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player.cpp
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player.cpp
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== player.cpp ========================================================
functions dealing with the player
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "trains.h"
#include "nodes.h"
#include "weapons.h"
#include "soundent.h"
#include "monsters.h"
#include "shake.h"
#include "decals.h"
#include "gamerules.h"
#include "game.h"
#include "pm_shared.h"
#include "hltv.h"
// #define DUCKFIX
extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
extern DLL_GLOBAL BOOL g_fGameOver;
extern DLL_GLOBAL BOOL g_fDrawLines;
int gEvilImpulse101;
extern DLL_GLOBAL int g_iSkillLevel, gDisplayTitle;
BOOL gInitHUD = TRUE;
extern void CopyToBodyQue( entvars_t *pev);
extern void respawn( entvars_t *pev, BOOL fCopyCorpse );
extern Vector VecBModelOrigin( entvars_t *pevBModel );
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
// the world node graph
extern CGraph WorldGraph;
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
#define FLASH_DRAIN_TIME 1.2f //100 units/3 minutes
#define FLASH_CHARGE_TIME 0.2f // 100 units/20 seconds (seconds per unit)
// Global Savedata for player
TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
{
DEFINE_FIELD( CBasePlayer, m_flFlashLightTime, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_iFlashBattery, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_afButtonLast, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_afButtonPressed, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_afButtonReleased, FIELD_INTEGER ),
DEFINE_ARRAY( CBasePlayer, m_rgItems, FIELD_INTEGER, MAX_ITEMS ),
DEFINE_FIELD( CBasePlayer, m_afPhysicsFlags, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_flTimeStepSound, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flTimeWeaponIdle, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flSwimTime, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flDuckTime, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flWallJumpTime, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_flSuitUpdate, FIELD_TIME ),
DEFINE_ARRAY( CBasePlayer, m_rgSuitPlayList, FIELD_INTEGER, CSUITPLAYLIST ),
DEFINE_FIELD( CBasePlayer, m_iSuitPlayNext, FIELD_INTEGER ),
DEFINE_ARRAY( CBasePlayer, m_rgiSuitNoRepeat, FIELD_INTEGER, CSUITNOREPEAT ),
DEFINE_ARRAY( CBasePlayer, m_rgflSuitNoRepeatTime, FIELD_TIME, CSUITNOREPEAT ),
DEFINE_FIELD( CBasePlayer, m_lastDamageAmount, FIELD_INTEGER ),
DEFINE_ARRAY( CBasePlayer, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ),
DEFINE_FIELD( CBasePlayer, m_pActiveItem, FIELD_CLASSPTR ),
DEFINE_FIELD( CBasePlayer, m_pLastItem, FIELD_CLASSPTR ),
DEFINE_ARRAY( CBasePlayer, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ),
DEFINE_FIELD( CBasePlayer, m_idrowndmg, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_idrownrestored, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_tSneaking, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_iTrain, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_bitsHUDDamage, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_flFallVelocity, FIELD_FLOAT ),
DEFINE_FIELD( CBasePlayer, m_iTargetVolume, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iWeaponVolume, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iExtraSoundTypes, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iWeaponFlash, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_fLongJump, FIELD_BOOLEAN ),
