void CProjectileFX::HandleTouch(CollisionInfo *pInfo) { if (!m_pClientDE || !pInfo || !pInfo->m_hObject || !g_pGameClientShell) return; // Let it get out of our bounding box... CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr(); if (pMoveMgr) { // Don't colide with the move mgr object... HLOCALOBJ hMoveObj = pMoveMgr->GetObject(); if (pInfo->m_hObject == hMoveObj) return; // Don't colide with the player object... HLOCALOBJ hPlayerObj = m_pClientDE->GetClientObject(); if (pInfo->m_hObject == hPlayerObj) return; } // See if we want to impact on this object... uint32 dwUsrFlags; g_pCommonLT->GetObjectFlags(pInfo->m_hObject, OFT_User, dwUsrFlags); if (dwUsrFlags & USRFLG_IGNORE_PROJECTILES) return; LTBOOL bIsWorld = IsMainWorld(pInfo->m_hObject); // Don't impact on non-solid objects... uint32 dwFlags; g_pCommonLT->GetObjectFlags(pInfo->m_hObject, OFT_Flags, dwFlags); if (!bIsWorld && !(dwFlags & FLAG_SOLID)) return; // See if we hit the sky... if (bIsWorld) { SurfaceType eType = GetSurfaceType(pInfo->m_hPoly); if (eType == ST_SKY) { m_bWantRemove = LTTRUE; return; } else if (eType == ST_INVISIBLE) { // Keep going, ignore this object... return; } } Detonate(pInfo); }
void CHeadBobMgr::Update() { CMoveMgr* pMoveMgr = g_pGameClientShell->GetMoveMgr(); if (!pMoveMgr) return; // We check CanDoFootstep instead of on ground since CanDoFootstep // handles stairs much better... if (pMoveMgr->CanDoFootstep() && g_pGameClientShell->IsFirstPerson()) { UpdateHeadBob(); UpdateHeadCant(); } }
void CHeadBobMgr::Update() { // Don't allow head bobbing or canting to update when paused... if( g_pGameClientShell->IsGamePaused() ) return; CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr(); if (!pMoveMgr) return; // We check CanDoFootstep instead of on ground since CanDoFootstep // handles stairs much better... if ( (!g_pPlayerMgr->IsSpectatorMode() && g_pPlayerMgr->IsFirstPerson() && pMoveMgr->CanDoFootstep() && g_pPlayerMgr->IsPlayerMovementAllowed() && pMoveMgr->GetAllowMovement()) || pMoveMgr->GetVehicleMgr()->IsVehiclePhysics() ) { UpdateHeadBob(); UpdateHeadCant(); } }
void CHeadBobMgr::UpdateHeadCant() { CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr(); if (!pMoveMgr) return; CVehicleMgr* pVehicleMgr = pMoveMgr->GetVehicleMgr(); if (!pVehicleMgr) return; LTBOOL bVehicleTurning = pVehicleMgr->IsTurning(); int nVehicleTurnDir = pVehicleMgr->GetTurnDirection(); CantType eCantType = eCantNone; LTFLOAT fMaxCant = 0.0f, fCantRate = 0.0f; if (bVehicleTurning && pMoveMgr->CanDoFootstep()) { eCantType = nVehicleTurnDir > 0 ? eCantRight : eCantLeft; } fMaxCant = DEG2RAD(g_vtMaxVehicleHeadCant.GetFloat()); LTFLOAT fMinCant = fMaxCant * 0.25f; LTFLOAT fRoll = LimitToPosNegPi( g_pPlayerMgr->GetRoll() - pVehicleMgr->GetVehicleContourRoll() ); switch (eCantType) { case eCantRight : { if (fRoll > 0.0f) { fCantRate = g_vtVehicleHeadCantDownRate.GetFloat(); } else { fCantRate = g_vtVehicleHeadCantUpRate.GetFloat(); } } break; case eCantLeft : { if (fRoll < 0.0f) { fCantRate = g_vtVehicleHeadCantDownRate.GetFloat(); } else { fCantRate = g_vtVehicleHeadCantUpRate.GetFloat(); } } break; case eCantNone: { fCantRate = g_vtVehicleHeadCantDownRate.GetFloat(); } break; default : break; } if (fabs(fRoll) < fMinCant) { fCantRate *= 0.5f; } // This frame time is used since unlike ClientDE::GetFrameTime() the // max value is controlled by the game... LTFLOAT fFrameTime = g_pGameClientShell->GetFrameTime(); LTFLOAT fDelta = fCantRate * fFrameTime; switch (eCantType) { case