示例#1
0
surfacedata_t *CBasePlayer::GetLadderSurface( const Vector &origin )
{
#ifdef CLIENT_DLL
	return GetFootstepSurface( origin, "ladder" );
#else
	return physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
#endif
}
示例#2
0
void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
	int	fWalking;
	float fvol;
	Vector knee;
	Vector feet;
	float height;
	float speed;
	float velrun;
	float velwalk;
	float flduck;
	int	fLadder;

	if ( m_flStepSoundTime > 0 )
	{
		m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
		if ( m_flStepSoundTime < 0 )
		{
			m_flStepSoundTime = 0;
		}
	}

	if ( m_flStepSoundTime > 0 )
		return;

	if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
		return;

	if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
		return;

	if ( !sv_footsteps.GetFloat() )
		return;

	speed = VectorLength( vecVelocity );
	float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );

	// determine if we are on a ladder
	fLadder = ( GetMoveType() == MOVETYPE_LADDER );

	// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!	
	if ( ( GetFlags() & FL_DUCKING) || fLadder )
	{
		velwalk = 60;		// These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
		velrun = 80;		
		flduck = 100;
	}
	else
	{
		velwalk = 90;
		velrun = 220;
		flduck = 0;
	}

	bool onground = ( GetFlags() & FL_ONGROUND );
	bool movingalongground = ( groundspeed > 0.0f );
	bool moving_fast_enough =  ( speed >= velwalk );

	// To hear step sounds you must be either on a ladder or moving along the ground AND
	// You must be moving fast enough

	if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
			return;

//	MoveHelper()->PlayerSetAnimation( PLAYER_WALK );

	fWalking = speed < velrun;		

	VectorCopy( vecOrigin, knee );
	VectorCopy( vecOrigin, feet );

	height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];

	knee[2] = vecOrigin[2] + 0.2 * height;

	// find out what we're stepping in or on...
	if ( fLadder )
	{
#ifdef CLIENT_DLL
		psurface = GetFootstepSurface( vecOrigin, "ladder" );
#else
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
#endif
		fvol = 0.5;
		m_flStepSoundTime = 350;
	}
	else if ( enginetrace->GetPointContents( knee ) & MASK_WATER )
	{
		static int iSkipStep = 0;

		if ( iSkipStep == 0 )
		{
			iSkipStep++;
			return;
		}

		if ( iSkipStep++ == 3 )
		{
			iSkipStep = 0;
		}
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
		fvol = 0.65;
		m_flStepSoundTime = 600;
	}
	else if ( enginetrace->GetPointContents( feet ) & MASK_WATER )
	{
		psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
		fvol = fWalking ? 0.2 : 0.5;
		m_flStepSoundTime = fWalking ? 400 : 300;		
	}
	else
	{
		if ( !psurface )
			return;

		m_flStepSoundTime = fWalking ? 400 : 300;
		switch ( psurface->game.material )
		{
		default:
		case CHAR_TEX_CONCRETE:						
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_METAL:	
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_DIRT:
			fvol = fWalking ? 0.25 : 0.55;
			break;

		case CHAR_TEX_VENT:	
			fvol = fWalking ? 0.4 : 0.7;
			break;

		case CHAR_TEX_GRATE:
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_TILE:	
			fvol = fWalking ? 0.2 : 0.5;
			break;

		case CHAR_TEX_SLOSH:
			fvol = fWalking ? 0.2 : 0.5;
			break;
		}
	}
	
	m_flStepSoundTime += flduck; // slower step time if ducking

	// play the sound
	// 65% volume if ducking
	if ( GetFlags() & FL_DUCKING )
	{
		fvol *= 0.65;
	}

	PlayStepSound( feet, psurface, fvol, false );
}