DEFINE_FIELD( CBasePlayer, m_fInitHUD, FIELD_BOOLEAN ),
DEFINE_FIELD( CBasePlayer, m_tbdPrev, FIELD_TIME ),
DEFINE_FIELD( CBasePlayer, m_pTank, FIELD_EHANDLE ),
DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ),
//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
//DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ),
//DEFINE_FIELD( CBasePlayer, m_fKnownItem, FIELD_INTEGER ), // reset to zero on load
//DEFINE_FIELD( CBasePlayer, m_iPlayerSound, FIELD_INTEGER ), // Don't restore, set in Precache()
//DEFINE_FIELD( CBasePlayer, m_pentSndLast, FIELD_EDICT ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_flSndRoomtype, FIELD_FLOAT ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_flSndRange, FIELD_FLOAT ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_fNewAmmo, FIELD_INTEGER ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_flgeigerRange, FIELD_FLOAT ), // Don't restore, reset in Precache()
//DEFINE_FIELD( CBasePlayer, m_flgeigerDelay, FIELD_FLOAT ), // Don't restore, reset in Precache()
//DEFINE_FIELD( CBasePlayer, m_igeigerRangePrev, FIELD_FLOAT ), // Don't restore, reset in Precache()
//DEFINE_FIELD( CBasePlayer, m_iStepLeft, FIELD_INTEGER ), // Don't need to restore
//DEFINE_ARRAY( CBasePlayer, m_szTextureName, FIELD_CHARACTER, CBTEXTURENAMEMAX ), // Don't need to restore
//DEFINE_FIELD( CBasePlayer, m_chTextureType, FIELD_CHARACTER ), // Don't need to restore
//DEFINE_FIELD( CBasePlayer, m_fNoPlayerSound, FIELD_BOOLEAN ), // Don't need to restore, debug
//DEFINE_FIELD( CBasePlayer, m_iUpdateTime, FIELD_INTEGER ), // Don't need to restore
//DEFINE_FIELD( CBasePlayer, m_iClientHealth, FIELD_INTEGER ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_iClientBattery, FIELD_INTEGER ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_iClientHideHUD, FIELD_INTEGER ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_fWeapon, FIELD_BOOLEAN ), // Don't restore, client needs reset
//DEFINE_FIELD( CBasePlayer, m_nCustomSprayFrames, FIELD_INTEGER ), // Don't restore, depends on server message after spawning and only matters in multiplayer
//DEFINE_FIELD( CBasePlayer, m_vecAutoAim, FIELD_VECTOR ), // Don't save/restore - this is recomputed
//DEFINE_ARRAY( CBasePlayer, m_rgAmmoLast, FIELD_INTEGER, MAX_AMMO_SLOTS ), // Don't need to restore
//DEFINE_FIELD( CBasePlayer, m_fOnTarget, FIELD_BOOLEAN ), // Don't need to restore
//DEFINE_FIELD( CBasePlayer, m_nCustomSprayFrames, FIELD_INTEGER ), // Don't need to restore
};
int giPrecacheGrunt = 0;
int gmsgShake = 0;
int gmsgFade = 0;
int gmsgSelAmmo = 0;
int gmsgFlashlight = 0;
int gmsgFlashBattery = 0;
int gmsgResetHUD = 0;
int gmsgInitHUD = 0;
int gmsgShowGameTitle = 0;
int gmsgCurWeapon = 0;
int gmsgHealth = 0;
int gmsgDamage = 0;
int gmsgBattery = 0;
int gmsgTrain = 0;
int gmsgLogo = 0;
int gmsgWeaponList = 0;
int gmsgAmmoX = 0;
int gmsgHudText = 0;
int gmsgDeathMsg = 0;
int gmsgScoreInfo = 0;
int gmsgTeamInfo = 0;
int gmsgTeamScore = 0;
int gmsgGameMode = 0;
int gmsgMOTD = 0;
int gmsgServerName = 0;
int gmsgAmmoPickup = 0;
int gmsgWeapPickup = 0;
int gmsgItemPickup = 0;
int gmsgHideWeapon = 0;
int gmsgSetCurWeap = 0;
int gmsgSayText = 0;
int gmsgTextMsg = 0;
int gmsgSetFOV = 0;
int gmsgShowMenu = 0;
int gmsgGeigerRange = 0;
int gmsgTeamNames = 0;
int gmsgStatusText = 0;
int gmsgStatusValue = 0;
void LinkUserMessages( void )
{
// Already taken care of?
