IPhysicsVehicleController *GetLuaVehicle(ILuaInterface *gLua)
{
	gLua->CheckType(1, GLua::TYPE_ENTITY);

	CBaseHandle *handle = (CBaseHandle*)gLua->GetUserData(1);
	CBaseEntity *entity = GetBaseEntity(handle->GetEntryIndex());

	if(!entity)
	{
		gLua->Error("[gm_pimpmyride] NO ENTITY!");
		return NULL;
	}

	IServerVehicle *vehicle = entity->GetServerVehicle();

	if(!vehicle)
	{
		gLua->Error("[gm_pimpmyride] NO VEHICLE!");
		return NULL;
	}

	IPhysicsVehicleController *controller = vehicle->GetVehicleController();

	if(!controller)
	{
		gLua->Error("[gm_pimpmyride] NO PHYSICS CONTROLLER!");
		return NULL;
	}

	return controller;
}
Esempio n. 2
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropAPC::OnRestore( void )
{
	IServerVehicle *pServerVehicle = GetServerVehicle();
	if ( pServerVehicle != NULL )
	{
		// Restore the passenger information we're holding on to
		pServerVehicle->RestorePassengerInfo();
	}
}
//-----------------------------------------------------------------------------
// Purpose: This is called pre player movement and copies all the data necessary
//          from the player for movement. (Server-side, the client-side version
//          of this code can be found in prediction.cpp.)
//-----------------------------------------------------------------------------
void CDAPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
	BaseClass::SetupMove( player, ucmd, pHelper, move );

	IServerVehicle *pVehicle = player->GetVehicle();
	if (pVehicle && gpGlobals->frametime != 0)
	{
		pVehicle->SetupMove( player, ucmd, pHelper, move ); 
	}
}
Esempio n. 4
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void CHLPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
	// Call the default FinishMove code.
	BaseClass::FinishMove( player, ucmd, move );
	IServerVehicle *pVehicle = player->GetVehicle();
	if (pVehicle && gpGlobals->frametime != 0)
	{
		pVehicle->FinishMove( player, ucmd, move );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Determine if we can jump to be on the enemy's vehicle
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CAI_PassengerBehaviorZombie::CanBeOnEnemyVehicle( void )
{
	CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( GetOuter()->GetEnemy() );
	if ( pEnemy != NULL )
	{
		IServerVehicle *pVehicle = pEnemy->GetVehicle();
		if ( pVehicle && pVehicle->NPC_HasAvailableSeat( GetRoleName() ) )
			return true;
	}

	return false;
}
Esempio n. 6
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void CHLPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
	// Call the default SetupMove code.
	BaseClass::SetupMove( player, ucmd, pHelper, move );

	// Convert to HL2 data.
	CHL2_Player *pHLPlayer = static_cast<CHL2_Player*>( player );
	Assert( pHLPlayer );

	CHLMoveData *pHLMove = static_cast<CHLMoveData*>( move );
	Assert( pHLMove );

	player->m_flForwardMove = ucmd->forwardmove;
	player->m_flSideMove = ucmd->sidemove;

	pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting();

	if ( gpGlobals->frametime != 0 )
	{
		IServerVehicle *pVehicle = player->GetVehicle();

		if ( pVehicle )
		{
			pVehicle->SetupMove( player, ucmd, pHelper, move ); 

			if ( !m_bWasInVehicle )
			{
				m_bWasInVehicle = true;
				m_vecSaveOrigin.Init();
			}
		}
		else
		{
			m_vecSaveOrigin = player->GetAbsOrigin();
			if ( m_bWasInVehicle )
			{
				m_bWasInVehicle = false;
			}
		}
	}
}
Esempio n. 7
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//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePlayer::UsingStandardWeaponsInVehicle( void )
{
	Assert( IsInAVehicle() );
#if !defined( CLIENT_DLL )
	IServerVehicle *pVehicle = GetVehicle();
#else
	IClientVehicle *pVehicle = GetVehicle();
#endif
	Assert( pVehicle );
	if ( !pVehicle )
		return true;

	// NOTE: We *have* to do this before ItemPostFrame because ItemPostFrame
	// may dump us out of the vehicle
	int nRole = pVehicle->GetPassengerRole( this );
	bool bUsingStandardWeapons = pVehicle->IsPassengerUsingStandardWeapons( nRole );

	// Fall through and check weapons, etc. if we're using them 
	if (!bUsingStandardWeapons )
		return false;

	return true;
}
Esempio n. 8
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//-----------------------------------------------------------------------------
// Purpose: Runs movement commands for the player
// Input  : *player - 
//			*ucmd - 
//			*moveHelper - 
// Output : void CPlayerMove::RunCommand
//-----------------------------------------------------------------------------
void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  player->m_nTickBase * TICK_INTERVAL;
	gpGlobals->frametime	=  player->m_bGamePaused ? 0 : TICK_INTERVAL;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			 sv_cheats->GetBool() && 
			 sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	IGameSystem::FrameUpdatePrePlayerRunCommandAllSystems( player, ucmd );

