/* * Copyright (c) 2016-2021 Marco Cawthorne * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include "../../../valve/src/shared/skeleton.h" /* all potential SendFlags bits we can possibly send */ enumflags { PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART, PLAYER_BOTTOMFRAME, PLAYER_AMMO1, PLAYER_AMMO2, PLAYER_AMMO3, PLAYER_UNUSED5, PLAYER_UNUSED6, PLAYER_UNUSED7 }; class player:NSClientPlayer { PREDICTED_INT(anim_top) PREDICTED_FLOAT(anim_top_time) PREDICTED_FLOAT(anim_top_delay) PREDICTED_INT(anim_bottom) PREDICTED_FLOAT(anim_bottom_time) PREDICTED_INT(ammo_battery) /* beamgun */ PREDICTED_INT(ammo_chem) /* chemicalgun */ PREDICTED_INT(ammo_rocket) /* dml / grenades */ PREDICTED_INT(ammo_gauss) /* gauspistol */ PREDICTED_INT(ammo_minigun) /* minigun */ PREDICTED_INT(ammo_buckshot) /* shotgun */ PREDICTED_INT(fist_mode) /* knife/fists */ PREDICTED_INT(gauss_mode) PREDICTED_INT(shotgun_shells) PREDICTED_INT(shotgun_spread) PREDICTED_INT(dml_launch) /* when fired, when targeted */ PREDICTED_INT(dml_flightpath) /* guided, homing, spiral */ PREDICTED_INT(dml_detonate) /* on impact, in proximity, timed, when tripped */ PREDICTED_INT(dml_payload) /* explosive, cluster */ PREDICTED_INT(chem_acid) PREDICTED_INT(chem_neutral) PREDICTED_INT(chem_base) PREDICTED_INT(chem_pressure) PREDICTED_INT(beam_range) /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */ PREDICTED_INT(beam_poweracc) /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */ PREDICTED_INT(beam_lightning) /* BEAM, CHAIN, BALL */ PREDICTED_INT(gren_detonate) /* when tripped (tripmine), timed, on impact */ PREDICTED_INT(gren_payload) /* cluster, explosive */ PREDICTED_INT(menu_active) PREDICTED_INT(dml_state) virtual void UpdatePlayerAnimation(float); virtual void Physics_Jump(void); #ifdef CLIENT virtual void UpdatePlayerAttachments(bool); virtual void ReceiveEntity(float,float); virtual void PredictPreFrame(void); virtual void PredictPostFrame(void); virtual void UpdateAliveCam(void); #endif #ifdef SERVER virtual void(void) EvaluateEntity; virtual float(entity, float) SendEntity; virtual void Save(float); virtual void Restore(string,string); #endif }; void Animation_PlayerUpdate(player); void Animation_TimerUpdate(player, float); void player::UpdatePlayerAnimation(float timelength) { /* calculate our skeletal progression */ Animation_PlayerUpdate(this); /* advance animation timers */ Animation_TimerUpdate(this, timelength); } #ifdef CLIENT void Camera_RunPosBob(vector angles, __inout vector camera_pos); void Camera_StrafeRoll(__inout vector camera_angle); void Shake_Update(NSClientPlayer); void player::UpdateAliveCam(void) { vector cam_pos = GetEyePos(); Camera_RunPosBob(view_angles, cam_pos); g_view.SetCameraOrigin(cam_pos); Camera_StrafeRoll(view_angles); g_view.SetCameraAngle(view_angles); if (vehicle) { NSVehicle veh = (NSVehicle)vehicle; if (veh.UpdateView) veh.UpdateView(); } else if (health) { if (autocvar_pm_thirdPerson == TRUE) { makevectors(view_angles); vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4); vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4); traceline(vStart, vEnd, FALSE, this); g_view.SetCameraOrigin(trace_endpos + (v_forward * 5)); } } Shake_Update(this); g_view.AddPunchAngle(punchangle); } .string oldmodel; string Weapons_GetPlayermodel(player, int); void player::UpdatePlayerAttachments(bool