if( gmsgSelAmmo )
{
return;
}
gmsgSelAmmo = REG_USER_MSG( "SelAmmo", sizeof(SelAmmo) );
gmsgCurWeapon = REG_USER_MSG( "CurWeapon", 3 );
gmsgGeigerRange = REG_USER_MSG( "Geiger", 1 );
gmsgFlashlight = REG_USER_MSG( "Flashlight", 2 );
gmsgFlashBattery = REG_USER_MSG( "FlashBat", 1 );
gmsgHealth = REG_USER_MSG( "Health", 1 );
gmsgDamage = REG_USER_MSG( "Damage", 12 );
gmsgBattery = REG_USER_MSG( "Battery", 2);
gmsgTrain = REG_USER_MSG( "Train", 1 );
//gmsgHudText = REG_USER_MSG( "HudTextPro", -1 );
gmsgHudText = REG_USER_MSG( "HudText", -1 ); // we don't use the message but 3rd party addons may!
gmsgSayText = REG_USER_MSG( "SayText", -1 );
gmsgTextMsg = REG_USER_MSG( "TextMsg", -1 );
gmsgWeaponList = REG_USER_MSG( "WeaponList", -1 );
gmsgResetHUD = REG_USER_MSG( "ResetHUD", 1 ); // called every respawn
gmsgInitHUD = REG_USER_MSG( "InitHUD", 0 ); // called every time a new player joins the server
gmsgShowGameTitle = REG_USER_MSG( "GameTitle", 1 );
gmsgDeathMsg = REG_USER_MSG( "DeathMsg", -1 );
gmsgScoreInfo = REG_USER_MSG( "ScoreInfo", 9 );
gmsgTeamInfo = REG_USER_MSG( "TeamInfo", -1 ); // sets the name of a player's team
gmsgTeamScore = REG_USER_MSG( "TeamScore", -1 ); // sets the score of a team on the scoreboard
gmsgGameMode = REG_USER_MSG( "GameMode", 1 );
gmsgMOTD = REG_USER_MSG( "MOTD", -1 );
gmsgServerName = REG_USER_MSG( "ServerName", -1 );
gmsgAmmoPickup = REG_USER_MSG( "AmmoPickup", 2 );
gmsgWeapPickup = REG_USER_MSG( "WeapPickup", 1 );
gmsgItemPickup = REG_USER_MSG( "ItemPickup", -1 );
gmsgHideWeapon = REG_USER_MSG( "HideWeapon", 1 );
gmsgSetFOV = REG_USER_MSG( "SetFOV", 1 );
gmsgShowMenu = REG_USER_MSG( "ShowMenu", -1 );
gmsgShake = REG_USER_MSG( "ScreenShake", sizeof(ScreenShake) );
gmsgFade = REG_USER_MSG( "ScreenFade", sizeof(ScreenFade) );
gmsgAmmoX = REG_USER_MSG( "AmmoX", 2 );
gmsgTeamNames = REG_USER_MSG( "TeamNames", -1 );
gmsgStatusText = REG_USER_MSG( "StatusText", -1 );
gmsgStatusValue = REG_USER_MSG( "StatusValue", 3 );
}
LINK_ENTITY_TO_CLASS( player, CBasePlayer )
void CBasePlayer::Pain( void )
{
float flRndSound;//sound randomizer
flRndSound = RANDOM_FLOAT( 0.0f, 1.0f );
if( flRndSound <= 0.33f )
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM );
else if( flRndSound <= 0.66f )
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM );
else
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM );
}
Vector VecVelocityForDamage( float flDamage )
{
Vector vec( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
if( flDamage > -50 )
vec = vec * 0.7f;
else if( flDamage > -200 )
vec = vec * 2;
else
vec = vec * 10;
return vec;
}
#if 0
static void ThrowGib( entvars_t *pev, char *szGibModel, float flDamage )
{
edict_t *pentNew = CREATE_ENTITY();
entvars_t *pevNew = VARS( pentNew );
pevNew->origin = pev->origin;
SET_MODEL( ENT( pevNew ), szGibModel );
UTIL_SetSize( pevNew, g_vecZero, g_vecZero );
pevNew->velocity = VecVelocityForDamage( flDamage );
pevNew->movetype = MOVETYPE_BOUNCE;
pevNew->solid = SOLID_NOT;
pevNew->avelocity.x = RANDOM_FLOAT( 0, 600 );
