void C_CFPlayer::PostDataUpdate( DataUpdateType_t updateType ) { // C_BaseEntity assumes we're networking the entity's angles, so pretend that it // networked the same value we already have. SetNetworkAngles( GetLocalAngles() ); BaseClass::PostDataUpdate( updateType ); }
//----------------------------------------------------------------------------- bool C_LowViolenceHostageDeathModel::SetupLowViolenceModel( C_CHostage *pHostage ) { const model_t *model = pHostage->GetModel(); const char *pModelName = modelinfo->GetModelName( model ); if ( InitializeAsClientEntity( pModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false ) { Release(); return false; } // Play the low-violence death anim if ( LookupSequence( "death1" ) == -1 ) { Release(); return false; } m_flFadeOutStart = gpGlobals->curtime + 5.0f; SetNextClientThink( CLIENT_THINK_ALWAYS ); SetSequence( LookupSequence( "death1" ) ); ForceClientSideAnimationOn(); if ( pHostage && !pHostage->IsDormant() ) { SetNetworkOrigin( pHostage->GetAbsOrigin() ); SetAbsOrigin( pHostage->GetAbsOrigin() ); SetAbsVelocity( pHostage->GetAbsVelocity() ); // move my current model instance to the ragdoll's so decals are preserved. pHostage->SnatchModelInstance( this ); SetAbsAngles( pHostage->GetRenderAngles() ); SetNetworkAngles( pHostage->GetRenderAngles() ); CStudioHdr *pStudioHdr = GetModelPtr(); // update pose parameters float poseParameter[MAXSTUDIOPOSEPARAM]; GetPoseParameters( pStudioHdr, poseParameter ); for ( int i=0; i<NumInterestingPoseParameters; ++i ) { int poseParameterIndex = LookupPoseParameter( pStudioHdr, InterestingPoseParameters[i] ); SetPoseParameter( pStudioHdr, poseParameterIndex, poseParameter[poseParameterIndex] ); } } Interp_Reset( GetVarMapping() ); return true; }
/*void C_SDKPlayer::OnPlayerClassChange( void ) { // Init the anim movement vars m_PlayerAnimState->SetRunSpeed( GetPlayerClass()->GetMaxSpeed() ); m_PlayerAnimState->SetWalkSpeed( GetPlayerClass()->GetMaxSpeed() * 0.5 ); } */ void C_SDKPlayer::PostDataUpdate( DataUpdateType_t updateType ) { // C_BaseEntity assumes we're networking the entity's angles, so pretend that it // networked the same value we already have. SetNetworkAngles( GetLocalAngles() ); BaseClass::PostDataUpdate( updateType ); bool bIsLocalPlayer = IsLocalPlayer(); if( m_bSpawnInterpCounter != m_bSpawnInterpCounterCache ) { MoveToLastReceivedPosition( true ); ResetLatched(); if ( bIsLocalPlayer ) { LocalPlayerRespawn(); } m_bSpawnInterpCounterCache = m_bSpawnInterpCounter.m_Value; } }
void C_NEOPlayer::PostDataUpdate( DataUpdateType_t updateType ) { SetNetworkAngles( GetLocalAngles() ); BaseClass::PostDataUpdate( updateType ); }
//----------------------------------------------------------------------------- void C_Fish::ClientThink() { if (FishDebug.GetBool()) { debugoverlay->AddLineOverlay( m_pos, m_actualPos, 255, 0, 0, true, 0.1f ); switch( m_localLifeState ) { case LIFE_DYING: debugoverlay->AddTextOverlay( m_pos, 0.1f, "DYING" ); break; case LIFE_DEAD: debugoverlay->AddTextOverlay( m_pos, 0.1f, "DEAD" ); break; } } float deltaT = gpGlobals->frametime; // check if we just died if (m_localLifeState == LIFE_ALIVE && m_lifeState != LIFE_ALIVE) { // we have died m_localLifeState = LIFE_DYING; m_deathDepth = m_pos.z; // determine surface float angle m_deathAngle = RandomFloat( 87.0f, 93.0f ) * ((RandomInt( 0, 100 ) < 50) ? 