYPE_GRENADE | WPN_TYPE_RIFLEGRENADE );
if ( ( iMask & iRequiredMask ) == iRequiredMask ) // must have all these bits set
{
if ( ( iMask & iExplosiveMask ) > 0 ) // has one of these bits set
{
AwardAchievement( ACHIEVEMENT_DOD_WEAPON_MASTERY );
}
}
}
void CDODPlayer::PlayUseDenySound()
{
EmitSound( "Player.UseDeny" );
}
//-----------------------------------------------------------------------------
// Purpose: Removes all nemesis relationships between this player and others
//-----------------------------------------------------------------------------
void CDODPlayer::RemoveNemesisRelationships()
{
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
{
CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer && pPlayer != this )
{
// we are no longer dominating anyone
m_Shared.SetPlayerDominated( pPlayer, false );
Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) );
// noone is dominating us anymore
pPlayer->m_Shared.SetPlayerDominated( this, false );
pPlayer->iNumKilledByUnanswered[entindex()] = 0;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when we get a new achievement, recalc our awards
//-----------------------------------------------------------------------------
void CDODPlayer::OnAchievementEarned( int iAchievement )
{
BaseClass::OnAchievementEarned( iAchievement );
RecalculateAchievementAwardsMask();
}
//-----------------------------------------------------------------------------
// Purpose: Determine what achievement awards this player has
//-----------------------------------------------------------------------------
void CDODPlayer::RecalculateAchievementAwardsMask( void )
{
#if !defined(NO_STEAM)
if ( steamgameserverapicontext->SteamGameServerStats() )
{
CSteamID steamIDForPlayer;
if ( GetSteamID( &steamIDForPlayer ) && steamIDForPlayer.BIndividualAccount() )
{
steamgameserverapicontext->SteamGameServerStats()->RequestUserStats( steamIDForPlayer );
}
}
#endif
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: Called when Steam returns a user's stats
//-----------------------------------------------------------------------------
void CDODPlayer::OnGSStatsReceived( GSStatsReceived_t *pResponse )
{
if ( pResponse->m_eResult != k_EResultOK )
return;
if ( pResponse->m_steamIDUser == GetSteamIDAsUInt64() )
{
for ( int i = 1; i < NUM_ACHIEVEMENT_AWARDS; i++ )
{
bool bUnlocked;
if ( steamgameserverapicontext->SteamGameServerStats()->GetUserAchievement( pResponse->m_steamIDUser, g_pszAchievementAwards[i], &bUnlocked ) )
{
if ( bUnlocked )
{
m_iAchievementAwardsMask |= (1<<i);
break;
}
}
}
}
}
#endif
void CDODPlayer::StatEvent_UploadStats( void )
{
int iSecondsAlive = (int)( gpGlobals->curtime - m_flTimeAsClassAccumulator );
m_StatProperty.IncrementPlayerClassStat( DODSTAT_PLAYTIME, iSecondsAlive );
m_StatProperty.SendStatsToPlayer( this );
m_flTimeAsClassAccumulator = gpGlobals->curtime;
}
void CDODPlayer::StatEvent_KilledPlayer( DODWeaponID iKillingWeapon )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_KILLS );
m_StatProperty.IncrementWeaponStat( iKillingWeapon, DODSTAT_KILLS );
}
void CDODPlayer::StatEvent_WasKilled( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_DEATHS );
}
void CDODPlayer::StatEvent_RoundWin( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_ROUNDSWON );
}
void CDODPlayer::StatEvent_RoundLoss( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_ROUNDSLOST );
}
void CDODPlayer::StatEvent_PointCaptured( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_CAPTURES );
}
void CDODPlayer::StatEvent_CaptureBlocked( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_BLOCKS );
}
void CDODPlayer::StatEvent_BombPlanted( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_BOMBSPLANTED );
}
void CDODPlayer::StatEvent_BombDefused( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_BOMBSDEFUSED );
}
void CDODPlayer::StatEvent_ScoredDomination( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_DOMINATIONS );