pevNew->avelocity.y = RANDOM_FLOAT( 0, 600 );
pevNew->avelocity.z = RANDOM_FLOAT( 0, 600 );
CHANGE_METHOD( ENT( pevNew ), em_think, SUB_Remove );
pevNew->ltime = gpGlobals->time;
pevNew->nextthink = gpGlobals->time + RANDOM_FLOAT( 10, 20 );
pevNew->frame = 0;
pevNew->flags = 0;
}
static void ThrowHead( entvars_t *pev, char *szGibModel, floatflDamage )
{
SET_MODEL( ENT( pev ), szGibModel );
pev->frame = 0;
pev->nextthink = -1;
pev->movetype = MOVETYPE_BOUNCE;
pev->takedamage = DAMAGE_NO;
pev->solid = SOLID_NOT;
pev->view_ofs = Vector( 0, 0, 8 );
UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 56 ) );
pev->velocity = VecVelocityForDamage( flDamage );
pev->avelocity = RANDOM_FLOAT( -1, 1 ) * Vector( 0, 600, 0 );
pev->origin.z -= 24;
ClearBits( pev->flags, FL_ONGROUND );
}
#endif
int TrainSpeed( int iSpeed, int iMax )
{
float fSpeed, fMax;
int iRet = 0;
fMax = (float)iMax;
fSpeed = iSpeed;
fSpeed = fSpeed / fMax;
if( iSpeed < 0 )
iRet = TRAIN_BACK;
else if( iSpeed == 0.0f )
iRet = TRAIN_NEUTRAL;
else if( fSpeed < 0.33f )
iRet = TRAIN_SLOW;
else if( fSpeed < 0.66f )
iRet = TRAIN_MEDIUM;
else
iRet = TRAIN_FAST;
return iRet;
}
void CBasePlayer::DeathSound( void )
{
// water death sounds
/*
if( pev->waterlevel == 3 )
{
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE );
return;
}
*/
// temporarily using pain sounds for death sounds
switch( RANDOM_LONG( 1, 5 ) )
{
case 1:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM );
break;
}
// play one of the suit death alarms
EMIT_GROUPNAME_SUIT( ENT( pev ), "HEV_DEAD" );
}
// override takehealth
// bitsDamageType indicates type of damage healed.
int CBasePlayer::TakeHealth( float flHealth, int bitsDamageType )
{
return CBaseMonster::TakeHealth( flHealth, bitsDamageType );
}
Vector CBasePlayer::GetGunPosition()
{
//UTIL_MakeVectors( pev->v_angle );
//m_HackedGunPos = pev->view_ofs;
Vector origin;
origin = pev->origin + pev->view_ofs;
return origin;
}
//=========================================================
// TraceAttack
//=========================================================
void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
if( pev->takedamage )
{
m_LastHitGroup = ptr->iHitgroup;
switch( ptr->iHitgroup )
{
case HITGROUP_GENERIC:
break;
case HITGROUP_HEAD:
flDamage *= gSkillData.plrHead;
break;
case HITGROUP_CHEST:
flDamage *= gSkillData.plrChest;
break;
case HITGROUP_STOMACH:
flDamage *= gSkillData.plrStomach;
break;
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
flDamage *= gSkillData.plrArm;
break;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
flDamage *= gSkillData.plrLeg;
break;
default:
break;
}
SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood.
TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}
}
/*
Take some damage.
NOTE: each call to TakeDamage with bitsDamageType set to a time-based damage
type will cause the damage time countdown to be reset. Thus the ongoing effects of poison, radiation
etc are implemented with subsequent calls to TakeDamage using DMG_GENERIC.