visible) { /* draw the flashlight */ if (gflags & GF_FLASHLIGHT) { vector src; vector ang; if (entnum != player_localentnum) { src = origin + view_ofs; ang = v_angle; } else { src = pSeat->m_vecPredictedOrigin + [0,0,-8]; ang = view_angles; } makevectors(ang); traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this); if (serverkeyfloat("*bspversion") == BSPVER_HL) { dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]); } else { float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight"); dynamiclight_set(p, LFIELD_ANGLES, ang); dynamiclight_set(p, LFIELD_FLAGS, 3); } } /* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */ if (!visible) return; /* what's the current weapon model supposed to be anyway? */ p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon); /* we changed weapons, update skeletonindex */ if (p_model.model != p_model.oldmodel) { /* free memory */ if (p_model.skeletonindex) skel_delete(p_model.skeletonindex); /* set the new model and mark us updated */ setmodel(p_model, p_model.oldmodel); p_model.model = p_model.oldmodel; /* set the new skeletonindex */ p_model.skeletonindex = skel_create(p_model.modelindex); /* hack this thing in here FIXME: this should be done when popping in/out of a pvs */ if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones")) setcustomskin(this, "", "geomset 0 2\n"); else setcustomskin(this, "", "geomset 0 1\n"); } /* follow thisayer at all times */ setorigin(p_model, origin); p_model.angles = angles; skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1); /* we have to loop through all valid bones of the weapon model and match them * to the thisayer one */ for (float i = 0; i < g_pbones.length; i++) { vector bpos; float pbone = gettagindex(this, g_pbones[i]); float wbone = gettagindex(p_model, g_pbones[i]); /* if the bone doesn't ignore in either skeletal mesh, ignore */ if (wbone <= 0 || pbone <= 0) continue; bpos = gettaginfo(this, pbone); /* the most expensive bit */ skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up); } } void Weapons_AmmoUpdate(entity); /* ================= player::ReceiveEntity ================= */ void player::ReceiveEntity(float new, float flChanged) { NSClientPlayer::ReceiveEntity(new, flChanged); /* animation */ READENTITY_BYTE(anim_top, PLAYER_TOPFRAME) READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME) READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME) READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME) READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME) READENTITY_BYTE(ammo_battery, PLAYER_AMMO1) READENTITY_BYTE(ammo_chem, PLAYER_AMMO1) READENTITY_BYTE(ammo_rocket, PLAYER_AMMO1) READENTITY_BYTE(ammo_gauss, PLAYER_AMMO1) READENTITY_BYTE(ammo_minigun, PLAYER_AMMO1) READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO1) READENTITY_BYTE(fist_mode, PLAYER_AMMO1) READENTITY_BYTE(gauss_mode, PLAYER_AMMO1) READENTITY_BYTE(shotgun_shells, PLAYER_AMMO1) READENTITY_BYTE(shotgun_spread, PLAYER_AMMO1) READENTITY_BYTE(dml_launch, PLAYER_AMMO2) READENTITY_BYTE(dml_flightpath, PLAYER_AMMO2) READENTITY_BYTE(dml_detonate, PLAYER_AMMO2) READENTITY_BYTE(dml_payload, PLAYER_AMMO2) READENTITY_BYTE(chem_acid, PLAYER_AMMO2) READENTITY_BYTE(chem_neutral, PLAYER_AMMO2) READENTITY_BYTE(chem_base, PLAYER_AMMO2) READENTITY_BYTE(chem_pressure, PLAYER_AMMO2) READENTITY_BYTE(beam_range, PLAYER_AMMO3) READENTITY_BYTE(beam_poweracc, PLAYER_AMMO3) READENTITY_BYTE(beam_lightning, PLAYER_AMMO3) READENTITY_BYTE(gren_detonate, PLAYER_AMMO3) READENTITY_BYTE(gren_payload, PLAYER_AMMO3) READENTITY_BYTE(menu_active, PLAYER_AMMO3) READENTITY_BYTE(dml_state, PLAYER_AMMO3) if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) Weapons_AmmoUpdate(this); setorigin(this, origin); } /* ================= player::PredictPostFrame