1.0f : -1.0f); } switch( m_localLifeState ) { case LIFE_DYING: { // depth parameter float t = (m_pos.z - m_deathDepth) / (m_waterLevel - m_deathDepth); t *= t; // roll onto side m_angles.z = m_deathAngle * t; // float to surface const float fudge = 2.0f; if (m_pos.z < m_waterLevel - fudge) { m_vel.z += (1.0f - t) * m_buoyancy * deltaT; } else { m_localLifeState = LIFE_DEAD; } break; } case LIFE_DEAD: { // depth parameter float t = (m_pos.z - m_deathDepth) / (m_waterLevel - m_deathDepth); t *= t; // roll onto side m_angles.z = m_deathAngle * t; // keep near water surface const float sub = 0.5f; m_vel.z += 10.0f * (m_waterLevel - m_pos.z - sub) * deltaT; // bob on surface const float rollAmp = 5.0f; const float rollFreq = 2.33f; m_angles.z += rollAmp * sin( rollFreq * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT; const float rollAmp2 = 7.0f; const float rollFreq2 = 4.0f; m_angles.x += rollAmp2 * sin( rollFreq2 * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT; const float bobAmp = 0.75f; const float bobFreq = 4.0f; m_vel.z += bobAmp * sin( bobFreq * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT; const float bobAmp2 = 0.75f; const float bobFreq2 = 3.333f; m_vel.z += bobAmp2 * sin( bobFreq2 * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT; // decay movement speed to zero const float drag = 1.0f; m_vel.z -= drag * m_vel.z * deltaT; break; } case LIFE_ALIVE: { // use server-side Z coordinate directly m_pos.z = m_actualPos.z; // use server-side angles m_angles = m_actualAngles; // fishy wiggle based on movement if (!m_wiggleTimer.IsElapsed()) { float swimPower = 1.0f - (m_wiggleTimer.GetElapsedTime() / m_wiggleTimer.GetCountdownDuration()); const float amp = 6.0f * swimPower; float wiggle = amp * sin( m_wigglePhase ); m_wigglePhase += m_wiggleRate * deltaT; // wiggle decay const float wiggleDecay = 5.0f; m_wiggleRate -= wiggleDecay * deltaT; m_angles.y += wiggle; } break; } } // compute error between our local position and actual server position Vector error = m_actualPos - m_pos; error.z = 0.0f; float errorLen = error.Length(); if (m_localLifeState == LIFE_ALIVE) { // if error is far above average, start swimming const float wiggleThreshold = 2.0f; if (errorLen - m_averageError > wiggleThreshold) { // if error is large, we must have started swimming const float swimTime = 5.0f; m_wiggleTimer.Start( swimTime ); m_wiggleRate = 2.0f * errorLen; const float maxWiggleRate = 30.0f; if (m_wiggleRate > maxWiggleRate) { m_wiggleRate = maxWiggleRate; } } // update average error m_errorHistory[ m_errorHistoryIndex++ ] = errorLen; if (m_errorHistoryIndex >= MAX_ERROR_HISTORY) { m_errorHistoryIndex = 0; m_errorHistoryCount = MAX_ERROR_HISTORY; } else if (m_errorHistoryCount < MAX_ERROR_HISTORY) { ++m_errorHistoryCount; } m_averageError = 0.0f; if (m_errorHistoryCount) { for( int r=0; r<m_errorHistoryCount; ++r ) { m_averageError += m_errorHistory[r]; } m_averageError /= (float)m_errorHistoryCount; } } // keep fish motion smooth by correcting towards actual server position // NOTE: This only tracks XY motion const float maxError = 20.0f; float errorT = errorLen / maxError; if (errorT > 1.0f) { errorT = 1.0f; } // we want a nonlinear spring force for tracking errorT *= errorT; // as fish move faster, their error increases - use a stiffer spring when fast, and a weak one when slow const float trackRate = 0.0f + errorT * 115.0f; m_vel.x += trackRate * error.x * deltaT; m_vel.y += trackRate * error.y * deltaT; const float trackDrag = 2.0f + errorT * 6.0f; m_vel.x -= trackDrag * m_vel.x * deltaT; m_vel.y -= trackDrag * m_vel.y * deltaT; // euler integration m_pos += m_vel * deltaT; SetNetworkOrigin( m_pos ); SetAbsOrigin( m_pos ); SetNetworkAngles( m_angles ); SetAbsAngles( m_angles ); }