*/
#define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage
#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// have suit diagnose the problem - ie: report damage type
int bitsDamage = bitsDamageType;
int ffound = TRUE;
int fmajor;
int fcritical;
int fTookDamage;
int ftrivial;
float flRatio;
float flBonus;
float flHealthPrev = pev->health;
flBonus = ARMOR_BONUS;
flRatio = ARMOR_RATIO;
if( ( bitsDamageType & DMG_BLAST ) && g_pGameRules->IsMultiplayer() )
{
// blasts damage armor more.
flBonus *= 2;
}
// Already dead
if( !IsAlive() )
return 0;
// go take the damage first
CBaseEntity *pAttacker = CBaseEntity::Instance( pevAttacker );
if( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) )
{
// Refuse the damage
return 0;
}
// keep track of amount of damage last sustained
m_lastDamageAmount = (int)flDamage;
// Armor.
if( !( pev->flags & FL_GODMODE ) && pev->armorvalue && !( bitsDamageType & ( DMG_FALL | DMG_DROWN ) ) )// armor doesn't protect against fall or drown damage!
{
float flNew = flDamage * flRatio;
float flArmor;
flArmor = ( flDamage - flNew ) * flBonus;
// Does this use more armor than we have?
if( flArmor > pev->armorvalue )
{
flArmor = pev->armorvalue;
flArmor *= ( 1 / flBonus );
flNew = flDamage - flArmor;
pev->armorvalue = 0;
}
else
pev->armorvalue -= flArmor;
flDamage = flNew;
}
// this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that
// as an int (zero) and think the player is dead! (this will incite a clientside screentilt, etc)
fTookDamage = CBaseMonster::TakeDamage( pevInflictor, pevAttacker, (int)flDamage, bitsDamageType );
// reset damage time countdown for each type of time based damage player just sustained
{
for( int i = 0; i < CDMG_TIMEBASED; i++ )
if( bitsDamageType & ( DMG_PARALYZE << i ) )
m_rgbTimeBasedDamage[i] = 0;
}
// tell director about it
MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
WRITE_BYTE( 9 ); // command length in bytes
WRITE_BYTE( DRC_CMD_EVENT ); // take damage event
WRITE_SHORT( ENTINDEX( this->edict() ) ); // index number of primary entity
WRITE_SHORT( ENTINDEX( ENT( pevInflictor ) ) ); // index number of secondary entity
WRITE_LONG( 5 ); // eventflags (priority and flags)
MESSAGE_END();
// how bad is it, doc?
ftrivial = ( pev->health > 75 || m_lastDamageAmount < 5 );
fmajor = ( m_lastDamageAmount > 25 );
fcritical = ( pev->health < 30 );
// handle all bits set in this damage message,
// let the suit give player the diagnosis
// UNDONE: add sounds for types of damage sustained (ie: burn, shock, slash )
// UNDONE: still need to record damage and heal messages for the following types
// DMG_BURN
// DMG_FREEZE
// DMG_BLAST
// DMG_SHOCK
m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client
m_bitsHUDDamage = -1; // make sure the damage bits get resent
while( fTookDamage && ( !ftrivial || ( bitsDamage & DMG_TIMEBASED ) ) && ffound && bitsDamage )
{
ffound = FALSE;
if( bitsDamage & DMG_CLUB )
{
if( fmajor )
SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture
bitsDamage &= ~DMG_CLUB;
ffound = TRUE;
}
if( bitsDamage & ( DMG_FALL | DMG_CRUSH ) )
{
if( fmajor )
SetSuitUpdate( "!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC ); // major fracture
else
SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture
bitsDamage &= ~( DMG_FALL | DMG_CRUSH );
ffound = TRUE;
}
if( bitsDamage & DMG_BULLET )
{
if( m_lastDamageAmount > 5 )
SetSuitUpdate( "!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC ); // blood loss detected
//else
// SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration
bitsDamage &= ~DMG_BULLET;
ffound = TRUE;
}
if( bitsDamage & DMG_SLASH )
{
if( fmajor )
SetSuitUpdate( "!HEV_DMG1", FALSE, SUIT_NEXT_IN_30SEC ); // major laceration
else
SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration
bitsDamage &= ~DMG_SLASH;
ffound = TRUE;
}
if( bitsDamage & DMG_SONIC )
{
if( fmajor )
SetSuitUpdate( "!HEV_DMG2", FALSE, SUIT_NEXT_IN_1MIN ); // internal bleeding
bitsDamage &= ~DMG_SONIC;
ffound = TRUE;
}
if( bitsDamage & ( DMG_POISON | DMG_PARALYZE ) )
{
SetSuitUpdate( "!HEV_DMG3", FALSE, SUIT_NEXT_IN_1MIN ); // blood toxins detected
bitsDamage &= ~( DMG_POISON | DMG_PARALYZE );
ffound = TRUE;
}
if( bitsDamage & DMG_ACID )
{
SetSuitUpdate( "!HEV_DET1", FALSE, SUIT_NEXT_IN_1MIN ); // hazardous chemicals detected
bitsDamage &= ~DMG_ACID;
ffound = TRUE;
}
if( bitsDamage & DMG_NERVEGAS )
{
SetSuitUpdate( "!HEV_DET0", FALSE, SUIT_NEXT_IN_1MIN ); // biohazard detected
bitsDamage &= ~DMG_NERVEGAS;
ffound = TRUE;
}
if( bitsDamage & DMG_RADIATION )
{
SetSuitUpdate( "!HEV_DET2", FALSE, SUIT_NEXT_IN_1MIN ); // radiation detected
bitsDamage &= ~DMG_RADIATION;
ffound = TRUE;
}
if( bitsDamage & DMG_SHOCK )
{
bitsDamage &= ~DMG_SHOCK;
ffound = TRUE;
}
}
pev->punchangle.x = -2;
if( fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75 )
{
// first time we take major damage...
// turn automedic on if not on
SetSuitUpdate( "!HEV_MED1", FALSE, SUIT_NEXT_IN_30MIN ); // automedic on
// give morphine shot if not given recently
SetSuitUpdate( "!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN ); // morphine shot
}
if( fTookDamage && !ftrivial && fcritical && flHealthPrev < 75 )
{
// already took major damage, now it's critical...
if( pev->health < 6 )
SetSuitUpdate( "!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN ); // near death
else if( pev->health < 20 )
SetSuitUpdate( "!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN ); // health critical
// give critical health warnings
if( !RANDOM_LONG( 0, 3 ) && flHealthPrev < 50 )
SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention
}
// if we're taking time based damage, warn about its continuing effects
if( fTookDamage && ( bitsDamageType & DMG_TIMEBASED ) && flHealthPrev < 75 )
{
if( flHealthPrev < 50 )
{
if( !RANDOM_LONG( 0, 3 ) )
SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention
}
else
SetSuitUpdate( "!HEV_HLTH1", FALSE, SUIT_NEXT_IN_10MIN ); // health dropping
}
return fTookDamage;
}
//=========================================================
// PackDeadPlayerItems - call this when a player dies to
// pack up the appropriate weapons and ammo items, and to
// destroy anything that shouldn't be packed.
//
// This is pretty brute force :(
//=========================================================
void CBasePlayer::PackDeadPlayerItems( void )
{
int iWeaponRules;
int iAmmoRules;
int i;
CBasePlayerWeapon *rgpPackWeapons[MAX_WEAPONS] = {0,};
int iPackAmmo[MAX_AMMO_SLOTS];
int iPW = 0;// index into packweapons array
int iPA = 0;// index into packammo array
memset( iPackAmmo, -1, sizeof(iPackAmmo) );
// get the game rules
iWeaponRules = g_pGameRules->DeadPlayerWeapons( this );
iAmmoRules = g_pGameRules->DeadPlayerAmmo( this );
if( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO )
{
// nothing to pack. Remove the weapons and return. Don't call create on the box!
RemoveAllItems( TRUE );
return;
}
// go through all of the weapons and make a list of the ones to pack
for( i = 0; i < MAX_ITEM_TYPES && iPW < MAX_WEAPONS; i++ )
{
if( m_rgpPlayerItems[i] )
{
// there's a weapon here. Should I pack it?
CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[i];
while( pPlayerItem && iPW < MAX_WEAPONS )
{
switch( iWeaponRules )
{
case GR_PLR_DROP_GUN_ACTIVE:
if( m_pActiveItem && pPlayerItem == m_pActiveItem )
{
// this is the active item. Pack it.
rgpPackWeapons[iPW++] = (CBasePlayerWeapon *)pPlayerItem;
}
break;
case GR_PLR_DROP_GUN_ALL:
rgpPackWeapons[iPW++] = (CBasePlayerWeapon *)pPlayerItem;
break;
default:
break;
}
pPlayerItem = pPlayerItem->m_pNext;
}
}
}
// now go through ammo and make a list of which types to pack.
if( iAmmoRules != GR_PLR_DROP_AMMO_NO )
{
for( i = 0; i < MAX_AMMO_SLOTS; i++ )
{
if( m_rgAmmo[i] > 0 )
{
// player has some ammo of this type.
switch( iAmmoRules )
{
case GR_PLR_DROP_AMMO_ALL:
iPackAmmo[iPA++] = i;
break;
case GR_PLR_DROP_AMMO_ACTIVE:
if( m_pActiveItem && i == m_pActiveItem->PrimaryAmmoIndex() )
{
// this is the primary ammo type for the active weapon
iPackAmmo[iPA++] = i;
}
else if( m_pActiveItem && i == m_pActiveItem->SecondaryAmmoIndex() )
{
// this is the secondary ammo type for the active weapon
iPackAmmo[iPA++] = i;
}
break;
default:
break;
}
}
}
}
// create a box to pack the stuff into.
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin, pev->angles, edict() );
pWeaponBox->pev->angles.x = 0;// don't let weaponbox tilt.
pWeaponBox->pev->angles.z = 0;
pWeaponBox->SetThink( &CWeaponBox::Kill );
pWeaponBox->pev->nextthink = gpGlobals->time + 120;
// back these two lists up to their first elements
iPA = 0;
iPW = 0;
// pack the ammo
while( iPackAmmo[iPA] != -1 )
{
pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[iPackAmmo[iPA]].pszName ), m_rgAmmo[iPackAmmo[iPA]] );
iPA++;
}
// now pack all of the items in the lists
while( rgpPackWeapons[iPW] )
{
// weapon unhooked from the player. Pack it into der box.
pWeaponBox->PackWeapon( rgpPackWeapons[iPW] );
iPW++;
}
pWeaponBox->pev->velocity = pev->velocity * 1.2;// weaponbox has player's velocity, then some.
RemoveAllItems( TRUE );// now strip off everything that wasn't handled by the code above.
}
void CBasePlayer::RemoveAllItems( BOOL removeSuit )
{
int i;
CBasePlayerItem *pPendingItem;
if( m_pActiveItem )
{
ResetAutoaim();
m_pActiveItem->Holster();
m_pActiveItem = NULL;
}
m_pLastItem = NULL;
if( m_pTank != 0 )
m_pTank->Use( this, this, USE_OFF, 0 );
m_iTrain = TRAIN_NEW; // turn off train
for( i = 0; i < MAX_ITEM_TYPES; i++ )
{
m_pActiveItem = m_rgpPlayerItems[i];
m_rgpPlayerItems[i] = NULL;
while( m_pActiveItem )
{
pPendingItem = m_pActiveItem->m_pNext;
m_pActiveItem->Drop();
m_pActiveItem = pPendingItem;
}
}
m_pActiveItem = NULL;
pev->viewmodel = 0;
pev->weaponmodel = 0;
if( removeSuit )
pev->weapons = 0;
else
pev->weapons &= ~WEAPON_ALLWEAPONS;
// Turn off flashlight
ClearBits( pev->effects, EF_DIMLIGHT );
for( i = 0; i < MAX_AMMO_SLOTS; i++ )
m_rgAmmo[i] = 0;
if( satchelfix.value )
DeactivateSatchels( this );
UpdateClientData();
// send Selected Weapon Message to our client
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
WRITE_BYTE( 0 );
WRITE_BYTE( 0 );
WRITE_BYTE( 0 );
MESSAGE_END();
}
/*
* GLOBALS ASSUMED SET: g_ulModelIndexPlayer
*
* ENTITY_METHOD(PlayerDie)
*/
entvars_t *g_pevLastInflictor; // Set in combat.cpp. Used to pass the damage inflictor for death messages.