}
void CDODPlayer::StatEvent_ScoredRevenge( void )
{
m_StatProperty.IncrementPlayerClassStat( DODSTAT_REVENGES );
}
void CDODPlayer::StatEvent_WeaponFired( DODWeaponID iWeaponID )
{
m_StatProperty.IncrementWeaponStat( iWeaponID, DODSTAT_SHOTS_FIRED );
}
void CDODPlayer::StatEvent_WeaponHit( DODWeaponID iWeaponID, bool bWasHeadshot )
{
m_StatProperty.IncrementWeaponStat( iWeaponID, DODSTAT_SHOTS_HIT );
if ( bWasHeadshot )
{
m_StatProperty.IncrementWeaponStat( iWeaponID, DODSTAT_HEADSHOTS );
}
}
// CDODPlayerStatProperty
void CDODPlayerStatProperty::SetClassAndTeamForThisLife( int iPlayerClass, int iTeam )
{
m_bRecordingStats = ( ( iTeam == TEAM_ALLIES || iTeam == TEAM_AXIS ) && ( iPlayerClass >= 0 && iPlayerClass <= NUM_DOD_PLAYERCLASSES ) );
m_iCurrentLifePlayerClass = iPlayerClass;
m_iCurrentLifePlayerTeam = iTeam;
}
void CDODPlayerStatProperty::IncrementPlayerClassStat( DODStatType_t statType, int iValue /* = 1 */ )
{
if ( !m_bRecordingStats )
return;
Assert( m_iCurrentLifePlayerClass >= 0 && m_iCurrentLifePlayerClass <= 5 );
m_PlayerStatsPerLife.m_iStat[statType] += iValue;
}
void CDODPlayerStatProperty::IncrementWeaponStat( DODWeaponID iWeaponID, DODStatType_t statType, int iValue /* = 1 */ )
{
if ( !m_bRecordingStats )
return;
Assert( iWeaponID >= 0 && iWeaponID <= WEAPON_MAX );
m_WeaponStatsPerLife[iWeaponID].m_iStat[statType] += iValue;
m_bWeaponStatsDirty[iWeaponID] = true;
}
void CDODPlayerStatProperty::ResetPerLifeStats( void )
{
Q_memset( &m_PlayerStatsPerLife, 0, sizeof(m_PlayerStatsPerLife) );
Q_memset( &m_WeaponStatsPerLife, 0, sizeof(m_WeaponStatsPerLife) );
Q_memset( &m_bWeaponStatsDirty, 0, sizeof(m_bWeaponStatsDirty) );
}
void CDODPlayerStatProperty::SendStatsToPlayer( CDODPlayer *pPlayer )
{
if ( !m_bRecordingStats )
return;
// make a bit field of all the stats we want to send (all with non-zero values)
int iStat;
int iSendPlayerBits = 0;
for ( iStat = DODSTAT_FIRST; iStat < DODSTAT_MAX; iStat++ )
{
if ( m_PlayerStatsPerLife.m_iStat[iStat] > 0 )
{
iSendPlayerBits |= ( 1 << ( iStat - DODSTAT_FIRST ) );
}
}
CUtlVector<int> vecWeaponsToSend;
// for every weapon that we have stats for, set a bit in the weapon mask
for ( int iWeapon = WEAPON_NONE; iWeapon < WEAPON_MAX; iWeapon++ )
{
if ( m_bWeaponStatsDirty[iWeapon] )
{
vecWeaponsToSend.AddToTail( iWeapon );
}
}
if ( iSendPlayerBits == 0 && vecWeaponsToSend.Count() == 0 )
{
ResetPerLifeStats();
return;
}
iStat = DODSTAT_FIRST;
CSingleUserRecipientFilter filter( (CBasePlayer *)pPlayer );
filter.MakeReliable();
UserMessageBegin( filter, "DODPlayerStatsUpdate" );
WRITE_BYTE( m_iCurrentLifePlayerClass ); // write the class
WRITE_BYTE( m_iCurrentLifePlayerTeam );
WRITE_LONG( iSendPlayerBits ); // write the bit mask of which stats follow in the message
// write all the non-zero stats according to the bit mask
while ( iSendPlayerBits > 0 )
{
if ( iSendPlayerBits & 1 )
{
WRITE_LONG( m_PlayerStatsPerLife.m_iStat[iStat] );
}
iSendPlayerBits >>= 1;
iStat++;
}
// now the weapon bits
// how many weapons
WRITE_BYTE( vecWeaponsToSend.Count() );
int i;
// send the weapons
for ( i=0;i<vecWeaponsToSend.Count(); i++ )
{
WRITE_BYTE( vecWeaponsToSend.Element(i) );
}
// for each weapon that we're sending stats for
for ( i=0;i<vecWeaponsToSend.Count(); i++ )
{
int iWeapon = vecWeaponsToSend.Element(i);
// what stats does iWeapon want to send?
int iWeaponStatBits = 0;
for ( iStat = DODSTAT_FIRST; iStat < DODSTAT_MAX; iStat++ )
{
if ( m_WeaponStatsPerLife[iWeapon].m_iStat[iStat] > 0 )
{
iWeaponStatBits |= ( 1 << ( iStat - DODSTAT_FIRST ) );
}
}
// send the mask of stats that we're sending for this weapon
WRITE_LONG( iWeaponStatBits );
// send the stats
iStat = DODSTAT_FIRST;
// send that mask
while ( iWeaponStatBits > 0 )
{
if ( iWeaponStatBits & 1 )
{
WRITE_LONG( m_WeaponStatsPerLife[iWeapon].m_iStat[iStat] );
}
iWeaponStatBits >>= 1;
iStat++;
}
}
MessageEnd();
ResetPerLifeStats();
}