mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-25 05:51:15 +00:00
6117962437
adds a new cvar pm_crossHairSideScale to move the view position origin sideways. Useful if pm_crosshairorigin is set to 0 and aiming around corners. weapon projectiles use this as their spawn position. cross hairs use it as the origin of the trace line. default is 0. player should adjust to their liking and current camera settings. If set too far over, the player can shoot around walls.
10856 lines
282 KiB
C++
10856 lines
282 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/LangDict.h"
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#include "framework/async/NetworkSystem.h"
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#include "framework/DeclEntityDef.h"
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#include "renderer/RenderSystem.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "ai/AI.h"
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#include "WorldSpawn.h"
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#include "Player.h"
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#include "Camera.h"
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#include "Fx.h"
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#include "Misc.h"
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#include "Moveable.h"
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#include "BrittleFracture.h"
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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/*
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===============================================================================
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Player control of the Doom Marine.
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This object handles all player movement and world interaction.
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===============================================================================
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*/
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// distance between ladder rungs (actually is half that distance, but this sounds better)
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const int LADDER_RUNG_DISTANCE = 32;
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// amount of health per dose from the health station
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const int HEALTH_PER_DOSE = 10;
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// time before a weapon dropped to the floor disappears
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const int WEAPON_DROP_TIME = -1; //ivan - never remove weapons - was: 20 * 1000;
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// time before a next or prev weapon switch happens
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const int WEAPON_SWITCH_DELAY = 150;
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// how many units to raise spectator above default view height so it's in the head of someone
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const int SPECTATE_RAISE = 25;
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const int HEALTHPULSE_TIME = 333;
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// minimum speed to bob and play run/walk animations at
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const float MIN_BOB_SPEED = 5.0f;
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const idEventDef EV_Player_GetButtons( "getButtons", NULL, 'd' );
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const idEventDef EV_Player_GetMove( "getMove", NULL, 'v' );
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const idEventDef EV_Player_GetViewAngles( "getViewAngles", NULL, 'v' );
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const idEventDef EV_Player_StopFxFov( "stopFxFov" );
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const idEventDef EV_Player_EnableWeapon( "enableWeapon" );
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const idEventDef EV_Player_DisableWeapon( "disableWeapon" );
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const idEventDef EV_Player_GetCurrentWeapon( "getCurrentWeapon", NULL, 's' );
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const idEventDef EV_Player_GetPreviousWeapon( "getPreviousWeapon", NULL, 's' );
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const idEventDef EV_Player_SelectWeapon( "selectWeapon", "s" );
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const idEventDef EV_Player_GetWeaponEntity( "getWeaponEntity", NULL, 'e' );
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const idEventDef EV_Player_OpenPDA( "openPDA" );
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const idEventDef EV_Player_InPDA( "inPDA", NULL, 'd' );
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const idEventDef EV_Player_ExitTeleporter( "exitTeleporter" );
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const idEventDef EV_Player_StopAudioLog( "stopAudioLog" );
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const idEventDef EV_Player_HideTip( "hideTip" );
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const idEventDef EV_Player_LevelTrigger( "levelTrigger" );
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const idEventDef EV_SpectatorTouch( "spectatorTouch", "et" );
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const idEventDef EV_Player_GetIdealWeapon( "getIdealWeapon", NULL, 's' );
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const idEventDef EV_Player_WeaponAvailable( "weaponAvailable", "s", 'd');//
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const idEventDef EV_Player_GetImpulseKey( "getImpulseKey", NULL, 'd' ); // Added By Clone JC Denton
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//Ivan start
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const idEventDef EV_Player_AddProjectilesFired( "addProjectilesFired", "d" );
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const idEventDef EV_Player_AddProjectileHits( "addProjectileHits", "d" );
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const idEventDef EV_Player_GetArmor( "getArmor", NULL, 'f' );
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const idEventDef EV_Player_SetArmor( "setArmor", "f" );
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const idEventDef EV_Player_SetFullBodyAnimOn( "setFullBodyAnimOn", "ddd" );
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const idEventDef EV_Player_SetFullBodyAnimOff( "setFullBodyAnimOff" );
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const idEventDef EV_Player_SetGravityInAnimMove( "setGravityInAnimMove", "f" );
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const idEventDef EV_Player_ComboForceHighPain( "forceHighPain", "d" );
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const idEventDef EV_Player_ForceUpdateNpcStatus( "forceUpdateNpcStatus" );
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const idEventDef EV_Player_StartKick( "startKick", "sf" );
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const idEventDef EV_Player_StopKick( "stopKick" );
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const idEventDef EV_Player_DropWeapon( "<dropWeapon>", "d" );
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const idEventDef EV_Player_HudEvent( "hudEvent", "s" );
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const idEventDef EV_Player_SetHudParm( "setHudParm", "ss" );
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const idEventDef EV_Player_GetHudFloat( "getHudFloat", "s", 'f');
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//Ivan end
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CLASS_DECLARATION( idActor, idPlayer )
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EVENT( EV_Player_GetButtons, idPlayer::Event_GetButtons )
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EVENT( EV_Player_GetMove, idPlayer::Event_GetMove )
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EVENT( EV_Player_GetViewAngles, idPlayer::Event_GetViewAngles )
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EVENT( EV_Player_StopFxFov, idPlayer::Event_StopFxFov )
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EVENT( EV_Player_EnableWeapon, idPlayer::Event_EnableWeapon )
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EVENT( EV_Player_DisableWeapon, idPlayer::Event_DisableWeapon )
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EVENT( EV_Player_GetCurrentWeapon, idPlayer::Event_GetCurrentWeapon )
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EVENT( EV_Player_GetPreviousWeapon, idPlayer::Event_GetPreviousWeapon )
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EVENT( EV_Player_SelectWeapon, idPlayer::Event_SelectWeapon )
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EVENT( EV_Player_GetWeaponEntity, idPlayer::Event_GetWeaponEntity )
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EVENT( EV_Player_OpenPDA, idPlayer::Event_OpenPDA )
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EVENT( EV_Player_InPDA, idPlayer::Event_InPDA )
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EVENT( EV_Player_ExitTeleporter, idPlayer::Event_ExitTeleporter )
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EVENT( EV_Player_StopAudioLog, idPlayer::Event_StopAudioLog )
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EVENT( EV_Player_HideTip, idPlayer::Event_HideTip )
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EVENT( EV_Player_LevelTrigger, idPlayer::Event_LevelTrigger )
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EVENT( EV_Gibbed, idPlayer::Event_Gibbed )
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EVENT( EV_Player_WeaponAvailable, idPlayer::Event_WeaponAvailable )
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EVENT( EV_Player_GetImpulseKey, idPlayer::Event_GetImpulseKey ) // Added By Clone JCD
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EVENT( EV_Player_GetIdealWeapon, idPlayer::Event_GetIdealWeapon )
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//Ivan start
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EVENT( EV_Player_AddProjectilesFired, idPlayer::Event_AddProjectilesFired)
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EVENT( EV_Player_AddProjectileHits, idPlayer::Event_AddProjectileHits)
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EVENT( EV_Player_GetArmor, idPlayer::Event_GetArmor)
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EVENT( EV_Player_SetArmor, idPlayer::Event_SetArmor)
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EVENT( EV_Player_SetFullBodyAnimOn, idPlayer::Event_SetFullBodyAnimOn)
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EVENT( EV_Player_SetFullBodyAnimOff, idPlayer::Event_SetFullBodyAnimOff)
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EVENT( EV_Player_SetGravityInAnimMove, idPlayer::Event_SetGravityInAnimMove)
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EVENT( EV_Player_ComboForceHighPain, idPlayer::Event_ComboForceHighPain)
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EVENT( EV_Player_ForceUpdateNpcStatus, idPlayer::Event_ForceUpdateNpcStatus)
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EVENT( EV_Player_StartKick, idPlayer::Event_StartKick )
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EVENT( EV_Player_StopKick, idPlayer::Event_StopKick )
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EVENT( EV_SetSkin, idPlayer::Event_SetSkin ) //override idEntity::Event_SetSkin
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EVENT( EV_Weapon_StartParticle, idPlayer::Event_StartWeaponParticle ) //proxy for weapon
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EVENT( EV_Weapon_StopParticle, idPlayer::Event_StopWeaponParticle ) //proxy for weapon
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EVENT( EV_Weapon_StartAutoMelee, idPlayer::Event_StartAutoMelee ) //proxy for weapon
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EVENT( EV_Weapon_StopAutoMelee, idPlayer::Event_StopAutoMelee ) //proxy for weapon
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//EVENT( EV_Weapon_StartMeleeBeam, idPlayer::Event_StartMeleeBeam ) //proxy for weapon
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//EVENT( EV_Weapon_StopMeleeBeam, idPlayer::Event_StopMeleeBeam ) //proxy for weapon
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EVENT( EV_Player_DropWeapon, idPlayer::Event_DropWeapon)
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EVENT( EV_Player_HudEvent, idPlayer::Event_HudEvent)
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EVENT( EV_Player_SetHudParm, idPlayer::Event_SetHudParm)
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EVENT( EV_Player_GetHudFloat, idPlayer::Event_GetHudFloat)
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//Ivan end
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END_CLASS
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const int MAX_RESPAWN_TIME = 10000;
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const int RAGDOLL_DEATH_TIME = 3000;
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const int MAX_PDAS = 64;
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const int MAX_PDA_ITEMS = 128;
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const int STEPUP_TIME = 200;
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const int MAX_INVENTORY_ITEMS = 20;
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idVec3 idPlayer::colorBarTable[ 5 ] = {
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idVec3( 0.25f, 0.25f, 0.25f ),
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idVec3( 1.00f, 0.00f, 0.00f ),
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idVec3( 0.00f, 0.80f, 0.10f ),
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idVec3( 0.20f, 0.50f, 0.80f ),
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idVec3( 1.00f, 0.80f, 0.10f )
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};
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/*
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==============
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idInventory::Clear
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==============
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*/
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void idInventory::Clear( void ) {
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maxHealth = 0;
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weapons = 0;
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powerups = 0;
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armor = 0;
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maxarmor = 0;
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deplete_armor = 0;
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deplete_rate = 0.0f;
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deplete_ammount = 0;
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nextArmorDepleteTime = 0;
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memset( ammo, 0, sizeof( ammo ) );
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ClearPowerUps();
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// set to -1 so that the gun knows to have a full clip the first time we get it and at the start of the level
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memset( clip, -1, sizeof( clip ) );
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memset( weapon_mode, 0, sizeof( weapon_mode ) ); //ivan
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items.DeleteContents( true );
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memset(pdasViewed, 0, 4 * sizeof( pdasViewed[0] ) );
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pdas.Clear();
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videos.Clear();
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emails.Clear();
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selVideo = 0;
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selEMail = 0;
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selPDA = 0;
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selAudio = 0;
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pdaOpened = false;
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turkeyScore = false;
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levelTriggers.Clear();
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nextItemPickup = 0;
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nextItemNum = 1;
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onePickupTime = 0;
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pickupItemNames.Clear();
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objectiveNames.Clear();
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ammoPredictTime = 0;
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lastGiveTime = 0;
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ammoPulse = false;
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weaponPulse = false;
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armorPulse = false;
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//ivan start
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nextWeaponPickup = 0;
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memset( weaponSlot, -1, sizeof( weaponSlot ) );
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//ivan end
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}
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/*
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==============
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idInventory::GivePowerUp
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==============
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*/
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void idInventory::GivePowerUp( idPlayer *player, int powerup, int msec ) {
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if ( !msec ) {
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// get the duration from the .def files
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const idDeclEntityDef *def = NULL;
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switch ( powerup ) {
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case BERSERK:
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def = gameLocal.FindEntityDef( "powerup_berserk", false );
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break;
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case INVISIBILITY:
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def = gameLocal.FindEntityDef( "powerup_invisibility", false );
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break;
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case MEGAHEALTH:
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def = gameLocal.FindEntityDef( "powerup_megahealth", false );
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break;
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case ADRENALINE:
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def = gameLocal.FindEntityDef( "powerup_adrenaline", false );
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break;
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}
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assert( def );
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msec = def->dict.GetInt( "time" ) * 1000;
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}
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powerups |= 1 << powerup;
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powerupEndTime[ powerup ] = gameLocal.time + msec;
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}
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/*
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==============
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idInventory::ClearPowerUps
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==============
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*/
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void idInventory::ClearPowerUps( void ) {
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int i;
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for ( i = 0; i < MAX_POWERUPS; i++ ) {
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powerupEndTime[ i ] = 0;
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}
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powerups = 0;
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}
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/*
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==============
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idInventory::GetPersistantData
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==============
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*/
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void idInventory::GetPersistantData( idDict &dict ) {
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int i;
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int num;
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idDict *item;
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idStr key;
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const idKeyValue *kv;
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const char *name;
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// armor
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dict.SetInt( "armor", armor );
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// don't bother with powerups, maxhealth, maxarmor, or the clip
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// ammo
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for( i = 0; i < AMMO_NUMTYPES; i++ ) {
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name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
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if ( name ) {
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dict.SetInt( name, ammo[ i ] );
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}
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}
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//Save the clip data
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for( i = 0; i < MAX_WEAPONS; i++ ) { //new
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dict.SetInt( va("clip%i", i), clip[ i ] );
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dict.SetInt( va("weapon_mode%i", i), weapon_mode[ i ] ); //ivan
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}
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// items
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num = 0;
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for( i = 0; i < items.Num(); i++ ) {
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item = items[ i ];
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// copy all keys with "inv_"
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kv = item->MatchPrefix( "inv_" );
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if ( kv ) {
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while( kv ) {
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sprintf( key, "item_%i %s", num, kv->GetKey().c_str() );
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dict.Set( key, kv->GetValue() );
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kv = item->MatchPrefix( "inv_", kv );
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}
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num++;
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}
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}
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dict.SetInt( "items", num );
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// pdas viewed
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for ( i = 0; i < 4; i++ ) {
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dict.SetInt( va("pdasViewed_%i", i), pdasViewed[i] );
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}
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dict.SetInt( "selPDA", selPDA );
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dict.SetInt( "selVideo", selVideo );
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dict.SetInt( "selEmail", selEMail );
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dict.SetInt( "selAudio", selAudio );
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dict.SetInt( "pdaOpened", pdaOpened );
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dict.SetInt( "turkeyScore", turkeyScore );
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// pdas
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for ( i = 0; i < pdas.Num(); i++ ) {
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sprintf( key, "pda_%i", i );
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dict.Set( key, pdas[ i ] );
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}
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dict.SetInt( "pdas", pdas.Num() );
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// video cds
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for ( i = 0; i < videos.Num(); i++ ) {
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sprintf( key, "video_%i", i );
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dict.Set( key, videos[ i ].c_str() );
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}
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dict.SetInt( "videos", videos.Num() );
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// emails
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for ( i = 0; i < emails.Num(); i++ ) {
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sprintf( key, "email_%i", i );
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dict.Set( key, emails[ i ].c_str() );
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}
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dict.SetInt( "emails", emails.Num() );
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// weapons
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dict.SetInt( "weapon_bits", weapons );
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dict.SetInt( "levelTriggers", levelTriggers.Num() );
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for ( i = 0; i < levelTriggers.Num(); i++ ) {
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sprintf( key, "levelTrigger_Level_%i", i );
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dict.Set( key, levelTriggers[i].levelName );
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sprintf( key, "levelTrigger_Trigger_%i", i );
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dict.Set( key, levelTriggers[i].triggerName );
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}
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//ivan start
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// save slots assignments
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for( i = 0; i < NUM_SLOTS; i++ ) {
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sprintf( key, "weapInSlot_%i", i );
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dict.SetInt( key, weaponSlot[ i ] );
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}
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//ivan end
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}
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/*
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==============
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idInventory::RestoreInventory
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==============
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*/
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void idInventory::RestoreInventory( idPlayer *owner, const idDict &dict ) {
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int i;
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int num;
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idDict *item;
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idStr key;
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idStr itemname;
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const idKeyValue *kv;
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const char *name;
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Clear();
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// health/armor
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maxHealth = dict.GetInt( "maxhealth", "100" );
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armor = dict.GetInt( "armor", "50" );
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maxarmor = dict.GetInt( "maxarmor", "100" );
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deplete_armor = dict.GetInt( "deplete_armor", "0" );
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deplete_rate = dict.GetFloat( "deplete_rate", "2.0" );
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deplete_ammount = dict.GetInt( "deplete_ammount", "1" );
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// the clip and powerups aren't restored
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// ammo
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for( i = 0; i < AMMO_NUMTYPES; i++ ) {
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name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
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if ( name ) {
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ammo[ i ] = dict.GetInt( name );
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}
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}
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//Restore the clip data
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for( i = 0; i < MAX_WEAPONS; i++ ) {//new
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clip[i] = dict.GetInt(va("clip%i", i), "-1");
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weapon_mode[i] = dict.GetInt(va("weapon_mode%i", i), "0"); //ivan
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}
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// items
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num = dict.GetInt( "items" );
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items.SetNum( num );
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for( i = 0; i < num; i++ ) {
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item = new idDict();
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items[ i ] = item;
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sprintf( itemname, "item_%i ", i );
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kv = dict.MatchPrefix( itemname );
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while( kv ) {
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key = kv->GetKey();
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key.Strip( itemname );
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item->Set( key, kv->GetValue() );
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kv = dict.MatchPrefix( itemname, kv );
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}
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}
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// pdas viewed
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for ( i = 0; i < 4; i++ ) {
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pdasViewed[i] = dict.GetInt(va("pdasViewed_%i", i));
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}
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selPDA = dict.GetInt( "selPDA" );
|
|
selEMail = dict.GetInt( "selEmail" );
|
|
selVideo = dict.GetInt( "selVideo" );
|
|
selAudio = dict.GetInt( "selAudio" );
|
|
pdaOpened = dict.GetBool( "pdaOpened" );
|
|
turkeyScore = dict.GetBool( "turkeyScore" );
|
|
|
|
// pdas
|
|
num = dict.GetInt( "pdas" );
|
|
pdas.SetNum( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "pda_%i", i );
|
|
pdas[i] = dict.GetString( itemname, "default" );
|
|
}
|
|
|
|
// videos
|
|
num = dict.GetInt( "videos" );
|
|
videos.SetNum( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "video_%i", i );
|
|
videos[i] = dict.GetString( itemname, "default" );
|
|
}
|
|
|
|
// emails
|
|
num = dict.GetInt( "emails" );
|
|
emails.SetNum( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "email_%i", i );
|
|
emails[i] = dict.GetString( itemname, "default" );
|
|
}
|
|
|
|
// weapons are stored as a number for persistant data, but as strings in the entityDef
|
|
weapons = dict.GetInt( "weapon_bits", "0" );
|
|
|
|
if ( g_skill.GetInteger() >= 3 ) {
|
|
Give( owner, dict, "weapon", dict.GetString( "weapon_nightmare" ), NULL, false );
|
|
} else {
|
|
Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false );
|
|
}
|
|
|
|
num = dict.GetInt( "levelTriggers" );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "levelTrigger_Level_%i", i );
|
|
idLevelTriggerInfo lti;
|
|
lti.levelName = dict.GetString( itemname );
|
|
sprintf( itemname, "levelTrigger_Trigger_%i", i );
|
|
lti.triggerName = dict.GetString( itemname );
|
|
levelTriggers.Append( lti );
|
|
}
|
|
|
|
//ivan start
|
|
// restore slots assignments
|
|
for( i = 0; i < NUM_SLOTS; i++ ) {
|
|
sprintf( key, "weapInSlot_%i", i );
|
|
weaponSlot[i] = dict.GetInt( key, "-1" ); //default empty
|
|
}
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::Save
|
|
==============
|
|
*/
|
|
void idInventory::Save( idSaveGame *savefile ) const {
|
|
int i;
|
|
|
|
savefile->WriteInt( maxHealth );
|
|
savefile->WriteInt( weapons );
|
|
savefile->WriteInt( powerups );
|
|
savefile->WriteInt( armor );
|
|
savefile->WriteInt( maxarmor );
|
|
savefile->WriteInt( ammoPredictTime );
|
|
savefile->WriteInt( deplete_armor );
|
|
savefile->WriteFloat( deplete_rate );
|
|
savefile->WriteInt( deplete_ammount );
|
|
savefile->WriteInt( nextArmorDepleteTime );
|
|
|
|
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
|
savefile->WriteInt( ammo[ i ] );
|
|
}
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
savefile->WriteInt( clip[ i ] );
|
|
savefile->WriteInt( weapon_mode[ i ] ); //ivan
|
|
}
|
|
for( i = 0; i < MAX_POWERUPS; i++ ) {
|
|
savefile->WriteInt( powerupEndTime[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( items.Num() );
|
|
for( i = 0; i < items.Num(); i++ ) {
|
|
savefile->WriteDict( items[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( pdasViewed[0] );
|
|
savefile->WriteInt( pdasViewed[1] );
|
|
savefile->WriteInt( pdasViewed[2] );
|
|
savefile->WriteInt( pdasViewed[3] );
|
|
|
|
savefile->WriteInt( selPDA );
|
|
savefile->WriteInt( selVideo );
|
|
savefile->WriteInt( selEMail );
|
|
savefile->WriteInt( selAudio );
|
|
savefile->WriteBool( pdaOpened );
|
|
savefile->WriteBool( turkeyScore );
|
|
|
|
savefile->WriteInt( pdas.Num() );
|
|
for( i = 0; i < pdas.Num(); i++ ) {
|
|
savefile->WriteString( pdas[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( pdaSecurity.Num() );
|
|
for( i=0; i < pdaSecurity.Num(); i++ ) {
|
|
savefile->WriteString( pdaSecurity[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( videos.Num() );
|
|
for( i = 0; i < videos.Num(); i++ ) {
|
|
savefile->WriteString( videos[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( emails.Num() );
|
|
for ( i = 0; i < emails.Num(); i++ ) {
|
|
savefile->WriteString( emails[ i ] );
|
|
}
|
|
|
|
//ivan start
|
|
for( i = 0; i < NUM_SLOTS; i++ ) {
|
|
savefile->WriteInt( weaponSlot[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( nextWeaponPickup );
|
|
//ivan end
|
|
|
|
savefile->WriteInt( nextItemPickup );
|
|
savefile->WriteInt( nextItemNum );
|
|
savefile->WriteInt( onePickupTime );
|
|
|
|
savefile->WriteInt( pickupItemNames.Num() );
|
|
for( i = 0; i < pickupItemNames.Num(); i++ ) {
|
|
savefile->WriteString( pickupItemNames[i].icon );
|
|
savefile->WriteString( pickupItemNames[i].name );
|
|
}
|
|
|
|
savefile->WriteInt( objectiveNames.Num() );
|
|
for( i = 0; i < objectiveNames.Num(); i++ ) {
|
|
savefile->WriteString( objectiveNames[i].screenshot );
|
|
savefile->WriteString( objectiveNames[i].text );
|
|
savefile->WriteString( objectiveNames[i].title );
|
|
}
|
|
|
|
savefile->WriteInt( levelTriggers.Num() );
|
|
for ( i = 0; i < levelTriggers.Num(); i++ ) {
|
|
savefile->WriteString( levelTriggers[i].levelName );
|
|
savefile->WriteString( levelTriggers[i].triggerName );
|
|
}
|
|
|
|
savefile->WriteBool( ammoPulse );
|
|
savefile->WriteBool( weaponPulse );
|
|
savefile->WriteBool( armorPulse );
|
|
|
|
savefile->WriteInt( lastGiveTime );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::Restore
|
|
==============
|
|
*/
|
|
void idInventory::Restore( idRestoreGame *savefile ) {
|
|
int i, num;
|
|
|
|
savefile->ReadInt( maxHealth );
|
|
savefile->ReadInt( weapons );
|
|
savefile->ReadInt( powerups );
|
|
savefile->ReadInt( armor );
|
|
savefile->ReadInt( maxarmor );
|
|
savefile->ReadInt( ammoPredictTime );
|
|
savefile->ReadInt( deplete_armor );
|
|
savefile->ReadFloat( deplete_rate );
|
|
savefile->ReadInt( deplete_ammount );
|
|
savefile->ReadInt( nextArmorDepleteTime );
|
|
|
|
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
|
savefile->ReadInt( ammo[ i ] );
|
|
}
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
savefile->ReadInt( clip[ i ] );
|
|
savefile->ReadInt( weapon_mode[ i ] ); //ivan
|
|
}
|
|
for( i = 0; i < MAX_POWERUPS; i++ ) {
|
|
savefile->ReadInt( powerupEndTime[ i ] );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
idDict *itemdict = new idDict;
|
|
|
|
savefile->ReadDict( itemdict );
|
|
items.Append( itemdict );
|
|
}
|
|
|
|
// pdas
|
|
savefile->ReadInt( pdasViewed[0] );
|
|
savefile->ReadInt( pdasViewed[1] );
|
|
savefile->ReadInt( pdasViewed[2] );
|
|
savefile->ReadInt( pdasViewed[3] );
|
|
|
|
savefile->ReadInt( selPDA );
|
|
savefile->ReadInt( selVideo );
|
|
savefile->ReadInt( selEMail );
|
|
savefile->ReadInt( selAudio );
|
|
savefile->ReadBool( pdaOpened );
|
|
savefile->ReadBool( turkeyScore );
|
|
|
|
savefile->ReadInt( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
idStr strPda;
|
|
savefile->ReadString( strPda );
|
|
pdas.Append( strPda );
|
|
}
|
|
|
|
// pda security clearances
|
|
savefile->ReadInt( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
idStr invName;
|
|
savefile->ReadString( invName );
|
|
pdaSecurity.Append( invName );
|
|
}
|
|
|
|
// videos
|
|
savefile->ReadInt( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
idStr strVideo;
|
|
savefile->ReadString( strVideo );
|
|
videos.Append( strVideo );
|
|
}
|
|
|
|
// email
|
|
savefile->ReadInt( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
idStr strEmail;
|
|
savefile->ReadString( strEmail );
|
|
emails.Append( strEmail );
|
|
}
|
|
|
|
//ivan start
|
|
for( i = 0; i < NUM_SLOTS; i++ ) {
|
|
savefile->ReadInt( weaponSlot[ i ] );
|
|
}
|
|
|
|
savefile->ReadInt( nextWeaponPickup );
|
|
//ivan end
|
|
|
|
savefile->ReadInt( nextItemPickup );
|
|
savefile->ReadInt( nextItemNum );
|
|
savefile->ReadInt( onePickupTime );
|
|
savefile->ReadInt( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
idItemInfo info;
|
|
|
|
savefile->ReadString( info.icon );
|
|
savefile->ReadString( info.name );
|
|
|
|
pickupItemNames.Append( info );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
idObjectiveInfo obj;
|
|
|
|
savefile->ReadString( obj.screenshot );
|
|
savefile->ReadString( obj.text );
|
|
savefile->ReadString( obj.title );
|
|
|
|
objectiveNames.Append( obj );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
idLevelTriggerInfo lti;
|
|
savefile->ReadString( lti.levelName );
|
|
savefile->ReadString( lti.triggerName );
|
|
levelTriggers.Append( lti );
|
|
}
|
|
|
|
savefile->ReadBool( ammoPulse );
|
|
savefile->ReadBool( weaponPulse );
|
|
savefile->ReadBool( armorPulse );
|
|
|
|
savefile->ReadInt( lastGiveTime );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::AmmoIndexForAmmoClass
|
|
==============
|
|
*/
|
|
ammo_t idInventory::AmmoIndexForAmmoClass( const char *ammo_classname ) const {
|
|
return idWeapon::GetAmmoNumForName( ammo_classname );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::AmmoIndexForAmmoClass
|
|
==============
|
|
*/
|
|
int idInventory::MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const {
|
|
return owner->spawnArgs.GetInt( va( "max_%s", ammo_classname ), "0" );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::AmmoPickupNameForIndex
|
|
==============
|
|
*/
|
|
const char *idInventory::AmmoPickupNameForIndex( ammo_t ammonum ) const {
|
|
return idWeapon::GetAmmoPickupNameForNum( ammonum );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::WeaponIndexForAmmoClass
|
|
mapping could be prepared in the constructor
|
|
==============
|
|
*/
|
|
int idInventory::WeaponIndexForAmmoClass( const idDict & spawnArgs, const char *ammo_classname ) const {
|
|
int i;
|
|
const char *weapon_classname;
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
|
if ( !weapon_classname ) {
|
|
continue;
|
|
}
|
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
|
|
if ( !decl ) {
|
|
continue;
|
|
}
|
|
if ( !idStr::Icmp( ammo_classname, decl->dict.GetString( "ammoType" ) ) ) {
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::AmmoIndexForWeaponClass
|
|
==============
|
|
*/
|
|
ammo_t idInventory::AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired ) {
|
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
|
|
if ( !decl ) {
|
|
gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname );
|
|
}
|
|
if ( ammoRequired ) {
|
|
*ammoRequired = decl->dict.GetInt( "ammoRequired" );
|
|
}
|
|
ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) );
|
|
return ammo_i;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::AddPickupName
|
|
==============
|
|
*/
|
|
//void idInventory::AddPickupName( const char *name, const char *icon ) {
|
|
void idInventory::AddPickupName( const char *name, const char *icon, idPlayer* owner ) { //New, Dont know what it does
|
|
int num;
|
|
|
|
num = pickupItemNames.Num();
|
|
if ( ( num == 0 ) || ( pickupItemNames[ num - 1 ].name.Icmp( name ) != 0 ) ) {
|
|
idItemInfo &info = pickupItemNames.Alloc();
|
|
|
|
if ( idStr::Cmpn( name, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
|
|
info.name = common->GetLanguageDict()->GetString( name );
|
|
} else {
|
|
info.name = name;
|
|
}
|
|
info.icon = icon;
|
|
|
|
if ( gameLocal.isServer ) {
|
|
idBitMsg msg;
|
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
|
|
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
|
msg.WriteString( name, MAX_EVENT_PARAM_SIZE );
|
|
owner->ServerSendEvent( idPlayer::EVENT_PICKUPNAME, &msg, false, -1 );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idInventory::Give
|
|
==============
|
|
*/
|
|
bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud ) {
|
|
int i;
|
|
const char *pos;
|
|
const char *end;
|
|
int len;
|
|
idStr weaponString;
|
|
int max;
|
|
const idDeclEntityDef *weaponDecl;
|
|
bool tookWeapon;
|
|
int amount;
|
|
idItemInfo info;
|
|
const char *name;
|
|
|
|
if ( !idStr::Icmpn( statname, "ammo_", 5 ) ) {
|
|
i = AmmoIndexForAmmoClass( statname );
|
|
max = MaxAmmoForAmmoClass( owner, statname );
|
|
if ( ammo[ i ] >= max ) {
|
|
return false;
|
|
}
|
|
amount = atoi( value );
|
|
if ( amount ) {
|
|
ammo[ i ] += amount;
|
|
if ( ( max > 0 ) && ( ammo[ i ] > max ) ) {
|
|
ammo[ i ] = max;
|
|
}
|
|
ammoPulse = true;
|
|
|
|
name = AmmoPickupNameForIndex( i );
|
|
if ( idStr::Length( name ) ) {
|
|
AddPickupName( name, "", owner ); //new _D3XP
|
|
}
|
|
}
|
|
} else if ( !idStr::Icmp( statname, "armor" ) ) {
|
|
if ( armor >= maxarmor ) {
|
|
return false; // can't hold any more, so leave the item
|
|
}
|
|
amount = atoi( value );
|
|
if ( amount ) {
|
|
armor += amount;
|
|
if ( armor > maxarmor ) {
|
|
armor = maxarmor;
|
|
}
|
|
nextArmorDepleteTime = 0;
|
|
armorPulse = true;
|
|
}
|
|
} else if ( idStr::FindText( statname, "inclip_" ) == 0 ) {
|
|
i = WeaponIndexForAmmoClass( spawnArgs, statname + 7 );
|
|
if ( i != -1 ) {
|
|
// set, don't add. not going over the clip size limit.
|
|
}
|
|
|
|
} else if ( !idStr::Icmp( statname, "berserk" ) ) {
|
|
GivePowerUp( owner, BERSERK, SEC2MS( atof( value ) ) );
|
|
} else if ( !idStr::Icmp( statname, "mega" ) ) {
|
|
GivePowerUp( owner, MEGAHEALTH, SEC2MS( atof( value ) ) );
|
|
} else if ( !idStr::Icmp( statname, "weapon" ) ) {
|
|
tookWeapon = false;
|
|
for( pos = value; pos != NULL; pos = end ) {
|
|
end = strchr( pos, ',' );
|
|
if ( end ) {
|
|
len = end - pos;
|
|
end++;
|
|
} else {
|
|
len = strlen( pos );
|
|
}
|
|
|
|
idStr weaponName( pos, 0, len );
|
|
|
|
// find the number of the matching weapon name
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", i ) ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( i >= MAX_WEAPONS ) {
|
|
gameLocal.Warning( "Unknown weapon '%s'", weaponName.c_str() );
|
|
continue;
|
|
}
|
|
|
|
// cache the media for this weapon
|
|
weaponDecl = gameLocal.FindEntityDef( weaponName, false );
|
|
|
|
// don't pickup "no ammo" weapon types twice
|
|
// not for D3 SP .. there is only one case in the game where you can get a no ammo
|
|
// weapon when you might already have it, in that case it is more conistent to pick it up
|
|
if ( gameLocal.isMultiplayer && weaponDecl && ( weapons & ( 1 << i ) ) && !weaponDecl->dict.GetInt( "ammoRequired" ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || ( weaponName == "weapon_fists" ) || ( weaponName == "weapon_soulcube" ) ) {
|
|
if ( ( weapons & ( 1 << i ) ) == 0 || gameLocal.isMultiplayer ) {
|
|
/*
|
|
//commented out by ivan: picked up weapon is now selected in idPlayer::AddWeaponToSlots
|
|
if ( owner->GetUserInfo()->GetBool( "ui_autoSwitch" ) && idealWeapon ) {
|
|
assert( !gameLocal.isClient );
|
|
*idealWeapon = i;
|
|
}
|
|
*/
|
|
|
|
if ( owner->hud && updateHud && lastGiveTime + 1000 < gameLocal.time ) {
|
|
owner->hud->SetStateInt( "newWeapon", i );
|
|
owner->hud->HandleNamedEvent( "newWeapon" );
|
|
lastGiveTime = gameLocal.time;
|
|
}
|
|
weaponPulse = true;
|
|
weapons |= ( 1 << i );
|
|
tookWeapon = true;
|
|
}
|
|
}
|
|
}
|
|
return tookWeapon;
|
|
} else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) {
|
|
// ignore these as they're handled elsewhere
|
|
return false;
|
|
} else {
|
|
// unknown item
|
|
gameLocal.Warning( "Unknown stat '%s' added to player's inventory", statname );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//ivan start
|
|
int idInventory::GetSlotByWeap( int i ){
|
|
int w;
|
|
for( w = 0; w < NUM_SLOTS; w++ ) { //if already in
|
|
if ( i == weaponSlot[w] ) {
|
|
return w;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int idInventory::FindFreeSlot( void ){
|
|
int w;
|
|
for( w = 0; w < NUM_SLOTS; w++ ) { //if a free slot
|
|
if ( -1 == weaponSlot[w] ) {
|
|
return w;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void idInventory::AssignWeapToSlot( int w, int slot ){
|
|
weaponSlot[slot] = w;
|
|
weaponPulse = false; //will trigger UpdateHudWeapon();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
idInventory::NumWeapForAmmoType
|
|
===============
|
|
*/
|
|
int idInventory::NumWeapForAmmoType( const idDict &spawnArgs, ammo_t ammoType ) {
|
|
ammo_t tempAmmoType;
|
|
|
|
idStr weap;
|
|
int w;
|
|
int numfound = 0;
|
|
|
|
// check if we have any weapons
|
|
if ( !weapons ) { //should never happen...