	// Do weapon selection
	if ( ucmd->weaponselect != 0 )
	{
		CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
		if ( weapon )
		{
			VPROF( "player->SelectItem()" );
			player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
		}
	}

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if ( !pVehicle )
	{
		VPROF( "g_pGameMovement->ProcessMovement()" );
		Assert( g_pGameMovement );
		g_pGameMovement->ProcessMovement( player, g_pMoveData );
	}
	else
	{
		VPROF( "pVehicle->ProcessMovement()" );
		pVehicle->ProcessMovement( player, g_pMoveData );
	}
			
	// Copy output
	FinishMove( player, ucmd, g_pMoveData );

	// Let server invoke any needed impact functions
	VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
	moveHelper->ProcessImpacts();
	VPROF_SCOPE_END();

	RunPostThink( player );

	FinishCommand( player );

	// Let time pass
	player->m_nTickBase++;
}
//-----------------------------------------------------------------------------
// Purpose: Runs movement commands for the player
// Input  : *player - 
//			*ucmd - 
//			*moveHelper - 
// Output : void CPlayerMove::RunCommand
//-----------------------------------------------------------------------------
void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	const float playerCurTime = player->m_nTickBase * TICK_INTERVAL; 
	const float playerFrameTime = player->m_bGamePaused ? 0 : TICK_INTERVAL;
	const float flTimeAllowedForProcessing = player->ConsumeMovementTimeForUserCmdProcessing( playerFrameTime );
	if ( !player->IsBot() && ( flTimeAllowedForProcessing < playerFrameTime ) )
	{
		// Make sure that the activity in command is erased because player cheated or dropped too many packets
		double dblWarningFrequencyThrottle = sv_maxusrcmdprocessticks_warning.GetFloat();
		if ( dblWarningFrequencyThrottle >= 0 )
		{
			static double s_dblLastWarningTime = 0;
			double dblTimeNow = Plat_FloatTime();
			if ( !s_dblLastWarningTime || ( dblTimeNow - s_dblLastWarningTime >= dblWarningFrequencyThrottle ) )
			{
				s_dblLastWarningTime = dblTimeNow;
				Warning( "sv_maxusrcmdprocessticks_warning at server tick %u: Ignored client %s usrcmd (%.6f < %.6f)!\n", gpGlobals->tickcount, player->GetPlayerName(), flTimeAllowedForProcessing, playerFrameTime );
			}
		}
		return; // Don't process this command
	}

	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  playerCurTime;
	gpGlobals->frametime	=  playerFrameTime;

	// Prevent hacked clients from sending us invalid view angles to try to get leaf server code to crash
	if ( !ucmd->viewangles.IsValid() || !IsEntityQAngleReasonable(ucmd->viewangles) )
	{
		ucmd->viewangles = vec3_angle;
	}

	// Add and subtract buttons we're forcing on the player
	ucmd->buttons |= player->m_afButtonForced;
	ucmd->buttons &= ~player->m_afButtonDisabled;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			 sv_cheats->GetBool() && 
			 sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	g_pGameMovement->StartTrackPredictionErrors( player );

	CommentarySystem_PePlayerRunCommand( player, ucmd );

	// Do weapon selection
	if ( ucmd->weaponselect != 0 )
	{
		CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
		if ( weapon )
		{
			VPROF( "player->SelectItem()" );
			player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
		}
	}

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if ( !pVehicle )
	{
		VPROF( "g_pGameMovement->ProcessMovement()" );
		Assert( g_pGameMovement );
		g_pGameMovement->ProcessMovement( player, g_pMoveData );
	}
	else
	{
		VPROF( "pVehicle->ProcessMovement()" );
		pVehicle->ProcessMovement( player, g_pMoveData );
	}
			
	// Copy output
	FinishMove( player, ucmd, g_pMoveData );

	// If we have to restore the view angle then do so right now
	if ( !player->IsBot() && ( gpGlobals->tickcount - player->GetLockViewanglesTickNumber() < sv_maxusrcmdprocessticks_holdaim.GetInt() ) )
	{
		player->pl.v_angle = player->GetLockViewanglesData();
	}

	// Let server invoke any needed impact functions
	VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
	moveHelper->ProcessImpacts();
	VPROF_SCOPE_END();

	RunPostThink( player );

	g_pGameMovement->FinishTrackPredictionErrors( player );

	FinishCommand( player );

