void UpdateAvatarEffect(void)
{
	if(!haptics->HasDevice())
		return;

	Vector vel;
	Vector vvel;
	Vector evel;
	QAngle eye;
	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
	if(!pPlayer)
		return;

	eye = pPlayer->GetAbsAngles();

	if(pPlayer->IsInAVehicle() && pPlayer->GetVehicle())
	{
		pPlayer->GetVehicle()->GetVehicleEnt()->EstimateAbsVelocity(vvel);
		eye = pPlayer->GetVehicle()->GetVehicleEnt()->EyeAngles();

		if(!Q_stristr(pPlayer->GetVehicle()->GetVehicleEnt()->GetClassname(),"choreo"))
		{
			eye[YAW] += 90;
		}
		


	}
	else
	{
		vel = pPlayer->GetAbsVelocity();
	}

	Vector PlayerVel = pPlayer->GetAbsVelocity();

	//Choreo vehicles use player avatar and don't produce their own velocity
	if(!pPlayer->GetVehicle() || abs(vvel.Length()) == 0 )
	{
		vel = PlayerVel;
	}
	else
		vel = vvel;


	
	VectorYawRotate(vel, -90 -eye[YAW], vel );

	vel.y = -vel.y;
	vel.z = -vel.z;
	
	switch(pPlayer->GetMoveType()) {
		case MOVETYPE_NOCLIP:
			vel *= hap_noclip_avatar_scale.GetFloat();
			break;
		default:
			break;
	}

	haptics->UpdateAvatarVelocity(vel);
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : IClientVehicle
//-----------------------------------------------------------------------------
IClientVehicle *CHudVehicle::GetLocalPlayerVehicle()
{
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer ||  !pPlayer->IsInAVehicle() )
	{
		return NULL;
	}

	return pPlayer->GetVehicle();
}
Exemple #3
0
//-----------------------------------------------------------------------------
// Purpose: updates the ammo display counts
//-----------------------------------------------------------------------------
void CHudAmmo::UpdateAmmoDisplays()
{
	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
	IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;

	if ( !pVehicle )
	{
		UpdatePlayerAmmo( player );
	}
	else
	{
		UpdateVehicleAmmo( player, pVehicle );
	}
}
Exemple #4
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	virtual void OnThink()
	{
		// set whether or not the panel draws based on if we have a weapon that supports secondary ammo
		C_BaseCombatWeapon *wpn = GetActiveWeapon();
		C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
		IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
		if (!wpn || !player || pVehicle)
		{
			m_hCurrentActiveWeapon = NULL;
			SetPaintEnabled(false);
			SetPaintBackgroundEnabled(false);
			return;
		}
		else
		{
			SetPaintEnabled(true);
			SetPaintBackgroundEnabled(true);
		}

		UpdateAmmoState();
	}
Exemple #5
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void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
{	
	CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
	CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ];

	cmd->Reset();

	cmd->command_number = sequence_number;
	cmd->tick_count = gpGlobals->tickcount;

	QAngle viewangles;
	engine->GetViewAngles( viewangles );
	QAngle originalViewangles = viewangles;

	if ( active || sv_noclipduringpause.GetInt() )
	{
		// Determine view angles
		AdjustAngles ( input_sample_frametime );

		// Determine sideways movement
		ComputeSideMove( cmd );

		// Determine vertical movement
		ComputeUpwardMove( cmd );

		// Determine forward movement
		ComputeForwardMove( cmd );

		// Scale based on holding speed key or having too fast of a velocity based on client maximum
		//  speed.
		ScaleMovements( cmd );

		// Allow mice and other controllers to add their inputs
		ControllerMove( input_sample_frametime, cmd );
#ifdef SIXENSE
		g_pSixenseInput->SixenseFrame( input_sample_frametime, cmd ); 

		if( g_pSixenseInput->IsEnabled() )
		{
			g_pSixenseInput->SetView( input_sample_frametime, cmd );
		}
#endif
	}
	else
	{
		// need to run and reset mouse input so that there is no view pop when unpausing
		if ( !m_fCameraInterceptingMouse && m_fMouseActive )
		{
			float mx, my;
			GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my );
			ResetMouse();
		}
	}
	// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
	engine->GetViewAngles( viewangles );

	// Latch and clear impulse
	cmd->impulse = in_impulse;
	in_impulse = 0;

	// Latch and clear weapon selection
	if ( m_hSelectedWeapon != NULL )
	{
		C_BaseCombatWeapon *weapon = m_hSelectedWeapon;

		cmd->weaponselect = weapon->entindex();
		cmd->weaponsubtype = weapon->GetSubType();