|
|
return 0;
|
|
}
|
|
|
|
for( w = 0; w < MAX_WEAPONS; w++ ) {
|
|
if ( weapons & ( 1 << w ) ) {
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( weap != "" ) {
|
|
tempAmmoType = AmmoIndexForWeaponClass( weap.c_str() , NULL );
|
|
if( tempAmmoType == ammoType ) numfound++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
const char *weap;
|
|
int w;
|
|
int s;
|
|
int numfound = 0;
|
|
|
|
s = NUM_SLOTS;
|
|
while( s > 0 ) {
|
|
s--;
|
|
|
|
w = weaponSlot[s];
|
|
if( w == -1 ){ //slot is empty
|
|
continue;
|
|
}
|
|
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
tempAmmoType = AmmoIndexForWeaponClass( weap, NULL );
|
|
|
|
if( tempAmmoType == ammoType ) numfound++;
|
|
}
|
|
*/
|
|
|
|
//gameLocal.Printf("number of weapons with same ammo type: %d\n", numfound );
|
|
return numfound;
|
|
}
|
|
|
|
//ivan end
|
|
|
|
/*
|
|
===============
|
|
idInventoy::Drop
|
|
===============
|
|
*/
|
|
void idInventory::Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index, bool* ammoRemoved ) { //ivan - ammoRemoved added
|
|
// remove the weapon bit
|
|
// also remove the ammo associated with the weapon as we pushed it in the item
|
|
assert( weapon_index != -1 || weapon_classname );
|
|
if ( weapon_index == -1 ) {
|
|
for( weapon_index = 0; weapon_index < MAX_WEAPONS; weapon_index++ ) {
|
|
if ( !idStr::Icmp( weapon_classname, spawnArgs.GetString( va( "def_weapon%d", weapon_index ) ) ) ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( weapon_index >= MAX_WEAPONS ) {
|
|
gameLocal.Error( "Unknown weapon '%s'", weapon_classname );
|
|
}
|
|
} else if ( !weapon_classname ) {
|
|
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", weapon_index ) );
|
|
}
|
|
|
|
//ivan start
|
|
|
|
/*
|
|
//was:
|
|
weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) );
|
|
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL );
|
|
if ( ammo_i ) {
|
|
clip[ weapon_index ] = -1;
|
|
ammo[ ammo_i ] = 0;
|
|
weapon_mode[ weapon_index ] = 0; //ivan
|
|
}
|
|
*/
|
|
|
|
|
|
//remove ammo
|
|
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL );
|
|
if ( ammo_i ) {
|
|
//ivan start
|
|
if( NumWeapForAmmoType( spawnArgs, ammo_i ) > 1 ){
|
|
//ammo[ ammo_i ] = 0; //don't remove ammo!
|
|
if( ammoRemoved ) *ammoRemoved = false;
|
|
}else{
|
|
ammo[ ammo_i ] = 0;
|
|
if( ammoRemoved ) *ammoRemoved = true;
|
|
}
|
|
|
|
clip[ weapon_index ] = -1; //remove clip
|
|
weapon_mode[ weapon_index ] = 0; //reset mode
|
|
//ivan end
|
|
}
|
|
|
|
//remove weapons
|
|
weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) ); //remove weapon
|
|
|
|
//clear the slot
|
|
int slot = GetSlotByWeap( weapon_index );
|
|
if( slot >= 0 ){ //this weapon was is a slot
|
|
weaponSlot[slot] = -1; //empty slot
|
|
}
|
|
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idInventory::HasAmmo
|
|
===============
|
|
*/
|
|
int idInventory::HasAmmo( ammo_t type, int amount ) {
|
|
if ( ( type == 0 ) || !amount ) {
|
|
// always allow weapons that don't use ammo to fire
|
|
return -1;
|
|
}
|
|
|
|
// check if we have infinite ammo
|
|
if ( ammo[ type ] < 0 ) {
|
|
return -1;
|
|
}
|
|
|
|
// return how many shots we can fire
|
|
return ammo[ type ] / amount;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idInventory::HasAmmo
|
|
===============
|
|
*/
|
|
int idInventory::HasAmmo( const char *weapon_classname, bool includeClip, idPlayer* owner ) { //_D3XP
|
|
int ammoRequired;
|
|
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, &ammoRequired );
|
|
|
|
int ammoCount = HasAmmo( ammo_i, ammoRequired );
|
|
if(includeClip && owner) {
|
|
ammoCount += clip[owner->SlotForWeapon(weapon_classname)];
|
|
}
|
|
return ammoCount;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idInventory::UseAmmo
|
|
===============
|
|
*/
|
|
bool idInventory::UseAmmo( ammo_t type, int amount ) {
|
|
if ( !HasAmmo( type, amount ) ) {
|
|
return false;
|
|
}
|
|
|
|
// take an ammo away if not infinite
|
|
if ( ammo[ type ] >= 0 ) {
|
|
ammo[ type ] -= amount;
|
|
ammoPredictTime = gameLocal.time; // mp client: we predict this. mark time so we're not confused by snapshots
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idInventory::UpdateArmor
|
|
===============
|
|
*/
|
|
void idInventory::UpdateArmor( void ) {
|
|
if ( deplete_armor != 0.0f && deplete_armor < armor ) {
|
|
if ( !nextArmorDepleteTime ) {
|
|
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
|
|
} else if ( gameLocal.time > nextArmorDepleteTime ) {
|
|
armor -= deplete_ammount;
|
|
if ( armor < deplete_armor ) {
|
|
armor = deplete_armor;
|
|
}
|
|
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::idPlayer
|
|
==============
|
|
*/
|
|
idPlayer::idPlayer() {
|
|
memset( &usercmd, 0, sizeof( usercmd ) );
|
|
|
|
noclip = false;
|
|
godmode = false;
|
|
telishield = 1; //added Revility 2018 for shield spells, player taking no damage
|
|
crossHairOrigin = 1; //rev 2018
|
|
//ivan start
|
|
animMoveNoGravity = false;
|
|
animMoveType = ANIMMOVE_NONE;
|
|
comboOn = false;
|
|
allowTurn = true;
|
|
blendModelYaw = false;
|
|
comboForceHighPain = 0;
|
|
lastSpread = 0;
|
|
//ivan end
|
|
|
|
spawnAnglesSet = false;
|
|
spawnAngles = ang_zero;
|
|
viewAngles = ang_zero;
|
|
cmdAngles = ang_zero;
|
|
|
|
oldButtons = 0;
|
|
buttonMask = 0;
|
|
oldFlags = 0;
|
|
|
|
lastHitTime = 0;
|
|
lastSndHitTime = 0;
|
|
lastSavingThrowTime = 0;
|
|
|
|
weapon = NULL;
|
|
|
|
hud = NULL;
|
|
objectiveSystem = NULL;
|
|
objectiveSystemOpen = false;
|
|
|
|
//ivan start
|
|
combolist = NULL;
|
|
combolistOpen = false;
|
|
//ivan end
|
|
|
|
heartRate = BASE_HEARTRATE;
|
|
heartInfo.Init( 0, 0, 0, 0 );
|
|
lastHeartAdjust = 0;
|
|
lastHeartBeat = 0;
|
|
lastDmgTime = 0;
|
|
deathClearContentsTime = 0;
|
|
lastArmorPulse = -10000;
|
|
stamina = 0.0f;
|
|
healthPool = 0.0f;
|
|
nextHealthPulse = 0;
|
|
healthPulse = false;
|
|
nextHealthTake = 0;
|
|
healthTake = false;
|
|
|
|
scoreBoardOpen = false;
|
|
forceScoreBoard = false;
|
|
forceRespawn = false;
|
|
spectating = false;
|
|
spectator = 0;
|
|
colorBar = vec3_zero;
|
|
colorBarIndex = 0;
|
|
forcedReady = false;
|
|
wantSpectate = false;
|
|
|
|
lastHitToggle = false;
|
|
|
|
minRespawnTime = 0;
|
|
maxRespawnTime = 0;
|
|
|
|
firstPersonViewOrigin = vec3_zero;
|
|
firstPersonViewAxis = mat3_identity;
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
fixedAimViewAxis = mat3_identity;
|
|
endPos = vec3_zero;
|
|
#endif
|
|
|
|
hipJoint = INVALID_JOINT;
|
|
chestJoint = INVALID_JOINT;
|
|
headJoint = INVALID_JOINT;
|
|
|
|
bobFoot = 0;
|
|
bobFrac = 0.0f;
|
|
bobfracsin = 0.0f;
|
|
bobCycle = 0;
|
|
xyspeed = 0.0f;
|
|
stepUpTime = 0;
|
|
stepUpDelta = 0.0f;
|
|
idealLegsYaw = 0.0f;
|
|
legsYaw = 0.0f;
|
|
legsForward = true;
|
|
oldViewYaw = 0.0f;
|
|
viewBobAngles = ang_zero;
|
|
viewBob = vec3_zero;
|
|
landChange = 0;
|
|
landTime = 0;
|
|
|
|
currentWeapon = -1;
|
|
currentSlot = -1; //ivan - default is none
|
|
idealWeapon = -1;
|
|
previousWeapon = -1;
|
|
quickWeapon = -1; //new
|
|
weaponSwitchTime = 0;
|
|
weaponEnabled = true;
|
|
weapon_soulcube = -1;
|
|
weapon_pda = -1;
|
|
weapon_fists = -1;
|
|
showWeaponViewModel = true;
|
|
|
|
skin = NULL;
|
|
powerUpSkin = NULL;
|
|
baseSkinName = "";
|
|
|
|
numProjectilesFired = 0;
|
|
numProjectileHits = 0;
|
|
|
|
airless = false;
|
|
airTics = 0;
|
|
lastAirDamage = 0;
|
|
|
|
gibDeath = false;
|
|
gibsLaunched = false;
|
|
gibsDir = vec3_zero;
|
|
|
|
zoomFov.Init( 0, 0, 0, 0 );
|
|
centerView.Init( 0, 0, 0, 0 );
|
|
fxFov = false;
|
|
|
|
influenceFov = 0;
|
|
influenceActive = 0;
|
|
influenceRadius = 0.0f;
|
|
influenceEntity = NULL;
|
|
influenceMaterial = NULL;
|
|
influenceSkin = NULL;
|
|
|
|
privateCameraView = NULL;
|
|
|
|
memset( loggedViewAngles, 0, sizeof( loggedViewAngles ) );
|
|
memset( loggedAccel, 0, sizeof( loggedAccel ) );
|
|
currentLoggedAccel = 0;
|
|
|
|
focusTime = 0;
|
|
focusGUIent = NULL;
|
|
focusUI = NULL;
|
|
focusCharacter = NULL;
|
|
talkCursor = 0;
|
|
focusVehicle = NULL;
|
|
cursor = NULL;
|
|
|
|
oldMouseX = 0;
|
|
oldMouseY = 0;
|
|
|
|
pdaAudio = "";
|
|
pdaVideo = "";
|
|
pdaVideoWave = "";
|
|
|
|
lastDamageDef = 0;
|
|
lastDamageDir = vec3_zero;
|
|
lastDamageLocation = 0;
|
|
smoothedFrame = 0;
|
|
smoothedOriginUpdated = false;
|
|
smoothedOrigin = vec3_zero;
|
|
smoothedAngles = ang_zero;
|
|
|
|
fl.networkSync = true;
|
|
|
|
latchedTeam = -1;
|
|
doingDeathSkin = false;
|
|
weaponGone = false;
|
|
useInitialSpawns = false;
|
|
tourneyRank = 0;
|
|
lastSpectateTeleport = 0;
|
|
tourneyLine = 0;
|
|
hiddenWeapon = false;
|
|
tipUp = false;
|
|
objectiveUp = false;
|
|
teleportEntity = NULL;
|
|
teleportKiller = -1;
|
|
respawning = false;
|
|
ready = false;
|
|
leader = false;
|
|
lastSpectateChange = 0;
|
|
lastTeleFX = -9999;
|
|
weaponCatchup = false;
|
|
lastSnapshotSequence = 0;
|
|
|
|
MPAim = -1;
|
|
lastMPAim = -1;
|
|
lastMPAimTime = 0;
|
|
MPAimFadeTime = 0;
|
|
MPAimHighlight = false;
|
|
|
|
spawnedTime = 0;
|
|
lastManOver = false;
|
|
lastManPlayAgain = false;
|
|
lastManPresent = false;
|
|
|
|
isTelefragged = false;
|
|
|
|
isLagged = false;
|
|
isChatting = false;
|
|
|
|
selfSmooth = false;
|
|
|
|
//ivan start - kick vars
|
|
kickDefName = "";
|
|
kickDef = NULL;
|
|
lastKickedEnt = NULL;
|
|
nextKickFx = 0;
|
|
nextKickSnd = 0;
|
|
kickEnabled = false;
|
|
kickDmgMultiplier = 0.0f;
|
|
kickDistance = 0.0f;
|
|
fromJointKick = INVALID_JOINT;
|
|
toJointKick = INVALID_JOINT;
|
|
kickBox.Zero();
|
|
//ivan end
|
|
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
memset( &weaponZoom, 0, sizeof( weaponZoom ) ); // New
|
|
memset( projectileType, 0, sizeof(projectileType) );
|
|
#endif //_DENTONMOD_PLAYER_CPP
|
|
|
|
//ivan start - from hq2
|
|
/*
|
|
oldCameraPos = vec3_zero;
|
|
lockedXpos = 0.0f;
|
|
isXlocked = true;
|
|
blendModelYaw = false;
|
|
forcedMovIncreasingX = false;
|
|
forcedMovAborted = false;
|
|
forcedMovCanBeAborted = false;
|
|
forcedMovTotalForce = false;
|
|
forcedMovDelta = vec3_zero;
|
|
forcedMovOldOrg = vec3_zero;
|
|
forcedMovTarget = NULL;
|
|
skipCameraZblend = true; //force instant update first frame
|
|
enableCameraYblend = false;
|
|
forceCameraY = false;
|
|
inhibitInputTime = 0;
|
|
inhibitAimCrouchTime = 0;
|
|
updXlock = true;
|
|
forcedCameraYpos = 0.0f;
|
|
|
|
isanimmove = false;
|
|
*/
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::LinkScriptVariables
|
|
|
|
set up conditions for animation
|
|
==============
|
|
*/
|
|
void idPlayer::LinkScriptVariables( void ) {
|
|
AI_FORWARD.LinkTo( scriptObject, "AI_FORWARD" );
|
|
AI_BACKWARD.LinkTo( scriptObject, "AI_BACKWARD" );
|
|
AI_STRAFE_LEFT.LinkTo( scriptObject, "AI_STRAFE_LEFT" );
|
|
AI_STRAFE_RIGHT.LinkTo( scriptObject, "AI_STRAFE_RIGHT" );
|
|
AI_ATTACK_HELD.LinkTo( scriptObject, "AI_ATTACK_HELD" );
|
|
AI_WEAPON_FIRED.LinkTo( scriptObject, "AI_WEAPON_FIRED" );
|
|
AI_SEC_ATTACK_HELD.LinkTo( scriptObject, "AI_SEC_ATTACK_HELD" ); //ivan
|
|
AI_SEC_WEAPON_FIRED.LinkTo( scriptObject, "AI_SEC_WEAPON_FIRED" ); //ivan
|
|
AI_JUMP.LinkTo( scriptObject, "AI_JUMP" );
|
|
AI_DEAD.LinkTo( scriptObject, "AI_DEAD" );
|
|
AI_CROUCH.LinkTo( scriptObject, "AI_CROUCH" );
|
|
AI_ONGROUND.LinkTo( scriptObject, "AI_ONGROUND" );
|
|
AI_ONLADDER.LinkTo( scriptObject, "AI_ONLADDER" );
|
|
AI_HARDLANDING.LinkTo( scriptObject, "AI_HARDLANDING" );
|
|
AI_SOFTLANDING.LinkTo( scriptObject, "AI_SOFTLANDING" );
|
|
AI_RUN.LinkTo( scriptObject, "AI_RUN" );
|
|
AI_PAIN.LinkTo( scriptObject, "AI_PAIN" );
|
|
AI_RELOAD.LinkTo( scriptObject, "AI_RELOAD" );
|
|
AI_TELEPORT.LinkTo( scriptObject, "AI_TELEPORT" );
|
|
AI_TURN_LEFT.LinkTo( scriptObject, "AI_TURN_LEFT" );
|
|
AI_TURN_RIGHT.LinkTo( scriptObject, "AI_TURN_RIGHT" );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::SetupWeaponEntity
|
|
==============
|
|
*/
|
|
void idPlayer::SetupWeaponEntity( void ) {
|
|
int w;
|
|
const char *weap;
|
|
|
|
if ( weapon.GetEntity() ) {
|
|
// get rid of old weapon
|
|
weapon.GetEntity()->Clear();
|
|
currentWeapon = -1;
|
|
} else if ( !gameLocal.isClient ) {
|
|
weapon = static_cast<idWeapon *>( gameLocal.SpawnEntityType( idWeapon::Type, NULL ) );
|
|
weapon.GetEntity()->SetOwner( this );
|
|
currentWeapon = -1;
|
|
}
|
|
|
|
for( w = 0; w < MAX_WEAPONS; w++ ) {
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( weap && *weap ) {
|
|
idWeapon::CacheWeapon( weap );
|
|
}
|
|
}
|
|
}
|
|
|
|
//ivan start
|
|
void idPlayer::SetupSlots( void ){
|
|
int i;
|
|
//add the weapons we already have to slots
|
|
for ( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
if ( inventory.weapons & ( 1 << i ) ) {
|
|
AddWeaponToSlots( i, false );
|
|
}
|
|
}
|
|
|
|
currentSlot = (i > 0) ? 0 : -1;
|
|
|
|
//fix: if we start with only one weapon in slots hud is not up to date --> force upd here
|
|
if(hud){
|
|
if( currentSlot != -1 ){
|
|
hud->HandleNamedEvent( va( "selectSlot%d", currentSlot ) );
|
|
}else{
|
|
hud->HandleNamedEvent( "selectExtraSlot" );
|
|
}
|
|
}
|
|
//fix end
|
|
}
|
|
//ivan end
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Init
|
|
==============
|
|
*/
|
|
void idPlayer::Init( void ) {
|
|
const char *value;
|
|
const idKeyValue *kv;
|
|
|
|
noclip = false;
|
|
godmode = false;
|
|
|
|
oldButtons = 0;
|
|
oldFlags = 0;
|
|
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
memset( &weaponZoom, 0, sizeof( weaponZoom ) ); // New
|
|
#endif //_DENTONMOD_PLAYER_CPP
|
|
|
|
currentWeapon = -1;
|
|
idealWeapon = -1;
|
|
previousWeapon = -1;
|
|
quickWeapon = -1; //new
|
|
weaponSwitchTime = 0;
|
|
weaponEnabled = true;
|
|
weapon_soulcube = SlotForWeapon( "weapon_soulcube" );
|
|
weapon_pda = SlotForWeapon( "weapon_pda" );
|
|
weapon_fists = SlotForWeapon( "weapon_fists" );
|
|
showWeaponViewModel = GetUserInfo()->GetBool( "ui_showGun" );
|
|
|
|
|
|
lastDmgTime = 0;
|
|
lastArmorPulse = -10000;
|
|
lastHeartAdjust = 0;
|
|
lastHeartBeat = 0;
|
|
heartInfo.Init( 0, 0, 0, 0 );
|
|
|
|
bobCycle = 0;
|
|
bobFrac = 0.0f;
|
|
landChange = 0;
|
|
landTime = 0;
|
|
zoomFov.Init( 0, 0, 0, 0 );
|
|
centerView.Init( 0, 0, 0, 0 );
|
|
fxFov = false;
|
|
|
|
influenceFov = 0;
|
|
influenceActive = 0;
|
|
influenceRadius = 0.0f;
|
|
influenceEntity = NULL;
|
|
influenceMaterial = NULL;
|
|
influenceSkin = NULL;
|
|
|
|
currentLoggedAccel = 0;
|
|
|
|
focusTime = 0;
|
|
focusGUIent = NULL;
|
|
focusUI = NULL;
|
|
focusCharacter = NULL;
|
|
talkCursor = 0;
|
|
focusVehicle = NULL;
|
|
|
|
// remove any damage effects
|
|
playerView.ClearEffects();
|
|
|
|
// damage values
|
|
fl.takedamage = true;
|
|
ClearPain();
|
|
|
|
// restore persistent data
|
|
RestorePersistantInfo();
|
|
|
|
bobCycle = 0;
|
|
stamina = 0.0f;
|
|
healthPool = 0.0f;
|
|
nextHealthPulse = 0;
|
|
healthPulse = false;
|
|
nextHealthTake = 0;
|
|
healthTake = false;
|
|
|
|
SetupWeaponEntity();
|
|
currentWeapon = -1;
|
|
previousWeapon = -1;
|
|
quickWeapon = -1; //new
|
|
|
|
//ivan start - setup slots - this has to be done after RestorePersistantInfo() so that weapons could be already assigned to slots
|
|
SetupSlots();
|
|
//ivan end
|
|
|
|
heartRate = BASE_HEARTRATE;
|
|
AdjustHeartRate( BASE_HEARTRATE, 0.0f, 0.0f, true );
|
|
|
|
idealLegsYaw = 0.0f;
|
|
legsYaw = 0.0f;
|
|
legsForward = true;
|
|
oldViewYaw = 0.0f;
|
|
|
|
// set the pm_ cvars
|
|
if ( !gameLocal.isMultiplayer || gameLocal.isServer ) {
|
|
kv = spawnArgs.MatchPrefix( "pm_", NULL );
|
|
while( kv ) {
|
|
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
|
|
kv = spawnArgs.MatchPrefix( "pm_", kv );
|
|
}
|
|
}
|
|
// disable stamina on hell levels
|
|
if ( gameLocal.world && gameLocal.world->spawnArgs.GetBool( "no_stamina" ) ) {
|
|
pm_stamina.SetFloat( 0.0f );
|
|
}
|
|
|
|
// stamina always initialized to maximum
|
|
stamina = pm_stamina.GetFloat();
|
|
|
|
// air always initialized to maximum too
|
|
airTics = pm_airTics.GetFloat();
|
|
airless = false;
|
|
|
|
gibDeath = false;
|
|
gibsLaunched = false;
|
|
gibsDir.Zero();
|
|
|
|
// set the gravity
|
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
|
|
|
// start out standing
|
|
SetEyeHeight( pm_normalviewheight.GetFloat() );
|
|
|
|
stepUpTime = 0;
|
|
stepUpDelta = 0.0f;
|
|
viewBobAngles.Zero();
|
|
viewBob.Zero();
|
|
|
|
value = spawnArgs.GetString( "model" );
|
|
if ( value && ( *value != 0 ) ) {
|
|
SetModel( value );
|
|
}
|
|
|
|
if ( cursor ) {
|
|
cursor->SetStateInt( "talkcursor", 0 );
|
|
cursor->SetStateString( "combatcursor", "1" );
|
|
cursor->SetStateString( "itemcursor", "0" );
|
|
cursor->SetStateString( "guicursor", "0" );
|
|
|
|
cursor->SetStateString( "grabbercursor", "0" ); //ivan
|
|
}
|
|
|
|
if ( ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) && skin ) {
|
|
SetSkin( skin );
|
|
renderEntity.shaderParms[6] = 0.0f;
|
|
} else if ( spawnArgs.GetString( "spawn_skin", NULL, &value ) ) {
|
|
skin = declManager->FindSkin( value );
|
|
SetSkin( skin );
|
|
renderEntity.shaderParms[6] = 0.0f;
|
|
}
|
|
|
|
value = spawnArgs.GetString( "bone_hips", "" );
|
|
hipJoint = animator.GetJointHandle( value );
|
|
if ( hipJoint == INVALID_JOINT ) {
|
|
gameLocal.Error( "Joint '%s' not found for 'bone_hips' on '%s'", value, name.c_str() );
|
|
}
|
|
|
|
value = spawnArgs.GetString( "bone_chest", "" );
|
|
chestJoint = animator.GetJointHandle( value );
|
|
if ( chestJoint == INVALID_JOINT ) {
|
|
gameLocal.Error( "Joint '%s' not found for 'bone_chest' on '%s'", value, name.c_str() );
|
|
}
|
|
|
|
value = spawnArgs.GetString( "bone_head", "" );
|
|
headJoint = animator.GetJointHandle( value );
|
|
if ( headJoint == INVALID_JOINT ) {
|
|
gameLocal.Error( "Joint '%s' not found for 'bone_head' on '%s'", value, name.c_str() );
|
|
}
|
|
|
|
// initialize the script variables
|
|
AI_FORWARD = false;
|
|
AI_BACKWARD = false;
|
|
AI_STRAFE_LEFT = false;
|
|
AI_STRAFE_RIGHT = false;
|
|
AI_ATTACK_HELD = false;
|
|
AI_WEAPON_FIRED = false;
|
|
AI_SEC_ATTACK_HELD = false; //ivan
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
AI_JUMP = false;
|
|
AI_DEAD = false;
|
|
AI_CROUCH = false;
|
|
AI_ONGROUND = true;
|
|
AI_ONLADDER = false;
|
|
AI_HARDLANDING = false;
|
|
AI_SOFTLANDING = false;
|
|
AI_RUN = false;
|
|
AI_PAIN = false;
|
|
AI_RELOAD = false;
|
|
AI_TELEPORT = false;
|
|
AI_TURN_LEFT = false;
|
|
AI_TURN_RIGHT = false;
|
|
|
|
// reset the script object
|
|
ConstructScriptObject();
|
|
|
|
// execute the script so the script object's constructor takes effect immediately
|
|
scriptThread->Execute();
|
|
|
|
forceScoreBoard = false;
|
|
forcedReady = false;
|
|
|
|
privateCameraView = NULL;
|
|
|
|
lastSpectateChange = 0;
|
|
lastTeleFX = -9999;
|
|
|
|
hiddenWeapon = false;
|
|
tipUp = false;
|
|
objectiveUp = false;
|
|
teleportEntity = NULL;
|
|
teleportKiller = -1;
|
|
leader = false;
|
|
|
|
SetPrivateCameraView( NULL );
|
|
|
|
lastSnapshotSequence = 0;
|
|
|
|
MPAim = -1;
|
|
lastMPAim = -1;
|
|
lastMPAimTime = 0;
|
|
MPAimFadeTime = 0;
|
|
MPAimHighlight = false;
|
|
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "aim_clear" );
|
|
}
|
|
|
|
cvarSystem->SetCVarBool( "ui_chat", false );
|
|
|
|
/*
|
|
//ivan start from hq2
|
|
health_lost = 0;
|
|
save_walk_dir = false;
|
|
keep_walk_dir = false;
|
|
old_viewAngles_yaw = 0.0f;
|
|
fw_toggled = false;
|
|
fw_inverted = false;
|
|
viewPos = 0.0f;
|
|
lockedXpos = 0.0f;
|
|
isXlocked = true;
|
|
blendModelYaw = false;
|
|
forcedMovIncreasingX = false;
|
|
forcedMovCanBeAborted = false;
|
|
forcedMovTotalForce = false;
|
|
forcedMovAborted = false;
|
|
forcedMovDelta = vec3_zero;
|
|
forcedMovOldOrg = vec3_zero;
|
|
forcedMovTarget = NULL;
|
|
skipCameraZblend = true; //force instant update first frame
|
|
enableCameraYblend = false;
|
|
forceCameraY = false;
|
|
inhibitInputTime = 0;
|
|
inhibitAimCrouchTime = 0;
|
|
forcedCameraYpos = 0.0f;
|
|
//ivan end
|
|
*/
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Spawn
|
|
|
|
Prepare any resources used by the player.
|
|
==============
|
|
*/
|
|
void idPlayer::Spawn( void ) {
|
|
idStr temp;
|
|
idBounds bounds;
|
|
|
|
if ( entityNumber >= MAX_CLIENTS ) {
|
|
gameLocal.Error( "entityNum > MAX_CLIENTS for player. Player may only be spawned with a client." );
|
|
}
|
|
|
|
// allow thinking during cinematics
|
|
cinematic = true;
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
// always start in spectating state waiting to be spawned in
|
|
// do this before SetClipModel to get the right bounding box
|
|
spectating = true;
|
|
}
|
|
|
|
// set our collision model
|
|
physicsObj.SetSelf( this );
|
|
SetClipModel();
|
|
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
|
SetPhysics( &physicsObj );
|
|
InitAASLocation();
|
|
|
|
skin = renderEntity.customSkin;
|
|
|
|
// only the local player needs guis
|
|
if ( !gameLocal.isMultiplayer || entityNumber == gameLocal.localClientNum ) {
|
|
|
|
// load HUD
|
|
if ( gameLocal.isMultiplayer ) {
|
|
hud = uiManager->FindGui( "guis/mphud.gui", true, false, true );
|
|
} else if ( spawnArgs.GetString( "hud", "", temp ) ) {
|
|
hud = uiManager->FindGui( temp, true, false, true );
|
|
}
|
|
|
|
if ( hud ) {
|
|
hud->Activate( true, gameLocal.time );
|
|
}
|
|
|
|
// load cursor
|
|
if ( spawnArgs.GetString( "cursor", "", temp ) ) {
|
|
cursor = uiManager->FindGui( temp, true, gameLocal.isMultiplayer, gameLocal.isMultiplayer );
|
|
}
|
|
if ( cursor ) {
|
|
cursor->Activate( true, gameLocal.time );
|
|
}
|
|
|
|
objectiveSystem = uiManager->FindGui( "guis/pda.gui", true, false, true );
|
|
objectiveSystemOpen = false;
|
|
|
|
//ivan start
|
|
// load combolist
|
|
if ( spawnArgs.GetString( "combolist", "", temp ) ) {
|
|
combolist = uiManager->FindGui( temp, true );
|
|
}
|
|
if ( combolist ) {
|
|
combolist->Activate( true, gameLocal.time );
|
|
}
|
|
combolistOpen = false;
|
|
//ivan end
|
|
}
|
|
|
|
SetLastHitTime( 0 );
|
|
|
|
// load the armor sound feedback
|
|
declManager->FindSound( "player_sounds_hitArmor" );
|
|
|
|
// set up conditions for animation
|
|
LinkScriptVariables();
|
|
|
|
animator.RemoveOriginOffset( true );
|
|
|
|
// initialize user info related settings
|
|
// on server, we wait for the userinfo broadcast, as this controls when the player is initially spawned in game
|
|
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
|
|
UserInfoChanged( false );
|
|
}
|
|
|
|
// create combat collision hull for exact collision detection
|
|
SetCombatModel();
|
|
|
|
// init the damage effects
|
|
playerView.SetPlayerEntity( this );
|
|
|
|
// supress model in non-player views, but allow it in mirrors and remote views
|
|
renderEntity.suppressSurfaceInViewID = entityNumber+1;
|
|
|
|
// don't project shadow on self or weapon
|
|
renderEntity.noSelfShadow = true;
|
|
|
|
idAFAttachment *headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headEnt->GetRenderEntity()->suppressSurfaceInViewID = entityNumber+1;
|
|
headEnt->GetRenderEntity()->noSelfShadow = true;
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
Init();
|
|
Hide(); // properly hidden if starting as a spectator
|
|
if ( !gameLocal.isClient ) {
|
|
// set yourself ready to spawn. idMultiplayerGame will decide when/if appropriate and call SpawnFromSpawnSpot
|
|
SetupWeaponEntity();
|
|
SpawnFromSpawnSpot();
|
|
forceRespawn = true;
|
|
assert( spectating );
|
|
}
|
|
} else {
|
|
SetupWeaponEntity();
|
|
SpawnFromSpawnSpot();
|
|
}
|
|
|
|
// trigger playtesting item gives, if we didn't get here from a previous level
|
|
// the devmap key will be set on the first devmap, but cleared on any level
|
|
// transitions
|
|
if ( !gameLocal.isMultiplayer && gameLocal.serverInfo.FindKey( "devmap" ) ) {
|
|
// fire a trigger with the name "devmap"
|
|
idEntity *ent = gameLocal.FindEntity( "devmap" );
|
|
if ( ent ) {
|
|
ent->ActivateTargets( this );
|
|
}
|
|
}
|
|
if ( hud ) {
|
|
// We can spawn with a full soul cube, so we need to make sure the hud knows this
|
|
if ( weapon_soulcube > 0 && ( inventory.weapons & ( 1 << weapon_soulcube ) ) ) {
|
|
int max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
|
|
if ( inventory.ammo[ idWeapon::GetAmmoNumForName( "ammo_souls" ) ] >= max_souls ) {
|
|
hud->HandleNamedEvent( "soulCubeReady" );
|
|
}
|
|
}
|
|
hud->HandleNamedEvent( "itemPickup" );
|
|
}
|
|
|
|
if ( GetPDA() ) {
|
|
// Add any emails from the inventory
|
|
for ( int i = 0; i < inventory.emails.Num(); i++ ) {
|
|
GetPDA()->AddEmail( inventory.emails[i] );
|
|
}
|
|
GetPDA()->SetSecurity( common->GetLanguageDict()->GetString( "#str_00066" ) );
|
|
}
|
|
|
|
if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
|
|
hiddenWeapon = true;
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->LowerWeapon();
|
|
}
|
|
idealWeapon = 0;
|
|
} else {
|
|
hiddenWeapon = false;
|
|
}
|
|
|
|
if ( hud ) {
|
|
UpdateHudWeapon();
|
|
hud->StateChanged( gameLocal.time );
|
|
}
|
|
|
|
tipUp = false;
|
|
objectiveUp = false;
|
|
|
|
if ( inventory.levelTriggers.Num() ) {
|
|
PostEventMS( &EV_Player_LevelTrigger, 0 );
|
|
}
|
|
|
|
inventory.pdaOpened = false;
|
|
inventory.selPDA = 0;
|
|
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
if ( g_skill.GetInteger() < 2 ) {
|
|
if ( health < 25 ) {
|
|
health = 25;
|
|
}
|
|
if ( g_useDynamicProtection.GetBool() ) {
|
|
g_damageScale.SetFloat( 1.0f );
|
|
}
|
|
} else {
|
|
g_damageScale.SetFloat( 1.0f );
|
|
g_armorProtection.SetFloat( ( g_skill.GetInteger() < 2 ) ? 0.4f : 0.2f );
|
|
|
|
if ( g_skill.GetInteger() == 3 ) {
|
|
healthTake = true;
|
|
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
|
|
}
|
|
}
|
|
}
|
|
//Setup the weapon toggle lists //NEW
|
|
const idKeyValue *kv;
|
|
kv = spawnArgs.MatchPrefix( "weapontoggle", NULL );
|
|
while( kv ) {
|
|
WeaponToggle_t newToggle;
|
|
strcpy(newToggle.name, kv->GetKey().c_str());
|
|
|
|
idStr toggleData = kv->GetValue();
|
|
|
|
idLexer src;
|
|
idToken token;
|
|
src.LoadMemory(toggleData, toggleData.Length(), "toggleData");
|
|
while(1) {
|
|
if(!src.ReadToken(&token)) {
|
|
break;
|
|
}
|
|
int index = atoi(token.c_str());
|
|
newToggle.toggleList.Append(index);
|
|
|
|
//Skip the ,
|
|
src.ReadToken(&token);
|
|
}
|
|
weaponToggles.Set(newToggle.name, newToggle);
|
|
|
|
kv = spawnArgs.MatchPrefix( "weapontoggle", kv );
|
|
}
|
|
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
memset( projectileType, 0, sizeof(projectileType) );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::~idPlayer()
|
|
|
|
Release any resources used by the player.
|
|
==============
|
|
*/
|
|
idPlayer::~idPlayer() {
|
|
delete weapon.GetEntity();
|
|
weapon = NULL;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::Save
|
|
===========
|
|
*/
|
|
void idPlayer::Save( idSaveGame *savefile ) const {
|
|
int i;
|
|
|
|
savefile->WriteUsercmd( usercmd );
|
|
playerView.Save( savefile );
|
|
|
|
savefile->WriteBool( noclip );
|
|
savefile->WriteBool( godmode );
|
|
//ivan start
|
|
savefile->WriteBool( animMoveNoGravity );
|
|
savefile->WriteInt( animMoveType );
|
|
savefile->WriteBool( comboOn );
|
|
savefile->WriteBool( allowTurn );
|
|
savefile->WriteBool( blendModelYaw );
|
|
savefile->WriteInt( comboForceHighPain );
|
|
//not saved: lastSpread
|
|
//ivan end
|
|
|
|
// don't save spawnAnglesSet, since we'll have to reset them after loading the savegame
|
|
savefile->WriteAngles( spawnAngles );
|
|
savefile->WriteAngles( viewAngles );
|
|
savefile->WriteAngles( cmdAngles );
|
|
|
|
savefile->WriteInt( buttonMask );
|
|
savefile->WriteInt( oldButtons );
|
|
savefile->WriteInt( oldFlags );
|
|
|
|
savefile->WriteInt( lastHitTime );
|
|
savefile->WriteInt( lastSndHitTime );
|
|
savefile->WriteInt( lastSavingThrowTime );
|
|
|
|
// idBoolFields don't need to be saved, just re-linked in Restore
|
|
|
|
inventory.Save( savefile );
|
|
weapon.Save( savefile );
|
|
|
|
|
|
savefile->WriteUserInterface( hud, false );
|
|
savefile->WriteUserInterface( objectiveSystem, false );
|
|
savefile->WriteBool( objectiveSystemOpen );
|
|
|
|
//ivan start
|
|
savefile->WriteUserInterface( combolist, false );
|
|
savefile->WriteBool( combolistOpen );
|
|
//ivan end
|
|
|
|
savefile->WriteInt( weapon_soulcube );
|
|
savefile->WriteInt( weapon_pda );
|
|
savefile->WriteInt( weapon_fists );
|
|
|
|
savefile->WriteInt( heartRate );
|
|
|
|
savefile->WriteFloat( heartInfo.GetStartTime() );
|
|
savefile->WriteFloat( heartInfo.GetDuration() );
|
|
savefile->WriteFloat( heartInfo.GetStartValue() );
|
|
savefile->WriteFloat( heartInfo.GetEndValue() );
|
|
|
|
savefile->WriteInt( lastHeartAdjust );
|
|
savefile->WriteInt( lastHeartBeat );
|
|
savefile->WriteInt( lastDmgTime );
|
|
savefile->WriteInt( deathClearContentsTime );
|
|
savefile->WriteBool( doingDeathSkin );
|
|
savefile->WriteInt( lastArmorPulse );
|
|
savefile->WriteFloat( stamina );
|
|
savefile->WriteFloat( healthPool );
|
|
savefile->WriteInt( nextHealthPulse );
|
|
savefile->WriteBool( healthPulse );
|
|
savefile->WriteInt( nextHealthTake );
|
|
savefile->WriteBool( healthTake );
|
|
|
|
savefile->WriteBool( hiddenWeapon );
|
|
soulCubeProjectile.Save( savefile );
|
|
|
|
savefile->WriteInt( spectator );
|
|
savefile->WriteVec3( colorBar );
|
|
savefile->WriteInt( colorBarIndex );
|
|
savefile->WriteBool( scoreBoardOpen );
|
|
savefile->WriteBool( forceScoreBoard );
|
|
savefile->WriteBool( forceRespawn );
|
|
savefile->WriteBool( spectating );
|
|
savefile->WriteInt( lastSpectateTeleport );
|
|
savefile->WriteBool( lastHitToggle );
|
|
savefile->WriteBool( forcedReady );
|
|
savefile->WriteBool( wantSpectate );
|
|
savefile->WriteBool( weaponGone );
|
|
savefile->WriteBool( useInitialSpawns );
|
|
savefile->WriteInt( latchedTeam );
|
|
savefile->WriteInt( tourneyRank );
|
|
savefile->WriteInt( tourneyLine );
|
|
|
|
teleportEntity.Save( savefile );
|
|
savefile->WriteInt( teleportKiller );
|
|
|
|
savefile->WriteInt( minRespawnTime );
|
|
savefile->WriteInt( maxRespawnTime );
|
|
|
|
savefile->WriteVec3( firstPersonViewOrigin );
|
|
savefile->WriteMat3( firstPersonViewAxis );
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
/*
|
|
//Not saved:
|
|
idMat3 fixedAimViewAxis;
|
|
idVec3 endPos;
|
|
*/
|
|
#endif
|
|
|
|
// don't bother saving dragEntity since it's a dev tool
|
|
|
|
savefile->WriteJoint( hipJoint );
|
|
savefile->WriteJoint( chestJoint );
|
|
savefile->WriteJoint( headJoint );
|
|
|
|
savefile->WriteStaticObject( physicsObj );
|
|
|
|
savefile->WriteInt( aasLocation.Num() );
|
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
|
savefile->WriteInt( aasLocation[ i ].areaNum );
|
|
savefile->WriteVec3( aasLocation[ i ].pos );
|
|
}
|
|
|
|
savefile->WriteInt( bobFoot );
|
|
savefile->WriteFloat( bobFrac );
|
|
savefile->WriteFloat( bobfracsin );
|
|
savefile->WriteInt( bobCycle );
|
|
savefile->WriteFloat( xyspeed );
|
|
savefile->WriteInt( stepUpTime );
|
|
savefile->WriteFloat( stepUpDelta );
|
|
savefile->WriteFloat( idealLegsYaw );
|
|
savefile->WriteFloat( legsYaw );
|
|
savefile->WriteBool( legsForward );
|
|
savefile->WriteFloat( oldViewYaw );
|
|
savefile->WriteAngles( viewBobAngles );
|
|
savefile->WriteVec3( viewBob );
|
|
savefile->WriteInt( landChange );
|
|
savefile->WriteInt( landTime );
|
|
|
|
savefile->WriteInt( currentWeapon );
|
|
savefile->WriteInt( idealWeapon );
|
|
savefile->WriteInt( previousWeapon );
|
|
savefile->WriteInt( quickWeapon ); //new
|
|
savefile->WriteInt( weaponSwitchTime );
|
|
savefile->WriteBool( weaponEnabled );
|
|
savefile->WriteBool( showWeaponViewModel );
|
|
|
|
savefile->WriteSkin( skin );
|
|
savefile->WriteSkin( powerUpSkin );
|
|
savefile->WriteString( baseSkinName );
|
|
|
|
savefile->WriteInt( numProjectilesFired );
|
|
savefile->WriteInt( numProjectileHits );
|
|
|
|
savefile->WriteBool( airless );
|
|
savefile->WriteInt( airTics );
|
|
savefile->WriteInt( lastAirDamage );
|
|
|
|
savefile->WriteBool( gibDeath );
|
|
savefile->WriteBool( gibsLaunched );
|
|
savefile->WriteVec3( gibsDir );
|
|
|
|
//Remeber the order of saving this info... cause last time I did a stupid mistake....