// Better solution: Add as parameter to all Killed() functions.
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
CSound *pSound;
// Holster weapon immediately, to allow it to cleanup
if( m_pActiveItem )
m_pActiveItem->Holster();
g_pGameRules->PlayerKilled( this, pevAttacker, g_pevLastInflictor );
if( m_pTank != 0 )
m_pTank->Use( this, this, USE_OFF, 0 );
// this client isn't going to be thinking for a while, so reset the sound until they respawn
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) );
{
if( pSound )
{
pSound->Reset();
}
}
SetAnimation( PLAYER_DIE );
m_iRespawnFrames = 0;
pev->modelindex = g_ulModelIndexPlayer; // don't use eyes
pev->deadflag = DEAD_DYING;
pev->movetype = MOVETYPE_TOSS;
ClearBits( pev->flags, FL_ONGROUND );
if( pev->velocity.z < 10 )
pev->velocity.z += RANDOM_FLOAT( 0, 300 );
// clear out the suit message cache so we don't keep chattering
SetSuitUpdate( NULL, FALSE, 0 );
// send "health" update message to zero
m_iClientHealth = 0;
MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev );
WRITE_BYTE( m_iClientHealth );
MESSAGE_END();
// Tell Ammo Hud that the player is dead
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
WRITE_BYTE( 0 );
WRITE_BYTE( 0XFF );
WRITE_BYTE( 0xFF );
MESSAGE_END();
// reset FOV
pev->fov = m_iFOV = m_iClientFOV = 0;
MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev );
WRITE_BYTE( 0 );
MESSAGE_END();
// UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12
// UTIL_ScreenFade( edict(), Vector( 128, 0, 0 ), 6, 15, 255, FFADE_OUT | FFADE_MODULATE );
if( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS )
{
pev->solid = SOLID_NOT;
GibMonster(); // This clears pev->model
pev->effects |= EF_NODRAW;
return;
}
DeathSound();
pev->angles.x = 0;
pev->angles.z = 0;
SetThink( &CBasePlayer::PlayerDeathThink );
pev->nextthink = gpGlobals->time + 0.1f;
}
// Set the activity based on an event or current state
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
{
int animDesired;
float speed;
char szAnim[64];
speed = pev->velocity.Length2D();
if( pev->flags & FL_FROZEN )
{
speed = 0;
playerAnim = PLAYER_IDLE;
}
switch( playerAnim )
{
case PLAYER_JUMP:
m_IdealActivity = ACT_HOP;
break;
case PLAYER_SUPERJUMP:
m_IdealActivity = ACT_LEAP;
break;
case PLAYER_DIE:
m_IdealActivity = ACT_DIESIMPLE;
m_IdealActivity = GetDeathActivity();
break;
case PLAYER_ATTACK1:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RANGE_ATTACK1;
break;
}
break;
case PLAYER_IDLE:
case PLAYER_WALK:
if( !FBitSet( pev->flags, FL_ONGROUND ) && ( m_Activity == ACT_HOP || m_Activity == ACT_LEAP ) ) // Still jumping
{
m_IdealActivity = m_Activity;
}
else if( pev->waterlevel > 1 )
{
if( speed == 0 )
m_IdealActivity = ACT_HOVER;
else
m_IdealActivity = ACT_SWIM;
}
else
{
m_IdealActivity = ACT_WALK;
}
break;
}
switch( m_IdealActivity )
{
case ACT_HOVER:
case ACT_LEAP:
case ACT_SWIM:
case ACT_HOP:
case ACT_DIESIMPLE:
default:
if( m_Activity == m_IdealActivity )
return;
m_Activity = m_IdealActivity;
animDesired = LookupActivity( m_Activity );
// Already using the desired animation?
if( pev->sequence == animDesired )