		// Always clear weapon selection
		m_hSelectedWeapon = NULL;
	}

	// Set button and flag bits
#ifdef SIXENSE
	if( g_pSixenseInput->IsEnabled() )
	{
		// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses
		cmd->buttons |= GetButtonBits( 1 );
	}
	else
	{
		cmd->buttons = GetButtonBits( 1 );
	}
#else
	// Set button and flag bits
	cmd->buttons = GetButtonBits( 1 );
#endif

	// Using joystick?
#ifdef SIXENSE
	if ( in_joystick.GetInt() || g_pSixenseInput->IsEnabled() )
#else
	if ( in_joystick.GetInt() )
#endif
	{
		if ( cmd->forwardmove > 0 )
		{
			cmd->buttons |= IN_FORWARD;
		}
		else if ( cmd->forwardmove < 0 )
		{
			cmd->buttons |= IN_BACK;
		}
	}

	// Use new view angles if alive, otherwise user last angles we stored off.
	if ( g_iAlive )
	{
		VectorCopy( viewangles, cmd->viewangles );
		VectorCopy( viewangles, m_angPreviousViewAngles );
	}
	else
	{
		VectorCopy( m_angPreviousViewAngles, cmd->viewangles );
	}

	// Let the move manager override anything it wants to.
	if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) )
	{
		// Get current view angles after the client mode tweaks with it
#ifdef SIXENSE
		// Only set the engine angles if sixense is not enabled. It is done in SixenseInput::SetView otherwise.
		if( !g_pSixenseInput->IsEnabled() )
		{
			engine->SetViewAngles( cmd->viewangles );
		}
#else
		engine->SetViewAngles( cmd->viewangles );

#endif

		if ( UseVR() )
		{
			C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
			if( pPlayer && !pPlayer->GetVehicle() )
			{
				QAngle curViewangles, newViewangles;
				Vector curMotion, newMotion;
				engine->GetViewAngles( curViewangles );
				curMotion.Init ( 
					cmd->forwardmove,
					cmd->sidemove,
					cmd->upmove );
				g_ClientVirtualReality.OverridePlayerMotion ( input_sample_frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion );
				engine->SetViewAngles( newViewangles );
				cmd->forwardmove = newMotion[0];
				cmd->sidemove = newMotion[1];
				cmd->upmove = newMotion[2];
				cmd->viewangles = newViewangles;
			}
			else
			{
				Vector vPos;
				g_ClientVirtualReality.GetTorsoRelativeAim( &vPos, &cmd->viewangles );
				engine->SetViewAngles( cmd->viewangles );
			}
		}
	}

	m_flLastForwardMove = cmd->forwardmove;

	cmd->random_seed = MD5_PseudoRandom( sequence_number ) & 0x7fffffff;

	HLTVCamera()->CreateMove( cmd );
#if defined( REPLAY_ENABLED )
	ReplayCamera()->CreateMove( cmd );
#endif

#if defined( HL2_CLIENT_DLL )
	// copy backchannel data
	int i;
	for (i = 0; i < m_EntityGroundContact.Count(); i++)
	{
		cmd->entitygroundcontact.AddToTail( m_EntityGroundContact[i] );
	}
	m_EntityGroundContact.RemoveAll();
#endif

	pVerified->m_cmd = *cmd;
	pVerified->m_crc = cmd->GetChecksum();
}
Exemple #6
0
void CInput::ExtraMouseSample( float frametime, bool active )
{
	CUserCmd dummy;
	CUserCmd *cmd = &dummy;

	cmd->Reset();


	QAngle viewangles;
	engine->GetViewAngles( viewangles );
	QAngle originalViewangles = viewangles;

	if ( active )
	{
		// Determine view angles
		AdjustAngles ( frametime );

		// Determine sideways movement
		ComputeSideMove( cmd );

		// Determine vertical movement
		ComputeUpwardMove( cmd );

		// Determine forward movement
		ComputeForwardMove( cmd );

		// Scale based on holding speed key or having too fast of a velocity based on client maximum
		//  speed.
		ScaleMovements( cmd );

		// Allow mice and other controllers to add their inputs
		ControllerMove( frametime, cmd );
#ifdef SIXENSE
		g_pSixenseInput->SixenseFrame( frametime, cmd ); 

		if( g_pSixenseInput->IsEnabled() )
		{
			g_pSixenseInput->SetView( frametime, cmd );
		}
#endif
	}

	// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
	engine->GetViewAngles( viewangles );