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
weaponZoom_s flags = weaponZoom; // Save the weapon Zoom Info
|
|
LittleBitField( &flags, sizeof( flags ) );
|
|
savefile->Write( &flags, sizeof( flags ) );
|
|
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
savefile->WriteByte( projectileType[ i ] );
|
|
}
|
|
#endif //_DENTONMOD_PLAYER_CPP
|
|
|
|
savefile->WriteFloat( zoomFov.GetStartTime() );
|
|
savefile->WriteFloat( zoomFov.GetDuration() );
|
|
savefile->WriteFloat( zoomFov.GetStartValue() );
|
|
savefile->WriteFloat( zoomFov.GetEndValue() );
|
|
|
|
savefile->WriteFloat( centerView.GetStartTime() );
|
|
savefile->WriteFloat( centerView.GetDuration() );
|
|
savefile->WriteFloat( centerView.GetStartValue() );
|
|
savefile->WriteFloat( centerView.GetEndValue() );
|
|
|
|
savefile->WriteBool( fxFov );
|
|
|
|
savefile->WriteFloat( influenceFov );
|
|
savefile->WriteInt( influenceActive );
|
|
savefile->WriteFloat( influenceRadius );
|
|
savefile->WriteObject( influenceEntity );
|
|
savefile->WriteMaterial( influenceMaterial );
|
|
savefile->WriteSkin( influenceSkin );
|
|
|
|
savefile->WriteObject( privateCameraView );
|
|
|
|
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
|
|
savefile->WriteAngles( loggedViewAngles[ i ] );
|
|
}
|
|
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
|
|
savefile->WriteInt( loggedAccel[ i ].time );
|
|
savefile->WriteVec3( loggedAccel[ i ].dir );
|
|
}
|
|
savefile->WriteInt( currentLoggedAccel );
|
|
|
|
savefile->WriteObject( focusGUIent );
|
|
// can't save focusUI
|
|
savefile->WriteObject( focusCharacter );
|
|
savefile->WriteInt( talkCursor );
|
|
savefile->WriteInt( focusTime );
|
|
savefile->WriteObject( focusVehicle );
|
|
savefile->WriteUserInterface( cursor, false );
|
|
|
|
savefile->WriteInt( oldMouseX );
|
|
savefile->WriteInt( oldMouseY );
|
|
|
|
savefile->WriteString( pdaAudio );
|
|
savefile->WriteString( pdaVideo );
|
|
savefile->WriteString( pdaVideoWave );
|
|
|
|
savefile->WriteBool( tipUp );
|
|
savefile->WriteBool( objectiveUp );
|
|
|
|
savefile->WriteInt( lastDamageDef );
|
|
savefile->WriteVec3( lastDamageDir );
|
|
savefile->WriteInt( lastDamageLocation );
|
|
savefile->WriteInt( smoothedFrame );
|
|
savefile->WriteBool( smoothedOriginUpdated );
|
|
savefile->WriteVec3( smoothedOrigin );
|
|
savefile->WriteAngles( smoothedAngles );
|
|
|
|
savefile->WriteBool( ready );
|
|
savefile->WriteBool( respawning );
|
|
savefile->WriteBool( leader );
|
|
savefile->WriteInt( lastSpectateChange );
|
|
savefile->WriteInt( lastTeleFX );
|
|
|
|
savefile->WriteFloat( pm_stamina.GetFloat() );
|
|
|
|
if ( hud ) {
|
|
hud->SetStateString( "message", common->GetLanguageDict()->GetString( "#str_02916" ) );
|
|
hud->HandleNamedEvent( "Message" );
|
|
}
|
|
savefile->WriteInt(weaponToggles.Num()); //new, all lines from here
|
|
for(i = 0; i < weaponToggles.Num(); i++) {
|
|
WeaponToggle_t* weaponToggle = weaponToggles.GetIndex(i);
|
|
savefile->WriteString(weaponToggle->name);
|
|
savefile->WriteInt(weaponToggle->toggleList.Num());
|
|
for(int j = 0; j < weaponToggle->toggleList.Num(); j++) {
|
|
savefile->WriteInt(weaponToggle->toggleList[j]);
|
|
}
|
|
}
|
|
|
|
//ivan start - kick
|
|
savefile->WriteString( kickDefName );
|
|
//kickDef is not saved! -> it'll be reastored thanks to kickDefName
|
|
savefile->WriteObject( lastKickedEnt );
|
|
savefile->WriteInt( nextKickFx );
|
|
savefile->WriteInt( nextKickSnd );
|
|
savefile->WriteBool( kickEnabled );
|
|
savefile->WriteFloat( kickDmgMultiplier );
|
|
savefile->WriteFloat( kickDistance );
|
|
savefile->WriteBounds( kickBox );
|
|
savefile->WriteJoint( fromJointKick );
|
|
savefile->WriteJoint( toJointKick );
|
|
|
|
savefile->WriteInt( currentSlot );
|
|
//ivan end - kick
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::Restore
|
|
===========
|
|
*/
|
|
void idPlayer::Restore( idRestoreGame *savefile ) {
|
|
int i;
|
|
int num;
|
|
float set;
|
|
|
|
savefile->ReadUsercmd( usercmd );
|
|
playerView.Restore( savefile );
|
|
|
|
savefile->ReadBool( noclip );
|
|
savefile->ReadBool( godmode );
|
|
|
|
//ivan start
|
|
savefile->ReadBool( animMoveNoGravity );
|
|
savefile->ReadInt( animMoveType );
|
|
savefile->ReadBool( comboOn );
|
|
savefile->ReadBool( allowTurn );
|
|
savefile->ReadBool( blendModelYaw );
|
|
savefile->ReadInt( comboForceHighPain );
|
|
//not saved:
|
|
lastSpread = 0;
|
|
//ivan end
|
|
|
|
savefile->ReadAngles( spawnAngles );
|
|
savefile->ReadAngles( viewAngles );
|
|
savefile->ReadAngles( cmdAngles );
|
|
|
|
memset( usercmd.angles, 0, sizeof( usercmd.angles ) );
|
|
SetViewAngles( viewAngles );
|
|
spawnAnglesSet = true;
|
|
|
|
savefile->ReadInt( buttonMask );
|
|
savefile->ReadInt( oldButtons );
|
|
savefile->ReadInt( oldFlags );
|
|
|
|
usercmd.flags = 0;
|
|
oldFlags = 0;
|
|
|
|
savefile->ReadInt( lastHitTime );
|
|
savefile->ReadInt( lastSndHitTime );
|
|
savefile->ReadInt( lastSavingThrowTime );
|
|
|
|
// Re-link idBoolFields to the scriptObject, values will be restored in scriptObject's restore
|
|
LinkScriptVariables();
|
|
|
|
inventory.Restore( savefile );
|
|
weapon.Restore( savefile );
|
|
|
|
for ( i = 0; i < inventory.emails.Num(); i++ ) {
|
|
GetPDA()->AddEmail( inventory.emails[i] );
|
|
}
|
|
|
|
|
|
savefile->ReadUserInterface( hud );
|
|
savefile->ReadUserInterface( objectiveSystem );
|
|
savefile->ReadBool( objectiveSystemOpen );
|
|
|
|
//ivan start
|
|
savefile->ReadUserInterface( combolist );
|
|
savefile->ReadBool( combolistOpen );
|
|
//ivan end
|
|
|
|
savefile->ReadInt( weapon_soulcube );
|
|
savefile->ReadInt( weapon_pda );
|
|
savefile->ReadInt( weapon_fists );
|
|
|
|
savefile->ReadInt( heartRate );
|
|
|
|
savefile->ReadFloat( set );
|
|
heartInfo.SetStartTime( set );
|
|
savefile->ReadFloat( set );
|
|
heartInfo.SetDuration( set );
|
|
savefile->ReadFloat( set );
|
|
heartInfo.SetStartValue( set );
|
|
savefile->ReadFloat( set );
|
|
heartInfo.SetEndValue( set );
|
|
|
|
savefile->ReadInt( lastHeartAdjust );
|
|
savefile->ReadInt( lastHeartBeat );
|
|
savefile->ReadInt( lastDmgTime );
|
|
savefile->ReadInt( deathClearContentsTime );
|
|
savefile->ReadBool( doingDeathSkin );
|
|
savefile->ReadInt( lastArmorPulse );
|
|
savefile->ReadFloat( stamina );
|
|
savefile->ReadFloat( healthPool );
|
|
savefile->ReadInt( nextHealthPulse );
|
|
savefile->ReadBool( healthPulse );
|
|
savefile->ReadInt( nextHealthTake );
|
|
savefile->ReadBool( healthTake );
|
|
|
|
savefile->ReadBool( hiddenWeapon );
|
|
soulCubeProjectile.Restore( savefile );
|
|
|
|
savefile->ReadInt( spectator );
|
|
savefile->ReadVec3( colorBar );
|
|
savefile->ReadInt( colorBarIndex );
|
|
savefile->ReadBool( scoreBoardOpen );
|
|
savefile->ReadBool( forceScoreBoard );
|
|
savefile->ReadBool( forceRespawn );
|
|
savefile->ReadBool( spectating );
|
|
savefile->ReadInt( lastSpectateTeleport );
|
|
savefile->ReadBool( lastHitToggle );
|
|
savefile->ReadBool( forcedReady );
|
|
savefile->ReadBool( wantSpectate );
|
|
savefile->ReadBool( weaponGone );
|
|
savefile->ReadBool( useInitialSpawns );
|
|
savefile->ReadInt( latchedTeam );
|
|
savefile->ReadInt( tourneyRank );
|
|
savefile->ReadInt( tourneyLine );
|
|
|
|
teleportEntity.Restore( savefile );
|
|
savefile->ReadInt( teleportKiller );
|
|
|
|
savefile->ReadInt( minRespawnTime );
|
|
savefile->ReadInt( maxRespawnTime );
|
|
|
|
savefile->ReadVec3( firstPersonViewOrigin );
|
|
savefile->ReadMat3( firstPersonViewAxis );
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
//Not saved:
|
|
fixedAimViewAxis = mat3_identity;
|
|
endPos = vec3_zero;
|
|
#endif
|
|
|
|
// don't bother saving dragEntity since it's a dev tool
|
|
dragEntity.Clear();
|
|
|
|
savefile->ReadJoint( hipJoint );
|
|
savefile->ReadJoint( chestJoint );
|
|
savefile->ReadJoint( headJoint );
|
|
|
|
savefile->ReadStaticObject( physicsObj );
|
|
RestorePhysics( &physicsObj );
|
|
|
|
savefile->ReadInt( num );
|
|
aasLocation.SetGranularity( 1 );
|
|
aasLocation.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadInt( aasLocation[ i ].areaNum );
|
|
savefile->ReadVec3( aasLocation[ i ].pos );
|
|
}
|
|
|
|
savefile->ReadInt( bobFoot );
|
|
savefile->ReadFloat( bobFrac );
|
|
savefile->ReadFloat( bobfracsin );
|
|
savefile->ReadInt( bobCycle );
|
|
savefile->ReadFloat( xyspeed );
|
|
savefile->ReadInt( stepUpTime );
|
|
savefile->ReadFloat( stepUpDelta );
|
|
savefile->ReadFloat( idealLegsYaw );
|
|
savefile->ReadFloat( legsYaw );
|
|
savefile->ReadBool( legsForward );
|
|
savefile->ReadFloat( oldViewYaw );
|
|
savefile->ReadAngles( viewBobAngles );
|
|
savefile->ReadVec3( viewBob );
|
|
savefile->ReadInt( landChange );
|
|
savefile->ReadInt( landTime );
|
|
|
|
savefile->ReadInt( currentWeapon );
|
|
savefile->ReadInt( idealWeapon );
|
|
savefile->ReadInt( previousWeapon );
|
|
savefile->ReadInt( quickWeapon ); //new
|
|
savefile->ReadInt( weaponSwitchTime );
|
|
savefile->ReadBool( weaponEnabled );
|
|
savefile->ReadBool( showWeaponViewModel );
|
|
|
|
savefile->ReadSkin( skin );
|
|
savefile->ReadSkin( powerUpSkin );
|
|
savefile->ReadString( baseSkinName );
|
|
|
|
savefile->ReadInt( numProjectilesFired );
|
|
savefile->ReadInt( numProjectileHits );
|
|
|
|
savefile->ReadBool( airless );
|
|
savefile->ReadInt( airTics );
|
|
savefile->ReadInt( lastAirDamage );
|
|
|
|
savefile->ReadBool( gibDeath );
|
|
savefile->ReadBool( gibsLaunched );
|
|
savefile->ReadVec3( gibsDir );
|
|
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
// Remember the order of saving this info...
|
|
savefile->Read( &weaponZoom, sizeof( weaponZoom ) );
|
|
LittleBitField( &weaponZoom, sizeof( weaponZoom ) );
|
|
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
savefile->ReadByte( projectileType[ i ] );
|
|
}
|
|
#endif //_DENTONMOD_PLAYER_CPP
|
|
|
|
savefile->ReadFloat( set );
|
|
zoomFov.SetStartTime( set );
|
|
savefile->ReadFloat( set );
|
|
zoomFov.SetDuration( set );
|
|
savefile->ReadFloat( set );
|
|
zoomFov.SetStartValue( set );
|
|
savefile->ReadFloat( set );
|
|
zoomFov.SetEndValue( set );
|
|
|
|
savefile->ReadFloat( set );
|
|
centerView.SetStartTime( set );
|
|
savefile->ReadFloat( set );
|
|
centerView.SetDuration( set );
|
|
savefile->ReadFloat( set );
|
|
centerView.SetStartValue( set );
|
|
savefile->ReadFloat( set );
|
|
centerView.SetEndValue( set );
|
|
|
|
savefile->ReadBool( fxFov );
|
|
|
|
savefile->ReadFloat( influenceFov );
|
|
savefile->ReadInt( influenceActive );
|
|
savefile->ReadFloat( influenceRadius );
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( influenceEntity ) );
|
|
savefile->ReadMaterial( influenceMaterial );
|
|
savefile->ReadSkin( influenceSkin );
|
|
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( privateCameraView ) );
|
|
|
|
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
|
|
savefile->ReadAngles( loggedViewAngles[ i ] );
|
|
}
|
|
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
|
|
savefile->ReadInt( loggedAccel[ i ].time );
|
|
savefile->ReadVec3( loggedAccel[ i ].dir );
|
|
}
|
|
savefile->ReadInt( currentLoggedAccel );
|
|
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( focusGUIent ) );
|
|
// can't save focusUI
|
|
focusUI = NULL;
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( focusCharacter ) );
|
|
savefile->ReadInt( talkCursor );
|
|
savefile->ReadInt( focusTime );
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( focusVehicle ) );
|
|
savefile->ReadUserInterface( cursor );
|
|
|
|
savefile->ReadInt( oldMouseX );
|
|
savefile->ReadInt( oldMouseY );
|
|
|
|
savefile->ReadString( pdaAudio );
|
|
savefile->ReadString( pdaVideo );
|
|
savefile->ReadString( pdaVideoWave );
|
|
|
|
savefile->ReadBool( tipUp );
|
|
savefile->ReadBool( objectiveUp );
|
|
|
|
savefile->ReadInt( lastDamageDef );
|
|
savefile->ReadVec3( lastDamageDir );
|
|
savefile->ReadInt( lastDamageLocation );
|
|
savefile->ReadInt( smoothedFrame );
|
|
savefile->ReadBool( smoothedOriginUpdated );
|
|
savefile->ReadVec3( smoothedOrigin );
|
|
savefile->ReadAngles( smoothedAngles );
|
|
|
|
savefile->ReadBool( ready );
|
|
savefile->ReadBool( respawning );
|
|
savefile->ReadBool( leader );
|
|
savefile->ReadInt( lastSpectateChange );
|
|
savefile->ReadInt( lastTeleFX );
|
|
|
|
// set the pm_ cvars
|
|
const idKeyValue *kv;
|
|
kv = spawnArgs.MatchPrefix( "pm_", NULL );
|
|
while( kv ) {
|
|
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
|
|
kv = spawnArgs.MatchPrefix( "pm_", kv );
|
|
}
|
|
|
|
savefile->ReadFloat( set );
|
|
pm_stamina.SetFloat( set );
|
|
|
|
// create combat collision hull for exact collision detection
|
|
SetCombatModel();
|
|
int weaponToggleCount; //new all lines from here
|
|
savefile->ReadInt(weaponToggleCount);
|
|
for(i = 0; i < weaponToggleCount; i++) {
|
|
WeaponToggle_t newToggle;
|
|
memset(&newToggle, 0, sizeof(newToggle));
|
|
|
|
idStr name;
|
|
savefile->ReadString(name);
|
|
strcpy(newToggle.name, name.c_str());
|
|
|
|
int indexCount;
|
|
savefile->ReadInt(indexCount);
|
|
for(int j = 0; j < indexCount; j++) {
|
|
int temp;
|
|
savefile->ReadInt(temp);
|
|
newToggle.toggleList.Append(temp);
|
|
}
|
|
weaponToggles.Set(newToggle.name, newToggle);
|
|
}
|
|
|
|
//ivan start - kick
|
|
savefile->ReadString( kickDefName );
|
|
kickDef = gameLocal.FindEntityDef( kickDefName, false );
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( lastKickedEnt ) ); //ivan
|
|
savefile->ReadInt( nextKickFx );
|
|
savefile->ReadInt( nextKickSnd );
|
|
savefile->ReadBool( kickEnabled );
|
|
savefile->ReadFloat( kickDmgMultiplier );
|
|
savefile->ReadFloat( kickDistance );
|
|
savefile->ReadBounds( kickBox );
|
|
savefile->ReadJoint( fromJointKick );
|
|
savefile->ReadJoint( toJointKick );
|
|
|
|
savefile->ReadInt( currentSlot );
|
|
//ivan end - kick
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::PrepareForRestart
|
|
================
|
|
*/
|
|
void idPlayer::PrepareForRestart( void ) {
|
|
ClearPowerUps();
|
|
Spectate( true );
|
|
forceRespawn = true;
|
|
|
|
// we will be restarting program, clear the client entities from program-related things first
|
|
ShutdownThreads();
|
|
|
|
// the sound world is going to be cleared, don't keep references to emitters
|
|
FreeSoundEmitter( false );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Restart
|
|
================
|
|
*/
|
|
void idPlayer::Restart( void ) {
|
|
idActor::Restart();
|
|
|
|
// client needs to setup the animation script object again
|
|
if ( gameLocal.isClient ) {
|
|
Init();
|
|
} else {
|
|
// choose a random spot and prepare the point of view in case player is left spectating
|
|
assert( spectating );
|
|
SpawnFromSpawnSpot();
|
|
}
|
|
|
|
useInitialSpawns = true;
|
|
UpdateSkinSetup( true );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::ServerSpectate
|
|
================
|
|
*/
|
|
void idPlayer::ServerSpectate( bool spectate ) {
|
|
assert( !gameLocal.isClient );
|
|
|
|
if ( spectating != spectate ) {
|
|
Spectate( spectate );
|
|
if ( spectate ) {
|
|
SetSpectateOrigin();
|
|
} else {
|
|
if ( gameLocal.gameType == GAME_DM ) {
|
|
// make sure the scores are reset so you can't exploit by spectating and entering the game back
|
|
// other game types don't matter, as you either can't join back, or it's team scores
|
|
gameLocal.mpGame.ClearFrags( entityNumber );
|
|
}
|
|
}
|
|
}
|
|
if ( !spectate ) {
|
|
SpawnFromSpawnSpot();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::SelectInitialSpawnPoint
|
|
|
|
Try to find a spawn point marked 'initial', otherwise
|
|
use normal spawn selection.
|
|
============
|
|
*/
|
|
void idPlayer::SelectInitialSpawnPoint( idVec3 &origin, idAngles &angles ) {
|
|
idEntity *spot;
|
|
idStr skin;
|
|
|
|
spot = gameLocal.SelectInitialSpawnPoint( this );
|
|
|
|
// set the player skin from the spawn location
|
|
if ( spot->spawnArgs.GetString( "skin", NULL, skin ) ) {
|
|
spawnArgs.Set( "spawn_skin", skin );
|
|
}
|
|
|
|
// activate the spawn locations targets
|
|
spot->PostEventMS( &EV_ActivateTargets, 0, this );
|
|
|
|
origin = spot->GetPhysics()->GetOrigin();
|
|
origin[2] += 4.0f + CM_BOX_EPSILON; // move up to make sure the player is at least an epsilon above the floor
|
|
angles = spot->GetPhysics()->GetAxis().ToAngles();
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::SpawnFromSpawnSpot
|
|
|
|
Chooses a spawn location and spawns the player
|
|
============
|
|
*/
|
|
void idPlayer::SpawnFromSpawnSpot( void ) {
|
|
idVec3 spawn_origin;
|
|
idAngles spawn_angles;
|
|
|
|
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
|
|
SpawnToPoint( spawn_origin, spawn_angles );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::SpawnToPoint
|
|
|
|
Called every time a client is placed fresh in the world:
|
|
after the first ClientBegin, and after each respawn
|
|
Initializes all non-persistant parts of playerState
|
|
|
|
when called here with spectating set to true, just place yourself and init
|
|
============
|
|
*/
|
|
void idPlayer::SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles ) {
|
|
idVec3 spec_origin;
|
|
|
|
assert( !gameLocal.isClient );
|
|
|
|
respawning = true;
|
|
|
|
Init();
|
|
|
|
fl.noknockback = false;
|
|
|
|
// stop any ragdolls being used
|
|
StopRagdoll();
|
|
|
|
// set back the player physics
|
|
SetPhysics( &physicsObj );
|
|
|
|
physicsObj.SetClipModelAxis();
|
|
physicsObj.EnableClip();
|
|
|
|
if ( !spectating ) {
|
|
SetCombatContents( true );
|
|
}
|
|
|
|
physicsObj.SetLinearVelocity( vec3_origin );
|
|
|
|
// setup our initial view
|
|
if ( !spectating ) {
|
|
SetOrigin( spawn_origin );
|
|
} else {
|
|
spec_origin = spawn_origin;
|
|
spec_origin[ 2 ] += pm_normalheight.GetFloat();
|
|
spec_origin[ 2 ] += SPECTATE_RAISE;
|
|
SetOrigin( spec_origin );
|
|
}
|
|
|
|
// if this is the first spawn of the map, we don't have a usercmd yet,
|
|
// so the delta angles won't be correct. This will be fixed on the first think.
|
|
viewAngles = ang_zero;
|
|
SetDeltaViewAngles( ang_zero );
|
|
SetViewAngles( spawn_angles );
|
|
spawnAngles = spawn_angles;
|
|
spawnAnglesSet = false;
|
|
|
|
legsForward = true;
|
|
legsYaw = 0.0f;
|
|
idealLegsYaw = 0.0f;
|
|
oldViewYaw = viewAngles.yaw;
|
|
|
|
if ( spectating ) {
|
|
Hide();
|
|
} else {
|
|
Show();
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
if ( !spectating ) {
|
|
// we may be called twice in a row in some situations. avoid a double fx and 'fly to the roof'
|
|
if ( lastTeleFX < gameLocal.time - 1000 ) {
|
|
idEntityFx::StartFx( spawnArgs.GetString( "fx_spawn" ), &spawn_origin, NULL, this, true );
|
|
lastTeleFX = gameLocal.time;
|
|
}
|
|
}
|
|
AI_TELEPORT = true;
|
|
} else {
|
|
AI_TELEPORT = false;
|
|
}
|
|
|
|
// kill anything at the new position
|
|
if ( !spectating ) {
|
|
physicsObj.SetClipMask( MASK_PLAYERSOLID ); // the clip mask is usually maintained in Move(), but KillBox requires it
|
|
gameLocal.KillBox( this );
|
|
}
|
|
|
|
// don't allow full run speed for a bit
|
|
physicsObj.SetKnockBack( 100 );
|
|
|
|
// set our respawn time and buttons so that if we're killed we don't respawn immediately
|
|
minRespawnTime = gameLocal.time;
|
|
maxRespawnTime = gameLocal.time;
|
|
if ( !spectating ) {
|
|
forceRespawn = false;
|
|
}
|
|
|
|
privateCameraView = NULL;
|
|
|
|
BecomeActive( TH_THINK );
|
|
|
|
// run a client frame to drop exactly to the floor,
|
|
// initialize animations and other things
|
|
Think();
|
|
|
|
respawning = false;
|
|
lastManOver = false;
|
|
lastManPlayAgain = false;
|
|
isTelefragged = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SavePersistantInfo
|
|
|
|
Saves any inventory and player stats when changing levels.
|
|
===============
|
|
*/
|
|
void idPlayer::SavePersistantInfo( void ) {
|
|
idDict &playerInfo = gameLocal.persistentPlayerInfo[entityNumber];
|
|
|
|
playerInfo.Clear();
|
|
inventory.GetPersistantData( playerInfo );
|
|
playerInfo.SetInt( "health", health );
|
|
playerInfo.SetInt( "current_weapon", currentWeapon );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::RestorePersistantInfo
|
|
|
|
Restores any inventory and player stats when changing levels.
|
|
===============
|
|
*/
|
|
void idPlayer::RestorePersistantInfo( void ) {
|
|
if ( gameLocal.isMultiplayer ) {
|
|
gameLocal.persistentPlayerInfo[entityNumber].Clear();
|
|
}
|
|
|
|
spawnArgs.Copy( gameLocal.persistentPlayerInfo[entityNumber] );
|
|
|
|
inventory.RestoreInventory( this, spawnArgs );
|
|
health = spawnArgs.GetInt( "health", "100" );
|
|
if ( !gameLocal.isClient ) {
|
|
idealWeapon = spawnArgs.GetInt( "current_weapon", "1" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::GetUserInfo
|
|
================
|
|
*/
|
|
idDict *idPlayer::GetUserInfo( void ) {
|
|
return &gameLocal.userInfo[ entityNumber ];
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdateSkinSetup
|
|
==============
|
|
*/
|
|
void idPlayer::UpdateSkinSetup( bool restart ) {
|
|
if ( restart ) {
|
|
team = ( idStr::Icmp( GetUserInfo()->GetString( "ui_team" ), "Blue" ) == 0 );
|
|
}
|
|
if ( gameLocal.gameType == GAME_TDM ) {
|
|
if ( team ) {
|
|
baseSkinName = "skins/characters/player/marine_mp_blue";
|
|
} else {
|
|
baseSkinName = "skins/characters/player/marine_mp_red";
|
|
}
|
|
if ( !gameLocal.isClient && team != latchedTeam ) {
|
|
gameLocal.mpGame.SwitchToTeam( entityNumber, latchedTeam, team );
|
|
}
|
|
latchedTeam = team;
|
|
} else {
|
|
baseSkinName = GetUserInfo()->GetString( "ui_skin" );
|
|
}
|
|
if ( !baseSkinName.Length() ) {
|
|
baseSkinName = "skins/characters/player/marine_mp";
|
|
}
|
|
skin = declManager->FindSkin( baseSkinName, false );
|
|
assert( skin );
|
|
// match the skin to a color band for scoreboard
|
|
if ( baseSkinName.Find( "red" ) != -1 ) {
|
|
colorBarIndex = 1;
|
|
} else if ( baseSkinName.Find( "green" ) != -1 ) {
|
|
colorBarIndex = 2;
|
|
} else if ( baseSkinName.Find( "blue" ) != -1 ) {
|
|
colorBarIndex = 3;
|
|
} else if ( baseSkinName.Find( "yellow" ) != -1 ) {
|
|
colorBarIndex = 4;
|
|
} else {
|
|
colorBarIndex = 0;
|
|
}
|
|
colorBar = colorBarTable[ colorBarIndex ];
|
|
if ( PowerUpActive( BERSERK ) ) {
|
|
powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" );
|
|
}
|
|
}
|
|
|
|
//Ivan start
|
|
/*
|
|
==============
|
|
idPlayer::Event_SetSkin
|
|
==============
|
|
*/
|
|
void idPlayer::Event_SetSkin( const char *skinname ) {
|
|
skin = declManager->FindSkin( skinname );
|
|
}
|
|
//Ivan end
|
|
|
|
/*
|
|
==============
|
|
idPlayer::BalanceTDM
|
|
==============
|
|
*/
|
|
bool idPlayer::BalanceTDM( void ) {
|
|
int i, balanceTeam, teamCount[2];
|
|
idEntity *ent;
|
|
|
|
teamCount[ 0 ] = teamCount[ 1 ] = 0;
|
|
for( i = 0; i < gameLocal.numClients; i++ ) {
|
|
ent = gameLocal.entities[ i ];
|
|
if ( ent && ent->IsType( idPlayer::Type ) ) {
|
|
teamCount[ static_cast< idPlayer * >( ent )->team ]++;
|
|
}
|
|
}
|
|
balanceTeam = -1;
|
|
if ( teamCount[ 0 ] < teamCount[ 1 ] ) {
|
|
balanceTeam = 0;
|
|
} else if ( teamCount[ 0 ] > teamCount[ 1 ] ) {
|
|
balanceTeam = 1;
|
|
}
|
|
if ( balanceTeam != -1 && team != balanceTeam ) {
|
|
common->DPrintf( "team balance: forcing player %d to %s team\n", entityNumber, balanceTeam ? "blue" : "red" );
|
|
team = balanceTeam;
|
|
GetUserInfo()->Set( "ui_team", team ? "Blue" : "Red" );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UserInfoChanged
|
|
==============
|
|
*/
|
|
bool idPlayer::UserInfoChanged( bool canModify ) {
|
|
idDict *userInfo;
|
|
bool modifiedInfo;
|
|
bool spec;
|
|
bool newready;
|
|
|
|
userInfo = GetUserInfo();
|
|
showWeaponViewModel = userInfo->GetBool( "ui_showGun" );
|
|
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
return false;
|
|
}
|
|
|
|
modifiedInfo = false;
|
|
|
|
spec = ( idStr::Icmp( userInfo->GetString( "ui_spectate" ), "Spectate" ) == 0 );
|
|
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
|
|
// never let spectators go back to game while sudden death is on
|
|
if ( canModify && gameLocal.mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && wantSpectate == true ) {
|
|
userInfo->Set( "ui_spectate", "Spectate" );
|
|
modifiedInfo |= true;
|
|
} else {
|
|
if ( spec != wantSpectate && !spec ) {
|
|
// returning from spectate, set forceRespawn so we don't get stuck in spectate forever
|
|
forceRespawn = true;
|
|
}
|
|
wantSpectate = spec;
|
|
}
|
|
} else {
|
|
if ( canModify && spec ) {
|
|
userInfo->Set( "ui_spectate", "Play" );
|
|
modifiedInfo |= true;
|
|
} else if ( spectating ) {
|
|
// allow player to leaving spectator mode if they were in it when si_spectators got turned off
|
|
forceRespawn = true;
|
|
}
|
|
wantSpectate = false;
|
|
}
|
|
|
|
newready = ( idStr::Icmp( userInfo->GetString( "ui_ready" ), "Ready" ) == 0 );
|
|
if ( ready != newready && gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP && !wantSpectate ) {
|
|
gameLocal.mpGame.AddChatLine( common->GetLanguageDict()->GetString( "#str_07180" ), userInfo->GetString( "ui_name" ), newready ? common->GetLanguageDict()->GetString( "#str_04300" ) : common->GetLanguageDict()->GetString( "#str_04301" ) );
|
|
}
|
|
ready = newready;
|
|
team = ( idStr::Icmp( userInfo->GetString( "ui_team" ), "Blue" ) == 0 );
|
|
// server maintains TDM balance
|
|
if ( canModify && gameLocal.gameType == GAME_TDM && !gameLocal.mpGame.IsInGame( entityNumber ) && g_balanceTDM.GetBool() ) {
|
|
modifiedInfo |= BalanceTDM( );
|
|
}
|
|
UpdateSkinSetup( false );
|
|
|
|
isChatting = userInfo->GetBool( "ui_chat", "0" );
|
|
if ( canModify && isChatting && AI_DEAD ) {
|
|
// if dead, always force chat icon off.