void CDHLProjectile::PhysicsSimulate( void ) { //------------------------------------------------------------------------------- //Our own movement/physics simulation! //------------------------------------------------------------------------------- #ifdef CLIENT_DLL if ( m_bCollided ) return; if ( !m_pShooter && m_hShooter ) m_pShooter = m_hShooter.Get(); #else if ( m_flRemoveAt > 0.0f ) { if ( m_flRemoveAt < gpGlobals->curtime ) { m_flRemoveAt = 0.0f; SUB_Remove(); } return; } if ( IsMarkedForDeletion() ) return; #endif float flFrametime = gpGlobals->frametime; //Scale for slow motion if ( DHLRules() ) { if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) ) flFrametime *= (dhl_bulletspeed.GetFloat() * DHLRules()->GetTimescale()); else if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE ) flFrametime *= (dhl_knifespeed.GetFloat() * DHLRules()->GetTimescale()); else flFrametime *= DHLRules()->GetTimescale(); } Vector vecDir = vec3_origin; #ifndef CLIENT_DLL Vector vecStartPos = m_vecCurPosition; //This is where we are Vector vecEndPos = m_vecCurPosition; //This is where we're going Vector vecVelocity = m_vecCurVelocity; //Velocity #else Vector vecStartPos = GetLocalOrigin(); //This is where we are Vector vecEndPos = GetLocalOrigin(); //This is where we're going Vector vecVelocity = GetLocalVelocity(); //Velocity #endif //Find out where we should move to if ( vecVelocity != vec3_origin ) { static ConVarRef gravVar( "sv_gravity" ); //Gravity float newZVelocity = vecVelocity.z - ( flFrametime * gravVar.GetFloat() * GetGravity() ); vecVelocity.z = ( (vecVelocity.z + newZVelocity) / 2 ); vecDir = vecVelocity; VectorNormalize( vecDir ); //Gravity needs to be cumulative #ifndef CLIENT_DLL m_vecCurVelocity = vecVelocity; #else SetLocalVelocity( vecVelocity ); #endif vecVelocity *= flFrametime; vecEndPos = vecStartPos + vecVelocity; if ( vecEndPos.IsValid() ) { CTraceFilterSkipTwoEntities movetrfilter( this, m_pShooter, COLLISION_GROUP_NONE ); trace_t movetr; UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SHOT, &movetrfilter, &movetr ); #ifndef CLIENT_DLL //Trace to triggers so we can hit surf glass and such CTakeDamageInfo triggerInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET ); if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE ) { //CalculateMeleeDamageForce( &triggerInfo, vecDir, movetr.endpos, 0.7f ); Vector vecForce = vecDir; VectorNormalize( vecForce ); //vecForce *= 10.0f; triggerInfo.SetDamageForce( vecForce ); } else CalculateBulletDamageForce( &triggerInfo, m_iAmmoType, vecDir, movetr.endpos, 1.0f ); triggerInfo.SetDamagePosition( movetr.endpos ); TraceAttackToTriggers( triggerInfo, movetr.startpos, movetr.endpos, vecDir ); #else //Hit ragdolls on the client CBaseEntity* pEnt = DHL_FX_AffectRagdolls( movetr.endpos, movetr.startpos, DMG_BULLET, &m_RagdollHitList ); //Keep track of ones we've hit if ( pEnt ) m_RagdollHitList.AddToTail( pEnt ); #endif if ( movetr.DidHit() ) if ( OnTouch( movetr, false, &movetrfilter ) ) return; MoveProjectileToPosition( vecEndPos ); m_flDistanceTravelled += vecEndPos.DistTo( vecStartPos ); #ifndef CLIENT_DLL //On rare occasions the projectile likes to fly right through the world and keep going forever, causing a memory leak if ( m_flDistanceTravelled > MAX_TRACE_LENGTH ) { SUB_Remove(); //SetThink( &CDHLProjectile::SUB_Remove ); //SetNextThink( gpGlobals->curtime + 0.1 ); } #endif } //Simulate Angles //QAngle angles; #ifdef CLIENT_DLL QAngle angles = GetLocalAngles(); //VectorAngles( vecDir, angles ); //angles.z = GetLocalAngles().z; //Vector conversion loses z QAngle angVel = GetLocalAngularVelocity(); angles += angVel * flFrametime; SetLocalAngles( angles ); SetNetworkAngles( angles ); #endif } }