	// Let time pass
	if ( gpGlobals->frametime > 0 )
	{
		player->m_nTickBase++;
	}
}
Esempio n. 10
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//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
//			If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
	// --------------------
	// Check for occlusion
	// --------------------
	CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();

	// Find its relative shoot position
	Vector vecRelativeShootPosition;
	VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
	Vector barrelPos = ownerPos + vecRelativeShootPosition;

	// Use the custom LOS trace filter
	CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );
	trace_t tr;
	UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );

	// See if we completed the trace without interruption
	if ( tr.fraction == 1.0 )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	CBaseEntity	*pHitEnt = tr.m_pEnt;

	CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );

	// is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
	if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() )
	{
		// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
		// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
		// This catches vehicles that use bone followers.
		CBaseEntity	*pVehicle  = pEnemyPlayer->GetVehicle()->GetVehicleEnt();
		if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle )
			return true;
	}

	// Hitting our enemy is a success case
	if ( pHitEnt == npcOwner->GetEnemy() )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	// If a vehicle is blocking the view, grab its driver and use that as the combat character
	CBaseCombatCharacter *pBCC;
	IServerVehicle *pVehicle = pHitEnt->GetServerVehicle();
	if ( pVehicle )
	{
		pBCC = pVehicle->GetPassenger( );
	}
	else
	{
		pBCC = ToBaseCombatCharacter( pHitEnt );
	}

	if ( pBCC ) 
	{
		if ( npcOwner->IRelationType( pBCC ) == D_HT )
			return true;

		if ( bSetConditions )
		{
			npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
		}
	}
	else if ( bSetConditions )
	{
		npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
		npcOwner->SetEnemyOccluder( pHitEnt );

		if( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
		}
	}

	return false;
}
void CAPCController::TrackTarget( void )
{
	trace_t tr;
	bool updateTime = FALSE, lineOfSight;
	QAngle angles;
	Vector barrelEnd;
	CBaseEntity *pTarget = NULL;

	barrelEnd.Init();

	if ( IsActive() )
	{
		SetNextThink( gpGlobals->curtime + 0.1f );
	}
	else
	{
		return;
	}

	// -----------------------------------
	//  Get world target position
	// -----------------------------------
	barrelEnd = WorldBarrelPosition();
	Vector worldTargetPosition;
	CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
	if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
	{
		m_hTarget = FindTarget( m_targetEntityName, NULL );
		if ( IsActive() )
		{
			SetNextThink( gpGlobals->curtime + 2 );	// Wait 2 sec s
		}

		return;
	}
	pTarget = pEntity;

	// Calculate angle needed to aim at target
	worldTargetPosition = pEntity->EyePosition();

	float range = (worldTargetPosition - barrelEnd).Length();

	if ( !InRange( range ) )
	{
		m_bFireDelayed = false;
		return;
	}

	UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );

	lineOfSight = FALSE;
	// No line of sight, don't track
	if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
	{
		lineOfSight = TRUE;

		CBaseEntity *pInstance = pTarget;
		if ( InRange( range ) && pInstance && pInstance->IsAlive() )
		{
			updateTime = TRUE;

			// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
			m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
		}
	}

	// Convert targetPosition to parent
	angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );


	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Move toward target at rate or less
	float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );

	QAngle vecAngVel = GetLocalAngularVelocity();
	vecAngVel.y = distY * 10;
	vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );

	// Move toward target at rate or less
	float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
	vecAngVel.x = distX  * 10;
	vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
	SetLocalAngularVelocity( vecAngVel );

	SetMoveDoneTime( 0.1 );

	Vector forward;
	AngleVectors( GetLocalAngles(), &forward );
	forward = m_parentMatrix.ApplyRotation( forward );

	AngleVectors(angles, &forward);

	if ( lineOfSight == TRUE )
	{
		// FIXME: This will ultimately have to deal with NPCs being in the vehicle as well
		// See if the target is in a vehicle. If so, check its relationship
		CBasePlayer *pPlayer = ToBasePlayer( pTarget );
		if ( pPlayer && pPlayer->IsInAVehicle() )
		{
			IServerVehicle *pVehicle = pPlayer->GetVehicle();
			if ( pVehicle->ClassifyPassenger( pPlayer, CLASS_PLAYER ) == CLASS_PLAYER)
			{
				if ( !m_bFireDelayed )
				{
					m_bFireDelayed = true;
					m_flFiringDelay = gpGlobals->curtime + 1.5;	// setup delay time before we start firing
					return;
				}
				if ( gpGlobals->curtime > m_flFiringDelay )
				{
					m_OnFireAtTarget.Set(forward, this, this);		// tell apc to fire rockets, and what direction
				}
			}
		}
	}
	else
	{
		m_bFireDelayed = false;		// reset flag since we can no longer see target
	}
}
Esempio n. 12
0
void CHL2WarsPlayerMove::RunCommand( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	CHL2WarsPlayer *pWarsPlayer = static_cast<CHL2WarsPlayer*>( player );
	Assert( pWarsPlayer );