|
|
isChatting = false;
|
|
userInfo->SetBool( "ui_chat", false );
|
|
modifiedInfo |= true;
|
|
}
|
|
|
|
return modifiedInfo;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::UpdateHudAmmo
|
|
===============
|
|
*/
|
|
void idPlayer::UpdateHudAmmo( idUserInterface *_hud ) {
|
|
int inclip;
|
|
int ammoamount;
|
|
int maxAmmo; //ivan
|
|
|
|
assert( weapon.GetEntity() );
|
|
assert( _hud );
|
|
|
|
inclip = weapon.GetEntity()->AmmoInClip();
|
|
ammoamount = weapon.GetEntity()->AmmoAvailable();
|
|
maxAmmo = weapon.GetEntity()->GetMaxAmmo(); //ivan
|
|
|
|
if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() ) {
|
|
// show infinite ammo
|
|
_hud->SetStateString( "player_ammo", "" );
|
|
_hud->SetStateString( "player_totalammo", "--" ); //ivan - "--" added
|
|
_hud->SetStateString( "player_ammo_pct", "100" ); //ivan
|
|
} else {
|
|
// show remaining ammo
|
|
_hud->SetStateString( "player_totalammo", va( "%i", ammoamount ) ); //new
|
|
//_hud->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip ) );
|
|
_hud->SetStateString( "player_ammo", weapon.GetEntity()->ClipSize() ? va( "%i", inclip ) : "--" ); // how much in the current clip
|
|
_hud->SetStateString( "player_clips", weapon.GetEntity()->ClipSize() ? va( "%i", ammoamount / weapon.GetEntity()->ClipSize() ) : "--" );
|
|
_hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount ) ); //new
|
|
//_hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) );
|
|
|
|
//ivan start
|
|
if ( maxAmmo <= 0 ) {
|
|
_hud->SetStateString( "player_ammo_pct", "0" ); //ivan
|
|
}else{
|
|
_hud->SetStateString( "player_ammo_pct", va( "%i", 100*ammoamount/maxAmmo ) );
|
|
}
|
|
//ivan end
|
|
}
|
|
|
|
_hud->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) );
|
|
_hud->SetStateBool( "player_clip_empty", ( weapon.GetEntity()->ClipSize() ? inclip == 0 : false ) );
|
|
_hud->SetStateBool( "player_clip_low", ( weapon.GetEntity()->ClipSize() ? inclip <= weapon.GetEntity()->LowAmmo() : false ) );
|
|
//Let the HUD know the total amount of ammo regardless of the ammo required value
|
|
_hud->SetStateString( "player_ammo_count", va("%i", weapon.GetEntity()->AmmoCount())); // new
|
|
|
|
_hud->HandleNamedEvent( "updateAmmo" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::UpdateHudStats
|
|
===============
|
|
*/
|
|
void idPlayer::UpdateHudStats( idUserInterface *_hud ) {
|
|
int staminapercentage;
|
|
float max_stamina;
|
|
|
|
assert( _hud );
|
|
|
|
max_stamina = pm_stamina.GetFloat();
|
|
if ( !max_stamina ) {
|
|
// stamina disabled, so show full stamina bar
|
|
staminapercentage = 100.0f;
|
|
} else {
|
|
staminapercentage = idMath::FtoiFast( 100.0f * stamina / max_stamina );
|
|
}
|
|
|
|
_hud->SetStateInt( "player_health", health );
|
|
_hud->SetStateInt( "player_stamina", staminapercentage );
|
|
_hud->SetStateInt( "player_armor", inventory.armor );
|
|
_hud->SetStateInt( "player_hr", heartRate );
|
|
_hud->SetStateInt( "player_nostamina", ( max_stamina == 0 ) ? 1 : 0 );
|
|
|
|
_hud->HandleNamedEvent( "updateArmorHealthAir" );
|
|
|
|
if ( healthPulse ) {
|
|
_hud->HandleNamedEvent( "healthPulse" );
|
|
StartSound( "snd_healthpulse", SND_CHANNEL_ITEM, 0, false, NULL );
|
|
healthPulse = false;
|
|
}
|
|
|
|
if ( healthTake ) {
|
|
_hud->HandleNamedEvent( "healthPulse" );
|
|
StartSound( "snd_healthtake", SND_CHANNEL_ITEM, 0, false, NULL );
|
|
healthTake = false;
|
|
}
|
|
|
|
if ( inventory.ammoPulse ) {
|
|
_hud->HandleNamedEvent( "ammoPulse" );
|
|
inventory.ammoPulse = false;
|
|
}
|
|
if ( inventory.weaponPulse ) {
|
|
// We need to update the weapon hud manually, but not
|
|
// the armor/ammo/health because they are updated every
|
|
// frame no matter what
|
|
UpdateHudWeapon();
|
|
_hud->HandleNamedEvent( "weaponPulse" );
|
|
inventory.weaponPulse = false;
|
|
}
|
|
if ( inventory.armorPulse ) {
|
|
_hud->HandleNamedEvent( "armorPulse" );
|
|
inventory.armorPulse = false;
|
|
}
|
|
//2018 update. show the hud when pressing the run key or zoom key... now both changed to walk and shield
|
|
if(weapon.GetEntity()->GetIsFiring() || weapon.GetEntity()->GetIsSecFiring() || force_torso_override || (usercmd.buttons & BUTTON_RUN) || (usercmd.buttons & BUTTON_ZOOM) ){ //firing or combo
|
|
_hud->HandleNamedEvent( "weaponFiringOrCombo" );
|
|
}
|
|
|
|
UpdateHudAmmo( _hud );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::UpdateHudWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::UpdateHudWeapon( bool flashWeapon ) {
|
|
idUserInterface *hud = idPlayer::hud;
|
|
|
|
// if updating the hud of a followed client
|
|
if ( gameLocal.localClientNum >= 0 && gameLocal.entities[ gameLocal.localClientNum ] && gameLocal.entities[ gameLocal.localClientNum ]->IsType( idPlayer::Type ) ) {
|
|
idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.localClientNum ] );
|
|
if ( p->spectating && p->spectator == entityNumber ) {
|
|
assert( p->hud );
|
|
hud = p->hud;
|
|
}
|
|
}
|
|
|
|
if ( !hud ) {
|
|
return;
|
|
}
|
|
|
|
for ( int i = 0; i < MAX_WEAPONS; i++ ) {
|
|
const char *weapnum = va( "def_weapon%d", i );
|
|
const char *hudWeap = va( "weapon%d", i );
|
|
int weapstate = 0;
|
|
if ( inventory.weapons & ( 1 << i ) ) {
|
|
const char *weap = spawnArgs.GetString( weapnum );
|
|
if ( weap && *weap ) {
|
|
weapstate++;
|
|
}
|
|
if ( idealWeapon == i ) {
|
|
weapstate++;
|
|
}
|
|
}
|
|
hud->SetStateInt( hudWeap, weapstate );
|
|
}
|
|
|
|
//ivan start - upd weapon mode
|
|
if ( idealWeapon >= 0 ) {
|
|
//hud->SetStateInt( va( "mode_weapon%d", currentWeapon ), (inventory.weapon_mode[currentWeapon] ) );
|
|
hud->SetStateInt("current_weapon_mode", (inventory.weapon_mode[idealWeapon] ) );
|
|
}
|
|
|
|
/*
|
|
if( flashMode ){
|
|
hud->HandleNamedEvent( "modeChange" );
|
|
}
|
|
*/
|
|
//ivan end
|
|
|
|
if ( flashWeapon ) {
|
|
hud->HandleNamedEvent( "weaponChange" );
|
|
|
|
//ivan start - also cursor needs info about current weapon!
|
|
if( cursor ){
|
|
cursor->SetStateInt( "currentWeapon", idealWeapon );
|
|
cursor->HandleNamedEvent( "weaponChange" );
|
|
}
|
|
//ivan end
|
|
}
|
|
|
|
//ivan start - see also idWeapon::UpdateGUI
|
|
bool slotChanged = SetCurrentSlot( inventory.GetSlotByWeap( idealWeapon ) );
|
|
|
|
for ( int i = 0; i < NUM_SLOTS; i++ ) {
|
|
const char *slotnum = va( "weapon_in_slot%d", i );
|
|
hud->SetStateInt( slotnum, inventory.weaponSlot[ i ] );
|
|
}
|
|
|
|
hud->SetStateInt( "currentSlot", currentSlot );
|
|
hud->SetStateInt( "currentWeapon", idealWeapon ); //show ideal as current
|
|
|
|
if( slotChanged ){
|
|
if( currentSlot != -1 ){
|
|
hud->HandleNamedEvent( va( "selectSlot%d", currentSlot ) );
|
|
}else{
|
|
hud->HandleNamedEvent( "selectExtraSlot" );
|
|
}
|
|
}
|
|
|
|
hud->HandleNamedEvent( "updSlotIcons" );
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::DrawHUD
|
|
===============
|
|
*/
|
|
void idPlayer::DrawHUD( idUserInterface *_hud ) {
|
|
|
|
if ( !weapon.GetEntity() || influenceActive != INFLUENCE_NONE || privateCameraView || gameLocal.GetCamera() || !_hud || !g_showHud.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
UpdateHudStats( _hud );
|
|
|
|
_hud->SetStateString( "weapicon", weapon.GetEntity()->Icon() );
|
|
|
|
// FIXME: this is temp to allow the sound meter to show up in the hud
|
|
// it should be commented out before shipping but the code can remain
|
|
// for mod developers to enable for the same functionality
|
|
_hud->SetStateInt( "s_debug", cvarSystem->GetCVarInteger( "s_showLevelMeter" ) );
|
|
|
|
weapon.GetEntity()->UpdateGUI();
|
|
|
|
_hud->Redraw( gameLocal.realClientTime );
|
|
|
|
// weapon targeting crosshair
|
|
if ( !GuiActive() ) {
|
|
if ( cursor && weapon.GetEntity()->ShowCrosshair() ) {
|
|
//ivan start
|
|
if ( weapon.GetEntity()->GetGrabberState() == 1 || weapon.GetEntity()->GetGrabberState() == 2 ) {
|
|
cursor->SetStateString( "grabbercursor", "1" );
|
|
cursor->SetStateString( "combatcursor", "0" );
|
|
} else {
|
|
cursor->SetStateString( "grabbercursor", "0" );
|
|
cursor->SetStateString( "combatcursor", "1" );
|
|
}
|
|
|
|
//was: cursor->Redraw( gameLocal.realClientTime );
|
|
|
|
#ifdef USE_3D_TO_2D_CURSOR
|
|
updateCursorPosOnGui();
|
|
cursor->Redraw( gameLocal.realClientTime );
|
|
#endif
|
|
|
|
#ifdef USE_CURSOR_ENTITY
|
|
playerCursor.Draw(firstPersonViewOrigin,firstPersonViewAxis,"guis/cursorgui");
|
|
#endif
|
|
//ivan end
|
|
}
|
|
}
|
|
|
|
//ivan start
|
|
if ( combolistOpen && combolist ) {
|
|
combolist->Redraw( gameLocal.realClientTime );
|
|
}
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::EnterCinematic
|
|
===============
|
|
*/
|
|
void idPlayer::EnterCinematic( void ) {
|
|
Hide();
|
|
StopAudioLog();
|
|
StopSound( SND_CHANNEL_PDA, false );
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "radioChatterDown" );
|
|
}
|
|
|
|
physicsObj.SetLinearVelocity( vec3_origin );
|
|
|
|
SetState( "EnterCinematic" );
|
|
UpdateScript();
|
|
|
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
|
weapon.GetEntity()->EnterCinematic();
|
|
}
|
|
|
|
AI_FORWARD = false;
|
|
AI_BACKWARD = false;
|
|
AI_STRAFE_LEFT = false;
|
|
AI_STRAFE_RIGHT = false;
|
|
AI_RUN = false;
|
|
AI_ATTACK_HELD = false;
|
|
AI_WEAPON_FIRED = false;
|
|
AI_SEC_ATTACK_HELD = false; //ivan
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
AI_JUMP = false;
|
|
AI_CROUCH = false;
|
|
AI_ONGROUND = true;
|
|
AI_ONLADDER = false;
|
|
AI_DEAD = ( health <= 0 );
|
|
AI_RUN = false;
|
|
AI_PAIN = false;
|
|
AI_HARDLANDING = false;
|
|
AI_SOFTLANDING = false;
|
|
AI_RELOAD = false;
|
|
AI_TELEPORT = false;
|
|
AI_TURN_LEFT = false;
|
|
AI_TURN_RIGHT = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::ExitCinematic
|
|
===============
|
|
*/
|
|
void idPlayer::ExitCinematic( void ) {
|
|
Show();
|
|
|
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
|
weapon.GetEntity()->ExitCinematic();
|
|
}
|
|
|
|
SetState( "ExitCinematic" );
|
|
UpdateScript();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::UpdateConditions
|
|
=====================
|
|
*/
|
|
void idPlayer::UpdateConditions( void ) {
|
|
idVec3 velocity;
|
|
float forwardspeed;
|
|
float sidespeed;
|
|
|
|
// minus the push velocity to avoid playing the walking animation and sounds when riding a mover
|
|
velocity = physicsObj.GetLinearVelocity() - physicsObj.GetPushedLinearVelocity();
|
|
|
|
if ( influenceActive ) {
|
|
AI_FORWARD = false;
|
|
AI_BACKWARD = false;
|
|
AI_STRAFE_LEFT = false;
|
|
AI_STRAFE_RIGHT = false;
|
|
} else if ( gameLocal.time - lastDmgTime < 500 ) {
|
|
forwardspeed = velocity * viewAxis[ 0 ];
|
|
sidespeed = velocity * viewAxis[ 1 ];
|
|
AI_FORWARD = AI_ONGROUND && ( forwardspeed > 20.01f );
|
|
AI_BACKWARD = AI_ONGROUND && ( forwardspeed < -20.01f );
|
|
AI_STRAFE_LEFT = AI_ONGROUND && ( sidespeed > 20.01f );
|
|
AI_STRAFE_RIGHT = AI_ONGROUND && ( sidespeed < -20.01f );
|
|
} else if ( xyspeed > MIN_BOB_SPEED ) {
|
|
AI_FORWARD = AI_ONGROUND && ( usercmd.forwardmove > 0 );
|
|
AI_BACKWARD = AI_ONGROUND && ( usercmd.forwardmove < 0 );
|
|
AI_STRAFE_LEFT = AI_ONGROUND && ( usercmd.rightmove < 0 );
|
|
AI_STRAFE_RIGHT = AI_ONGROUND && ( usercmd.rightmove > 0 );
|
|
} else {
|
|
AI_FORWARD = false;
|
|
AI_BACKWARD = false;
|
|
AI_STRAFE_LEFT = false;
|
|
AI_STRAFE_RIGHT = false;
|
|
}
|
|
|
|
AI_RUN = ( usercmd.buttons & BUTTON_RUN ); // || (( usercmd.buttons & BUTTON_ZOOM ) && ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) )); //2018 update. Zoom key now uses stamina, run key does not because it is a walk animation now.
|
|
AI_DEAD = ( health <= 0 );
|
|
//ivan start
|
|
/*
|
|
if( weapon.GetEntity() ){
|
|
AI_RUN = !( weapon.GetEntity()->GetIsFiring() || weapon.GetEntity()->GetIsSecFiring());
|
|
}else{
|
|
AI_RUN = true;
|
|
}*/
|
|
|
|
|
|
//AI_RUN = ( weapon.GetEntity() ) ? (!weapon.GetEntity()->HasToWalk()) : true; /// commented out in 2018 Rev
|
|
//ivan end
|
|
|
|
|
|
}
|
|
|
|
/*
|
|
==================
|
|
WeaponFireFeedback
|
|
|
|
Called when a weapon fires, generates head twitches, etc
|
|
==================
|
|
*/
|
|
void idPlayer::WeaponFireFeedback( const idDict *weaponDef ) {
|
|
// force a blink
|
|
blink_time = 0;
|
|
|
|
//ivan start - play the correct fire animation
|
|
if(weapon.GetEntity()->GetIsFiring() ){ //pri
|
|
AI_WEAPON_FIRED = true;
|
|
}else if(weapon.GetEntity()->GetIsSecFiring() ){ //sec
|
|
AI_SEC_WEAPON_FIRED = true;
|
|
}
|
|
|
|
// play the fire animation
|
|
//was: AI_WEAPON_FIRED = true;
|
|
|
|
//ivan end
|
|
|
|
// update view feedback
|
|
playerView.WeaponFireFeedback( weaponDef );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::StopFiring
|
|
===============
|
|
*/
|
|
void idPlayer::StopFiring( void ) { //called when firing is disabled by GUIs, NPCs, g_dragEntity or cinematics
|
|
AI_ATTACK_HELD = false;
|
|
AI_WEAPON_FIRED = false;
|
|
AI_SEC_ATTACK_HELD = false; //ivan
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
AI_RELOAD = false;
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->EndAttack();
|
|
weapon.GetEntity()->EndSpecialFunction(); //ivan - force also the end of secondary fire.
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::FireWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::FireWeapon( void ) {
|
|
idMat3 axis;
|
|
idVec3 muzzle;
|
|
|
|
if ( privateCameraView ) {
|
|
return;
|
|
}
|
|
|
|
if ( g_editEntityMode.GetInteger() ) {
|
|
GetViewPos( muzzle, axis );
|
|
if ( gameLocal.editEntities->SelectEntity( muzzle, axis[0], this ) ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !hiddenWeapon && weapon.GetEntity()->IsReady() ) {
|
|
|
|
#ifdef _DENTONMOD
|
|
if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) && currentWeapon == idealWeapon ) {
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "soulCubeNotReady" );
|
|
}
|
|
quickWeapon = weapon_soulcube;
|
|
SelectWeapon( previousWeapon, false );
|
|
}
|
|
if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) {
|
|
AI_ATTACK_HELD = true;
|
|
weapon.GetEntity()->BeginAttack();
|
|
}
|
|
#else
|
|
if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) {
|
|
AI_ATTACK_HELD = true;
|
|
weapon.GetEntity()->BeginAttack();
|
|
|
|
if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) ) {
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "soulCubeNotReady" );
|
|
}
|
|
SelectWeapon( previousWeapon, false );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef _WEAPONAUTOSWITCH
|
|
else {
|
|
NextBestWeapon();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ( hud ) {
|
|
/* ivan
|
|
if ( tipUp ) {
|
|
HideTip();
|
|
}
|
|
*/
|
|
// may want to track with with a bool as well
|
|
// keep from looking up named events so often
|
|
if ( objectiveUp ) {
|
|
HideObjective();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::CacheWeapons
|
|
===============
|
|
*/
|
|
void idPlayer::CacheWeapons( void ) {
|
|
idStr weap;
|
|
int w;
|
|
|
|
// check if we have any weapons
|
|
if ( !inventory.weapons ) {
|
|
return;
|
|
}
|
|
|
|
for( w = 0; w < MAX_WEAPONS; w++ ) {
|
|
if ( inventory.weapons & ( 1 << w ) ) {
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( weap != "" ) {
|
|
idWeapon::CacheWeapon( weap );
|
|
} else {
|
|
inventory.weapons &= ~( 1 << w );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Give
|
|
===============
|
|
*/
|
|
bool idPlayer::Give( const char *statname, const char *value ) {
|
|
int amount;
|
|
|
|
if ( AI_DEAD ) {
|
|
return false;
|
|
}
|
|
|
|
if ( !idStr::Icmp( statname, "health" ) ) {
|
|
if ( health >= inventory.maxHealth ) {
|
|
return false;
|
|
}
|
|
amount = atoi( value );
|
|
if ( amount ) {
|
|
health += amount;
|
|
if ( health > inventory.maxHealth ) {
|
|
health = inventory.maxHealth;
|
|
}
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "healthPulse" );
|
|
}
|
|
}
|
|
|
|
} else if ( !idStr::Icmp( statname, "stamina" ) ) {
|
|
if ( stamina >= 100 ) {
|
|
return false;
|
|
}
|
|
stamina += atof( value );
|
|
if ( stamina > 100 ) {
|
|
stamina = 100;
|
|
}
|
|
|
|
} else if ( !idStr::Icmp( statname, "heartRate" ) ) {
|
|
heartRate += atoi( value );
|
|
if ( heartRate > MAX_HEARTRATE ) {
|
|
heartRate = MAX_HEARTRATE;
|
|
}
|
|
|
|
} else if ( !idStr::Icmp( statname, "air" ) ) {
|
|
if ( airTics >= pm_airTics.GetInteger() ) {
|
|
return false;
|
|
}
|
|
airTics += atoi( value ) / 100.0 * pm_airTics.GetInteger();
|
|
if ( airTics > pm_airTics.GetInteger() ) {
|
|
airTics = pm_airTics.GetInteger();
|
|
}
|
|
}
|
|
|
|
//ivan start
|
|
else if ( !idStr::Icmp( statname, "takeme" )){
|
|
return true;
|
|
}
|
|
//ivan end
|
|
|
|
else {
|
|
return inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveHealthPool
|
|
|
|
adds health to the player health pool
|
|
===============
|
|
*/
|
|
void idPlayer::GiveHealthPool( float amt ) {
|
|
|
|
if ( AI_DEAD ) {
|
|
return;
|
|
}
|
|
|
|
if ( health > 0 ) {
|
|
healthPool += amt;
|
|
if ( healthPool > inventory.maxHealth - health ) {
|
|
healthPool = inventory.maxHealth - health;
|
|
}
|
|
nextHealthPulse = gameLocal.time;
|
|
}
|
|
}
|
|
|
|
//ivan start
|
|
/*
|
|
bool idPlayer::CanPickupWeapons( void ){
|
|
return ( gameLocal.time > inventory.nextWeaponPickup );
|
|
}
|
|
*/
|
|
|
|
void idPlayer::AddWeaponToSlots( idStr weaponName, bool select ){
|
|
int i;
|
|
|
|
// find the number of the matching weapon name
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", i ) ) ) {
|
|
break;
|
|
}
|
|
}
|
|
if( i == MAX_WEAPONS ){
|
|
gameLocal.Warning("Weapon not found!");
|
|
return;
|
|
}
|
|
|
|
AddWeaponToSlots( i, select );
|
|
}
|
|
|
|
void idPlayer::AddWeaponToSlots( int weaponNum, bool select ){
|
|
int slot = -1;
|
|
const char* weap;
|
|
|
|
//gameLocal.Printf("Try to add weapon %d\n", weaponNum);
|
|
|
|
if( weaponNum >= MAX_WEAPONS || weaponNum < 0 ){
|
|
gameLocal.Warning("Weapon out of range!");
|
|
return;
|
|
}
|
|
|
|
//weapon num valid?
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", weaponNum ) );
|
|
if ( !weap[ 0 ] ) {
|
|
gameLocal.Warning("def_weapon%d empty!", weaponNum );
|
|
return;
|
|
}
|
|
|
|
//understand what to do
|
|
if( !spawnArgs.GetBool( va( "weapon%d_cycle", weaponNum ) ) ){
|
|
//gameLocal.Printf("weapon %d is not in cycle\n", weaponNum);
|
|
return;
|
|
}
|
|
//already in a slot?
|
|
slot = inventory.GetSlotByWeap( weaponNum );
|
|
if( slot != -1 ){
|
|
//gameLocal.Printf("weapon %d is already assigned to slot: %d\n", weaponNum, slot);
|
|
//do nothing - as asual
|
|
//TODO: select it?
|
|
if( select ){
|
|
SelectWeapon( inventory.weaponSlot[slot], false );
|
|
}
|
|
return;
|
|
}
|
|
|
|
//free slot?
|
|
slot = inventory.FindFreeSlot();
|
|
if( slot == -1 ){ //if no free slots, use the current one
|
|
//gameLocal.Printf("there are no free slots, use the current one\n");
|
|
|
|
if(currentSlot == -1){ //the current weapon shouldn't be dropped
|
|
//gameLocal.Printf("the current weapon shouldn't be dropped, drop the one in slot 0\n");
|
|
//make sure we drop a weapon in cycle
|
|
DropNotSelectedWeapon( inventory.weaponSlot[0] );
|
|
}else{
|
|
//gameLocal.Printf("drop current weapon\n");
|
|
if( !DropWeapon( false, false ) ){ //parm2: if selectNext is false, DropWeapon will not select another weapon
|
|
//weapon was not dropped, so we'll try to drop it later.
|
|
PostEventMS( &EV_Player_DropWeapon, 100, inventory.weaponSlot[currentSlot] );
|
|
}
|
|
}
|
|
slot = (currentSlot != -1) ? currentSlot : 0;
|
|
}
|
|
|
|
inventory.AssignWeapToSlot( weaponNum, slot );
|
|
//gameLocal.Printf("weapon %d is has been assigned to slot: %d\n", weaponNum, slot);
|
|
if(select){
|
|
SelectWeapon( weaponNum, false );
|
|
}
|
|
}
|
|
|
|
//returns true if slot changed
|
|
bool idPlayer::SetCurrentSlot( int newslot ){
|
|
if( newslot != currentSlot ){
|
|
currentSlot = newslot;
|
|
//gameLocal.Printf("SetCurrentSlot %d\n", currentSlot );
|
|
//GUI EVENT is raised in ::UpdateHudWeapon
|
|
return true;
|
|
}else{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//bypass the interaction if we already have the weapon: give ammo
|
|
bool idPlayer::WeaponItemCanGiveAmmo( idItem *item ){
|
|
const idKeyValue *arg;
|
|
arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL );
|
|
if ( arg ) { //it's a weapon
|
|
int weaponNum;
|
|
idStr weaponName;
|
|
weaponName = arg->GetValue(); //weapon name
|
|
|
|
// find the number of the matching weapon name
|
|
for( weaponNum = 0; weaponNum < MAX_WEAPONS; weaponNum++ ) {
|
|
if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", weaponNum ) ) ) {
|
|
return ( inventory.GetSlotByWeap( weaponNum ) != -1 ); //ok only if it's in a slot
|
|
}
|
|
}
|
|
} //end if
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//ivan end
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveItem
|
|
|
|
Returns false if the item shouldn't be picked up
|
|
===============
|
|
*/
|
|
bool idPlayer::GiveItem( idItem *item ) {
|
|
int i;
|
|
const idKeyValue *arg;
|
|
idDict attr;
|
|
bool gave;
|
|
int numPickup;
|
|
|
|
if ( gameLocal.isMultiplayer && spectating ) {
|
|
return false;
|
|
}
|
|
|
|
//ivan start
|
|
arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL );
|
|
if ( arg ) { //it's a weapon
|
|
if( gameLocal.time < inventory.nextWeaponPickup ){ return false; }
|
|
}
|
|
//ivan end
|
|
|
|
item->GetAttributes( attr );
|
|
|
|
gave = false;
|
|
numPickup = inventory.pickupItemNames.Num();
|
|
for( i = 0; i < attr.GetNumKeyVals(); i++ ) {
|
|
arg = attr.GetKeyVal( i );
|
|
if ( Give( arg->GetKey(), arg->GetValue() ) ) {
|
|
gave = true;
|
|
}
|
|
}
|
|
|
|
arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL );
|
|
|
|
//ivan start - weapon taken
|
|
if ( gave && arg ) {
|
|
AddWeaponToSlots( arg->GetValue(), inventory.weaponPulse ); //was true. //select only if new weapon taken
|
|
inventory.nextWeaponPickup = gameLocal.time + 500;
|
|
}
|
|
//ivan end
|
|
|
|
if ( arg && hud ) {
|
|
// We need to update the weapon hud manually, but not
|
|
// the armor/ammo/health because they are updated every
|
|
// frame no matter what
|
|
UpdateHudWeapon( false );
|
|
hud->HandleNamedEvent( "weaponPulse" );
|
|
}
|
|
|
|
// display the pickup feedback on the hud
|
|
if ( gave && ( numPickup == inventory.pickupItemNames.Num() ) ) {
|
|
// inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ) );
|
|
inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ), this ); //New _D3XP
|
|
|
|
}
|
|
|
|
return gave;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::PowerUpModifier
|
|
===============
|
|
*/
|
|
float idPlayer::PowerUpModifier( int type ) {
|
|
float mod = 1.0f;
|
|
|
|
if ( PowerUpActive( BERSERK ) ) {
|
|
switch( type ) {
|
|
case SPEED: {
|
|
mod *= 1.7f;
|
|
break;
|
|
}
|
|
case PROJECTILE_DAMAGE: {
|
|
mod *= 2.0f;
|
|
break;
|
|
}
|
|
case MELEE_DAMAGE: {
|
|
mod *= 30.0f;
|
|
break;
|
|
}
|
|
case MELEE_DISTANCE: {
|
|
mod *= 2.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer && !gameLocal.isClient ) {
|
|
if ( PowerUpActive( MEGAHEALTH ) ) {
|
|
if ( healthPool <= 0 ) {
|
|
GiveHealthPool( 100 );
|
|
}
|
|
} else {
|
|
healthPool = 0;
|
|
}
|
|
}
|
|
|
|
return mod;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::PowerUpActive
|
|
===============
|
|
*/
|
|
bool idPlayer::PowerUpActive( int powerup ) const {
|
|
return ( inventory.powerups & ( 1 << powerup ) ) != 0;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GivePowerUp
|
|
===============
|
|
*/
|
|
bool idPlayer::GivePowerUp( int powerup, int time ) {
|
|
const char *sound;
|
|
const char *skin;
|
|
|
|
if ( powerup >= 0 && powerup < MAX_POWERUPS ) {
|
|
|
|
if ( gameLocal.isServer ) {
|
|
idBitMsg msg;
|
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
|
|
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
|
msg.WriteShort( powerup );
|
|
msg.WriteBits( 1, 1 );
|
|
ServerSendEvent( EVENT_POWERUP, &msg, false, -1 );
|
|
}
|
|
|
|
if ( powerup != MEGAHEALTH ) {
|
|
inventory.GivePowerUp( this, powerup, time );
|
|
}
|
|
|
|
const idDeclEntityDef *def = NULL;
|
|
|
|
switch( powerup ) {
|
|
case BERSERK: {
|
|
if ( spawnArgs.GetString( "snd_berserk_third", "", &sound ) ) {
|
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL );
|
|
}
|
|
if ( baseSkinName.Length() ) {
|
|
powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" );
|
|
}
|
|
if ( !gameLocal.isClient ) {
|
|
idealWeapon = 0;
|
|
}
|
|
break;
|
|
}
|
|
case INVISIBILITY: {
|
|
spawnArgs.GetString( "skin_invisibility", "", &skin );
|
|
powerUpSkin = declManager->FindSkin( skin );
|
|
// remove any decals from the model
|
|
if ( modelDefHandle != -1 ) {
|
|
gameRenderWorld->RemoveDecals( modelDefHandle );
|
|
}
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->UpdateSkin();
|
|
}
|
|
if ( spawnArgs.GetString( "snd_invisibility", "", &sound ) ) {
|
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
|
|
}
|
|
break;
|
|
}
|
|
case ADRENALINE: {
|
|
stamina = 100.0f;
|
|
break;
|
|
}
|
|
case MEGAHEALTH: {
|
|
if ( spawnArgs.GetString( "snd_megahealth", "", &sound ) ) {
|
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
|
|
}
|
|
def = gameLocal.FindEntityDef( "powerup_megahealth", false );
|
|
if ( def ) {
|
|
health = def->dict.GetInt( "inv_health" );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "itemPickup" );
|
|
}
|
|
|
|
return true;
|
|
} else {
|
|
gameLocal.Warning( "Player given power up %i\n which is out of range", powerup );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::ClearPowerup
|
|
==============
|
|
*/
|
|
void idPlayer::ClearPowerup( int i ) {
|
|
|
|
if ( gameLocal.isServer ) {
|
|
idBitMsg msg;
|
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
|
|
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
|
msg.WriteShort( i );
|
|
msg.WriteBits( 0, 1 );
|
|
ServerSendEvent( EVENT_POWERUP, &msg, false, -1 );
|
|
}
|
|
|
|
powerUpSkin = NULL;
|
|
inventory.powerups &= ~( 1 << i );
|
|
inventory.powerupEndTime[ i ] = 0;
|
|
switch( i ) {
|
|
case BERSERK: {
|
|
StopSound( SND_CHANNEL_DEMONIC, false );
|
|
break;
|
|
}
|
|
case INVISIBILITY: {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->UpdateSkin();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdatePowerUps
|
|
==============
|
|
*/
|
|
void idPlayer::UpdatePowerUps( void ) {
|
|
int i;
|
|
|
|
if ( !gameLocal.isClient ) {
|
|
for ( i = 0; i < MAX_POWERUPS; i++ ) {
|
|
if ( PowerUpActive( i ) && inventory.powerupEndTime[i] <= gameLocal.time ) {
|
|
ClearPowerup( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( health > 0 ) {
|
|
if ( powerUpSkin ) {
|
|
renderEntity.customSkin = powerUpSkin;
|
|
} else {
|
|
renderEntity.customSkin = skin;
|
|
}
|
|
}
|
|
|
|
if ( healthPool && gameLocal.time > nextHealthPulse && !AI_DEAD && health > 0 ) {
|
|
assert( !gameLocal.isClient ); // healthPool never be set on client
|
|
int amt = ( healthPool > 5 ) ? 5 : healthPool;
|
|
health += amt;
|
|
if ( health > inventory.maxHealth ) {
|
|
health = inventory.maxHealth;
|
|
healthPool = 0;
|
|
} else {
|
|
healthPool -= amt;
|
|
}
|
|
nextHealthPulse = gameLocal.time + HEALTHPULSE_TIME;
|
|
healthPulse = true;
|
|
}
|
|
|
|
if ( !gameLocal.inCinematic && influenceActive == 0 && g_skill.GetInteger() == 3 && gameLocal.time > nextHealthTake && !AI_DEAD && health > g_healthTakeLimit.GetInteger() ) {
|
|
assert( !gameLocal.isClient ); // healthPool never be set on client
|
|
health -= g_healthTakeAmt.GetInteger();
|
|
if ( health < g_healthTakeLimit.GetInteger() ) {
|
|
health = g_healthTakeLimit.GetInteger();
|
|
}
|
|
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
|
|
healthTake = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::ClearPowerUps
|
|
===============
|
|
*/
|
|
void idPlayer::ClearPowerUps( void ) {
|
|
int i;
|
|
for ( i = 0; i < MAX_POWERUPS; i++ ) {
|
|
if ( PowerUpActive( i ) ) {
|
|
ClearPowerup( i );
|
|
}
|
|
}
|
|
inventory.ClearPowerUps();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveInventoryItem
|
|
===============
|
|
*/
|
|
bool idPlayer::GiveInventoryItem( idDict *item ) {
|
|
if ( gameLocal.isMultiplayer && spectating ) {
|
|
return false;
|
|
}
|
|
inventory.items.Append( new idDict( *item ) );
|
|
idItemInfo info;
|
|
const char* itemName = item->GetString( "inv_name" );
|
|
if ( idStr::Cmpn( itemName, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
|
|
info.name = common->GetLanguageDict()->GetString( itemName );
|
|
} else {
|
|
info.name = itemName;
|
|
}
|
|
info.icon = item->GetString( "inv_icon" );
|
|
inventory.pickupItemNames.Append( info );
|
|
if ( hud ) {
|
|
hud->SetStateString( "itemicon", info.icon );
|
|
hud->HandleNamedEvent( "invPickup" );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdateObjectiveInfo
|
|
==============
|
|
*/
|
|
void idPlayer::UpdateObjectiveInfo( void ) {
|
|
if ( objectiveSystem == NULL ) {
|
|
return;
|
|
}
|
|
objectiveSystem->SetStateString( "objective1", "" );
|
|
objectiveSystem->SetStateString( "objective2", "" );
|
|
objectiveSystem->SetStateString( "objective3", "" );
|
|
for ( int i = 0; i < inventory.objectiveNames.Num(); i++ ) {
|
|
objectiveSystem->SetStateString( va( "objective%i", i+1 ), "1" );
|
|
objectiveSystem->SetStateString( va( "objectivetitle%i", i+1 ), inventory.objectiveNames[i].title.c_str() );
|
|
objectiveSystem->SetStateString( va( "objectivetext%i", i+1 ), inventory.objectiveNames[i].text.c_str() );
|
|
objectiveSystem->SetStateString( va( "objectiveshot%i", i+1 ), inventory.objectiveNames[i].screenshot.c_str() );
|
|
}
|
|
objectiveSystem->StateChanged( gameLocal.time );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveObjective
|
|
===============
|
|
*/
|
|
void idPlayer::GiveObjective( const char *title, const char *text, const char *screenshot ) {
|
|
idObjectiveInfo info;
|
|
info.title = title;
|
|
info.text = text;
|
|
info.screenshot = screenshot;
|
|
inventory.objectiveNames.Append( info );
|
|
ShowObjective( "newObjective" );
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "newObjective" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::CompleteObjective
|
|
===============
|
|
*/
|
|
void idPlayer::CompleteObjective( const char *title ) {
|
|
int c = inventory.objectiveNames.Num();
|
|
for ( int i = 0; i < c; i++ ) {
|
|
if ( idStr::Icmp(inventory.objectiveNames[i].title, title) == 0 ) {
|
|
inventory.objectiveNames.RemoveIndex( i );
|
|
break;
|
|
}
|
|
}
|
|
ShowObjective( "newObjectiveComplete" );
|
|
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "newObjectiveComplete" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveVideo
|
|
===============
|
|
*/
|
|
void idPlayer::GiveVideo( const char *videoName, idDict *item ) {
|
|
|
|
if ( videoName == NULL || *videoName == 0 ) {
|
|
return;
|
|
}
|
|
|
|
inventory.videos.AddUnique( videoName );
|
|
|
|
if ( item ) {
|
|
idItemInfo info;
|
|
info.name = item->GetString( "inv_name" );
|
|
info.icon = item->GetString( "inv_icon" );
|
|
inventory.pickupItemNames.Append( info );
|
|
}
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "videoPickup" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveSecurity
|
|
===============
|
|
*/
|
|
void idPlayer::GiveSecurity( const char *security ) {
|
|
GetPDA()->SetSecurity( security );
|
|
if ( hud ) {
|
|
hud->SetStateString( "pda_security", "1" );
|
|
hud->HandleNamedEvent( "securityPickup" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveEmail
|
|
===============
|
|
*/
|
|
void idPlayer::GiveEmail( const char *emailName ) {
|
|
|
|
if ( emailName == NULL || *emailName == 0 ) {
|
|
return;
|
|
}
|
|
|
|
inventory.emails.AddUnique( emailName );
|
|
GetPDA()->AddEmail( emailName );
|
|
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "emailPickup" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GivePDA
|
|
===============
|
|
*/
|
|
void idPlayer::GivePDA( const char *pdaName, idDict *item )
|
|
{
|
|
if ( gameLocal.isMultiplayer && spectating ) {
|
|
return;
|
|
}
|
|
|
|
if ( item ) {
|
|
inventory.pdaSecurity.AddUnique( item->GetString( "inv_name" ) );
|
|
}
|
|
|
|
if ( pdaName == NULL || *pdaName == 0 ) {
|
|
pdaName = "personal";
|
|
}
|
|
|
|
const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, pdaName ) );
|
|
|
|
inventory.pdas.AddUnique( pdaName );
|
|
|
|
// Copy any videos over
|
|
for ( int i = 0; i < pda->GetNumVideos(); i++ ) {
|
|
const idDeclVideo *video = pda->GetVideoByIndex( i );
|
|
if ( video ) {
|
|
inventory.videos.AddUnique( video->GetName() );
|
|
}
|
|
}
|
|
|
|
// This is kind of a hack, but it works nicely
|
|
// We don't want to display the 'you got a new pda' message during a map load
|
|
if ( gameLocal.GetFrameNum() > 10 ) {
|
|
if ( pda && hud ) {
|
|
idStr pdaName = pda->GetPdaName();
|
|
pdaName.RemoveColors();
|
|
hud->SetStateString( "pda", "1" );
|
|
hud->SetStateString( "pda_text", pdaName );
|
|
const char *sec = pda->GetSecurity();
|
|
hud->SetStateString( "pda_security", ( sec && *sec ) ? "1" : "0" );
|
|
hud->HandleNamedEvent( "pdaPickup" );
|
|
}
|
|
|
|
if ( inventory.pdas.Num() == 1 ) {
|
|
GetPDA()->RemoveAddedEmailsAndVideos();
|
|
if ( !objectiveSystemOpen ) {
|
|
TogglePDA();
|
|
}
|
|
objectiveSystem->HandleNamedEvent( "showPDATip" );
|
|
//ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_firstPDA" ), true );
|
|
}
|
|
|
|
if ( inventory.pdas.Num() > 1 && pda->GetNumVideos() > 0 && hud ) {
|
|
hud->HandleNamedEvent( "videoPickup" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::FindInventoryItem
|
|
===============
|
|
*/
|
|
idDict *idPlayer::FindInventoryItem( const char *name ) {
|
|
for ( int i = 0; i < inventory.items.Num(); i++ ) {
|
|
const char *iname = inventory.items[i]->GetString( "inv_name" );
|
|
if ( iname && *iname ) {
|
|
if ( idStr::Icmp( name, iname ) == 0 ) {
|
|
return inventory.items[i];
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::RemoveInventoryItem
|
|
===============
|
|
*/
|
|
void idPlayer::RemoveInventoryItem( const char *name ) {
|
|
idDict *item = FindInventoryItem(name);
|
|
if ( item ) {
|
|
RemoveInventoryItem( item );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::RemoveInventoryItem
|
|
===============
|
|
*/
|
|
void idPlayer::RemoveInventoryItem( idDict *item ) {
|
|
inventory.items.Remove( item );
|
|
delete item;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GiveItem
|
|
===============
|
|
*/
|
|
void idPlayer::GiveItem( const char *itemname ) {
|
|
idDict args;
|
|
|
|
args.Set( "classname", itemname );
|
|
args.Set( "owner", name.c_str() );
|
|
gameLocal.SpawnEntityDef( args );
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "itemPickup" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::SlotForWeapon
|
|
==================
|
|
*/
|
|
int idPlayer::SlotForWeapon( const char *weaponName ) { //ivan - note: this returns the number of the weapon, not one of our new slots.