	// Set button and flag bits, don't blow away state
#ifdef SIXENSE
	if( g_pSixenseInput->IsEnabled() )
	{
		// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses
		cmd->buttons |= GetButtonBits( 0 );
	}
	else
	{
		cmd->buttons = GetButtonBits( 0 );
	}
#else
	cmd->buttons = GetButtonBits( 0 );
#endif

	// Use new view angles if alive, otherwise user last angles we stored off.
	if ( g_iAlive )
	{
		VectorCopy( viewangles, cmd->viewangles );
		VectorCopy( viewangles, m_angPreviousViewAngles );
	}
	else
	{
		VectorCopy( m_angPreviousViewAngles, cmd->viewangles );
	}

	// Let the move manager override anything it wants to.
	if ( g_pClientMode->CreateMove( frametime, cmd ) )
	{
		// Get current view angles after the client mode tweaks with it
		engine->SetViewAngles( cmd->viewangles );
		prediction->SetLocalViewAngles( cmd->viewangles );
	}

	// Let the headtracker override the view at the very end of the process so
	// that vehicles and other stuff in g_pClientMode->CreateMove can override 
	// first
	if ( active && UseVR() )
	{
		C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
		if( pPlayer && !pPlayer->GetVehicle() )
		{
			QAngle curViewangles, newViewangles;
			Vector curMotion, newMotion;
			engine->GetViewAngles( curViewangles );
			curMotion.Init ( 
				cmd->forwardmove,
				cmd->sidemove,
				cmd->upmove );
			g_ClientVirtualReality.OverridePlayerMotion ( frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion );
			engine->SetViewAngles( newViewangles );
			cmd->forwardmove = newMotion[0];
			cmd->sidemove = newMotion[1];
			cmd->upmove = newMotion[2];

			cmd->viewangles = newViewangles;
			prediction->SetLocalViewAngles( cmd->viewangles );
		}
	}

}
//-----------------------------------------------------------------------------
// Purpose: Apply joystick to CUserCmd creation
// Input  : frametime - 
//			*cmd - 
//-----------------------------------------------------------------------------
void CInput::JoyStickMove( float frametime, CUserCmd *cmd )
{
	// complete initialization if first time in ( needed as cvars are not available at initialization time )
	if ( !m_fJoystickAdvancedInit )
	{
		Joystick_Advanced();
		m_fJoystickAdvancedInit = true;
	}

	// verify joystick is available and that the user wants to use it
	if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() )
		return; 

	// Skip out if vgui is active
	if ( vgui::surface()->IsCursorVisible() )
		return;

	if ( m_flRemainingJoystickSampleTime <= 0 )
		return;
	frametime = MIN(m_flRemainingJoystickSampleTime, frametime);
	m_flRemainingJoystickSampleTime -= frametime;

	QAngle viewangles;

	// Get starting angles
	engine->GetViewAngles( viewangles );

	struct axis_t
	{
		float	value;
		int		controlType;
	};
	axis_t gameAxes[ MAX_GAME_AXES ];
	memset( &gameAxes, 0, sizeof(gameAxes) );

	// Get each joystick axis value, and normalize the range
	for ( int i = 0; i < MAX_JOYSTICK_AXES; ++i )
	{
		if ( GAME_AXIS_NONE == m_rgAxes[i].AxisMap )
			continue;

		float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( 0, i ) );

		if (joy_wwhack2.GetInt() != 0 )
		{
			// this is a special formula for the Logitech WingMan Warrior
			// y=ax^b; where a = 300 and b = 1.3
			// also x values are in increments of 800 (so this is factored out)
			// then bounds check result to level out excessively high spin rates
			float fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3);
			if (fTemp > 14000.0)
				fTemp = 14000.0;
			// restore direction information
			fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp;
		}

		unsigned int idx = m_rgAxes[i].AxisMap;
		gameAxes[idx].value = fAxisValue;
		gameAxes[idx].controlType = m_rgAxes[i].ControlMap;
	}

	// Re-map the axis values if necessary, based on the joystick configuration
	if ( (joy_advanced.GetInt() == 0) && (in_jlook.state & 1) )
	{
		// user wants forward control to become pitch control
		gameAxes[GAME_AXIS_PITCH] = gameAxes[GAME_AXIS_FORWARD];
		gameAxes[GAME_AXIS_FORWARD].value = 0;

