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Comparing 2006 Base SDK to Fortress Forever 2.46

game_shared/baseplayer_shared.cpp

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// remove this line and call ImpulseCommands instead. m_nImpulse = 0; #endif }
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// remove this line and call ImpulseCommands instead. m_nImpulse = 0; #endif // Mirv: Totally disable weapons in spectator mode if (GetTeamNumber() >= TEAM_BLUE && GetTeamNumber() <= TEAM_GREEN) if(GetActiveWeapon()) //voogru: crash fix 08/14/2006 GetActiveWeapon()->ItemPostFrame( ); }
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#ifdef CLIENT_DLL if ( IsObserver() ) { if ( m_iObserverMode == OBS_MODE_CHASE ) { if ( IsLocalPlayer() ) {
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#ifdef CLIENT_DLL if ( IsObserver() ) { if ( GetObserverMode() == OBS_MODE_CHASE ) { if ( IsLocalPlayer() ) {
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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;
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float flduck; int fLadder; // --> Mirv: Replaced to fix footsteps if (m_flStepSoundTime > gpGlobals->curtime) return; // <-- Mirv if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS)) return;
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psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) ); #endif fvol = 0.5; m_flStepSoundTime = 350; } else if ( enginetrace->GetPointContents( knee ) & MASK_WATER ) {
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psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) ); #endif fvol = 0.5; m_flStepSoundTime = gpGlobals->curtime +0.350f; // |-- Mirv: Added gpGlobals->curtime } else if ( enginetrace->GetPointContents( knee ) & MASK_WATER ) {
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} 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 {
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} psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) ); fvol = 0.65; m_flStepSoundTime = gpGlobals->curtime +0.600f; // |-- Mirv: Added gpGlobals->curtime } else if ( enginetrace->GetPointContents( feet ) & MASK_WATER ) { psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) ); fvol = fWalking ? 0.2 : 0.5; m_flStepSoundTime = fWalking ? gpGlobals->curtime +0.400f : gpGlobals->curtime +0.300f; // |-- Mirv: Added gpGlobals->curtime } else {
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if ( !psurface ) return; m_flStepSoundTime = fWalking ? 400 : 300; switch ( psurface->game.material ) { default:
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if ( !psurface ) return; m_flStepSoundTime = fWalking ? gpGlobals->curtime +0.400f : gpGlobals->curtime +0.300f; // |-- Mirv: Added gpGlobals->curtime switch ( psurface->game.material ) { default:
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} } m_flStepSoundTime += flduck; // slower step time if ducking // play the sound // 65% volume if ducking
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} } m_flStepSoundTime += 0.001f * flduck; // slower step time if ducking // |-- Mirv: Added gpGlobals->curtime // play the sound // 65% volume if ducking
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fvol *= 0.65; } PlayStepSound( feet, psurface, fvol, false ); }
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fvol *= 0.65; } // --> Mirv: Redone sound stuff // If we are walking or ducking, silence if (GetFlags() & (FL_DUCKING) || m_nButtons & IN_SPEED) { fvol = 0; } else { fvol = 1.0f; } PlayStepSound( feet, psurface, fvol, false ); }
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//!!!UNDONE: traceline here to prevent +USEing buttons through walls int caps = pUseEntity->ObjectCaps(); variant_t emptyVariant; if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
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//!!!UNDONE: traceline here to prevent +USEing buttons through walls bool bUsed = false; int caps = pUseEntity->ObjectCaps(); variant_t emptyVariant; if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
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if ( pUseEntity->ObjectCaps() & FCAP_ONOFF_USE ) { pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_ON ); } else { pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE ); } } // UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away
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if ( pUseEntity->ObjectCaps() & FCAP_ONOFF_USE ) { pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_ON ); bUsed = true; } else { pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE ); bUsed = true; } } // UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away
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else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use { pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_OFF ); } } else if ( m_afButtonPressed & IN_USE ) {
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else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use { pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_OFF ); bUsed = true; } if(bUsed) { IGameEvent *pEvent = gameeventmanager->CreateEvent("player_use"); if(pEvent) { pEvent->SetInt("userid", GetUserID()); pEvent->SetInt("entity", pUseEntity->entindex()); gameeventmanager->FireEvent(pEvent, true); } } } else if ( m_afButtonPressed & IN_USE ) {
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float flCurrentPlayerZ = GetLocalOrigin().z; float flCurrentPlayerViewOffsetZ = GetViewOffset().z; // Smooth out stair step ups // NOTE: Don't want to do this when the ground entity is moving the player if ( ( pGroundEntity != NULL && pGroundEntity->GetMoveType() == MOVETYPE_NONE ) && ( flCurrentPlayerZ != m_flOldPlayerZ ) && smoothstairs.GetBool() &&
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float flCurrentPlayerZ = GetLocalOrigin().z; float flCurrentPlayerViewOffsetZ = GetViewOffset().z; // --> Mirv: // We're now only smoothing stairs if we've recently stepped up or down // far enough (currently >= 8.0 units). This way the stair smoothing isn't // affecting ramps if (!m_bSmoothStair) { m_flOldPlayerZ = flCurrentPlayerZ; } else { // Once we've got close enough to our actual position then stop stair // smoothing float flDistance = flCurrentPlayerZ - m_flOldPlayerZ; if (flDistance < 0.1f && flDistance > -0.1f) { m_flOldPlayerZ = flCurrentPlayerZ; m_bSmoothStair = false; } } // <-- Mirv // Smooth out stair step ups // NOTE: Don't want to do this when the ground entity is moving the player if ( ( pGroundEntity != NULL && pGroundEntity->GetMoveType() == MOVETYPE_NONE ) && ( flCurrentPlayerZ != m_flOldPlayerZ ) && smoothstairs.GetBool() &&