|
|
int i;
|
|
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
|
if ( !idStr::Cmp( weap, weaponName ) ) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// not found
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Reload
|
|
===============
|
|
*/
|
|
void idPlayer::Reload( void ) {
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
if ( spectating || gameLocal.inCinematic || influenceActive ) {
|
|
return;
|
|
}
|
|
|
|
if ( weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) {
|
|
weapon.GetEntity()->Reload();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::WeaponSpecialFunction
|
|
|
|
Weapon special function- Added by Clone JC Denton
|
|
===============
|
|
*/
|
|
void idPlayer::WeaponSpecialFunction( bool keyTapped ) {
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
if ( spectating || gameLocal.inCinematic || influenceActive ) {
|
|
return;
|
|
}
|
|
|
|
/*
|
|
//commented out by ivan
|
|
if ( !hiddenWeapon && weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) {
|
|
weapon.GetEntity()->BeginSpecialFunction( keyTapped );
|
|
}
|
|
*/
|
|
|
|
//ivan start
|
|
if ( !hiddenWeapon && weapon.GetEntity() && weapon.GetEntity()->IsReady() ) {
|
|
//if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) { //allow secondary attacks even if there is no ammo
|
|
AI_SEC_ATTACK_HELD = true;
|
|
weapon.GetEntity()->BeginSpecialFunction( keyTapped ); //start secondary attack
|
|
//}
|
|
#ifdef _WEAPONAUTOSWITCH
|
|
else {
|
|
NextBestWeapon();
|
|
}
|
|
#endif
|
|
}
|
|
//ivan end
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::NextBestWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::NextBestWeapon( void ) {
|
|
const char *weap;
|
|
|
|
//ivan start
|
|
int w; //was: int w = MAX_WEAPONS;
|
|
int s;
|
|
bool foundInSlots;
|
|
//ivan end
|
|
|
|
#ifdef _DENTONMOD
|
|
if ( gameLocal.isClient || !weaponEnabled || currentWeapon != idealWeapon ) {
|
|
#else
|
|
if ( gameLocal.isClient || !weaponEnabled ) {
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
//ivan start - use slots to select next best weapon
|
|
|
|
//look in slots first, then check other weapons.
|
|
foundInSlots = false;
|
|
s = NUM_SLOTS;
|
|
while( s > 0 ) {
|
|
s--;
|
|
|
|
w = inventory.weaponSlot[s];
|
|
if( w == -1 ){ //slot is empty
|
|
continue;
|
|
}
|
|
|
|
//check as usual:
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) { //new
|
|
continue;
|
|
}
|
|
/*
|
|
if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) {
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
foundInSlots = true;
|
|
break;
|
|
}
|
|
|
|
if( !foundInSlots ){ //not found
|
|
w = MAX_WEAPONS;
|
|
while ( w > 0 ) { //check every weapon (TODO: avoid checking the ones in slots too, as it has already been done)
|
|
w--;
|
|
|
|
//check as usual:
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) { //new
|
|
continue;
|
|
}
|
|
/*
|
|
if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) {
|
|
continue;
|
|
}
|
|
*/
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* was:
|
|
while ( w > 0 ) {
|
|
w--;
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) { //new
|
|
//if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap ) ) ) {
|
|
continue;
|
|
}
|
|
if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) {
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
*/
|
|
//ivan end
|
|
|
|
#ifdef _DENTONMOD
|
|
if( w != idealWeapon ) {
|
|
quickWeapon = idealWeapon;
|
|
}
|
|
#endif
|
|
idealWeapon = w;
|
|
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
|
|
UpdateHudWeapon();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::NextWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::NextWeapon( void ) {
|
|
const char *weap;
|
|
int w;
|
|
int s, i; //ivan
|
|
|
|
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
// check if we have any weapons
|
|
if ( !inventory.weapons ) {
|
|
return;
|
|
}
|
|
|
|
//ivan start - use slots to select next weapon
|
|
s = currentSlot;
|
|
i = 0;
|
|
while( 1 ) {
|
|
s++;
|
|
|
|
i++; //keep track of the number of iterations.
|
|
if( i > NUM_SLOTS ){ //if we do more iterations than number of slots, than no weapon is selectable.
|
|
return;
|
|
}
|
|
|
|
if ( s >= NUM_SLOTS ) { //loop slots
|
|
s = 0;
|
|
}
|
|
|
|
w = inventory.weaponSlot[s];
|
|
if( w == -1 ){ //slot is empty
|
|
continue;
|
|
}
|
|
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
|
|
/*
|
|
//the following should be already assured by slots
|
|
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
if ( !weap[ 0 ] ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) { //keep this check just to make sure...
|
|
gameLocal.Warning("Found a non-available weapon in slot %d", s);
|
|
continue;
|
|
}
|
|
|
|
//allow selecting empty weapons
|
|
if ( spawnArgs.GetBool( va( "weapon%d_allowempty", w ) ) ) {
|
|
break;
|
|
}
|
|
|
|
if ( inventory.HasAmmo( weap, true, this ) ) { //new
|
|
//if ( inventory.HasAmmo( weap ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* was:
|
|
w = idealWeapon;
|
|
while( 1 ) {
|
|
w++;
|
|
if ( w >= MAX_WEAPONS ) {
|
|
w = 0;
|
|
}
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
|
|
continue;
|
|
}
|
|
if ( !weap[ 0 ] ) {
|
|
continue;
|
|
}
|
|
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
//ivan start - allow selecting empty weapons
|
|
if ( spawnArgs.GetBool( va( "weapon%d_allowempty", w ) ) ) {
|
|
break;
|
|
}
|
|
//ivan end
|
|
|
|
if ( inventory.HasAmmo( weap, true, this ) ) {//new
|
|
// if ( inventory.HasAmmo( weap ) ) {
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
//ivan end
|
|
|
|
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
|
|
idealWeapon = w;
|
|
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
|
|
UpdateHudWeapon();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::PrevWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::PrevWeapon( void ) {
|
|
const char *weap;
|
|
int w;
|
|
int s, i; //ivan
|
|
|
|
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
// check if we have any weapons
|
|
if ( !inventory.weapons ) {
|
|
return;
|
|
}
|
|
|
|
//ivan start - use slots to select prev weapon
|
|
s = currentSlot;
|
|
i = 0;
|
|
while( 1 ) {
|
|
s--;
|
|
|
|
i++; //keep track of the number of iterations.
|
|
if( i > NUM_SLOTS ){ //if we do more iterations than number of slots, than no weapon is selectable.
|
|
return;
|
|
}
|
|
|
|
if ( s < 0 ) { //loop slots
|
|
s = NUM_SLOTS - 1;
|
|
}
|
|
|
|
w = inventory.weaponSlot[s];
|
|
if( w == -1 ){ //slot is empty
|
|
continue;
|
|
}
|
|
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
|
|
/*
|
|
//the following should be already assured by slots
|
|
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
if ( !weap[ 0 ] ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) { //keep this check just to make sure...
|
|
gameLocal.Warning("Found a non-available weapon in slot %d", s);
|
|
continue;
|
|
}
|
|
|
|
//allow selecting empty weapons
|
|
if ( spawnArgs.GetBool( va( "weapon%d_allowempty", w ) ) ) {
|
|
break;
|
|
}
|
|
|
|
if ( inventory.HasAmmo( weap, true, this ) ) { //new
|
|
//if ( inventory.HasAmmo( weap ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* was:
|
|
w = idealWeapon;
|
|
while( 1 ) {
|
|
w--;
|
|
if ( w < 0 ) {
|
|
w = MAX_WEAPONS - 1;
|
|
}
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
|
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
|
|
continue;
|
|
}
|
|
if ( !weap[ 0 ] ) {
|
|
continue;
|
|
}
|
|
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
if ( inventory.HasAmmo( weap, true, this ) ) { //new
|
|
//if ( inventory.HasAmmo( weap ) ) {
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
|
|
//ivan end
|
|
|
|
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
|
|
idealWeapon = w;
|
|
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
|
|
UpdateHudWeapon();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SelectWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::SelectWeapon( int num, bool force, const bool toggleWeapons ) {
|
|
const char *weap;
|
|
|
|
if ( !weaponEnabled || spectating || gameLocal.inCinematic || health < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( ( num < 0 ) || ( num >= MAX_WEAPONS ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
if ( ( num != weapon_pda ) && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
|
|
num = weapon_fists;
|
|
hiddenWeapon ^= 1;
|
|
if ( hiddenWeapon && weapon.GetEntity() ) {
|
|
weapon.GetEntity()->LowerWeapon();
|
|
} else {
|
|
weapon.GetEntity()->RaiseWeapon();
|
|
}
|
|
}
|
|
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", num ) );
|
|
if ( !weap[ 0 ] ) {
|
|
gameLocal.Printf( "Invalid weapon\n" );
|
|
return;
|
|
}
|
|
|
|
|
|
WeaponToggle_t* weaponToggle;
|
|
|
|
//Is the weapon a toggle weapon & player is trying to select it.
|
|
if(weaponToggles.Get(va("weapontoggle%d", num), &weaponToggle) && toggleWeapons ) {
|
|
|
|
int weaponToggleIndex = 0;
|
|
|
|
//Find the current Weapon in the list
|
|
int currentIndex = -1;
|
|
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
|
|
if(weaponToggle->toggleList[i] == idealWeapon) {
|
|
currentIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
if(currentIndex == -1) {
|
|
//Didn't find the current weapon so select the first item
|
|
weaponToggleIndex = 0;
|
|
} else {
|
|
//Roll to the next available item in the list
|
|
weaponToggleIndex = currentIndex;
|
|
weaponToggleIndex++;
|
|
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
|
|
weaponToggleIndex = 0;
|
|
}
|
|
}
|
|
|
|
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
|
|
|
|
//Is it available
|
|
if(inventory.weapons & ( 1 << weaponToggle->toggleList[weaponToggleIndex])) {
|
|
break;
|
|
}
|
|
|
|
weaponToggleIndex++;
|
|
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
|
|
weaponToggleIndex = 0;
|
|
}
|
|
}
|
|
|
|
num = weaponToggle->toggleList[weaponToggleIndex];
|
|
}
|
|
|
|
if ( force || ( inventory.weapons & ( 1 << num ) ) ) {
|
|
|
|
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) {
|
|
return;
|
|
}
|
|
if ( ( previousWeapon >= 0 ) && ( idealWeapon == num ) && ( spawnArgs.GetBool( va( "weapon%d_toggle", num ) ) ) ) {
|
|
weap = spawnArgs.GetString( va( "def_weapon%d", previousWeapon ) );
|
|
|
|
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) {
|
|
return;
|
|
}
|
|
idealWeapon = previousWeapon;
|
|
} else if ( ( weapon_pda >= 0 ) && ( num == weapon_pda ) && ( inventory.pdas.Num() == 0 ) ) {
|
|
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
|
|
return;
|
|
} else {
|
|
idealWeapon = num;
|
|
}
|
|
UpdateHudWeapon();
|
|
}
|
|
}
|
|
|
|
//ivan start
|
|
|
|
void idPlayer::DropNotSelectedWeapon( int weapNum ) {
|
|
int ammoavailable;
|
|
int ammoRequired;
|
|
|
|
if(weapNum < 0 || weapNum > MAX_WEAPONS){
|
|
gameLocal.Warning("Weapon %d out of range", weapNum);
|
|
return;
|
|
}
|
|
|
|
//check if it's the one selected
|
|
if ( weapNum == currentWeapon ) {
|
|
gameLocal.Warning("Cannot drop the weapon: weapNum == currentWeapon"); //ivan
|
|
return;
|
|
}
|
|
|
|
//check if we have it
|
|
if (( inventory.weapons & ( 1 << weapNum ) ) == 0 ) {
|
|
gameLocal.Warning("Cannot drop the weapon: player doesn't have the weapon"); //ivan
|
|
return;
|
|
}
|
|
|
|
//get info
|
|
const char *weapName = spawnArgs.GetString( va( "def_weapon%d", weapNum ) );
|
|
ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( weapName, &ammoRequired );
|
|
ammoavailable = inventory.HasAmmo( ammo_i, ammoRequired );
|
|
|
|
//spawn
|
|
idEntity *item = NULL;
|
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapName );
|
|
const char *classname = decl->dict.GetString( "def_dropItem" );
|
|
if ( !classname[0] ) {
|
|
gameLocal.Warning("Cannot drop the weapon: def_dropItem is not a valid classname");
|
|
return;
|
|
}
|
|
item = idMoveableItem::DropItem( classname, firstPersonViewOrigin , firstPersonViewAxis, vec3_origin, 500, WEAPON_DROP_TIME );
|
|
if ( !item ) {
|
|
gameLocal.Warning("Cannot drop the weapon: failed spawning the entity");
|
|
return;
|
|
}
|
|
|
|
// set the appropriate ammo in the dropped object
|
|
const idKeyValue * keyval = item->spawnArgs.MatchPrefix( "inv_ammo_" );
|
|
if ( keyval ) {
|
|
item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable );
|
|
}
|
|
|
|
// remove from our local inventory completely
|
|
inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 );
|
|
UpdateHudWeapon();
|
|
}
|
|
|
|
|
|
//ivan end
|
|
|
|
|
|
/*
|
|
=================
|
|
idPlayer::DropWeapon
|
|
=================
|
|
*/
|
|
bool idPlayer::DropWeapon( bool died, bool selectNext ) { //ivan - bool selectNext added
|
|
idVec3 forward, up;
|
|
int inclip, ammoavailable;
|
|
bool dropAmmoInItem = true; //ivan - drop all the ammo by default
|
|
|
|
assert( !gameLocal.isClient );
|
|
|
|
if ( spectating || weaponGone || weapon.GetEntity() == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
if ( ( !died && !weapon.GetEntity()->IsReady() ) || weapon.GetEntity()->IsReloading() ) {
|
|
return false;
|
|
}
|
|
// ammoavailable is how many shots we can fire
|
|
// inclip is which amount is in clip right now
|
|
ammoavailable = weapon.GetEntity()->AmmoAvailable();
|
|
inclip = weapon.GetEntity()->AmmoInClip();
|
|
|
|
// don't drop a grenade if we have none left
|
|
if ( !idStr::Icmp( idWeapon::GetAmmoNameForNum( weapon.GetEntity()->GetAmmoType() ), "ammo_grenades" ) && ( ammoavailable - inclip <= 0 ) ) {
|
|
return false;
|
|
}
|
|
|
|
//ammoavailable += inclip; //new //ivan - not necessary: AmmoAvailable() has been fixed
|
|
//ivan note: the prev line broke the following if. --> now is fixed
|
|
|
|
// expect an ammo setup that makes sense before doing any dropping
|
|
// ammoavailable is -1 for infinite ammo, and weapons like chainsaw
|
|
// a bad ammo config usually indicates a bad weapon state, so we should not drop
|
|
// used to be an assertion check, but it still happens in edge cases
|
|
if ( ( ammoavailable >= 0 ) && ( ammoavailable < inclip ) ) { //ivan - was: ( ammoavailable != -1 )
|
|
common->DPrintf( "idPlayer::DropWeapon: bad ammo setup\n" );
|
|
return false;
|
|
}
|
|
|
|
idEntity *item = NULL;
|
|
if ( died ) {
|
|
// ain't gonna throw you no weapon if I'm dead
|
|
item = weapon.GetEntity()->DropItem( vec3_origin, 0, WEAPON_DROP_TIME, died );
|
|
} else {
|
|
viewAngles.ToVectors( &forward, NULL, &up );
|
|
item = weapon.GetEntity()->DropItem( 250.0f * forward + 150.0f * up, 500, WEAPON_DROP_TIME, died );
|
|
}
|
|
if ( !item ) {
|
|
return false;
|
|
}
|
|
// set the appropriate ammo in the dropped object
|
|
const idKeyValue * keyval = item->spawnArgs.MatchPrefix( "inv_ammo_" );
|
|
if ( keyval ) {
|
|
//item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable ); //ivan - commented out
|
|
idStr inclipKey = keyval->GetKey();
|
|
inclipKey.Insert( "inclip_", 4 );
|
|
inclipKey.Insert( va("%.2d", currentWeapon), 11);//new
|
|
item->spawnArgs.SetInt( inclipKey, inclip );
|
|
}
|
|
|
|
//ivan start
|
|
//was: if ( !died ) {
|
|
if ( died ) {
|
|
//don't call WeaponStolen on weapon in this case bacause OwnerDied will be called instead (so it will be in scripts too).
|
|
if ( keyval ) item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable );
|
|
}else{
|
|
//ivan end
|
|
// remove from our local inventory completely
|
|
inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 , &dropAmmoInItem ); //ivan - dropAmmoInItem added
|
|
|
|
if ( keyval ) item->spawnArgs.SetInt( keyval->GetKey(), dropAmmoInItem ? ammoavailable : 0 ); //ivan
|
|
|
|
weapon.GetEntity()->ResetAmmoClip();
|
|
|
|
//ivan start
|
|
//was: NextWeapon();
|
|
if( selectNext ){
|
|
NextBestWeapon(); //this is better because does also check weapons out of slots if all slots are empty!
|
|
//NextWeapon();
|
|
}
|
|
//ivan end
|
|
|
|
weapon.GetEntity()->WeaponStolen();
|
|
weaponGone = true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idPlayer::StealWeapon
|
|
steal the target player's current weapon
|
|
=================
|
|
*/
|
|
void idPlayer::StealWeapon( idPlayer *player ) {
|
|
assert( !gameLocal.isClient );
|
|
|
|
// make sure there's something to steal
|
|
idWeapon *player_weapon = static_cast< idWeapon * >( player->weapon.GetEntity() );
|
|
if ( !player_weapon || !player_weapon->CanDrop() || weaponGone ) {
|
|
return;
|
|
}
|
|
// steal - we need to effectively force the other player to abandon his weapon
|
|
int newweap = player->currentWeapon;
|
|
if ( newweap == -1 ) {
|
|
return;
|
|
}
|
|
// might be just dropped - check inventory
|
|
if ( ! ( player->inventory.weapons & ( 1 << newweap ) ) ) {
|
|
return;
|
|
}
|
|
const char *weapon_classname = spawnArgs.GetString( va( "def_weapon%d", newweap ) );
|
|
assert( weapon_classname );
|
|
int ammoavailable = player->weapon.GetEntity()->AmmoAvailable();
|
|
int inclip = player->weapon.GetEntity()->AmmoInClip();
|
|
|
|
//ammoavailable += inclip; //new //ivan - not necessary: AmmoAvailable() has been fixed
|
|
|
|
if ( ( ammoavailable != -1 ) && ( ammoavailable - inclip < 0 ) ) {
|
|
// see DropWeapon
|
|
common->DPrintf( "idPlayer::StealWeapon: bad ammo setup\n" );
|
|
// we still steal the weapon, so let's use the default ammo levels
|
|
inclip = -1;
|
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname );
|
|
assert( decl );
|
|
const idKeyValue *keypair = decl->dict.MatchPrefix( "inv_ammo_" );
|
|
assert( keypair );
|
|
ammoavailable = atoi( keypair->GetValue() );
|
|
}
|
|
|
|
player->weapon.GetEntity()->WeaponStolen();
|
|
player->inventory.Drop( player->spawnArgs, NULL, newweap );
|
|
player->SelectWeapon( weapon_fists, false );
|
|
// in case the robbed player is firing rounds with a continuous fire weapon like the chaingun/plasma etc.
|
|
// this will ensure the firing actually stops
|
|
player->weaponGone = true;
|
|
|
|
// give weapon, setup the ammo count
|
|
Give( "weapon", weapon_classname );
|
|
ammo_t ammo_i = player->inventory.AmmoIndexForWeaponClass( weapon_classname, NULL );
|
|
idealWeapon = newweap;
|
|
inventory.ammo[ ammo_i ] += ammoavailable;
|
|
inventory.clip[ newweap ] = inclip;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::ActiveGui
|
|
===============
|
|
*/
|
|
idUserInterface *idPlayer::ActiveGui( void ) {
|
|
if ( objectiveSystemOpen ) {
|
|
return objectiveSystem;
|
|
}
|
|
|
|
return focusUI;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Weapon_Combat
|
|
===============
|
|
*/
|
|
void idPlayer::Weapon_Combat( void ) {
|
|
if ( influenceActive || !weaponEnabled || gameLocal.inCinematic || privateCameraView ) {
|
|
return;
|
|
}
|
|
|
|
weapon.GetEntity()->RaiseWeapon();
|
|
if ( weapon.GetEntity()->IsReloading() ) {
|
|
if ( !AI_RELOAD ) {
|
|
AI_RELOAD = true;
|
|
SetState( "ReloadWeapon" );
|
|
UpdateScript();
|
|
}
|
|
} else {
|
|
AI_RELOAD = false;
|
|
}
|
|
|
|
if ( idealWeapon == weapon_soulcube && soulCubeProjectile.GetEntity() != NULL ) {
|
|
idealWeapon = currentWeapon;
|
|
}
|
|
|
|
if ( idealWeapon != currentWeapon ) {
|
|
if ( weaponCatchup ) {
|
|
assert( gameLocal.isClient );
|
|
|
|
currentWeapon = idealWeapon;
|
|
weaponGone = false;
|
|
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
|
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] );
|
|
animPrefix.Strip( "weapon_" );
|
|
|
|
weapon.GetEntity()->NetCatchup();
|
|
const function_t *newstate = GetScriptFunction( "NetCatchup" );
|
|
if ( newstate ) {
|
|
SetState( newstate );
|
|
UpdateScript();
|
|
}
|
|
weaponCatchup = false;
|
|
} else {
|
|
if ( weapon.GetEntity()->IsReady() ) {
|
|
weapon.GetEntity()->PutAway();
|
|
}
|
|
|
|
|
|
if ( weapon.GetEntity()->IsHolstered() ) {
|
|
assert( idealWeapon >= 0 );
|
|
assert( idealWeapon < MAX_WEAPONS );
|
|
|
|
if ( currentWeapon != weapon_pda && !spawnArgs.GetBool( va( "weapon%d_toggle", currentWeapon ) ) ) {
|
|
previousWeapon = currentWeapon;
|
|
}
|
|
currentWeapon = idealWeapon;
|
|
weaponGone = false;
|
|
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
|
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] );
|
|
animPrefix.Strip( "weapon_" );
|
|
|
|
weapon.GetEntity()->Raise();
|
|
}
|
|
}
|
|
} else {
|
|
weaponGone = false; // if you drop and re-get weap, you may miss the = false above
|
|
if ( weapon.GetEntity()->IsHolstered() ) {
|
|
if ( !weapon.GetEntity()->AmmoAvailable() ) {
|
|
#ifdef _DENTONMOD // If weapon with no ammo is soulcube, switch to previous weapon
|
|
if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) && currentWeapon == idealWeapon ) {
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "soulCubeNotReady" );
|
|
}
|
|
quickWeapon = weapon_soulcube;
|
|
SelectWeapon( previousWeapon, false );
|
|
} else {
|
|
// weapons can switch automatically if they have no more ammo
|
|
NextBestWeapon();
|
|
}
|
|
#else
|
|
// weapons can switch automatically if they have no more ammo
|
|
NextBestWeapon();
|
|
#endif
|
|
} else {
|
|
weapon.GetEntity()->Raise();
|
|
state = GetScriptFunction( "RaiseWeapon" );
|
|
if ( state ) {
|
|
SetState( state );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// check for attack
|
|
AI_WEAPON_FIRED = false;
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
|
|
if ( !influenceActive ) {
|
|
if ( ( usercmd.buttons & BUTTON_ATTACK ) && !weaponGone ) {
|
|
FireWeapon();
|
|
} else if ( oldButtons & BUTTON_ATTACK ) {
|
|
AI_ATTACK_HELD = false;
|
|
weapon.GetEntity()->EndAttack();
|
|
}
|
|
|
|
// check for Weapon special function, new
|
|
if ( ( usercmd.buttons & BUTTON_5 ) && !weaponGone ) { // BUTTON_5 is being used for weapon special function
|
|
WeaponSpecialFunction( !(oldButtons & BUTTON_5) ); // The condition holds True when key is being tapped rather than held
|
|
} else if ( oldButtons & BUTTON_5 ) {
|
|
weapon.GetEntity()->EndSpecialFunction();
|
|
AI_SEC_ATTACK_HELD = false; //ivan
|
|
}
|
|
}
|
|
|
|
// update our ammo clip in our inventory
|
|
if ( ( currentWeapon >= 0 ) && ( currentWeapon < MAX_WEAPONS ) ) {
|
|
inventory.clip[ currentWeapon ] = weapon.GetEntity()->AmmoInClip();
|
|
if ( hud && ( currentWeapon == idealWeapon ) ) {
|
|
UpdateHudAmmo( hud );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Weapon_NPC
|
|
===============
|
|
*/
|
|
void idPlayer::Weapon_NPC( void ) {
|
|
if ( idealWeapon != currentWeapon ) {
|
|
Weapon_Combat();
|
|
}
|
|
StopFiring();
|
|
weapon.GetEntity()->LowerWeapon();
|
|
|
|
if ( ( usercmd.buttons & BUTTON_ATTACK ) && !( oldButtons & BUTTON_ATTACK ) ) {
|
|
buttonMask |= BUTTON_ATTACK;
|
|
focusCharacter->TalkTo( this );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::LowerWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::LowerWeapon( void ) {
|
|
if ( weapon.GetEntity() && !weapon.GetEntity()->IsHidden() ) {
|
|
weapon.GetEntity()->LowerWeapon();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::RaiseWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::RaiseWeapon( void ) {
|
|
if ( weapon.GetEntity() && weapon.GetEntity()->IsHidden() ) {
|
|
weapon.GetEntity()->RaiseWeapon();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::WeaponLoweringCallback
|
|
===============
|
|
*/
|
|
void idPlayer::WeaponLoweringCallback( void ) {
|
|
SetState( "LowerWeapon" );
|
|
UpdateScript();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::WeaponRisingCallback
|
|
===============
|
|
*/
|
|
void idPlayer::WeaponRisingCallback( void ) {
|
|
SetState( "RaiseWeapon" );
|
|
UpdateScript();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Weapon_GUI
|
|
===============
|
|
*/
|
|
void idPlayer::Weapon_GUI( void ) {
|
|
|
|
if ( !objectiveSystemOpen ) {
|
|
if ( idealWeapon != currentWeapon ) {
|
|
Weapon_Combat();
|
|
}
|
|
StopFiring();
|
|
weapon.GetEntity()->LowerWeapon();
|
|
}
|
|
|
|
// disable click prediction for the GUIs. handy to check the state sync does the right thing
|
|
if ( gameLocal.isClient && !net_clientPredictGUI.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
if ( ( oldButtons ^ usercmd.buttons ) & BUTTON_ATTACK ) {
|
|
sysEvent_t ev;
|
|
const char *command = NULL;
|
|
bool updateVisuals = false;
|
|
|
|
idUserInterface *ui = ActiveGui();
|
|
if ( ui ) {
|
|
ev = sys->GenerateMouseButtonEvent( 1, ( usercmd.buttons & BUTTON_ATTACK ) != 0 );
|
|
command = ui->HandleEvent( &ev, gameLocal.time, &updateVisuals );
|
|
if ( updateVisuals && focusGUIent && ui == focusUI ) {
|
|
focusGUIent->UpdateVisuals();
|
|
}
|
|
}
|
|
if ( gameLocal.isClient ) {
|
|
// we predict enough, but don't want to execute commands
|
|
return;
|
|
}
|
|
if ( focusGUIent ) {
|
|
HandleGuiCommands( focusGUIent, command );
|
|
} else {
|
|
HandleGuiCommands( this, command );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::UpdateWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::UpdateWeapon( void ) {
|
|
if ( health <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
assert( !spectating );
|
|
|
|
if ( gameLocal.isClient ) {
|
|
// clients need to wait till the weapon and it's world model entity
|
|
// are present and synchronized ( weapon.worldModel idEntityPtr to idAnimatedEntity )
|
|
if ( !weapon.GetEntity()->IsWorldModelReady() ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// always make sure the weapon is correctly setup before accessing it
|
|
if ( !weapon.GetEntity()->IsLinked() ) {
|
|
if ( idealWeapon != -1 ) {
|
|
animPrefix = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) );
|
|
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ idealWeapon ] );
|
|
assert( weapon.GetEntity()->IsLinked() );
|
|
} else {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* ivan
|
|
if ( hiddenWeapon && tipUp && usercmd.buttons & BUTTON_ATTACK ) {
|
|
HideTip();
|
|
}
|
|
*/
|
|
|
|
if ( g_dragEntity.GetBool() ) {
|
|
StopFiring();
|
|
weapon.GetEntity()->LowerWeapon();
|
|
dragEntity.Update( this );
|
|
} else if ( ActiveGui() ) {
|
|
// gui handling overrides weapon use
|
|
Weapon_GUI();
|
|
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
|
|
Weapon_NPC();
|
|
} else {
|
|
Weapon_Combat();
|
|
}
|
|
|
|
if ( hiddenWeapon ) {
|
|
weapon.GetEntity()->LowerWeapon();
|
|
}
|
|
|
|
// update weapon state, particles, dlights, etc
|
|
weapon.GetEntity()->PresentWeapon( showWeaponViewModel );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SpectateFreeFly
|
|
===============
|
|
*/
|
|