		// if mouse invert is on, invert the joystick pitch value
		// Note: only absolute control support here - joy_advanced = 0
		if ( m_pitch->GetFloat() < 0.0 )
		{
			gameAxes[GAME_AXIS_PITCH].value *= -1;
		}
	}

	if ( (in_strafe.state & 1) || lookstrafe.GetFloat() && (in_jlook.state & 1) )
	{
		// user wants yaw control to become side control
		gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW];
		gameAxes[GAME_AXIS_YAW].value = 0;
	}

	float forward	= ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() );
	float side		= ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat()  );
	float pitch		= ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat()  );
	float yaw		= ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat()  );

	// If we're inverting our joystick, do so
	if ( joy_inverty.GetBool() )
	{
		pitch *= -1.0f;
	}

	// drive yaw, pitch and move like a screen relative platformer game
	if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
	{
		if ( forward || side )
		{
			// apply turn control [ YAW ]
			// factor in the camera offset, so that the move direction is relative to the thirdperson camera
			viewangles[ YAW ] = RAD2DEG(atan2(-side, -forward)) + m_vecCameraOffset[ YAW ];
			engine->SetViewAngles( viewangles );

			// apply movement
			Vector2D moveDir( forward, side );
			cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat();
		}

		if ( pitch || yaw )
		{
			// look around with the camera
			m_vecCameraOffset[ PITCH ] += pitch * joy_pitchsensitivity.GetFloat();
			m_vecCameraOffset[ YAW ]   += yaw * joy_yawsensitivity.GetFloat();
		}

		if ( forward || side || pitch || yaw )
		{
			// update the ideal pitch and yaw
			cam_idealpitch.SetValue( m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] );
			cam_idealyaw.SetValue( m_vecCameraOffset[ YAW ] - viewangles[ YAW ] );
		}
		return;
	}

	float	joySideMove = 0.f;
	float	joyForwardMove = 0.f;
	float   aspeed = frametime * gHUD.GetFOVSensitivityAdjust();

	// apply forward and side control
	C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
	
	int iResponseCurve = 0;
	if ( pLocalPlayer && pLocalPlayer->IsInAVehicle() )
	{
		iResponseCurve = pLocalPlayer->GetVehicle() ? pLocalPlayer->GetVehicle()->GetJoystickResponseCurve() : joy_response_move_vehicle.GetInt();
	}
	else
	{
		iResponseCurve = joy_response_move.GetInt();
	}	
	
	float val = ResponseCurve( iResponseCurve, forward, PITCH, joy_forwardsensitivity.GetFloat() );
	joyForwardMove	+= val * cl_forwardspeed.GetFloat();
	val = ResponseCurve( iResponseCurve, side, YAW, joy_sidesensitivity.GetFloat() );
	joySideMove		+= val * cl_sidespeed.GetFloat();

	Vector2D move( yaw, pitch );
	float dist = move.Length();

	// apply turn control
	float angle = 0.f;

	if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType )
	{
		float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), yaw, YAW, pitch, dist, frametime );
		angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat();
	}
	else
	{
		angle = yaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0;
	}
	viewangles[YAW] += angle;
	cmd->mousedx = angle;

	// apply look control
	if ( IsX360() || in_jlook.state & 1 )
	{
		float angle = 0;
		if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType )
		{
			float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), pitch, PITCH, yaw, dist, frametime );
			angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat();
		}
		else
		{
			angle = pitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0;
		}
		viewangles[PITCH] += angle;
		cmd->mousedy = angle;
		view->StopPitchDrift();
		if( pitch == 0.f && lookspring.GetFloat() == 0.f )
		{
			// no pitch movement
			// disable pitch return-to-center unless requested by user
			// *** this code can be removed when the lookspring bug is fixed
			// *** the bug always has the lookspring feature on
			view->StopPitchDrift();
		}
	}

	// apply player motion relative to screen space
	if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() )
	{
		float ideal_yaw = cam_idealyaw.GetFloat();
		float ideal_sin = sin(DEG2RAD(ideal_yaw));
		float ideal_cos = cos(DEG2RAD(ideal_yaw));
		float side_movement = ideal_cos*joySideMove - ideal_sin*joyForwardMove;
		float forward_movement = ideal_cos*joyForwardMove + ideal_sin*joySideMove;
		cmd->forwardmove += forward_movement;
		cmd->sidemove += side_movement;
	}
	else
	{
		cmd->forwardmove += joyForwardMove;
		cmd->sidemove += joySideMove;
	}

	if ( IsPC() )
	{
		CCommand tmp;
		if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() )
		{
			KeyDown( &in_joyspeed, NULL );
		}
		else
		{
			KeyUp( &in_joyspeed, NULL );
		}
	}

	// Bound pitch
	viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );

	engine->SetViewAngles( viewangles );
}