Save the last valid server values away in the _net variants of each field so we can roll them back later. ================= */ void player::PredictPreFrame(void) { NSClientPlayer::PredictPreFrame(); SAVE_STATE(anim_top) SAVE_STATE(anim_top_time) SAVE_STATE(anim_top_delay) SAVE_STATE(anim_bottom) SAVE_STATE(anim_bottom_time) SAVE_STATE(ammo_battery) SAVE_STATE(ammo_chem) SAVE_STATE(ammo_rocket) SAVE_STATE(ammo_gauss) SAVE_STATE(ammo_minigun) SAVE_STATE(ammo_buckshot) SAVE_STATE(fist_mode) SAVE_STATE(gauss_mode) SAVE_STATE(shotgun_shells) SAVE_STATE(shotgun_spread) SAVE_STATE(dml_launch) SAVE_STATE(dml_flightpath) SAVE_STATE(dml_detonate) SAVE_STATE(dml_payload) SAVE_STATE(chem_acid) SAVE_STATE(chem_neutral) SAVE_STATE(chem_base) SAVE_STATE(chem_pressure) SAVE_STATE(beam_range) SAVE_STATE(beam_poweracc) SAVE_STATE(beam_lightning) SAVE_STATE(gren_detonate) SAVE_STATE(gren_payload) SAVE_STATE(menu_active) SAVE_STATE(dml_state) } /* ================= player::PredictPostFrame Where we roll back our values to the ones last sent/verified by the server. ================= */ void player::PredictPostFrame(void) { NSClientPlayer::PredictPostFrame(); ROLL_BACK(anim_top) ROLL_BACK(anim_top_time) ROLL_BACK(anim_top_delay) ROLL_BACK(anim_bottom) ROLL_BACK(anim_bottom_time) ROLL_BACK(ammo_battery) ROLL_BACK(ammo_chem) ROLL_BACK(ammo_rocket) ROLL_BACK(ammo_gauss) ROLL_BACK(ammo_minigun) ROLL_BACK(ammo_buckshot) ROLL_BACK(fist_mode) ROLL_BACK(gauss_mode) ROLL_BACK(shotgun_shells) ROLL_BACK(shotgun_spread) ROLL_BACK(dml_launch) ROLL_BACK(dml_flightpath) ROLL_BACK(dml_detonate) ROLL_BACK(dml_payload) ROLL_BACK(chem_acid) ROLL_BACK(chem_neutral) ROLL_BACK(chem_base) ROLL_BACK(chem_pressure) ROLL_BACK(beam_range) ROLL_BACK(beam_poweracc) ROLL_BACK(beam_lightning) ROLL_BACK(gren_detonate) ROLL_BACK(gren_payload) ROLL_BACK(menu_active) ROLL_BACK(dml_state) } #else void player::Save(float handle) { super::Save(handle); SaveInt(handle, "anim_top", anim_top); SaveFloat(handle, "anim_top_time", anim_top_time); SaveFloat(handle, "anim_top_delay", anim_top_delay); SaveInt(handle, "anim_bottom", anim_bottom); SaveFloat(handle, "anim_bottom_time", anim_bottom_time); SaveInt(handle, "ammo_battery", ammo_battery); /* beamgun */ SaveInt(handle, "ammo_chem", ammo_chem); /* chemicalgun */ SaveInt(handle, "ammo_rocket", ammo_rocket); /* dml / grenades */ SaveInt(handle, "ammo_gauss", ammo_gauss); /* gauspistol */ SaveInt(handle, "ammo_minigun", ammo_minigun); /* minigun */ SaveInt(handle, "ammo_buckshot", ammo_buckshot); /* shotgun */ SaveInt(handle, "fist_mode", fist_mode); /* knife/fists */ SaveInt(handle, "gauss_mode", gauss_mode); SaveInt(handle, "shotgun_shells", shotgun_shells); SaveInt(handle, "shotgun_spread", shotgun_spread); SaveInt(handle, "dml_launch", dml_launch); /* when fired, when targeted */ SaveInt(handle, "dml_flightpath", dml_flightpath); /* guided, homing, spiral */ SaveInt(handle, "dml_detonate", dml_detonate); /* on impact, in proximity, timed, when tripped */ SaveInt(handle, "dml_payload", dml_payload); /* explosive, cluster */ SaveInt(handle, "chem_acid", chem_acid); SaveInt(handle, "chem_neutral", chem_neutral); SaveInt(handle, "chem_base", chem_base); SaveInt(handle, "chem_pressure", chem_pressure); SaveInt(handle, "beam_range", beam_range); /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */ SaveInt(handle, "beam_poweracc", beam_poweracc); /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */ SaveInt(handle, "beam_lightning", beam_lightning); /* BEAM, CHAIN, BALL */ SaveInt(handle, "gren_detonate", gren_detonate); /* when tripped (tripmine);, timed, on impact */ SaveInt(handle, "gren_payload", gren_payload); /* cluster, explosive */ SaveInt(handle, "menu_active", menu_active); SaveInt(handle, "dml_state", dml_state); } void player::Restore(string strKey, string strValue) { switch (strKey) { case "anim_top": anim_top = ReadInt(strValue); break; case "anim_top_time": anim_top_time = ReadFloat(strValue); break; case "anim_top_delay": anim_top_delay = ReadFloat(strValue); break; case "anim_bottom": anim_bottom = ReadInt(strValue); break; case "anim_bottom_time": anim_bottom_time = ReadFloat(strValue); break; /* AMMO 1 */ case "ammo_battery": ammo_battery = ReadInt(strValue); /* beamgun */ break; case "ammo_chem": ammo_chem = ReadInt(strValue); /* chemicalgun */ break; case "ammo_rocket": ammo_rocket = ReadInt(strValue); /* dml / grenades */ break; case "ammo_gauss": ammo_gauss = ReadInt(strValue); /* gauspistol */ break; case "ammo_minigun": ammo_minigun = ReadInt(strValue); /* minigun */ break; case "ammo_buckshot": ammo_buckshot = ReadInt(strValue); /* shotgun */ break; case "fist_mode": fist_mode = ReadInt(strValue); /* knife/fists */ break; case "gauss_mode": gauss_mode = ReadInt(strValue); break; case "shotgun_shells": shotgun_shells = ReadInt(strValue); break; case "shotgun_spread": shotgun_spread = ReadInt(strValue); break; case "dml_launch": dml_launch = ReadInt(strValue); /* when fired, when targeted */ break; case "dml_flightpath": dml_flightpath = ReadInt(strValue); /* guided, homing, spiral */ break; case "dml_detonate": dml_detonate = ReadInt(strValue); /* on impact, in proximity, timed, when tripped */ break; case "dml_payload": dml_payload = ReadInt(strValue); /* explosive, cluster */ break; case "chem_acid": chem_acid = ReadInt(strValue); break; case "chem_neutral": chem_neutral = ReadInt(strValue); break; case "chem_base": chem_base = ReadInt(strValue); break; case "chem_pressure": chem_pressure = ReadInt(strValue); break; case "beam_range": beam_range = ReadInt(strValue); /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */ break; case "beam_poweracc": beam_poweracc = ReadInt(strValue); /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */ break; case "beam_lightning": beam_lightning = ReadInt(strValue); /* BEAM, CHAIN, BALL */ break; case "gren_detonate": gren_detonate = ReadInt(strValue); /* when tripped (tripmine = ReadInt(strValue);, timed, on impact */ break; case "gren_payload": gren_payload = ReadInt(strValue); /* cluster, explosive */ break; case "menu_active": menu_active = ReadInt(strValue); break; case "dml_state": dml_state = ReadInt(strValue); break; default: super::Restore(strKey, strValue); } } void