void idPlayer::SpectateFreeFly( bool force ) {
|
|
idPlayer *player;
|
|
idVec3 newOrig;
|
|
idVec3 spawn_origin;
|
|
idAngles spawn_angles;
|
|
|
|
player = gameLocal.GetClientByNum( spectator );
|
|
if ( force || gameLocal.time > lastSpectateChange ) {
|
|
spectator = entityNumber;
|
|
if ( player && player != this && !player->spectating && !player->IsInTeleport() ) {
|
|
newOrig = player->GetPhysics()->GetOrigin();
|
|
if ( player->physicsObj.IsCrouching() ) {
|
|
newOrig[ 2 ] += pm_crouchviewheight.GetFloat();
|
|
} else {
|
|
newOrig[ 2 ] += pm_normalviewheight.GetFloat();
|
|
}
|
|
newOrig[ 2 ] += SPECTATE_RAISE;
|
|
idBounds b = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
|
|
idVec3 start = player->GetPhysics()->GetOrigin();
|
|
start[2] += pm_spectatebbox.GetFloat() * 0.5f;
|
|
trace_t t;
|
|
// assuming spectate bbox is inside stand or crouch box
|
|
gameLocal.clip.TraceBounds( t, start, newOrig, b, MASK_PLAYERSOLID, player );
|
|
newOrig.Lerp( start, newOrig, t.fraction );
|
|
SetOrigin( newOrig );
|
|
idAngles angle = player->viewAngles;
|
|
angle[ 2 ] = 0;
|
|
SetViewAngles( angle );
|
|
} else {
|
|
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
|
|
spawn_origin[ 2 ] += pm_normalviewheight.GetFloat();
|
|
spawn_origin[ 2 ] += SPECTATE_RAISE;
|
|
SetOrigin( spawn_origin );
|
|
SetViewAngles( spawn_angles );
|
|
}
|
|
lastSpectateChange = gameLocal.time + 500;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SpectateCycle
|
|
===============
|
|
*/
|
|
void idPlayer::SpectateCycle( void ) {
|
|
idPlayer *player;
|
|
|
|
if ( gameLocal.time > lastSpectateChange ) {
|
|
int latchedSpectator = spectator;
|
|
spectator = gameLocal.GetNextClientNum( spectator );
|
|
player = gameLocal.GetClientByNum( spectator );
|
|
assert( player ); // never call here when the current spectator is wrong
|
|
// ignore other spectators
|
|
while ( latchedSpectator != spectator && player->spectating ) {
|
|
spectator = gameLocal.GetNextClientNum( spectator );
|
|
player = gameLocal.GetClientByNum( spectator );
|
|
}
|
|
lastSpectateChange = gameLocal.time + 500;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::UpdateSpectating
|
|
===============
|
|
*/
|
|
void idPlayer::UpdateSpectating( void ) {
|
|
assert( spectating );
|
|
assert( !gameLocal.isClient );
|
|
assert( IsHidden() );
|
|
idPlayer *player;
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
return;
|
|
}
|
|
player = gameLocal.GetClientByNum( spectator );
|
|
if ( !player || ( player->spectating && player != this ) ) {
|
|
SpectateFreeFly( true );
|
|
} else if ( usercmd.upmove > 0 ) {
|
|
SpectateFreeFly( false );
|
|
} else if ( usercmd.buttons & BUTTON_ATTACK ) {
|
|
SpectateCycle();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::HandleSingleGuiCommand
|
|
===============
|
|
*/
|
|
bool idPlayer::HandleSingleGuiCommand( idEntity *entityGui, idLexer *src ) {
|
|
idToken token;
|
|
|
|
if ( !src->ReadToken( &token ) ) {
|
|
return false;
|
|
}
|
|
|
|
if ( token == ";" ) {
|
|
return false;
|
|
}
|
|
|
|
if ( token.Icmp( "addhealth" ) == 0 ) {
|
|
if ( entityGui && health < 100 ) {
|
|
int _health = entityGui->spawnArgs.GetInt( "gui_parm1" );
|
|
int amt = ( _health >= HEALTH_PER_DOSE ) ? HEALTH_PER_DOSE : _health;
|
|
_health -= amt;
|
|
entityGui->spawnArgs.SetInt( "gui_parm1", _health );
|
|
if ( entityGui->GetRenderEntity() && entityGui->GetRenderEntity()->gui[ 0 ] ) {
|
|
entityGui->GetRenderEntity()->gui[ 0 ]->SetStateInt( "gui_parm1", _health );
|
|
}
|
|
health += amt;
|
|
if ( health > 100 ) {
|
|
health = 100;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if ( token.Icmp( "ready" ) == 0 ) {
|
|
PerformImpulse( IMPULSE_17 );
|
|
return true;
|
|
}
|
|
|
|
if ( token.Icmp( "updatepda" ) == 0 ) {
|
|
UpdatePDAInfo( true );
|
|
return true;
|
|
}
|
|
|
|
if ( token.Icmp( "updatepda2" ) == 0 ) {
|
|
UpdatePDAInfo( false );
|
|
return true;
|
|
}
|
|
|
|
if ( token.Icmp( "stoppdavideo" ) == 0 ) {
|
|
if ( objectiveSystem && objectiveSystemOpen && pdaVideoWave.Length() > 0 ) {
|
|
StopSound( SND_CHANNEL_PDA, false );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if ( token.Icmp( "close" ) == 0 ) {
|
|
if ( objectiveSystem && objectiveSystemOpen ) {
|
|
TogglePDA();
|
|
}
|
|
}
|
|
|
|
if ( token.Icmp( "playpdavideo" ) == 0 ) {
|
|
if ( objectiveSystem && objectiveSystemOpen && pdaVideo.Length() > 0 ) {
|
|
const idMaterial *mat = declManager->FindMaterial( pdaVideo );
|
|
if ( mat ) {
|
|
int c = mat->GetNumStages();
|
|
for ( int i = 0; i < c; i++ ) {
|
|
const shaderStage_t *stage = mat->GetStage(i);
|
|
if ( stage && stage->texture.cinematic ) {
|
|
stage->texture.cinematic->ResetTime( gameLocal.time );
|
|
}
|
|
}
|
|
if ( pdaVideoWave.Length() ) {
|
|
const idSoundShader *shader = declManager->FindSound( pdaVideoWave );
|
|
StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, NULL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( token.Icmp( "playpdaaudio" ) == 0 ) {
|
|
if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) {
|
|
const idSoundShader *shader = declManager->FindSound( pdaAudio );
|
|
int ms;
|
|
StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, &ms );
|
|
StartAudioLog();
|
|
CancelEvents( &EV_Player_StopAudioLog );
|
|
PostEventMS( &EV_Player_StopAudioLog, ms + 150 );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if ( token.Icmp( "stoppdaaudio" ) == 0 ) {
|
|
if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) {
|
|
// idSoundShader *shader = declManager->FindSound( pdaAudio );
|
|
StopAudioLog();
|
|
StopSound( SND_CHANNEL_PDA, false );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
src->UnreadToken( &token );
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Collide
|
|
==============
|
|
*/
|
|
bool idPlayer::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
|
idEntity *other;
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return false;
|
|
}
|
|
|
|
other = gameLocal.entities[ collision.c.entityNum ];
|
|
if ( other ) {
|
|
other->Signal( SIG_TOUCH );
|
|
if ( !spectating ) {
|
|
if ( other->RespondsTo( EV_Touch ) ) {
|
|
other->ProcessEvent( &EV_Touch, this, &collision );
|
|
}
|
|
} else {
|
|
if ( other->RespondsTo( EV_SpectatorTouch ) ) {
|
|
other->ProcessEvent( &EV_SpectatorTouch, this, &collision );
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idPlayer::UpdateLocation
|
|
|
|
Searches nearby locations
|
|
================
|
|
*/
|
|
void idPlayer::UpdateLocation( void ) {
|
|
if ( hud ) {
|
|
idLocationEntity *locationEntity = gameLocal.LocationForPoint( GetEyePosition() );
|
|
if ( locationEntity ) {
|
|
hud->SetStateString( "location", locationEntity->GetLocation() );
|
|
} else {
|
|
hud->SetStateString( "location", common->GetLanguageDict()->GetString( "#str_02911" ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::ClearFocus
|
|
|
|
Clears the focus cursor
|
|
================
|
|
*/
|
|
void idPlayer::ClearFocus( void ) {
|
|
focusCharacter = NULL;
|
|
focusGUIent = NULL;
|
|
focusUI = NULL;
|
|
focusVehicle = NULL;
|
|
talkCursor = 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::UpdateFocus
|
|
|
|
Searches nearby entities for interactive guis, possibly making one of them
|
|
the focus and sending it a mouse move event
|
|
================
|
|
*/
|
|
void idPlayer::UpdateFocus( void ) {
|
|
idClipModel *clipModelList[ MAX_GENTITIES ];
|
|
idClipModel *clip;
|
|
int listedClipModels;
|
|
idEntity *oldFocus;
|
|
idEntity *ent;
|
|
idUserInterface *oldUI;
|
|
idAI *oldChar;
|
|
int oldTalkCursor;
|
|
int i, j;
|
|
idVec3 start, end;
|
|
bool allowFocus;
|
|
const char *command;
|
|
trace_t trace;
|
|
guiPoint_t pt;
|
|
const idKeyValue *kv;
|
|
sysEvent_t ev;
|
|
idUserInterface *ui;
|
|
|
|
if ( gameLocal.inCinematic ) {
|
|
return;
|
|
}
|
|
|
|
// only update the focus character when attack button isn't pressed so players
|
|
// can still chainsaw NPC's
|
|
if ( gameLocal.isMultiplayer || ( !focusCharacter && ( usercmd.buttons & BUTTON_ATTACK ) ) ) {
|
|
allowFocus = false;
|
|
} else {
|
|
allowFocus = true;
|
|
}
|
|
|
|
oldFocus = focusGUIent;
|
|
oldUI = focusUI;
|
|
oldChar = focusCharacter;
|
|
oldTalkCursor = talkCursor;
|
|
|
|
if ( focusTime <= gameLocal.time ) {
|
|
ClearFocus();
|
|
}
|
|
|
|
// don't let spectators interact with GUIs
|
|
if ( spectating ) {
|
|
return;
|
|
}
|
|
|
|
start = GetEyePosition();
|
|
end = start + viewAngles.ToForward() * 80.0f;
|
|
|
|
// player identification -> names to the hud
|
|
if ( gameLocal.isMultiplayer && entityNumber == gameLocal.localClientNum ) {
|
|
idVec3 end = start + viewAngles.ToForward() * 768.0f;
|
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_BOUNDINGBOX, this );
|
|
int iclient = -1;
|
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum < MAX_CLIENTS ) ) {
|
|
iclient = trace.c.entityNum;
|
|
}
|
|
if ( MPAim != iclient ) {
|
|
lastMPAim = MPAim;
|
|
MPAim = iclient;
|
|
lastMPAimTime = gameLocal.realClientTime;
|
|
}
|
|
}
|
|
|
|
idBounds bounds( start );
|
|
bounds.AddPoint( end );
|
|
|
|
listedClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
|
|
|
|
// no pretense at sorting here, just assume that there will only be one active
|
|
// gui within range along the trace
|
|
for ( i = 0; i < listedClipModels; i++ ) {
|
|
clip = clipModelList[ i ];
|
|
ent = clip->GetEntity();
|
|
|
|
if ( ent->IsHidden() ) {
|
|
continue;
|
|
}
|
|
|
|
if ( allowFocus ) {
|
|
if ( ent->IsType( idAFAttachment::Type ) ) {
|
|
idEntity *body = static_cast<idAFAttachment *>( ent )->GetBody();
|
|
if ( body && body->IsType( idAI::Type ) && ( static_cast<idAI *>( body )->GetTalkState() >= TALK_OK ) ) {
|
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
|
|
ClearFocus();
|
|
focusCharacter = static_cast<idAI *>( body );
|
|
talkCursor = 1;
|
|
focusTime = gameLocal.time + FOCUS_TIME;
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( ent->IsType( idAI::Type ) ) {
|
|
if ( static_cast<idAI *>( ent )->GetTalkState() >= TALK_OK ) {
|
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
|
|
ClearFocus();
|
|
focusCharacter = static_cast<idAI *>( ent );
|
|
talkCursor = 1;
|
|
focusTime = gameLocal.time + FOCUS_TIME;
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( ent->IsType( idAFEntity_Vehicle::Type ) ) {
|
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
|
|
ClearFocus();
|
|
focusVehicle = static_cast<idAFEntity_Vehicle *>( ent );
|
|
focusTime = gameLocal.time + FOCUS_TIME;
|
|
break;
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( !ent->GetRenderEntity() || !ent->GetRenderEntity()->gui[ 0 ] || !ent->GetRenderEntity()->gui[ 0 ]->IsInteractive() ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ent->spawnArgs.GetBool( "inv_item" ) ) {
|
|
// don't allow guis on pickup items focus
|
|
continue;
|
|
}
|
|
|
|
pt = gameRenderWorld->GuiTrace( ent->GetModelDefHandle(), start, end );
|
|
if ( pt.x != -1 ) {
|
|
// we have a hit
|
|
renderEntity_t *focusGUIrenderEntity = ent->GetRenderEntity();
|
|
if ( !focusGUIrenderEntity ) {
|
|
continue;
|
|
}
|
|
|
|
if ( pt.guiId == 1 ) {
|
|
ui = focusGUIrenderEntity->gui[ 0 ];
|
|
} else if ( pt.guiId == 2 ) {
|
|
ui = focusGUIrenderEntity->gui[ 1 ];
|
|
} else {
|
|
ui = focusGUIrenderEntity->gui[ 2 ];
|
|
}
|
|
|
|
if ( ui == NULL ) {
|
|
continue;
|
|
}
|
|
|
|
ClearFocus();
|
|
focusGUIent = ent;
|
|
focusUI = ui;
|
|
|
|
if ( oldFocus != ent ) {
|
|
//new activation
|
|
// going to see if we have anything in inventory a gui might be interested in
|
|
// need to enumerate inventory items
|
|
focusUI->SetStateInt( "inv_count", inventory.items.Num() );
|
|
for ( j = 0; j < inventory.items.Num(); j++ ) {
|
|
idDict *item = inventory.items[ j ];
|
|
const char *iname = item->GetString( "inv_name" );
|
|
const char *iicon = item->GetString( "inv_icon" );
|
|
const char *itext = item->GetString( "inv_text" );
|
|
|
|
focusUI->SetStateString( va( "inv_name_%i", j), iname );
|
|
focusUI->SetStateString( va( "inv_icon_%i", j), iicon );
|
|
focusUI->SetStateString( va( "inv_text_%i", j), itext );
|
|
kv = item->MatchPrefix("inv_id", NULL);
|
|
if ( kv ) {
|
|
focusUI->SetStateString( va( "inv_id_%i", j ), kv->GetValue() );
|
|
}
|
|
focusUI->SetStateInt( iname, 1 );
|
|
}
|
|
|
|
|
|
for( j = 0; j < inventory.pdaSecurity.Num(); j++ ) {
|
|
const char *p = inventory.pdaSecurity[ j ];
|
|
if ( p && *p ) {
|
|
focusUI->SetStateInt( p, 1 );
|
|
}
|
|
}
|
|
|
|
int staminapercentage = ( int )( 100.0f * stamina / pm_stamina.GetFloat() );
|
|
focusUI->SetStateString( "player_health", va("%i", health ) );
|
|
focusUI->SetStateString( "player_stamina", va( "%i%%", staminapercentage ) );
|
|
focusUI->SetStateString( "player_armor", va( "%i%%", inventory.armor ) );
|
|
|
|
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", NULL );
|
|
while ( kv ) {
|
|
focusUI->SetStateString( kv->GetKey(), kv->GetValue() );
|
|
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", kv );
|
|
}
|
|
}
|
|
|
|
// clamp the mouse to the corner
|
|
ev = sys->GenerateMouseMoveEvent( -2000, -2000 );
|
|
command = focusUI->HandleEvent( &ev, gameLocal.time );
|
|
HandleGuiCommands( focusGUIent, command );
|
|
|
|
// move to an absolute position
|
|
ev = sys->GenerateMouseMoveEvent( pt.x * SCREEN_WIDTH, pt.y * SCREEN_HEIGHT );
|
|
command = focusUI->HandleEvent( &ev, gameLocal.time );
|
|
HandleGuiCommands( focusGUIent, command );
|
|
focusTime = gameLocal.time + FOCUS_GUI_TIME;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( focusGUIent && focusUI ) {
|
|
if ( !oldFocus || oldFocus != focusGUIent ) {
|
|
command = focusUI->Activate( true, gameLocal.time );
|
|
HandleGuiCommands( focusGUIent, command );
|
|
StartSound( "snd_guienter", SND_CHANNEL_ANY, 0, false, NULL );
|
|
//rev 2018 start set the game to first person when at a gui
|
|
//We check the current cvar for crosshair origin just incase the player changed it. This way we can set it back if needed.
|
|
//If the origin isn't set to camera, the view will be offset during firstperson gui use.
|
|
crossHairOrigin = cvarSystem->GetCVarInteger( "pm_crossHairOrigin" );
|
|
if (crossHairOrigin == 1 ){
|
|
CheckCrossHairOrigin = 1;
|
|
} else {
|
|
CheckCrossHairOrigin = 0;
|
|
}
|
|
cvarSystem->SetCVarInteger( "pm_crossHairOrigin", 0 );
|
|
cvarSystem->SetCVarInteger( "pm_thirdperson", 0 );
|
|
spawnArgs.Set( "PlayerInGui", "1" ); //key in player def. We use this to check if the player is in a gui or not in scripts.
|
|
//rev 2018 end
|
|
// HideTip();
|
|
// HideObjective();
|
|
}
|
|
} else if ( oldFocus && oldUI ) {
|
|
command = oldUI->Activate( false, gameLocal.time );
|
|
HandleGuiCommands( oldFocus, command );
|
|
StartSound( "snd_guiexit", SND_CHANNEL_ANY, 0, false, NULL );
|
|
//rev 2018 start set the game back to thirdperson when leaving the gui
|
|
if (CheckCrossHairOrigin == 1 ){
|
|
cvarSystem->SetCVarInteger( "pm_crossHairOrigin", 1 );
|
|
} else {
|
|
CheckCrossHairOrigin == 0;
|
|
cvarSystem->SetCVarInteger( "pm_crossHairOrigin", 0 );
|
|
}
|
|
cvarSystem->SetCVarInteger( "pm_thirdperson", 1 );
|
|
spawnArgs.Set( "PlayerInGui", "0" );
|
|
//rev 2018 end
|
|
}
|
|
|
|
if ( cursor && ( oldTalkCursor != talkCursor ) ) {
|
|
cursor->SetStateInt( "talkcursor", talkCursor );
|
|
}
|
|
|
|
if ( oldChar != focusCharacter && hud ) {
|
|
if ( focusCharacter ) {
|
|
//ivan start
|
|
if(focusCharacter->spawnArgs.GetBool( "showStatus", "0" )){ //ff1.1
|
|
hud->SetStateString( "npc", "Status:" );
|
|
hud->SetStateString( "npc_action", focusCharacter->spawnArgs.GetString( "shownState", "Inactive" ) );
|
|
}else{
|
|
hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) );
|
|
//Use to code to update the npc action string to fix bug 1159
|
|
hud->SetStateString( "npc_action", common->GetLanguageDict()->GetString( "#str_02036" ) );
|
|
}
|
|
//ivan end
|
|
//was:hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) );
|
|
hud->HandleNamedEvent( "showNPC" );
|
|
// HideTip();
|
|
// HideObjective();
|
|
} else {
|
|
hud->SetStateString( "npc", "" );
|
|
hud->HandleNamedEvent( "hideNPC" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idPlayer::CrashLand
|
|
|
|
Check for hard landings that generate sound events
|
|
=================
|
|
*/
|
|
void idPlayer::CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity ) {
|
|
idVec3 origin, velocity;
|
|
idVec3 gravityVector, gravityNormal;
|
|
float delta;
|
|
float hardDelta, fatalDelta;
|
|
float dist;
|
|
float vel, acc;
|
|
float t;
|
|
float a, b, c, den;
|
|
waterLevel_t waterLevel;
|
|
bool noDamage;
|
|
|
|
AI_SOFTLANDING = false;
|
|
AI_HARDLANDING = false;
|
|
|
|
// if the player is not on the ground
|
|
if ( !physicsObj.HasGroundContacts() ) {
|
|
return;
|
|
}
|
|
|
|
gravityNormal = physicsObj.GetGravityNormal();
|
|
|
|
// if the player wasn't going down
|
|
if ( ( oldVelocity * -gravityNormal ) >= 0.0f ) {
|
|
return;
|
|
}
|
|
|
|
waterLevel = physicsObj.GetWaterLevel();
|
|
|
|
// never take falling damage if completely underwater
|
|
if ( waterLevel == WATERLEVEL_HEAD ) {
|
|
return;
|
|
}
|
|
|
|
// no falling damage if touching a nodamage surface
|
|
noDamage = false;
|
|
for ( int i = 0; i < physicsObj.GetNumContacts(); i++ ) {
|
|
const contactInfo_t &contact = physicsObj.GetContact( i );
|
|
if ( contact.material->GetSurfaceFlags() & SURF_NODAMAGE ) {
|
|
noDamage = true;
|
|
StartSound( "snd_land_hard", SND_CHANNEL_ANY, 0, false, NULL );
|
|
break;
|
|
}
|
|
}
|
|
|
|
origin = GetPhysics()->GetOrigin();
|
|
gravityVector = physicsObj.GetGravity();
|
|
|
|
// calculate the exact velocity on landing
|
|
dist = ( origin - oldOrigin ) * -gravityNormal;
|
|
vel = oldVelocity * -gravityNormal;
|
|
acc = -gravityVector.Length();
|
|
|
|
a = acc / 2.0f;
|
|
b = vel;
|
|
c = -dist;
|
|
|
|
den = b * b - 4.0f * a * c;
|
|
if ( den < 0 ) {
|
|
return;
|
|
}
|
|
t = ( -b - idMath::Sqrt( den ) ) / ( 2.0f * a );
|
|
|
|
delta = vel + t * acc;
|
|
delta = delta * delta * 0.0001;
|
|
|
|
// reduce falling damage if there is standing water
|
|
if ( waterLevel == WATERLEVEL_WAIST ) {
|
|
delta *= 0.25f;
|
|
}
|
|
if ( waterLevel == WATERLEVEL_FEET ) {
|
|
delta *= 0.5f;
|
|
}
|
|
|
|
if ( delta < 1.0f ) {
|
|
return;
|
|
}
|
|
|
|
// allow falling a bit further for multiplayer
|
|
if ( gameLocal.isMultiplayer ) {
|
|
fatalDelta = 75.0f;
|
|
hardDelta = 50.0f;
|
|
} else {
|
|
fatalDelta = 65.0f;
|
|
hardDelta = 45.0f;
|
|
}
|
|
|
|
if ( delta > fatalDelta ) {
|
|
AI_HARDLANDING = true;
|
|
landChange = -32;
|
|
landTime = gameLocal.time;
|
|
if ( !noDamage ) {
|
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_fatalfall", 1.0f, 0 );
|
|
}
|
|
} else if ( delta > hardDelta ) {
|
|
AI_HARDLANDING = true;
|
|
landChange = -24;
|
|
landTime = gameLocal.time;
|
|
if ( !noDamage ) {
|
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_hardfall", 1.0f, 0 );
|
|
}
|
|
} else if ( delta > 30 ) {
|
|
AI_HARDLANDING = true;
|
|
landChange = -16;
|
|
landTime = gameLocal.time;
|
|
if ( !noDamage ) {
|
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_softfall", 1.0f, 0 );
|
|
}
|
|
} else if ( delta > 7 ) {
|
|
AI_SOFTLANDING = true;
|
|
landChange = -8;
|
|
landTime = gameLocal.time;
|
|
} else if ( delta > 3 ) {
|
|
// just walk on
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::BobCycle
|
|
===============
|
|
*/
|
|
void idPlayer::BobCycle( const idVec3 &pushVelocity ) {
|
|
float bobmove;
|
|
int old, deltaTime;
|
|
idVec3 vel, gravityDir, velocity;
|
|
idMat3 viewaxis;
|
|
float bob;
|
|
float delta;
|
|
float speed;
|
|
float f;
|
|
|
|
//
|
|
// calculate speed and cycle to be used for
|
|
// all cyclic walking effects
|
|
//
|
|
velocity = physicsObj.GetLinearVelocity() - pushVelocity;
|
|
|
|
gravityDir = physicsObj.GetGravityNormal();
|
|
vel = velocity - ( velocity * gravityDir ) * gravityDir;
|
|
xyspeed = vel.LengthFast();
|
|
|
|
// do not evaluate the bob for other clients
|
|
// when doing a spectate follow, don't do any weapon bobbing
|
|
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
|
|
viewBobAngles.Zero();
|
|
viewBob.Zero();
|
|
return;
|
|
}
|
|
|
|
if ( !physicsObj.HasGroundContacts() || influenceActive == INFLUENCE_LEVEL2 || ( gameLocal.isMultiplayer && spectating ) ) {
|
|
// airborne
|
|
bobCycle = 0;
|
|
bobFoot = 0;
|
|
bobfracsin = 0;
|
|
} else if ( ( !usercmd.forwardmove && !usercmd.rightmove ) || ( xyspeed <= MIN_BOB_SPEED ) ) {
|
|
// start at beginning of cycle again
|
|
bobCycle = 0;
|
|
bobFoot = 0;
|
|
bobfracsin = 0;
|
|
} else {
|
|
if ( physicsObj.IsCrouching() ) {
|
|
bobmove = pm_crouchbob.GetFloat();
|
|
// ducked characters never play footsteps
|
|
} else {
|
|
// vary the bobbing based on the speed of the player
|
|
bobmove = pm_walkbob.GetFloat() * ( 1.0f - bobFrac ) + pm_runbob.GetFloat() * bobFrac;
|
|
}
|
|
|
|
// check for footstep / splash sounds
|
|
old = bobCycle;
|
|
bobCycle = (int)( old + bobmove * gameLocal.msec ) & 255;
|
|
bobFoot = ( bobCycle & 128 ) >> 7;
|
|
bobfracsin = idMath::Fabs( sin( ( bobCycle & 127 ) / 127.0 * idMath::PI ) );
|
|
}
|
|
|
|
// calculate angles for view bobbing
|
|
viewBobAngles.Zero();
|
|
|
|
viewaxis = viewAngles.ToMat3() * physicsObj.GetGravityAxis();
|
|
|
|
// add angles based on velocity
|
|
delta = velocity * viewaxis[0];
|
|
viewBobAngles.pitch += delta * pm_runpitch.GetFloat();
|
|
|
|
delta = velocity * viewaxis[1];
|
|
viewBobAngles.roll -= delta * pm_runroll.GetFloat();
|
|
|
|
// add angles based on bob
|
|
// make sure the bob is visible even at low speeds
|
|
speed = xyspeed > 200 ? xyspeed : 200;
|
|
|
|
delta = bobfracsin * pm_bobpitch.GetFloat() * speed;
|
|
if ( physicsObj.IsCrouching() ) {
|
|
delta *= 3; // crouching
|
|
}
|
|
viewBobAngles.pitch += delta;
|
|
delta = bobfracsin * pm_bobroll.GetFloat() * speed;
|
|
if ( physicsObj.IsCrouching() ) {
|
|
delta *= 3; // crouching accentuates roll
|
|
}
|
|
if ( bobFoot & 1 ) {
|
|
delta = -delta;
|
|
}
|
|
viewBobAngles.roll += delta;
|
|
|
|
// calculate position for view bobbing
|
|
viewBob.Zero();
|
|
|
|
if ( physicsObj.HasSteppedUp() ) {
|
|
|
|
// check for stepping up before a previous step is completed
|
|
deltaTime = gameLocal.time - stepUpTime;
|
|
if ( deltaTime < STEPUP_TIME ) {
|
|
stepUpDelta = stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME + physicsObj.GetStepUp();
|
|
} else {
|
|
stepUpDelta = physicsObj.GetStepUp();
|
|
}
|
|
if ( stepUpDelta > 2.0f * pm_stepsize.GetFloat() ) {
|
|
stepUpDelta = 2.0f * pm_stepsize.GetFloat();
|
|
}
|
|
stepUpTime = gameLocal.time;
|
|
}
|
|
|
|
idVec3 gravity = physicsObj.GetGravityNormal();
|
|
|
|
// if the player stepped up recently
|
|
deltaTime = gameLocal.time - stepUpTime;
|
|
if ( deltaTime < STEPUP_TIME ) {
|
|
viewBob += gravity * ( stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME );
|
|
}
|
|
|
|
// add bob height after any movement smoothing
|
|
bob = bobfracsin * xyspeed * pm_bobup.GetFloat();
|
|
if ( bob > 6 ) {
|
|
bob = 6;
|
|
}
|
|
viewBob[2] += bob;
|
|
|
|
// add fall height
|
|
delta = gameLocal.time - landTime;
|
|
if ( delta < LAND_DEFLECT_TIME ) {
|
|
f = delta / LAND_DEFLECT_TIME;
|
|
viewBob -= gravity * ( landChange * f );
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
delta -= LAND_DEFLECT_TIME;
|
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
|
viewBob -= gravity * ( landChange * f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::UpdateDeltaViewAngles
|
|
================
|
|
*/
|
|
void idPlayer::UpdateDeltaViewAngles( const idAngles &angles ) {
|
|
// set the delta angle
|
|
idAngles delta;
|
|
for( int i = 0; i < 3; i++ ) {
|
|
delta[ i ] = angles[ i ] - SHORT2ANGLE( usercmd.angles[ i ] );
|
|
}
|
|
SetDeltaViewAngles( delta );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::SetViewAngles
|
|
================
|
|
*/
|
|
void idPlayer::SetViewAngles( const idAngles &angles ) {
|
|
UpdateDeltaViewAngles( angles );
|
|
viewAngles = angles;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::UpdateViewAngles
|
|
================
|
|
*/
|
|
void idPlayer::UpdateViewAngles( void ) {
|
|
int i;
|
|
idAngles delta;
|
|
idAngles modelang; //ivan
|
|
float deltaModelYaw; //ivan
|
|
|
|
if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 || objectiveSystemOpen ) ) {
|
|
// no view changes at all, but we still want to update the deltas or else when
|
|
// we get out of this mode, our view will snap to a kind of random angle
|
|
UpdateDeltaViewAngles( viewAngles );
|
|
return;
|
|
}
|
|
|
|
// if dead
|
|
if ( health <= 0 ) {
|
|
if ( pm_thirdPersonDeath.GetBool() ) {
|
|
viewAngles.roll = 0.0f;
|
|
viewAngles.pitch = 30.0f;
|
|
} else {
|
|
viewAngles.roll = 40.0f;
|
|
viewAngles.pitch = -15.0f;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// circularly clamp the angles with deltas
|
|
for ( i = 0; i < 3; i++ ) {
|
|
cmdAngles[i] = SHORT2ANGLE( usercmd.angles[i] );
|
|
if ( influenceActive == INFLUENCE_LEVEL3 ) {
|
|
viewAngles[i] += idMath::ClampFloat( -1.0f, 1.0f, idMath::AngleDelta( idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] ) , viewAngles[i] ) );
|
|
} else {
|
|
viewAngles[i] = idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] );
|
|
}
|
|
}
|
|
if ( !centerView.IsDone( gameLocal.time ) ) {
|
|
viewAngles.pitch = centerView.GetCurrentValue(gameLocal.time);
|
|
}
|
|
|
|
// clamp the pitch
|
|
if ( noclip ) {
|
|
if ( viewAngles.pitch > 89.0f ) {
|
|
// don't let the player look down more than 89 degrees while noclipping
|
|
viewAngles.pitch = 89.0f;
|
|
} else if ( viewAngles.pitch < -89.0f ) {
|
|
// don't let the player look up more than 89 degrees while noclipping
|
|
viewAngles.pitch = -89.0f;
|
|
}
|
|
} else {
|
|
if ( viewAngles.pitch > pm_maxviewpitch.GetFloat() ) {
|
|
// don't let the player look down enough to see the shadow of his (non-existant) feet
|
|
viewAngles.pitch = pm_maxviewpitch.GetFloat();
|
|
} else if ( viewAngles.pitch < pm_minviewpitch.GetFloat() ) {
|
|
// don't let the player look up more than 89 degrees
|
|
viewAngles.pitch = pm_minviewpitch.GetFloat();
|
|
}
|
|
}
|
|
|
|
UpdateDeltaViewAngles( viewAngles );
|
|
|
|
// orient the model towards the direction we're looking
|
|
//ivan start - blend model yaw if needed
|
|
if(allowTurn){ //...else don't update model angles!