	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  player->m_nTickBase * TICK_INTERVAL;
	gpGlobals->frametime	=  player->m_bGamePaused ? 0 : TICK_INTERVAL;

	// Add and subtract buttons we're forcing on the player
	ucmd->buttons |= player->m_afButtonForced;
	ucmd->buttons &= ~player->m_afButtonDisabled;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			sv_cheats->GetBool() )// && 
			//sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	g_pGameMovement->StartTrackPredictionErrors( player );

	//CommentarySystem_PePlayerRunCommand( player, ucmd );

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// TrackIR
	//player->SetEyeAngleOffset(ucmd->headangles);
	//player->SetEyeOffset(ucmd->headoffset);
	// TrackIR

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if( pWarsPlayer && !pWarsPlayer->GetControlledUnit() )
	{
		if( ucmd->directmove )
		{
			g_pMoveData->SetAbsOrigin( ucmd->vecmovetoposition );
		}
		else
		{
			if ( !pVehicle )
			{
				VPROF( "g_pGameMovement->ProcessMovement()" );
				Assert( g_pGameMovement );
				g_pGameMovement->ProcessMovement( player, g_pMoveData );
			}
			else
			{
				VPROF( "pVehicle->ProcessMovement()" );
				pVehicle->ProcessMovement( player, g_pMoveData );
			}
		}
	}

	// Copy output
	FinishMove( player, ucmd, g_pMoveData );

	// Let server invoke any needed impact functions
	VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
	moveHelper->ProcessImpacts();
	VPROF_SCOPE_END();

	// put lag compensation here so it affects weapons
	//lagcompensation->StartLagCompensation( player, LAG_COMPENSATE_BOUNDS );
	RunPostThink( player );
	//lagcompensation->FinishLagCompensation( player );

	// let the player drive marine movement here
	if( pWarsPlayer->GetControlledUnit() )
		pWarsPlayer->GetControlledUnit()->GetIUnit()->UserCmd( ucmd );

	g_pGameMovement->FinishTrackPredictionErrors( player );

	FinishCommand( player );

	// Let time pass
	player->m_nTickBase++;
}
Esempio n. 13
0
void CHLPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
	// Call the default FinishMove code.
	BaseClass::FinishMove( player, ucmd, move );
	if ( gpGlobals->frametime != 0 )
	{		
		float distance = 0.0f;
		IServerVehicle *pVehicle = player->GetVehicle();
		if ( pVehicle )
		{
			pVehicle->FinishMove( player, ucmd, move );
			IPhysicsObject *obj = player->GetVehicleEntity()->VPhysicsGetObject();
			if ( obj )
			{
				Vector newPos;
				obj->GetPosition( &newPos, NULL );
				distance = VectorLength( newPos - m_vecSaveOrigin );
				if ( m_vecSaveOrigin == vec3_origin || distance > 100.0f )
					distance = 0.0f;
				m_vecSaveOrigin = newPos;
			}
			
			CPropVehicleDriveable *driveable = dynamic_cast< CPropVehicleDriveable * >( player->GetVehicleEntity() );
			if ( driveable )
			{
				// Overturned and at rest (if still moving it can fix itself)
				bool bFlipped = driveable->IsOverturned() && ( distance < 0.5f );
				if ( m_bVehicleFlipped != bFlipped )
				{
					if ( bFlipped )
					{
						gamestats->Event_FlippedVehicle( player, driveable );
					}
					m_bVehicleFlipped = bFlipped;
				}
			}
			else
			{
				m_bVehicleFlipped = false;
			}
		}
		else
		{
			m_bVehicleFlipped = false;
			distance = VectorLength( player->GetAbsOrigin() - m_vecSaveOrigin );
		}
		if ( distance > 0 )
		{
			gamestats->Event_PlayerTraveled( player, distance, pVehicle ? true : false, !pVehicle && static_cast< CHL2_Player * >( player )->IsSprinting() );
		}
	}

	bool bGodMode = ( player->GetFlags() & FL_GODMODE ) ? true : false;
	if ( m_bInGodMode != bGodMode )
	{
		m_bInGodMode = bGodMode;
		if ( bGodMode )
		{
			gamestats->Event_PlayerEnteredGodMode( player );
		}
	}
	bool bNoClip = ( player->GetMoveType() == MOVETYPE_NOCLIP );
	if ( m_bInNoClip != bNoClip )
	{
		m_bInNoClip = bNoClip;
		if ( bNoClip )
		{
			gamestats->Event_PlayerEnteredNoClip( player );
		}
	}
}