player::EvaluateEntity(void) { NSClientPlayer::EvaluateEntity(); EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME) EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME) EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME) EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME) EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME) EVALUATE_FIELD(ammo_battery, PLAYER_AMMO1) EVALUATE_FIELD(ammo_chem, PLAYER_AMMO1) EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO1) EVALUATE_FIELD(ammo_gauss, PLAYER_AMMO1) EVALUATE_FIELD(ammo_minigun, PLAYER_AMMO1) EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO1) EVALUATE_FIELD(fist_mode, PLAYER_AMMO1) EVALUATE_FIELD(gauss_mode, PLAYER_AMMO1) EVALUATE_FIELD(shotgun_shells, PLAYER_AMMO1) EVALUATE_FIELD(shotgun_spread, PLAYER_AMMO1) EVALUATE_FIELD(dml_launch, PLAYER_AMMO2) EVALUATE_FIELD(dml_flightpath, PLAYER_AMMO2) EVALUATE_FIELD(dml_detonate, PLAYER_AMMO2) EVALUATE_FIELD(dml_payload, PLAYER_AMMO2) EVALUATE_FIELD(chem_acid, PLAYER_AMMO2) EVALUATE_FIELD(chem_neutral, PLAYER_AMMO2) EVALUATE_FIELD(chem_base, PLAYER_AMMO2) EVALUATE_FIELD(chem_pressure, PLAYER_AMMO2) EVALUATE_FIELD(beam_range, PLAYER_AMMO3) EVALUATE_FIELD(beam_poweracc, PLAYER_AMMO3) EVALUATE_FIELD(beam_lightning, PLAYER_AMMO3) EVALUATE_FIELD(gren_detonate, PLAYER_AMMO3) EVALUATE_FIELD(gren_payload, PLAYER_AMMO3) EVALUATE_FIELD(menu_active, PLAYER_AMMO3) EVALUATE_FIELD(dml_state, PLAYER_AMMO3) } /* ================= player::SendEntity ================= */ float player::SendEntity(entity ePEnt, float flChanged) { /* don't broadcast invisible players */ if (IsFakeSpectator() && ePEnt != this) return (0); if (!GetModelindex() && ePEnt != this) return (0); flChanged = OptimiseChangedFlags(ePEnt, flChanged); WriteByte(MSG_ENTITY, ENT_PLAYER); WriteFloat(MSG_ENTITY, flChanged); /* the generic client attributes */ NSClientPlayer::SendEntity(ePEnt, flChanged); SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME) SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME) SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME) SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME) SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME) SENDENTITY_BYTE(ammo_battery, PLAYER_AMMO1) SENDENTITY_BYTE(ammo_chem, PLAYER_AMMO1) SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO1) SENDENTITY_BYTE(ammo_gauss, PLAYER_AMMO1) SENDENTITY_BYTE(ammo_minigun, PLAYER_AMMO1) SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO1) SENDENTITY_BYTE(fist_mode, PLAYER_AMMO1) SENDENTITY_BYTE(gauss_mode, PLAYER_AMMO1) SENDENTITY_BYTE(shotgun_shells, PLAYER_AMMO1) SENDENTITY_BYTE(shotgun_spread, PLAYER_AMMO1) SENDENTITY_BYTE(dml_launch, PLAYER_AMMO2) SENDENTITY_BYTE(dml_flightpath, PLAYER_AMMO2) SENDENTITY_BYTE(dml_detonate, PLAYER_AMMO2) SENDENTITY_BYTE(dml_payload, PLAYER_AMMO2) SENDENTITY_BYTE(chem_acid, PLAYER_AMMO2) SENDENTITY_BYTE(chem_neutral, PLAYER_AMMO2) SENDENTITY_BYTE(chem_base, PLAYER_AMMO2) SENDENTITY_BYTE(chem_pressure, PLAYER_AMMO2) SENDENTITY_BYTE(beam_range, PLAYER_AMMO3) SENDENTITY_BYTE(beam_poweracc, PLAYER_AMMO3) SENDENTITY_BYTE(beam_lightning, PLAYER_AMMO3) SENDENTITY_BYTE(gren_detonate, PLAYER_AMMO3) SENDENTITY_BYTE(gren_payload, PLAYER_AMMO3) SENDENTITY_BYTE(menu_active, PLAYER_AMMO3) SENDENTITY_BYTE(dml_state, PLAYER_AMMO3) return (1); } #endif