|
|
if(blendModelYaw){ //blend
|
|
modelang = renderEntity.axis.ToAngles();
|
|
//gameLocal.Printf( "modelang yaw: %f - viewAngles.yaw: %f\n", modelang.yaw, viewAngles.yaw );
|
|
deltaModelYaw = viewAngles.yaw - modelang.yaw;
|
|
if(deltaModelYaw > 1.0f || deltaModelYaw < -1.0f){ //blend again
|
|
deltaModelYaw = idMath::AngleNormalize180(deltaModelYaw);
|
|
//gameLocal.Printf( "deltaModelYaw blend %f\n", deltaModelYaw );
|
|
SetAngles( idAngles( 0, idMath::AngleNormalize180( modelang.yaw + deltaModelYaw*0.05f ), 0 ) );
|
|
}else{ //stop blending
|
|
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
|
|
blendModelYaw = false;
|
|
}
|
|
}else{ //old
|
|
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
|
|
}
|
|
}
|
|
//ivan end
|
|
|
|
/* commented by ivan
|
|
// orient the model towards the direction we're looking
|
|
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
|
|
*/
|
|
|
|
// save in the log for analyzing weapon angle offsets
|
|
loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ] = viewAngles;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::AdjustHeartRate
|
|
|
|
Player heartrate works as follows
|
|
|
|
DEF_HEARTRATE is resting heartrate
|
|
|
|
Taking damage when health is above 75 adjusts heart rate by 1 beat per second
|
|
Taking damage when health is below 75 adjusts heart rate by 5 beats per second
|
|
Maximum heartrate from damage is MAX_HEARTRATE
|
|
|
|
Firing a weapon adds 1 beat per second up to a maximum of COMBAT_HEARTRATE
|
|
|
|
Being at less than 25% stamina adds 5 beats per second up to ZEROSTAMINA_HEARTRATE
|
|
|
|
All heartrates are target rates.. the heart rate will start falling as soon as there have been no adjustments for 5 seconds
|
|
Once it starts falling it always tries to get to DEF_HEARTRATE
|
|
|
|
The exception to the above rule is upon death at which point the rate is set to DYING_HEARTRATE and starts falling
|
|
immediately to zero
|
|
|
|
Heart rate volumes go from zero ( -40 db for DEF_HEARTRATE to 5 db for MAX_HEARTRATE ) the volume is
|
|
scaled linearly based on the actual rate
|
|
|
|
Exception to the above rule is once the player is dead, the dying heart rate starts at either the current volume if
|
|
it is audible or -10db and scales to 8db on the last few beats
|
|
==============
|
|
*/
|
|
void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool force ) {
|
|
|
|
if ( heartInfo.GetEndValue() == target ) {
|
|
return;
|
|
}
|
|
|
|
if ( AI_DEAD && !force ) {
|
|
return;
|
|
}
|
|
|
|
lastHeartAdjust = gameLocal.time;
|
|
|
|
heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::GetBaseHeartRate
|
|
==============
|
|
*/
|
|
int idPlayer::GetBaseHeartRate( void ) {
|
|
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float)health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
|
|
int rate = idMath::FtoiFast( base + ( ZEROSTAMINA_HEARTRATE - base ) * ( 1.0f - stamina / pm_stamina.GetFloat() ) );
|
|
int diff = ( lastDmgTime ) ? gameLocal.time - lastDmgTime : 99999;
|
|
rate += ( diff < 5000 ) ? ( diff < 2500 ) ? ( diff < 1000 ) ? 15 : 10 : 5 : 0;
|
|
return rate;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::SetCurrentHeartRate
|
|
==============
|
|
*/
|
|
void idPlayer::SetCurrentHeartRate( void ) {
|
|
|
|
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float) health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
|
|
|
|
if ( PowerUpActive( ADRENALINE )) {
|
|
heartRate = 135;
|
|
} else {
|
|
heartRate = idMath::FtoiFast( heartInfo.GetCurrentValue( gameLocal.time ) );
|
|
int currentRate = GetBaseHeartRate();
|
|
if ( health >= 0 && gameLocal.time > lastHeartAdjust + 2500 ) {
|
|
AdjustHeartRate( currentRate, 2.5f, 0.0f, false );
|
|
}
|
|
}
|
|
|
|
int bps = idMath::FtoiFast( 60.0f / heartRate * 1000.0f );
|
|
if ( gameLocal.time - lastHeartBeat > bps ) {
|
|
int dmgVol = DMG_VOLUME;
|
|
int deathVol = DEATH_VOLUME;
|
|
int zeroVol = ZERO_VOLUME;
|
|
float pct = 0.0;
|
|
if ( heartRate > BASE_HEARTRATE && health > 0 ) {
|
|
pct = (float)(heartRate - base) / (MAX_HEARTRATE - base);
|
|
pct *= ((float)dmgVol - (float)zeroVol);
|
|
} else if ( health <= 0 ) {
|
|
pct = (float)(heartRate - DYING_HEARTRATE) / (BASE_HEARTRATE - DYING_HEARTRATE);
|
|
if ( pct > 1.0f ) {
|
|
pct = 1.0f;
|
|
} else if (pct < 0.0f) {
|
|
pct = 0.0f;
|
|
}
|
|
pct *= ((float)deathVol - (float)zeroVol);
|
|
}
|
|
|
|
pct += (float)zeroVol;
|
|
|
|
if ( pct != zeroVol ) {
|
|
StartSound( "snd_heartbeat", SND_CHANNEL_HEART, SSF_PRIVATE_SOUND, false, NULL );
|
|
// modify just this channel to a custom volume
|
|
soundShaderParms_t parms;
|
|
memset( &parms, 0, sizeof( parms ) );
|
|
parms.volume = pct;
|
|
refSound.referenceSound->ModifySound( SND_CHANNEL_HEART, &parms );
|
|
}
|
|
|
|
lastHeartBeat = gameLocal.time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdateAir
|
|
==============
|
|
*/
|
|
void idPlayer::UpdateAir( void ) {
|
|
if ( health <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
// see if the player is connected to the info_vacuum
|
|
bool newAirless = false;
|
|
|
|
if ( gameLocal.vacuumAreaNum != -1 ) {
|
|
int num = GetNumPVSAreas();
|
|
if ( num > 0 ) {
|
|
int areaNum;
|
|
|
|
// if the player box spans multiple areas, get the area from the origin point instead,
|
|
// otherwise a rotating player box may poke into an outside area
|
|
if ( num == 1 ) {
|
|
const int *pvsAreas = GetPVSAreas();
|
|
areaNum = pvsAreas[0];
|
|
} else {
|
|
areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() );
|
|
}
|
|
newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR );
|
|
}
|
|
}
|
|
|
|
if ( newAirless ) {
|
|
if ( !airless ) {
|
|
StartSound( "snd_decompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
|
|
StartSound( "snd_noAir", SND_CHANNEL_BODY2, 0, false, NULL );
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "noAir" );
|
|
}
|
|
}
|
|
airTics--;
|
|
if ( airTics < 0 ) {
|
|
airTics = 0;
|
|
// check for damage
|
|
const idDict *damageDef = gameLocal.FindEntityDefDict( "damage_noair", false );
|
|
int dmgTiming = 1000 * ((damageDef) ? damageDef->GetFloat( "delay", "3.0" ) : 3.0f );
|
|
if ( gameLocal.time > lastAirDamage + dmgTiming ) {
|
|
Damage( NULL, NULL, vec3_origin, "damage_noair", 1.0f, 0 );
|
|
lastAirDamage = gameLocal.time;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
if ( airless ) {
|
|
StartSound( "snd_recompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
|
|
StopSound( SND_CHANNEL_BODY2, false );
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "Air" );
|
|
}
|
|
}
|
|
airTics+=2; // regain twice as fast as lose
|
|
if ( airTics > pm_airTics.GetInteger() ) {
|
|
airTics = pm_airTics.GetInteger();
|
|
}
|
|
}
|
|
|
|
airless = newAirless;
|
|
|
|
if ( hud ) {
|
|
hud->SetStateInt( "player_air", 100 * airTics / pm_airTics.GetInteger() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::AddGuiPDAData
|
|
==============
|
|
*/
|
|
int idPlayer::AddGuiPDAData( const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui ) {
|
|
int c, i;
|
|
idStr work;
|
|
if ( dataType == DECL_EMAIL ) {
|
|
c = src->GetNumEmails();
|
|
for ( i = 0; i < c; i++ ) {
|
|
const idDeclEmail *email = src->GetEmailByIndex( i );
|
|
if ( email == NULL ) {
|
|
work = va( "-\tEmail %d not found\t-", i );
|
|
} else {
|
|
work = email->GetFrom();
|
|
work += "\t";
|
|
work += email->GetSubject();
|
|
work += "\t";
|
|
work += email->GetDate();
|
|
}
|
|
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
|
|
}
|
|
return c;
|
|
} else if ( dataType == DECL_AUDIO ) {
|
|
c = src->GetNumAudios();
|
|
for ( i = 0; i < c; i++ ) {
|
|
const idDeclAudio *audio = src->GetAudioByIndex( i );
|
|
if ( audio == NULL ) {
|
|
work = va( "Audio Log %d not found", i );
|
|
} else {
|
|
work = audio->GetAudioName();
|
|
}
|
|
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
|
|
}
|
|
return c;
|
|
} else if ( dataType == DECL_VIDEO ) {
|
|
c = inventory.videos.Num();
|
|
for ( i = 0; i < c; i++ ) {
|
|
const idDeclVideo *video = GetVideo( i );
|
|
if ( video == NULL ) {
|
|
work = va( "Video CD %s not found", inventory.videos[i].c_str() );
|
|
} else {
|
|
work = video->GetVideoName();
|
|
}
|
|
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
|
|
}
|
|
return c;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::GetPDA
|
|
==============
|
|
*/
|
|
const idDeclPDA *idPlayer::GetPDA( void ) const {
|
|
if ( inventory.pdas.Num() ) {
|
|
return static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[ 0 ] ) );
|
|
} else {
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
idPlayer::GetVideo
|
|
==============
|
|
*/
|
|
const idDeclVideo *idPlayer::GetVideo( int index ) {
|
|
if ( index >= 0 && index < inventory.videos.Num() ) {
|
|
return static_cast< const idDeclVideo* >( declManager->FindType( DECL_VIDEO, inventory.videos[index], false ) );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdatePDAInfo
|
|
==============
|
|
*/
|
|
void idPlayer::UpdatePDAInfo( bool updatePDASel ) {
|
|
int j, sel;
|
|
|
|
if ( objectiveSystem == NULL ) {
|
|
return;
|
|
}
|
|
|
|
assert( hud );
|
|
|
|
int currentPDA = objectiveSystem->State().GetInt( "listPDA_sel_0", "0" );
|
|
if ( currentPDA == -1 ) {
|
|
currentPDA = 0;
|
|
}
|
|
|
|
if ( updatePDASel ) {
|
|
objectiveSystem->SetStateInt( "listPDAVideo_sel_0", 0 );
|
|
objectiveSystem->SetStateInt( "listPDAEmail_sel_0", 0 );
|
|
objectiveSystem->SetStateInt( "listPDAAudio_sel_0", 0 );
|
|
}
|
|
|
|
if ( currentPDA > 0 ) {
|
|
currentPDA = inventory.pdas.Num() - currentPDA;
|
|
}
|
|
|
|
// Mark in the bit array that this pda has been read
|
|
if ( currentPDA < 128 ) {
|
|
inventory.pdasViewed[currentPDA >> 5] |= 1 << (currentPDA & 31);
|
|
}
|
|
|
|
pdaAudio = "";
|
|
pdaVideo = "";
|
|
pdaVideoWave = "";
|
|
idStr name, data, preview, info, wave;
|
|
for ( j = 0; j < MAX_PDAS; j++ ) {
|
|
objectiveSystem->SetStateString( va( "listPDA_item_%i", j ), "" );
|
|
}
|
|
for ( j = 0; j < MAX_PDA_ITEMS; j++ ) {
|
|
objectiveSystem->SetStateString( va( "listPDAVideo_item_%i", j ), "" );
|
|
objectiveSystem->SetStateString( va( "listPDAAudio_item_%i", j ), "" );
|
|
objectiveSystem->SetStateString( va( "listPDAEmail_item_%i", j ), "" );
|
|
objectiveSystem->SetStateString( va( "listPDASecurity_item_%i", j ), "" );
|
|
}
|
|
for ( j = 0; j < inventory.pdas.Num(); j++ ) {
|
|
|
|
const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[j], false ) );
|
|
|
|
if ( pda == NULL ) {
|
|
continue;
|
|
}
|
|
|
|
int index = inventory.pdas.Num() - j;
|
|
if ( j == 0 ) {
|
|
// Special case for the first PDA
|
|
index = 0;
|
|
}
|
|
|
|
if ( j != currentPDA && j < 128 && inventory.pdasViewed[j >> 5] & (1 << (j & 31)) ) {
|
|
// This pda has been read already, mark in gray
|
|
objectiveSystem->SetStateString( va( "listPDA_item_%i", index), va(S_COLOR_GRAY "%s", pda->GetPdaName()) );
|
|
} else {
|
|
// This pda has not been read yet
|
|
objectiveSystem->SetStateString( va( "listPDA_item_%i", index), pda->GetPdaName() );
|
|
}
|
|
|
|
const char *security = pda->GetSecurity();
|
|
if ( j == currentPDA || (currentPDA == 0 && security && *security ) ) {
|
|
if ( *security == 0 ) {
|
|
security = common->GetLanguageDict()->GetString( "#str_00066" );
|
|
}
|
|
objectiveSystem->SetStateString( "PDASecurityClearance", security );
|
|
}
|
|
|
|
if ( j == currentPDA ) {
|
|
|
|
objectiveSystem->SetStateString( "pda_icon", pda->GetIcon() );
|
|
objectiveSystem->SetStateString( "pda_id", pda->GetID() );
|
|
objectiveSystem->SetStateString( "pda_title", pda->GetTitle() );
|
|
|
|
if ( j == 0 ) {
|
|
// Selected, personal pda
|
|
// Add videos
|
|
if ( updatePDASel || !inventory.pdaOpened ) {
|
|
objectiveSystem->HandleNamedEvent( "playerPDAActive" );
|
|
objectiveSystem->SetStateString( "pda_personal", "1" );
|
|
inventory.pdaOpened = true;
|
|
}
|
|
objectiveSystem->SetStateString( "pda_location", hud->State().GetString("location") );
|
|
objectiveSystem->SetStateString( "pda_name", cvarSystem->GetCVarString( "ui_name") );
|
|
AddGuiPDAData( DECL_VIDEO, "listPDAVideo", pda, objectiveSystem );
|
|
sel = objectiveSystem->State().GetInt( "listPDAVideo_sel_0", "0" );
|
|
const idDeclVideo *vid = NULL;
|
|
if ( sel >= 0 && sel < inventory.videos.Num() ) {
|
|
vid = static_cast< const idDeclVideo * >( declManager->FindType( DECL_VIDEO, inventory.videos[ sel ], false ) );
|
|
}
|
|
if ( vid ) {
|
|
pdaVideo = vid->GetRoq();
|
|
pdaVideoWave = vid->GetWave();
|
|
objectiveSystem->SetStateString( "PDAVideoTitle", vid->GetVideoName() );
|
|
objectiveSystem->SetStateString( "PDAVideoVid", vid->GetRoq() );
|
|
objectiveSystem->SetStateString( "PDAVideoIcon", vid->GetPreview() );
|
|
objectiveSystem->SetStateString( "PDAVideoInfo", vid->GetInfo() );
|
|
} else {
|
|
//FIXME: need to precache these in the player def
|
|
objectiveSystem->SetStateString( "PDAVideoVid", "sound/vo/video/welcome.tga" );
|
|
objectiveSystem->SetStateString( "PDAVideoIcon", "sound/vo/video/welcome.tga" );
|
|
objectiveSystem->SetStateString( "PDAVideoTitle", "" );
|
|
objectiveSystem->SetStateString( "PDAVideoInfo", "" );
|
|
}
|
|
} else {
|
|
// Selected, non-personal pda
|
|
// Add audio logs
|
|
if ( updatePDASel ) {
|
|
objectiveSystem->HandleNamedEvent( "playerPDANotActive" );
|
|
objectiveSystem->SetStateString( "pda_personal", "0" );
|
|
inventory.pdaOpened = true;
|
|
}
|
|
objectiveSystem->SetStateString( "pda_location", pda->GetPost() );
|
|
objectiveSystem->SetStateString( "pda_name", pda->GetFullName() );
|
|
int audioCount = AddGuiPDAData( DECL_AUDIO, "listPDAAudio", pda, objectiveSystem );
|
|
objectiveSystem->SetStateInt( "audioLogCount", audioCount );
|
|
sel = objectiveSystem->State().GetInt( "listPDAAudio_sel_0", "0" );
|
|
const idDeclAudio *aud = NULL;
|
|
if ( sel >= 0 ) {
|
|
aud = pda->GetAudioByIndex( sel );
|
|
}
|
|
if ( aud ) {
|
|
pdaAudio = aud->GetWave();
|
|
objectiveSystem->SetStateString( "PDAAudioTitle", aud->GetAudioName() );
|
|
objectiveSystem->SetStateString( "PDAAudioIcon", aud->GetPreview() );
|
|
objectiveSystem->SetStateString( "PDAAudioInfo", aud->GetInfo() );
|
|
} else {
|
|
objectiveSystem->SetStateString( "PDAAudioIcon", "sound/vo/video/welcome.tga" );
|
|
objectiveSystem->SetStateString( "PDAAutioTitle", "" );
|
|
objectiveSystem->SetStateString( "PDAAudioInfo", "" );
|
|
}
|
|
}
|
|
// add emails
|
|
name = "";
|
|
data = "";
|
|
int numEmails = pda->GetNumEmails();
|
|
if ( numEmails > 0 ) {
|
|
AddGuiPDAData( DECL_EMAIL, "listPDAEmail", pda, objectiveSystem );
|
|
sel = objectiveSystem->State().GetInt( "listPDAEmail_sel_0", "-1" );
|
|
if ( sel >= 0 && sel < numEmails ) {
|
|
const idDeclEmail *email = pda->GetEmailByIndex( sel );
|
|
name = email->GetSubject();
|
|
data = email->GetBody();
|
|
}
|
|
}
|
|
objectiveSystem->SetStateString( "PDAEmailTitle", name );
|
|
objectiveSystem->SetStateString( "PDAEmailText", data );
|
|
}
|
|
}
|
|
if ( objectiveSystem->State().GetInt( "listPDA_sel_0", "-1" ) == -1 ) {
|
|
objectiveSystem->SetStateInt( "listPDA_sel_0", 0 );
|
|
}
|
|
objectiveSystem->StateChanged( gameLocal.time );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::TogglePDA
|
|
==============
|
|
*/
|
|
void idPlayer::TogglePDA( void ) {
|
|
if ( objectiveSystem == NULL ) {
|
|
return;
|
|
}
|
|
|
|
if ( inventory.pdas.Num() == 0 ) {
|
|
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
|
|
return;
|
|
}
|
|
|
|
assert( hud );
|
|
|
|
if ( !objectiveSystemOpen ) {
|
|
int j, c = inventory.items.Num();
|
|
objectiveSystem->SetStateInt( "inv_count", c );
|
|
for ( j = 0; j < MAX_INVENTORY_ITEMS; j++ ) {
|
|
objectiveSystem->SetStateString( va( "inv_name_%i", j ), "" );
|
|
objectiveSystem->SetStateString( va( "inv_icon_%i", j ), "" );
|
|
objectiveSystem->SetStateString( va( "inv_text_%i", j ), "" );
|
|
}
|
|
for ( j = 0; j < c; j++ ) {
|
|
idDict *item = inventory.items[j];
|
|
if ( !item->GetBool( "inv_pda" ) ) {
|
|
const char *iname = item->GetString( "inv_name" );
|
|
const char *iicon = item->GetString( "inv_icon" );
|
|
const char *itext = item->GetString( "inv_text" );
|
|
objectiveSystem->SetStateString( va( "inv_name_%i", j ), iname );
|
|
objectiveSystem->SetStateString( va( "inv_icon_%i", j ), iicon );
|
|
objectiveSystem->SetStateString( va( "inv_text_%i", j ), itext );
|
|
const idKeyValue *kv = item->MatchPrefix( "inv_id", NULL );
|
|
if ( kv ) {
|
|
objectiveSystem->SetStateString( va( "inv_id_%i", j ), kv->GetValue() );
|
|
}
|
|
}
|
|
}
|
|
|
|
for ( j = 0; j < MAX_WEAPONS; j++ ) {
|
|
const char *weapnum = va( "def_weapon%d", j );
|
|
const char *hudWeap = va( "weapon%d", j );
|
|
int weapstate = 0;
|
|
if ( inventory.weapons & ( 1 << j ) ) {
|
|
const char *weap = spawnArgs.GetString( weapnum );
|
|
if ( weap && *weap ) {
|
|
weapstate++;
|
|
}
|
|
}
|
|
objectiveSystem->SetStateInt( hudWeap, weapstate );
|
|
}
|
|
|
|
objectiveSystem->SetStateInt( "listPDA_sel_0", inventory.selPDA );
|
|
objectiveSystem->SetStateInt( "listPDAVideo_sel_0", inventory.selVideo );
|
|
objectiveSystem->SetStateInt( "listPDAAudio_sel_0", inventory.selAudio );
|
|
objectiveSystem->SetStateInt( "listPDAEmail_sel_0", inventory.selEMail );
|
|
UpdatePDAInfo( false );
|
|
UpdateObjectiveInfo();
|
|
objectiveSystem->Activate( true, gameLocal.time );
|
|
hud->HandleNamedEvent( "pdaPickupHide" );
|
|
hud->HandleNamedEvent( "videoPickupHide" );
|
|
} else {
|
|
inventory.selPDA = objectiveSystem->State().GetInt( "listPDA_sel_0" );
|
|
inventory.selVideo = objectiveSystem->State().GetInt( "listPDAVideo_sel_0" );
|
|
inventory.selAudio = objectiveSystem->State().GetInt( "listPDAAudio_sel_0" );
|
|
inventory.selEMail = objectiveSystem->State().GetInt( "listPDAEmail_sel_0" );
|
|
objectiveSystem->Activate( false, gameLocal.time );
|
|
}
|
|
objectiveSystemOpen ^= 1;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::ToggleScoreboard
|
|
==============
|
|
*/
|
|
void idPlayer::ToggleScoreboard( void ) {
|
|
scoreBoardOpen ^= 1;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Spectate
|
|
==============
|
|
*/
|
|
void idPlayer::Spectate( bool spectate ) {
|
|
idBitMsg msg;
|
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
|
|
|
// track invisible player bug
|
|
// all hiding and showing should be performed through Spectate calls
|
|
// except for the private camera view, which is used for teleports
|
|
assert( ( teleportEntity.GetEntity() != NULL ) || ( IsHidden() == spectating ) );
|
|
|
|
if ( spectating == spectate ) {
|
|
return;
|
|
}
|
|
|
|
spectating = spectate;
|
|
|
|
if ( gameLocal.isServer ) {
|
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
|
msg.WriteBits( spectating, 1 );
|
|
ServerSendEvent( EVENT_SPECTATE, &msg, false, -1 );
|
|
}
|
|
|
|
if ( spectating ) {
|
|
// join the spectators
|
|
ClearPowerUps();
|
|
spectator = this->entityNumber;
|
|
Init();
|
|
StopRagdoll();
|
|
SetPhysics( &physicsObj );
|
|
physicsObj.DisableClip();
|
|
Hide();
|
|
Event_DisableWeapon();
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "aim_clear" );
|
|
MPAimFadeTime = 0;
|
|
}
|
|
} else {
|
|
// put everything back together again
|
|
currentWeapon = -1; // to make sure the def will be loaded if necessary
|
|
Show();
|
|
Event_EnableWeapon();
|
|
}
|
|
SetClipModel();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::SetClipModel
|
|
==============
|
|
*/
|
|
void idPlayer::SetClipModel( void ) {
|
|
idBounds bounds;
|
|
|
|
if ( spectating ) {
|
|
bounds = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
|
|
} else {
|
|
bounds[0].Set( -pm_bboxwidth.GetFloat() * 0.5f, -pm_bboxwidth.GetFloat() * 0.5f, 0 );
|
|
bounds[1].Set( pm_bboxwidth.GetFloat() * 0.5f, pm_bboxwidth.GetFloat() * 0.5f, pm_normalheight.GetFloat() );
|
|
}
|
|
// the origin of the clip model needs to be set before calling SetClipModel
|
|
// otherwise our physics object's current origin value gets reset to 0
|
|
idClipModel *newClip;
|
|
if ( pm_usecylinder.GetBool() ) {
|
|
newClip = new idClipModel( idTraceModel( bounds, 8 ) );
|
|
newClip->Translate( physicsObj.PlayerGetOrigin() );
|
|
physicsObj.SetClipModel( newClip, 1.0f );
|
|
} else {
|
|
newClip = new idClipModel( idTraceModel( bounds ) );
|
|
newClip->Translate( physicsObj.PlayerGetOrigin() );
|
|
physicsObj.SetClipModel( newClip, 1.0f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UseVehicle
|
|
==============
|
|
*/
|
|
void idPlayer::UseVehicle( void ) {
|
|
trace_t trace;
|
|
idVec3 start, end;
|
|
idEntity *ent;
|
|
|
|
if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
|
|
Show();
|
|
static_cast<idAFEntity_Vehicle*>(GetBindMaster())->Use( this );
|
|
} else {
|
|
start = GetEyePosition();
|
|
end = start + viewAngles.ToForward() * 80.0f;
|
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
|
if ( trace.fraction < 1.0f ) {
|
|
ent = gameLocal.entities[ trace.c.entityNum ];
|
|
if ( ent && ent->IsType( idAFEntity_Vehicle::Type ) ) {
|
|
Hide();
|
|
static_cast<idAFEntity_Vehicle*>(ent)->Use( this );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::PerformImpulse
|
|
==============
|
|
*/
|
|
void idPlayer::PerformImpulse( int impulse ) {
|
|
int prevIdealWeap;
|
|
|
|
if ( gameLocal.isClient ) {
|
|
idBitMsg msg;
|
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
|
|
|
assert( entityNumber == gameLocal.localClientNum );
|
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
|
msg.BeginWriting();
|
|
msg.WriteBits( impulse, 6 );
|
|
ClientSendEvent( EVENT_IMPULSE, &msg );
|
|
}
|
|
|
|
if ( force_torso_override ){ return; } //ivan - no weapon changes while combo anim is playg
|
|
|
|
if ( impulse == IMPULSE_21 || (impulse >= IMPULSE_23 && impulse <= IMPULSE_27) ) {
|
|
|
|
int weap;
|
|
if ( spawnArgs.GetInt ( va("impulse%d", impulse), "0", weap ) ) {
|
|
prevIdealWeap = idealWeapon;
|
|
SelectWeapon( weap, false);
|
|
if( idealWeapon != prevIdealWeap ) {
|
|
quickWeapon = prevIdealWeap;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( impulse >= IMPULSE_0 && impulse <= IMPULSE_12 ) {
|
|
WeaponToggle_t* weaponToggle;
|
|
|
|
// This loop works as a small bug fix for toggle weapons -By Clone JC Denton
|
|
// It simply increments the impulse value if there are multiple weapons under one weapon slot.
|
|
|
|
for (int i=0; i<impulse; i++) {
|
|
if (weaponToggles.Get(va("weapontoggle%d", i), &weaponToggle))
|
|
impulse += weaponToggle->toggleList.Num() - 1;
|
|
}
|
|
|
|
prevIdealWeap = idealWeapon;
|
|
SelectWeapon( impulse, false, true);
|
|
if( idealWeapon != prevIdealWeap ) {
|
|
quickWeapon = prevIdealWeap;
|
|
}
|
|
return;
|
|
}
|
|
switch( impulse ) {
|
|
case IMPULSE_13: {
|
|
Reload(); //ivan - reload is also used by weapon scripts to change mode!
|
|
break;
|
|
}
|
|
case IMPULSE_14: {
|
|
prevIdealWeap = idealWeapon;
|
|
NextWeapon();
|
|
if( idealWeapon != prevIdealWeap ) {
|
|
quickWeapon = prevIdealWeap;
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_15: {
|
|
prevIdealWeap = idealWeapon;
|
|
PrevWeapon();
|
|
if( idealWeapon != prevIdealWeap ) {
|
|
quickWeapon = prevIdealWeap;
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_16: { // New, for half-life style quick weapon
|
|
//ivan start - drop the weapon only if it is in a slot.
|
|
if( currentSlot >= 0 ){
|
|
DropWeapon( false );
|
|
}
|
|
break;
|
|
|
|
/*
|
|
//This was Denton's code. We don't need it.
|
|
//was:
|
|
// New, for half-life style quick weapon
|
|
if ( quickWeapon == -1 ) {
|
|
return;
|
|
}
|
|
prevIdealWeap = idealWeapon;
|
|
SelectWeapon( quickWeapon, false );
|
|
quickWeapon = prevIdealWeap;
|
|
break;
|
|
*/
|
|
|
|
//ivan end
|
|
}
|
|
case IMPULSE_17: {
|
|
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
|
|
gameLocal.mpGame.ToggleReady();
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_18: {
|
|
centerView.Init(gameLocal.time, 200, viewAngles.pitch, 0);
|
|
break;
|
|
}
|
|
case IMPULSE_19: {
|
|
// when we're not in single player, IMPULSE_19 is used for showScores
|
|
// otherwise it opens the pda
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
if ( objectiveSystemOpen ) {
|
|
TogglePDA();
|
|
} else if ( weapon_pda >= 0 ) {
|
|
SelectWeapon( weapon_pda, true );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_20: {
|
|
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
|
|
gameLocal.mpGame.ToggleTeam();
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_22: {
|
|
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
|
|
gameLocal.mpGame.ToggleSpectate();
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_28: {
|
|
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
|
|
gameLocal.mpGame.CastVote( gameLocal.localClientNum, true );
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_29: {
|
|
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
|
|
gameLocal.mpGame.CastVote( gameLocal.localClientNum, false );
|
|
}
|
|
break;
|
|
}
|
|
/* case IMPULSE_30: {
|
|
WeaponSpecialFunction (); //never call this from here
|
|
break;
|
|
}*/
|
|
case IMPULSE_40: {
|
|
//ivan start
|
|
//was: UseVehicle();
|
|
Interact();
|
|
//ivan end
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool idPlayer::HandleESC( void ) {
|
|
if ( gameLocal.inCinematic ) {
|
|
return SkipCinematic();
|
|
}
|
|
|
|
if ( objectiveSystemOpen ) {
|
|
TogglePDA();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool idPlayer::SkipCinematic( void ) {
|
|
StartSound( "snd_skipcinematic", SND_CHANNEL_ANY, 0, false, NULL );
|
|
return gameLocal.SkipCinematic();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::EvaluateControls
|
|
==============
|
|
*/
|
|
void idPlayer::EvaluateControls( void ) {
|
|
// check for respawning
|
|
if ( health <= 0 ) {
|
|
if ( ( gameLocal.time > minRespawnTime ) && ( usercmd.buttons & BUTTON_ATTACK ) ) {
|
|
forceRespawn = true;
|
|
} else if ( gameLocal.time > maxRespawnTime ) {
|
|
forceRespawn = true;
|
|
}
|
|
}
|
|
|
|
// in MP, idMultiplayerGame decides spawns
|
|
if ( forceRespawn && !gameLocal.isMultiplayer && !g_testDeath.GetBool() ) {
|
|
// in single player, we let the session handle restarting the level or loading a game
|
|
gameLocal.sessionCommand = "died";
|
|
}
|
|
|
|
if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) {
|
|
PerformImpulse( usercmd.impulse );
|
|
}
|
|
|
|
scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard );
|
|
|
|
//ivan start
|
|
combolistOpen = ( ( usercmd.buttons & BUTTON_6 ) != 0);
|
|
//ivan end
|
|
|
|
oldFlags = usercmd.flags;
|
|
|
|
AdjustSpeed();
|
|
|
|
// update the viewangles
|
|
UpdateViewAngles();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::AdjustSpeed
|
|
==============
|
|
*/
|
|
void idPlayer::AdjustSpeed( void ) {
|
|
float speed;
|
|
float rate;
|
|
|
|
if ( spectating ) {
|
|
speed = pm_spectatespeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
} else if ( noclip ) {
|
|
speed = pm_noclipspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
} else if (( usercmd.buttons & BUTTON_ZOOM ) ) { //2018 revility update. holding zoom key now is the only thing to trigger loosing stamina for the shield spell
|
|
if ( !gameLocal.isMultiplayer && !physicsObj.IsCrouching() && !PowerUpActive( ADRENALINE ) ) {
|
|
stamina -= MS2SEC( gameLocal.msec );
|
|
spawnArgs.Set( "telishield", "1" ); //rev 2018 used in code to change skin and animations for shield spell
|
|
SetState( "UpdateSkin" ); //New state added to player script. changes the player's skin
|
|
}
|
|
if ( stamina < 0 ) {
|
|
stamina = 0;
|
|
spawnArgs.Set( "telishield", "0" ); //rev 2018
|
|
SetState( "UpdateSkin" );
|
|
}
|
|
if ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) ) {
|
|
bobFrac = 1.0f;
|
|
} else if ( pm_staminathreshold.GetFloat() <= 0.0001f ) {
|
|
bobFrac = 0.0f;
|
|
} else {
|
|
bobFrac = stamina / pm_staminathreshold.GetFloat();
|
|
}
|
|
speed = pm_walkspeed.GetFloat();
|
|
//speed = pm_walkspeed.GetFloat() * ( 1.0f - bobFrac ) + pm_runspeed.GetFloat() * bobFrac; //Rev 2018 Don't walk while using the shield spell unless we are holding the aim walk key
|
|
} else {
|
|
rate = pm_staminarate.GetFloat();
|
|
spawnArgs.Set( "telishield", "0" ); //rev 2018
|
|
SetState( "UpdateSkin" );
|
|
// increase 25% faster when not moving
|
|
if ( ( usercmd.forwardmove == 0 ) && ( usercmd.rightmove == 0 ) && ( !physicsObj.OnLadder() || ( usercmd.upmove == 0 ) ) ) {
|
|
rate *= 1.25f;
|
|
}
|
|
stamina += rate * MS2SEC( gameLocal.msec );
|
|
if ( stamina > pm_stamina.GetFloat() ) {
|
|
stamina = pm_stamina.GetFloat();
|
|
}
|
|
speed = pm_walkspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
}
|
|
//revility 2018 moved outside of the stamina stuff because run key is now aim walk.
|
|
if ( usercmd.buttons & BUTTON_RUN ) {
|
|
speed = pm_runspeed.GetFloat();
|
|
}
|
|
|
|
speed *= PowerUpModifier(SPEED);
|
|
|
|
if ( influenceActive == INFLUENCE_LEVEL3 ) {
|
|
speed *= 0.33f;
|
|
}
|
|
physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
|
|
}
|
|
/*
|
|
//Commented out in 2018 by Rev
|
|
void idPlayer::AdjustSpeed( void ) {
|
|
float speed;
|
|
//float rate;
|
|
|
|
if ( spectating ) {
|
|
speed = pm_spectatespeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
} else if ( noclip ) {
|
|
speed = pm_noclipspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
}
|
|
//ivan start
|
|
else {
|
|
speed = pm_walkspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
|
|
//weapon based walk speed
|
|
//if( weapon.GetEntity() ){
|
|
//speed *= weapon.GetEntity()->GetWalkSpeedMult();
|
|
//}
|
|
}
|
|
//ivan end
|
|
|
|
speed *= PowerUpModifier(SPEED);
|
|
|
|
if ( influenceActive == INFLUENCE_LEVEL3 ) {
|
|
speed *= 0.33f;
|
|
}
|
|
|
|
physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
|
|
}
|
|
*/
|
|
|
|
/*
|
|
==============
|
|
idPlayer::AdjustBodyAngles
|
|
==============
|
|
*/
|
|
void idPlayer::AdjustBodyAngles( void ) {
|
|
//idMat3 lookAxis;
|
|
idMat3 legsAxis;
|
|
bool blend;
|
|
float diff;
|
|
float frac;
|
|
float upBlend;
|
|
float forwardBlend;
|
|
float downBlend;
|
|
|
|
upBlend = forwardBlend = downBlend = 0.0f; // DG: make sure they're initialized
|
|
|
|
if ( health < 0 ) {
|
|
return;
|
|
}
|
|
|
|
if(force_torso_override){ //ivan
|
|
legsForward = false;
|
|
AI_TURN_LEFT = false; //anim legs in script
|
|
AI_TURN_RIGHT = false; //anim legs in script
|
|
|
|
//test only
|
|
if(legsYaw > 0.1f){
|
|
legsYaw = legsYaw * 0.9f;
|
|
legsAxis = idAngles( 0.0f, legsYaw, 0.0f ).ToMat3();
|
|
animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis );
|
|
}
|
|
}else{ //old
|
|
|
|
blend = true;
|
|
|
|
if ( !physicsObj.HasGroundContacts() ) {
|
|
idealLegsYaw = 0.0f;
|
|
legsForward = true;
|
|
} else if ( usercmd.forwardmove < 0 ) {
|
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( -usercmd.forwardmove, usercmd.rightmove, 0.0f ).ToYaw() );
|
|
legsForward = false;
|
|
} else if ( usercmd.forwardmove > 0 ) {
|
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( usercmd.forwardmove, -usercmd.rightmove, 0.0f ).ToYaw() );
|
|
legsForward = true;
|
|
} else if ( ( usercmd.rightmove != 0 ) && physicsObj.IsCrouching() ) {
|
|
if ( !legsForward ) {
|
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), usercmd.rightmove, 0.0f ).ToYaw() );
|
|
} else {
|
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), -usercmd.rightmove, 0.0f ).ToYaw() );
|
|
}
|
|
} else if ( usercmd.rightmove != 0 ) {
|
|
idealLegsYaw = 0.0f;
|
|
legsForward = true;
|
|
} else {
|
|
legsForward = true;
|
|
diff = idMath::Fabs( idealLegsYaw - legsYaw );
|
|
idealLegsYaw = idealLegsYaw - idMath::AngleNormalize180( viewAngles.yaw - oldViewYaw );
|
|
if ( diff < 0.1f ) {
|
|
legsYaw = idealLegsYaw;
|
|
blend = false;
|
|
}
|
|
}
|
|
|
|
if ( !physicsObj.IsCrouching() ) {
|
|
legsForward = true;
|
|
}
|
|
|
|
oldViewYaw = viewAngles.yaw;
|
|
|
|
AI_TURN_LEFT = false;
|
|
AI_TURN_RIGHT = false;
|
|
if ( idealLegsYaw < -45.0f ) {
|
|
idealLegsYaw = 0;
|
|
AI_TURN_RIGHT = true;
|
|
blend = true;
|
|
} else if ( idealLegsYaw > 45.0f ) {
|
|
idealLegsYaw = 0;
|
|
AI_TURN_LEFT = true;
|
|
blend = true;
|
|
}
|
|
|
|
if ( blend ) {
|
|
legsYaw = legsYaw * 0.9f + idealLegsYaw * 0.1f;
|
|
}
|
|
legsAxis = idAngles( 0.0f, legsYaw, 0.0f ).ToMat3();
|
|
animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis );
|
|
|
|
// calculate the blending between down, straight, and up
|
|
frac = viewAngles.pitch / 90.0f;
|
|
if ( frac > 0.0f ) {
|
|
downBlend = frac;
|
|
forwardBlend = 1.0f - frac;
|
|
upBlend = 0.0f;
|
|
} else {
|
|
downBlend = 0.0f;
|
|
forwardBlend = 1.0f + frac;
|
|
upBlend = -frac;
|
|
}
|
|
}
|
|
|
|
if(force_torso_override){ //ivan
|
|
//no looking up/down
|
|
downBlend = 0.0f;
|
|
forwardBlend = 1.0f;
|
|
upBlend = 0.0f;
|
|
}
|
|
|
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
|
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend );
|
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend );
|
|
|
|
if(force_torso_override){ //ivan
|
|
//otherwise we cannot get the real animation offset in idAnimBlend::BlendDelta
|
|
downBlend = 1.0f; //needed!!
|
|
forwardBlend = 0.0f; //1.0f; also works?
|
|
upBlend = 0.0f; //1.0f; also works?