eCantRight : { fRoll -= fDelta; if (fRoll < -fMaxCant) { fRoll = -fMaxCant; } } break; case eCantLeft : { fRoll += fDelta; if (fRoll > fMaxCant) { fRoll = fMaxCant; } } break; case eCantNone: default : { // We are not canting so move us toward zero... if (fRoll != 0.0f) { if (fRoll < 0.0f) { fRoll += fDelta; if (fRoll > 0.0f) { fRoll = 0.0f; } } else { fRoll -= fDelta; if (fRoll < 0.0f) { fRoll = 0.0f; } } } } break; } // Let the vehicle mgr adjust the value... pVehicleMgr->AdjustCameraRoll(fRoll); // Set the new value... g_pPlayerMgr->SetRoll(fRoll); }
void CHeadBobMgr::UpdateHeadBob() { CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr(); if (!pMoveMgr) return; LTBOOL bZoomed = g_pPlayerMgr->IsZoomed(); uint32 dwPlayerFlags = g_pPlayerMgr->GetPlayerFlags(); // This frame time is used since unlike ClientDE::GetFrameTime() the // max value is controlled by the game... LTFLOAT fFrameTime = g_pGameClientShell->GetFrameTime(); LTFLOAT fTime = g_pLTClient->GetTime(); LTBOOL bRunning = (LTBOOL) !!(dwPlayerFlags & BC_CFLG_RUN); LTFLOAT fMoveDist = pMoveMgr->GetVelocity().Mag() * fFrameTime; LTBOOL bFootstep = LTFALSE; LTBOOL bLeftFoot = LTFALSE; LTFLOAT fPace = 0.0f; if (pMoveMgr->GetVehicleMgr()->IsVehiclePhysics()) { fPace = MATH_CIRCLE * g_vtVehiclePaceAdjust.GetFloat(); } else if (bRunning) { fPace = MATH_CIRCLE * g_vtRunPaceAdjust.GetFloat(); } else { fPace = MATH_CIRCLE * g_vtWalkPaceAdjust.GetFloat(); } // Make sure bob phase and sway phase start at the right values... if (m_fBobAmp == 0.0f) { m_fBobPhase = 0.0f; m_fSwayPhase = 0.0f; } else // Normal processing... { // Bob phase should be between MATH_PI and MATH_CIRCLE so that the // sin(m_fBobPhase) is always between -1 and 0... m_fBobPhase += (fFrameTime * fPace); if (m_fBobPhase > MATH_CIRCLE) { m_fBobPhase -= MATH_PI; } else if (m_fBobPhase < MATH_PI) { m_fBobPhase += MATH_PI; } m_fSwayPhase += (fFrameTime * fPace); if (m_fSwayPhase > MATH_CIRCLE) { m_fSwayPhase -= MATH_CIRCLE; } } // See if it is time to play a footstep sound... if ((m_fSwayPhase > MATH_CIRCLE * 0.25f) && (m_fSwayPhase <= MATH_CIRCLE * 0.75f)) { if (s_bCanDoLeftFootstep) { bLeftFoot = LTFALSE; bFootstep = LTTRUE; s_bCanDoLeftFootstep = LTFALSE; s_bCanDoRightFootstep = LTTRUE; } } else if (m_fSwayPhase > MATH_CIRCLE * 0.75f) { if (s_bCanDoRightFootstep) { bLeftFoot = LTTRUE; bFootstep = LTTRUE; s_bCanDoLeftFootstep = LTTRUE; s_bCanDoRightFootstep = LTFALSE; } } LTBOOL bMoving = LTFALSE; LTFLOAT t; uint32 dwTestFlags = (BC_CFLG_MOVING); // | BC_CFLG_DUCK); if (fMoveDist > 0.1f) { bMoving = !!(dwPlayerFlags & dwTestFlags); } // If we're not moving, decay the head bob... if (!bMoving) { s_fBobStartTime = -1.0f; if (s_fBobDecayStartTime < 0.0f) { // Calculate what the current bobamp percent is... t = (1.0f - m_fBobAmp / g_vtMaxBobAmp.GetFloat()); s_fBobDecayStartTime = fTime - (g_vtBobDecayTime.GetFloat() * t); } LTFLOAT fDur = (fTime - s_fBobDecayStartTime); if (fDur <= g_vtBobDecayTime.GetFloat()) { t = fDur / g_vtBobDecayTime.GetFloat(); // 0 to 1 t = WaveFn_SlowOff(t); t = 1.0f - t; // 1 to 0 m_fBobAmp = t * g_vtMaxBobAmp.GetFloat(); if (m_fBobAmp < 0.0f) { m_fBobAmp = 0.0f; } } else { m_fBobAmp = 0.0f; } } else // We're moving... { s_fBobDecayStartTime = -1.0f; // If we just started bobing, ramp up the bob... if (s_fBobStartTime < 0.0f) { // Calculate what the current bobamp percent is... t = m_fBobAmp / g_vtMaxBobAmp.GetFloat(); s_fBobStartTime = fTime - (g_vtBobDecayTime.GetFloat() * t); } LTFLOAT fDur = (fTime - s_fBobStartTime); if (fDur <= g_vtBobDecayTime.GetFloat()) { t = fDur / g_vtBobDecayTime.GetFloat(); // 0 to 1 t = WaveFn_SlowOn(t); m_fBobAmp = t * g_vtMaxBobAmp.GetFloat(); if (m_fBobAmp > g_vtMaxBobAmp.GetFloat()) { m_fBobAmp = g_vtMaxBobAmp.GetFloat(); } } else { m_fBobAmp = g_vtMaxBobAmp.GetFloat(); } } // Update the bob... if (!bZoomed) { m_fBobHeight = g_vtBobV.GetFloat() * m_fBobAmp * (float)sin(m_fBobPhase); } // Update the weapon model bobbing... IClientWeaponBase *pClientWeapon = g_pPlayerMgr->GetCurrentClientWeapon(); if ( pClientWeapon && !bZoomed ) { LTFLOAT fSwayHeight = g_vtSwayV.GetFloat() * m_fBobAmp * (float)sin(m_fSwayPhase * 2); LTFLOAT fSwayWidth = g_vtSwayH.GetFloat() * m_fBobAmp * (float)sin(m_fSwayPhase - (MATH_PI/3)); // No weapon bob if vehicle mode... if (pMoveMgr->GetVehicleMgr()->IsVehiclePhysics()) { fSwayWidth = fSwayHeight = 0.0f; } fSwayHeight *= g_vtWeaponSway.GetFloat(); fSwayWidth *= g_vtWeaponSway.GetFloat(); pClientWeapon->UpdateBob(fSwayWidth, fSwayHeight); } // Update the head cant... if (!bZoomed && !pMoveMgr->GetVehicleMgr()->IsVehiclePhysics()) { LTFLOAT fRollAdjust = g_vtRollAdjust.GetFloat() * (float)sin(m_fSwayPhase); // Turn head bob up/down... fRollAdjust *= g_vtHeadBobAdjust.GetFloat(); if (m_fBobAmp == 0.0f) { fRollAdjust = 0.0f; } g_pPlayerMgr->SetRoll(fRollAdjust); } // Play foot step sounds at the appropriate time... if (bMoving && bFootstep) { CCharacterFX* pCharFX = pMoveMgr->GetCharacterFX(); if (pCharFX) { SurfaceType eSurf = pMoveMgr->GetStandingOnSurface(); eSurf = (eSurf == ST_UNKNOWN ? pCharFX->GetLastSurface() : eSurf); LTVector vPos; g_pLTClient->GetObjectPos(pMoveMgr->GetObject(), &vPos); pCharFX->PlayMovementSound(vPos, eSurf, bLeftFoot); } } }
void CFlashLightPlayer::GetLightPositions(LTVector& vStartPos, LTVector& vEndPos, LTVector& vUOffset, LTVector& vROffset) { vStartPos.Init(); vEndPos.Init(); vUOffset.Init(); vROffset.Init(); CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr(); if (!pMoveMgr) return; LTRotation rRot; if (pMoveMgr->GetVehicleMgr()->IsVehiclePhysics()) { if (g_pPlayerMgr->IsFirstPerson()) { pMoveMgr->GetVehicleMgr()->GetVehicleLightPosRot(vStartPos, rRot); } else // 3rd person vehicle { // Get light pos on 3rd-person vehicle... HLOCALOBJ hPlayerObj = g_pLTClient->GetClientObject(); if (hPlayerObj) { g_pLTClient->GetObjectRotation(hPlayerObj, &rRot); g_pLTClient->GetObjectPos(hPlayerObj, &vStartPos); } } } else if (g_pPlayerMgr->IsFirstPerson()) { HOBJECT hCamera = g_pPlayerMgr->GetCamera(); if (!hCamera) return; g_pLTClient->GetObjectRotation(hCamera, &rRot); g_pLTClient->GetObjectPos(hCamera, &vStartPos); } else // 3rd person { // Get light pos from 3rd-person model... HLOCALOBJ hPlayerObj = g_pLTClient->GetClientObject(); if (hPlayerObj) { // g_pLTClient->GetObjectRotation(hPlayerObj, &rRot); // g_pLTClient->GetObjectPos(hPlayerObj, &vStartPos); HMODELSOCKET hSocket; if ( LT_OK == g_pModelLT->GetSocket(hPlayerObj, "LeftHand", hSocket) ) { LTransform tf; if ( LT_OK == g_pModelLT->GetSocketTransform(hPlayerObj, hSocket, tf, LTTRUE) ) { vStartPos = tf.m_Pos; rRot = tf.m_Rot; } } } } vEndPos = vStartPos + (rRot.Forward() * g_cvarFLLightOffsetForward.GetFloat()); if (g_pPlayerMgr->IsFirstPerson()) { vROffset = (rRot.Right() * g_cvarFLLightOffsetRight.GetFloat()); vUOffset = (rRot.Up() * g_cvarFLLightOffsetUp.GetFloat()); // Update the Start/End position to addjust for any offset... vEndPos += vROffset; vEndPos += vUOffset; vStartPos += vROffset; vStartPos += vUOffset; } }