|
|
}
|
|
|
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, downBlend );
|
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, forwardBlend );
|
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 2, upBlend );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::InitAASLocation
|
|
==============
|
|
*/
|
|
void idPlayer::InitAASLocation( void ) {
|
|
int i;
|
|
int num;
|
|
idVec3 size;
|
|
idBounds bounds;
|
|
idAAS *aas;
|
|
idVec3 origin;
|
|
|
|
GetFloorPos( 64.0f, origin );
|
|
|
|
num = gameLocal.NumAAS();
|
|
aasLocation.SetGranularity( 1 );
|
|
aasLocation.SetNum( num );
|
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
|
aasLocation[ i ].areaNum = 0;
|
|
aasLocation[ i ].pos = origin;
|
|
aas = gameLocal.GetAAS( i );
|
|
if ( aas && aas->GetSettings() ) {
|
|
size = aas->GetSettings()->boundingBoxes[0][1];
|
|
bounds[0] = -size;
|
|
size.z = 32.0f;
|
|
bounds[1] = size;
|
|
|
|
aasLocation[ i ].areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::SetAASLocation
|
|
==============
|
|
*/
|
|
void idPlayer::SetAASLocation( void ) {
|
|
int i;
|
|
int areaNum;
|
|
idVec3 size;
|
|
idBounds bounds;
|
|
idAAS *aas;
|
|
idVec3 origin;
|
|
|
|
if ( !GetFloorPos( 64.0f, origin ) ) {
|
|
return;
|
|
}
|
|
|
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
|
aas = gameLocal.GetAAS( i );
|
|
if ( !aas ) {
|
|
continue;
|
|
}
|
|
|
|
size = aas->GetSettings()->boundingBoxes[0][1];
|
|
bounds[0] = -size;
|
|
size.z = 32.0f;
|
|
bounds[1] = size;
|
|
|
|
areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
|
|
if ( areaNum ) {
|
|
aasLocation[ i ].pos = origin;
|
|
aasLocation[ i ].areaNum = areaNum;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::GetAASLocation
|
|
==============
|
|
*/
|
|
void idPlayer::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const {
|
|
int i;
|
|
|
|
if ( aas != NULL ) {
|
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
|
if ( aas == gameLocal.GetAAS( i ) ) {
|
|
areaNum = aasLocation[ i ].areaNum;
|
|
pos = aasLocation[ i ].pos;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
areaNum = 0;
|
|
pos = physicsObj.GetOrigin();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Move
|
|
==============
|
|
*/
|
|
void idPlayer::Move( void ) {
|
|
float newEyeOffset;
|
|
idVec3 oldOrigin;
|
|
idVec3 oldVelocity;
|
|
idVec3 pushVelocity;
|
|
|
|
idVec3 delta; //ivan
|
|
|
|
// save old origin and velocity for crashlanding
|
|
oldOrigin = physicsObj.GetOrigin();
|
|
oldVelocity = physicsObj.GetLinearVelocity();
|
|
pushVelocity = physicsObj.GetPushedLinearVelocity();
|
|
|
|
// set physics variables
|
|
physicsObj.SetMaxStepHeight( pm_stepsize.GetFloat() );
|
|
physicsObj.SetMaxJumpHeight( pm_jumpheight.GetFloat() );
|
|
|
|
//ivan start
|
|
if ( animMoveNoGravity ){
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
physicsObj.SetMovementType( PM_FREEZE );
|
|
}else if ( animMoveType ){
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
if( animMoveType == ANIMMOVE_ALWAYS){
|
|
physicsObj.SetMovementType( PM_ANIM_ALWAYS );
|
|
GetMoveDelta( viewAxis, viewAxis, delta ); //to: check what happens to viewAxis
|
|
physicsObj.SetDelta( delta );
|
|
}else if( animMoveType == ANIMMOVE_GROUND){
|
|
physicsObj.SetMovementType( PM_ANIM_GROUND );
|
|
GetMoveDelta( viewAxis, viewAxis, delta ); //to: check what happens to viewAxis
|
|
physicsObj.SetDelta( delta );
|
|
}else if( animMoveType == ANIMMOVE_PHYSICS){
|
|
physicsObj.SetMovementType( PM_PHYSICS_ONLY );
|
|
}else { //that is, ANIMMOVE_FREEZE
|
|
physicsObj.SetMovementType( PM_FREEZE );
|
|
}
|
|
} else
|
|
//ivan end
|
|
if ( noclip ) {
|
|
physicsObj.SetContents( 0 );
|
|
physicsObj.SetMovementType( PM_NOCLIP );
|
|
} else if ( spectating ) {
|
|
physicsObj.SetContents( 0 );
|
|
physicsObj.SetMovementType( PM_SPECTATOR );
|
|
} else if ( health <= 0 ) {
|
|
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
|
|
physicsObj.SetMovementType( PM_DEAD );
|
|
} else if ( gameLocal.inCinematic || gameLocal.GetCamera() || privateCameraView || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
physicsObj.SetMovementType( PM_FREEZE );
|
|
} else {
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
physicsObj.SetMovementType( PM_NORMAL );
|
|
}
|
|
|
|
if ( spectating ) {
|
|
physicsObj.SetClipMask( MASK_DEADSOLID );
|
|
} else if ( health <= 0 ) {
|
|
physicsObj.SetClipMask( MASK_DEADSOLID );
|
|
} else {
|
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
|
}
|
|
|
|
physicsObj.SetDebugLevel( g_debugMove.GetBool() );
|
|
physicsObj.SetPlayerInput( usercmd, viewAngles );
|
|
|
|
// FIXME: physics gets disabled somehow
|
|
BecomeActive( TH_PHYSICS );
|
|
RunPhysics();
|
|
|
|
//animator.RemoveOriginOffset( true );
|
|
|
|
// update our last valid AAS location for the AI
|
|
SetAASLocation();
|
|
|
|
if ( spectating ) {
|
|
newEyeOffset = 0.0f;
|
|
} else if ( health <= 0 ) {
|
|
newEyeOffset = pm_deadviewheight.GetFloat();
|
|
} else if ( physicsObj.IsCrouching() ) {
|
|
newEyeOffset = pm_crouchviewheight.GetFloat();
|
|
} else if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
|
|
newEyeOffset = 0.0f;
|
|
} else {
|
|
newEyeOffset = pm_normalviewheight.GetFloat();
|
|
}
|
|
|
|
if ( EyeHeight() != newEyeOffset ) {
|
|
if ( spectating ) {
|
|
SetEyeHeight( newEyeOffset );
|
|
} else {
|
|
// smooth out duck height changes
|
|
SetEyeHeight( EyeHeight() * pm_crouchrate.GetFloat() + newEyeOffset * ( 1.0f - pm_crouchrate.GetFloat() ) );
|
|
}
|
|
}
|
|
|
|
if ( noclip || gameLocal.inCinematic || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
|
|
AI_CROUCH = false;
|
|
AI_ONGROUND = ( influenceActive == INFLUENCE_LEVEL2 );
|
|
AI_ONLADDER = false;
|
|
AI_JUMP = false;
|
|
} else {
|
|
AI_CROUCH = physicsObj.IsCrouching();
|
|
AI_ONGROUND = physicsObj.HasGroundContacts();
|
|
AI_ONLADDER = physicsObj.OnLadder();
|
|
AI_JUMP = physicsObj.HasJumped();
|
|
|
|
// check if we're standing on top of a monster and give a push if we are
|
|
idEntity *groundEnt = physicsObj.GetGroundEntity();
|
|
if ( groundEnt && groundEnt->IsType( idAI::Type ) ) {
|
|
idVec3 vel = physicsObj.GetLinearVelocity();
|
|
if ( vel.ToVec2().LengthSqr() < 0.1f ) {
|
|
vel.ToVec2() = physicsObj.GetOrigin().ToVec2() - groundEnt->GetPhysics()->GetAbsBounds().GetCenter().ToVec2();
|
|
vel.ToVec2().NormalizeFast();
|
|
vel.ToVec2() *= pm_walkspeed.GetFloat();
|
|
} else {
|
|
// give em a push in the direction they're going
|
|
vel *= 1.1f;
|
|
}
|
|
physicsObj.SetLinearVelocity( vel );
|
|
}
|
|
}
|
|
|
|
if ( AI_JUMP ) {
|
|
// bounce the view weapon
|
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
|
currentLoggedAccel++;
|
|
acc->time = gameLocal.time;
|
|
acc->dir[2] = 200;
|
|
acc->dir[0] = acc->dir[1] = 0;
|
|
}
|
|
|
|
if ( AI_ONLADDER ) {
|
|
int old_rung = oldOrigin.z / LADDER_RUNG_DISTANCE;
|
|
int new_rung = physicsObj.GetOrigin().z / LADDER_RUNG_DISTANCE;
|
|
|
|
if ( old_rung != new_rung ) {
|
|
StartSound( "snd_stepladder", SND_CHANNEL_ANY, 0, false, NULL );
|
|
}
|
|
}
|
|
|
|
BobCycle( pushVelocity );
|
|
CrashLand( oldOrigin, oldVelocity );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdateHud
|
|
==============
|
|
*/
|
|
void idPlayer::UpdateHud( void ) {
|
|
idPlayer *aimed;
|
|
|
|
if ( !hud ) {
|
|
return;
|
|
}
|
|
|
|
if ( entityNumber != gameLocal.localClientNum ) {
|
|
return;
|
|
}
|
|
|
|
int c = inventory.pickupItemNames.Num();
|
|
if ( c > 0 ) {
|
|
if ( gameLocal.time > inventory.nextItemPickup ) {
|
|
if ( inventory.nextItemPickup && gameLocal.time - inventory.nextItemPickup > 2000 ) {
|
|
inventory.nextItemNum = 1;
|
|
}
|
|
int i;
|
|
for ( i = 0; i < 5 && i < c; i++ ) {
|
|
hud->SetStateString( va( "itemtext%i", inventory.nextItemNum ), inventory.pickupItemNames[0].name );
|
|
hud->SetStateString( va( "itemicon%i", inventory.nextItemNum ), inventory.pickupItemNames[0].icon );
|
|
hud->HandleNamedEvent( va( "itemPickup%i", inventory.nextItemNum++ ) );
|
|
inventory.pickupItemNames.RemoveIndex( 0 );
|
|
if (inventory.nextItemNum == 1 ) {
|
|
inventory.onePickupTime = gameLocal.time;
|
|
} else if ( inventory.nextItemNum > 5 ) {
|
|
inventory.nextItemNum = 1;
|
|
inventory.nextItemPickup = inventory.onePickupTime + 2000;
|
|
} else {
|
|
inventory.nextItemPickup = gameLocal.time + 400;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( gameLocal.realClientTime == lastMPAimTime ) {
|
|
if ( MPAim != -1 && gameLocal.gameType == GAME_TDM
|
|
&& gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type )
|
|
&& static_cast< idPlayer * >( gameLocal.entities[ MPAim ] )->team == team ) {
|
|
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
|
|
hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) );
|
|
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
|
|
hud->HandleNamedEvent( "aim_flash" );
|
|
MPAimHighlight = true;
|
|
MPAimFadeTime = 0; // no fade till loosing focus
|
|
} else if ( MPAimHighlight ) {
|
|
hud->HandleNamedEvent( "aim_fade" );
|
|
MPAimFadeTime = gameLocal.realClientTime;
|
|
MPAimHighlight = false;
|
|
}
|
|
}
|
|
if ( MPAimFadeTime ) {
|
|
assert( !MPAimHighlight );
|
|
if ( gameLocal.realClientTime - MPAimFadeTime > 2000 ) {
|
|
MPAimFadeTime = 0;
|
|
}
|
|
}
|
|
|
|
hud->SetStateInt( "g_showProjectilePct", g_showProjectilePct.GetInteger() );
|
|
if ( numProjectilesFired ) {
|
|
hud->SetStateString( "projectilepct", va( "Hit %% %.1f", ( (float) numProjectileHits / numProjectilesFired ) * 100 ) );
|
|
} else {
|
|
hud->SetStateString( "projectilepct", "Hit % 0.0" );
|
|
}
|
|
|
|
if ( isLagged && gameLocal.isMultiplayer && gameLocal.localClientNum == entityNumber ) {
|
|
hud->SetStateString( "hudLag", "1" );
|
|
} else {
|
|
hud->SetStateString( "hudLag", "0" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdateDeathSkin
|
|
==============
|
|
*/
|
|
void idPlayer::UpdateDeathSkin( bool state_hitch ) {
|
|
if ( !( gameLocal.isMultiplayer || g_testDeath.GetBool() ) ) {
|
|
return;
|
|
}
|
|
if ( health <= 0 ) {
|
|
if ( !doingDeathSkin ) {
|
|
deathClearContentsTime = spawnArgs.GetInt( "deathSkinTime" );
|
|
doingDeathSkin = true;
|
|
renderEntity.noShadow = true;
|
|
if ( state_hitch ) {
|
|
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f - 2.0f;
|
|
} else {
|
|
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
|
|
}
|
|
UpdateVisuals();
|
|
}
|
|
|
|
// wait a bit before switching off the content
|
|
if ( deathClearContentsTime && gameLocal.time > deathClearContentsTime ) {
|
|
SetCombatContents( false );
|
|
deathClearContentsTime = 0;
|
|
}
|
|
} else {
|
|
renderEntity.noShadow = false;
|
|
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = 0.0f;
|
|
UpdateVisuals();
|
|
doingDeathSkin = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::StartFxOnBone
|
|
==============
|
|
*/
|
|
void idPlayer::StartFxOnBone( const char *fx, const char *bone ) {
|
|
idVec3 offset;
|
|
idMat3 axis;
|
|
jointHandle_t jointHandle = GetAnimator()->GetJointHandle( bone );
|
|
|
|
if ( jointHandle == INVALID_JOINT ) {
|
|
gameLocal.Printf( "Cannot find bone %s\n", bone );
|
|
return;
|
|
}
|
|
|
|
if ( GetAnimator()->GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
|
|
offset = GetPhysics()->GetOrigin() + offset * GetPhysics()->GetAxis();
|
|
axis = axis * GetPhysics()->GetAxis();
|
|
}
|
|
|
|
idEntityFx::StartFx( fx, &offset, &axis, this, true );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Think
|
|
|
|
Called every tic for each player
|
|
==============
|
|
*/
|
|
void idPlayer::Think( void ) {
|
|
renderEntity_t *headRenderEnt;
|
|
|
|
UpdatePlayerIcons();
|
|
|
|
// latch button actions
|
|
oldButtons = usercmd.buttons;
|
|
|
|
// grab out usercmd
|
|
usercmd_t oldCmd = usercmd;
|
|
usercmd = gameLocal.usercmds[ entityNumber ];
|
|
buttonMask &= usercmd.buttons;
|
|
usercmd.buttons &= ~buttonMask;
|
|
|
|
if ( gameLocal.inCinematic && gameLocal.skipCinematic ) {
|
|
return;
|
|
}
|
|
|
|
// clear the ik before we do anything else so the skeleton doesn't get updated twice
|
|
walkIK.ClearJointMods();
|
|
|
|
// if this is the very first frame of the map, set the delta view angles
|
|
// based on the usercmd angles
|
|
if ( !spawnAnglesSet && ( gameLocal.GameState() != GAMESTATE_STARTUP ) ) {
|
|
spawnAnglesSet = true;
|
|
SetViewAngles( spawnAngles );
|
|
oldFlags = usercmd.flags;
|
|
}
|
|
|
|
if ( objectiveSystemOpen || gameLocal.inCinematic || influenceActive ) {
|
|
if ( objectiveSystemOpen && AI_PAIN ) {
|
|
TogglePDA();
|
|
}
|
|
usercmd.forwardmove = 0;
|
|
usercmd.rightmove = 0;
|
|
usercmd.upmove = 0;
|
|
}
|
|
|
|
// log movement changes for weapon bobbing effects
|
|
if ( usercmd.forwardmove != oldCmd.forwardmove ) {
|
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
|
currentLoggedAccel++;
|
|
acc->time = gameLocal.time;
|
|
acc->dir[0] = usercmd.forwardmove - oldCmd.forwardmove;
|
|
acc->dir[1] = acc->dir[2] = 0;
|
|
}
|
|
|
|
if ( usercmd.rightmove != oldCmd.rightmove ) {
|
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
|
currentLoggedAccel++;
|
|
acc->time = gameLocal.time;
|
|
acc->dir[1] = usercmd.rightmove - oldCmd.rightmove;
|
|
acc->dir[0] = acc->dir[2] = 0;
|
|
}
|
|
|
|
// freelook centering
|
|
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_MLOOK ) {
|
|
centerView.Init( gameLocal.time, 200, viewAngles.pitch, 0 );
|
|
}
|
|
|
|
// zooming
|
|
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_RUN ) { //Updated Rev 2018 for walk aiming. We want the zoom to trigger when pressing the Run key... which is now walking
|
|
if ( ( usercmd.buttons & BUTTON_RUN ) && weapon.GetEntity() ) { //Updated Rev 2018 for walk aiming
|
|
zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() );
|
|
} else {
|
|
zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() );
|
|
}
|
|
}
|
|
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
// zooming, initiated by weapon script
|
|
if ( ( weaponZoom.oldZoomStatus ^ weaponZoom.startZoom ) ) {
|
|
if ( weaponZoom.startZoom && weapon.GetEntity() ) {
|
|
weaponZoom.oldZoomStatus = true;
|
|
zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() );
|
|
} else {
|
|
weaponZoom.oldZoomStatus = false;
|
|
zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() );
|
|
}
|
|
}
|
|
#endif //_DENTONMOD_PLAYER_CPP
|
|
|
|
// if we have an active gui, we will unrotate the view angles as
|
|
// we turn the mouse movements into gui events
|
|
idUserInterface *gui = ActiveGui();
|
|
if ( gui && gui != focusUI ) {
|
|
RouteGuiMouse( gui );
|
|
}
|
|
|
|
// set the push velocity on the weapon before running the physics
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->SetPushVelocity( physicsObj.GetPushedLinearVelocity() );
|
|
}
|
|
|
|
EvaluateControls();
|
|
|
|
if ( !af.IsActive() ) {
|
|
AdjustBodyAngles();
|
|
CopyJointsFromBodyToHead();
|
|
}
|
|
|
|
Move();
|
|
|
|
if ( !g_stopTime.GetBool() ) {
|
|
|
|
if ( !noclip && !spectating && ( health > 0 ) && !IsHidden() ) {
|
|
TouchTriggers();
|
|
}
|
|
|
|
// not done on clients for various reasons. don't do it on server and save the sound channel for other things
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
SetCurrentHeartRate();
|
|
float scale = g_damageScale.GetFloat();
|
|
if ( g_useDynamicProtection.GetBool() && scale < 1.0f && gameLocal.time - lastDmgTime > 500 ) {
|
|
if ( scale < 1.0f ) {
|
|
scale += 0.05f;
|
|
}
|
|
if ( scale > 1.0f ) {
|
|
scale = 1.0f;
|
|
}
|
|
g_damageScale.SetFloat( scale );
|
|
}
|
|
}
|
|
|
|
// update GUIs, Items, and character interactions
|
|
UpdateFocus();
|
|
|
|
UpdateLocation();
|
|
|
|
// update player script
|
|
UpdateScript();
|
|
|
|
// service animations
|
|
if ( !spectating && !af.IsActive() && !gameLocal.inCinematic ) {
|
|
UpdateConditions();
|
|
UpdateAnimState();
|
|
CheckBlink();
|
|
}
|
|
|
|
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
|
|
AI_PAIN = false;
|
|
}
|
|
|
|
// calculate the exact bobbed view position, which is used to
|
|
// position the view weapon, among other things
|
|
CalculateFirstPersonView();
|
|
|
|
// this may use firstPersonView, or a thirdPeroson / camera view
|
|
CalculateRenderView();
|
|
|
|
//ivan start
|
|
#ifdef USE_AIM_DIR_FIX
|
|
//this uses first and third Person view + RenderView to fix the aim dir
|
|
CalculateFixedAim();
|
|
#endif
|
|
//ivan end
|
|
|
|
inventory.UpdateArmor();
|
|
|
|
if ( spectating ) {
|
|
UpdateSpectating();
|
|
} else if ( health > 0 ) {
|
|
UpdateWeapon();
|
|
}
|
|
|
|
UpdateAir();
|
|
|
|
UpdateHud();
|
|
|
|
UpdatePowerUps();
|
|
|
|
UpdateDeathSkin( false );
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
DrawPlayerIcons();
|
|
}
|
|
|
|
if ( head.GetEntity() ) {
|
|
headRenderEnt = head.GetEntity()->GetRenderEntity();
|
|
} else {
|
|
headRenderEnt = NULL;
|
|
}
|
|
|
|
if ( headRenderEnt ) {
|
|
if ( influenceSkin ) {
|
|
headRenderEnt->customSkin = influenceSkin;
|
|
} else {
|
|
headRenderEnt->customSkin = NULL;
|
|
}
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) {
|
|
renderEntity.suppressShadowInViewID = 0;
|
|
if ( headRenderEnt ) {
|
|
headRenderEnt->suppressShadowInViewID = 0;
|
|
}
|
|
} else {
|
|
renderEntity.suppressShadowInViewID = entityNumber+1;
|
|
if ( headRenderEnt ) {
|
|
headRenderEnt->suppressShadowInViewID = entityNumber+1;
|
|
}
|
|
}
|
|
// never cast shadows from our first-person muzzle flashes
|
|
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
|
if ( headRenderEnt ) {
|
|
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
|
}
|
|
|
|
if ( !g_stopTime.GetBool() ) {
|
|
UpdateAnimation();
|
|
|
|
Present();
|
|
|
|
UpdateDamageEffects();
|
|
|
|
LinkCombat();
|
|
|
|
playerView.CalculateShake();
|
|
}
|
|
|
|
if ( !( thinkFlags & TH_THINK ) ) {
|
|
gameLocal.Printf( "player %d not thinking?\n", entityNumber );
|
|
}
|
|
|
|
if ( g_showEnemies.GetBool() ) {
|
|
idActor *ent;
|
|
int num = 0;
|
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
|
gameLocal.Printf( "enemy (%d)'%s'\n", ent->entityNumber, ent->name.c_str() );
|
|
gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds().Expand( 2 ), ent->GetPhysics()->GetOrigin() );
|
|
num++;
|
|
}
|
|
gameLocal.Printf( "%d: enemies\n", num );
|
|
}
|
|
#ifdef _PORTALSKY
|
|
// determine if portal sky is in pvs
|
|
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( gameLocal.GetPlayerPVS(), GetPhysics()->GetOrigin() );
|
|
#endif
|
|
|
|
//ivan start
|
|
//kick
|
|
if ( kickEnabled && !noclip && !spectating && ( health > 0 ) && !IsHidden() ) {
|
|
EvaluateKick();
|
|
}
|
|
//ivan end
|
|
|
|
}
|
|
|
|
#ifdef USE_3D_TO_2D_CURSOR
|
|
|
|
//uncomment this to enable blending for cursor position
|
|
//#define BLEND_3D_TO_2D_CURSOR_POS
|
|
|
|
/*
|
|
=================
|
|
idPlayer::updateCursorPosOnGui
|
|
|
|
NOTE: called once each game tick
|
|
=================
|
|
*/
|
|
void idPlayer::updateCursorPosOnGui( void ) { //assumes 'cursor' is valid
|
|
int cposx, cposy, newSpread;
|
|
idAngles deltaLookAng;
|
|
idVec3 dir, localDir;
|
|
|
|
#ifdef BLEND_3D_TO_2D_CURSOR_POS
|
|
static int old_cposx = 320;
|
|
static int old_cposy = 240;
|
|
#endif
|
|
|
|
//determine the point at which the weapon is aiming
|
|
#ifdef USE_AIM_DIR_FIX
|
|
//endPos was already calculated by CalculateFixedAim()
|
|
#else
|
|
idVec3 endPos; //in this case endPos is a local valiable!
|
|
trace_t tr;
|
|
|
|
//calulate endpos
|
|
endPos = firstPersonViewOrigin + firstPersonViewAxis[0] * 120000.0f ;
|
|
gameLocal.clip.TracePoint(tr, firstPersonViewOrigin, endPos, MASK_SHOT_RENDERMODEL, this );
|
|
endPos = tr.endpos;
|
|
#endif
|
|
|
|
//camera info
|
|
const idMat3 &cameraAxis = renderView->viewaxis;
|
|
const idVec3 &cameraOrigin = renderView->vieworg;
|
|
|
|
// project camera-to-pos vector to camera plane, then get the angles
|
|
dir = endPos - cameraOrigin;
|
|
cameraAxis.ProjectVector( dir, localDir );
|
|
deltaLookAng = localDir.ToAngles().Normalize180();
|
|
|
|
//convert to gui coodinates
|
|
//NOTE: why 1.6f and 1.8f instead of 2.0f ? Who knows... but it works :)
|
|
float multX = 1.6f + ( 90.0f - renderView->fov_x )/128.0f; //1.6f a 90, 1.95f a 45, 1.15f a 135. That's the fix for the fov :)
|
|
cposx = (int) (320 - 320 * ( multX * deltaLookAng[1] / renderView->fov_x )); //xfov usually 90 | 90/1.6 = 56.25
|
|
cposy = (int) (240 + 240 * ( 1.8f * deltaLookAng[0] / renderView->fov_y )); //yfov usually 73,739792? | .../1.8 = 41
|
|
|
|
|
|
//todo: comment this out - it's just for debug
|
|
cursor->SetStateInt( "g_debugWeapon", g_debugWeapon.GetInteger() );
|
|
if ( g_debugWeapon.GetBool() ) {
|
|
//gameLocal.Printf("renderView->fov_x: %f, renderView->fov_y: %f\n", renderView->fov_x, renderView->fov_y );
|
|
cursor->SetStateString( "deltax", va( "%f", deltaLookAng[1] ) );
|
|
cursor->SetStateString( "deltay", va( "%f", deltaLookAng[0] ) );
|
|
cursor->SetStateString( "first_angles", firstPersonViewAxis.ToAngles().Normalize180().ToString() );
|
|
cursor->SetStateString( "camera_angles", cameraAxis.ToAngles().Normalize180().ToString() );
|
|
cursor->SetStateString( "project_angles", deltaLookAng.ToString() );
|
|
#ifdef USE_AIM_DIR_FIX
|
|
cursor->SetStateString( "aim_angles", fixedAimViewAxis.ToAngles().Normalize180().ToString() );
|
|
#endif
|
|
//red line: real aim
|
|
gameRenderWorld->DebugLine( colorRed, firstPersonViewOrigin, endPos, gameLocal.msec );
|
|
}
|
|
|
|
//upd crosshair position on gui
|
|
|
|
#ifdef BLEND_3D_TO_2D_CURSOR_POS
|
|
//blend x pos
|
|
if( cposx > old_cposx + 10){
|
|
gameLocal.Printf("blend x pos - delta: %d\n", (old_cposx-cposx) );
|
|
old_cposx += 8;
|
|
}else if( cposx < old_cposx - 10){
|
|
gameLocal.Printf("blend x pos - delta: %d\n", (old_cposx-cposx) );
|
|
old_cposx -= 8;
|
|
}else{
|
|
old_cposx = cposx;
|
|
}
|
|
|
|
//blend y pos
|
|
if( cposy > old_cposy + 10){
|
|
gameLocal.Printf("blend y pos - delta: %d\n", (old_cposy-cposy) );
|
|
old_cposy += 8;
|
|
}else if( cposy < old_cposy - 10){
|
|
gameLocal.Printf("blend y pos - delta: %d\n", (old_cposy-cposy) );
|
|
old_cposy -= 4;
|
|
}else{
|
|
old_cposy = cposy;
|
|
}
|
|
|
|
//set x y values on the gui
|
|
cursor->SetStateInt( "cposx", old_cposx );
|
|
cursor->SetStateInt( "cposy", old_cposy );
|
|
#else
|
|
cursor->SetStateInt( "cposx", cposx );
|
|
cursor->SetStateInt( "cposy", cposy );
|
|
#endif
|
|
|
|
//set spread on the gui
|
|
if ( weapon.GetEntity() ) {
|
|
|
|
//blend spread
|
|
newSpread = (int) weapon.GetEntity()->GetDynamicSpread();
|
|
if( newSpread > lastSpread + 1){
|
|
lastSpread += 2;
|
|
}else if( newSpread < lastSpread - 1){
|
|
lastSpread -= 2;
|
|
}else{
|
|
lastSpread = newSpread;
|
|
}
|
|
|
|
cursor->SetStateInt( "spread", lastSpread );
|
|
}else{
|
|
cursor->SetStateInt( "spread", 0 );
|
|
}
|
|
|
|
cursor->StateChanged( gameLocal.time );
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=================
|
|
idPlayer::RouteGuiMouse
|
|
=================
|
|
*/
|
|
void idPlayer::RouteGuiMouse( idUserInterface *gui ) {
|
|
sysEvent_t ev;
|
|
|
|
if ( usercmd.mx != oldMouseX || usercmd.my != oldMouseY ) {
|
|
ev = sys->GenerateMouseMoveEvent( usercmd.mx - oldMouseX, usercmd.my - oldMouseY );
|
|
gui->HandleEvent( &ev, gameLocal.time );
|
|
oldMouseX = usercmd.mx;
|
|
oldMouseY = usercmd.my;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::LookAtKiller
|
|
==================
|
|
*/
|
|
void idPlayer::LookAtKiller( idEntity *inflictor, idEntity *attacker ) {
|
|
idVec3 dir;
|
|
|
|
if ( attacker && attacker != this ) {
|
|
dir = attacker->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
} else if ( inflictor && inflictor != this ) {
|
|
dir = inflictor->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
} else {
|
|
dir = viewAxis[ 0 ];
|
|
}
|
|
|
|
idAngles ang( 0, dir.ToYaw(), 0 );
|
|
SetViewAngles( ang );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Kill
|
|
==============
|
|
*/
|
|
void idPlayer::Kill( bool delayRespawn, bool nodamage ) {
|
|
if ( spectating ) {
|
|
SpectateFreeFly( false );
|
|
} else if ( health > 0 ) {
|
|
godmode = false;
|
|
if ( nodamage ) {
|
|
ServerSpectate( true );
|
|
forceRespawn = true;
|
|
} else {
|
|
Damage( this, this, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT );
|
|
if ( delayRespawn ) {
|
|
forceRespawn = false;
|
|
int delay = spawnArgs.GetFloat( "respawn_delay" );
|
|
minRespawnTime = gameLocal.time + SEC2MS( delay );
|
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Killed
|
|
==================
|
|
*/
|
|
void idPlayer::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
|
float delay;
|
|
|
|
assert( !gameLocal.isClient );
|
|
|
|
// stop taking knockback once dead
|
|
fl.noknockback = true;
|
|
if ( health < -999 ) {
|
|
health = -999;
|
|
}
|
|
|
|
if ( AI_DEAD ) {
|
|
AI_PAIN = true;
|
|
return;
|
|
}
|
|
|
|
heartInfo.Init( 0, 0, 0, BASE_HEARTRATE );
|
|
AdjustHeartRate( DEAD_HEARTRATE, 10.0f, 0.0f, true );
|
|
|
|
if ( !g_testDeath.GetBool() ) {
|
|
playerView.Fade( colorBlack, 12000 );
|
|
}
|
|
|
|
AI_DEAD = true;
|
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
|
|
SetWaitState( "" );
|
|
|
|
//ivan start
|
|
state = GetScriptFunction( "state_Killed" );
|
|
if ( state ) {
|
|
SetState( state );
|
|
}
|
|
//ivan end
|
|
|
|
animator.ClearAllJoints();
|
|
|
|
if ( StartRagdoll() ) {
|
|
pm_modelView.SetInteger( 0 );
|
|
minRespawnTime = gameLocal.time + RAGDOLL_DEATH_TIME;
|
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
|
} else {
|
|
// don't allow respawn until the death anim is done
|
|
// g_forcerespawn may force spawning at some later time
|
|
delay = spawnArgs.GetFloat( "respawn_delay" );
|
|
minRespawnTime = gameLocal.time + SEC2MS( delay );
|
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
|
}
|
|
|
|
physicsObj.SetMovementType( PM_DEAD );
|
|
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
|
|
StopSound( SND_CHANNEL_BODY2, false );
|
|
|
|
fl.takedamage = true; // can still be gibbed
|
|
|
|
// get rid of weapon
|
|
weapon.GetEntity()->OwnerDied();
|
|
|
|
// drop the weapon as an item
|
|
DropWeapon( true );
|
|
|
|
if ( !g_testDeath.GetBool() ) {
|
|
LookAtKiller( inflictor, attacker );
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) {
|
|
idPlayer *killer = NULL;
|
|
// no gibbing in MP. Event_Gib will early out in MP
|
|
if ( attacker->IsType( idPlayer::Type ) ) {
|
|
killer = static_cast<idPlayer*>(attacker);
|
|
if ( health < -20 || killer->PowerUpActive( BERSERK ) ) {
|
|
gibDeath = true;
|
|
gibsDir = dir;
|
|
gibsLaunched = false;
|
|
}
|
|
}
|
|
gameLocal.mpGame.PlayerDeath( this, killer, isTelefragged );
|
|
} else {
|
|
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
|
|
}
|
|
|
|
ClearPowerUps();
|
|
|
|
UpdateVisuals();
|
|
|
|
isChatting = false;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::GetAIAimTargets
|
|
|
|
Returns positions for the AI to aim at.
|
|
=====================
|
|
*/
|
|
void idPlayer::GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ) {
|
|
idVec3 offset;
|
|
idMat3 axis;
|
|
idVec3 origin;
|
|
|
|
origin = lastSightPos - physicsObj.GetOrigin();
|
|
|
|
GetJointWorldTransform( chestJoint, gameLocal.time, offset, axis );
|
|
headPos = offset + origin;
|
|
|
|
GetJointWorldTransform( headJoint, gameLocal.time, offset, axis );
|
|
chestPos = offset + origin;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::DamageFeedback
|
|
|
|
callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
|
|
================
|
|
*/
|
|
void idPlayer::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage ) {
|
|
assert( !gameLocal.isClient );
|
|
damage *= PowerUpModifier( BERSERK );
|
|
if ( damage && ( victim != this ) && victim->IsType( idActor::Type ) ) {
|
|
SetLastHitTime( gameLocal.time );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idPlayer::CalcDamagePoints
|
|
|
|
Calculates how many health and armor points will be inflicted, but
|
|
doesn't actually do anything with them. This is used to tell when an attack
|
|
would have killed the player, possibly allowing a "saving throw"
|
|
=================
|
|
*/
|
|
void idPlayer::CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef,
|
|
const float damageScale, const int location, int *health, int *armor ) {
|
|
int damage;
|
|
int armorSave;
|
|
|
|
damageDef->GetInt( "damage", "20", damage );
|
|
damage = GetDamageForLocation( damage, location );
|
|
|
|
idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast<idPlayer*>(attacker) : NULL;
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
if ( inflictor != gameLocal.world ) {
|
|
switch ( g_skill.GetInteger() ) {
|
|
case 0:
|
|
damage *= 0.80f;
|
|
if ( damage < 1 ) {
|
|
damage = 1;
|
|
}
|
|
break;
|
|
case 2:
|
|
damage *= 1.70f;
|
|
break;
|
|
case 3:
|
|
damage *= 3.5f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
damage *= damageScale;
|
|
|
|
// always give half damage if hurting self
|
|
if ( attacker == this ) {
|
|
if ( gameLocal.isMultiplayer ) {
|
|
// only do this in mp so single player plasma and rocket splash is very dangerous in close quarters
|
|
damage *= damageDef->GetFloat( "selfDamageScale", "0.5" );
|
|
} else {
|
|
damage *= damageDef->GetFloat( "selfDamageScale", "1" );
|
|
}
|
|
}
|
|
|
|
// check for completely getting out of the damage
|
|
if ( !damageDef->GetBool( "noGod" ) ) {
|
|
// check for godmode
|
|
if ( godmode ) {
|
|
damage = 0;
|
|
}
|
|
}
|
|
|
|
|
|
////REVILITY 2018 start.
|
|
telishield = spawnArgs.GetInt( "telishield" );
|
|
if ( (usercmd.buttons & BUTTON_ZOOM) && stamina > 0 ) {
|
|
//if ( telishield > 0 ) { // we no longer have to check this key to trigger damage stopping...
|
|
damage = 0;
|
|
//damage *= damageDef->GetFloat( "selfDamageScale", "0.5" );
|
|
//the above line is useful for reducing a specific % of damage.
|
|
}
|
|
////REVILITY END
|
|
|
|
|
|
// inform the attacker that they hit someone
|
|
attacker->DamageFeedback( this, inflictor, damage );
|
|
|
|
// save some from armor
|
|
if ( !damageDef->GetBool( "noArmor" ) ) {
|
|
float armor_protection;
|
|
|
|
armor_protection = ( gameLocal.isMultiplayer ) ? g_armorProtectionMP.GetFloat() : g_armorProtection.GetFloat();
|
|
|
|
armorSave = ceil( damage * armor_protection );
|
|
if ( armorSave >= inventory.armor ) {
|
|
armorSave = inventory.armor;
|
|
}
|
|
|
|
if ( !damage ) {
|
|
armorSave = 0;
|
|
} else if ( armorSave >= damage ) {
|
|
armorSave = damage - 1;
|
|
damage = 1;
|
|
} else {
|
|
damage -= armorSave;
|
|
}
|
|
} else {
|
|
armorSave = 0;
|
|
}
|
|
|
|
// check for team damage
|
|
if ( gameLocal.gameType == GAME_TDM
|
|
&& !gameLocal.serverInfo.GetBool( "si_teamDamage" )
|
|
&& !damageDef->GetBool( "noTeam" )
|
|
&& player
|
|
&& player != this // you get self damage no matter what
|
|
&& player->team == team ) {
|
|
damage = 0;
|
|
}
|
|
|
|
*health = damage;
|
|
*armor = armorSave;
|
|
}
|
|
|
|
/*
|
|
============
|
|
Damage
|
|
|
|
this entity that is being damaged
|
|
inflictor entity that is causing the damage
|
|
attacker entity that caused the inflictor to damage targ
|
|
example: this=monster, inflictor=rocket, attacker=player
|
|
|
|
dir direction of the attack for knockback in global space
|
|
|
|
damageDef an idDict with all the options for damage effects
|
|
|
|
inflictor, attacker, dir, and point can be NULL for environmental effects
|
|
============
|
|
*/
|
|
void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
|
|
const char *damageDefName, const float damageScale, const int location ) {
|
|
idVec3 kick;
|
|
int damage;
|
|
int armorSave;
|
|
int knockback;
|
|
idVec3 damage_from;
|
|
idVec3 localDamageVector;
|
|
float attackerPushScale;
|
|
float playerDamageScale; //ivan
|
|
|
|
// damage is only processed on server
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
if ( !fl.takedamage || noclip || spectating || gameLocal.inCinematic ) {
|
|
return;
|
|
}
|
|
|
|
if ( !inflictor ) {
|
|
inflictor = gameLocal.world;
|
|
}
|
|
if ( !attacker ) {
|
|
attacker = gameLocal.world;
|
|
}
|
|
|
|
if ( attacker->IsType( idAI::Type ) ) {
|
|
if ( PowerUpActive( BERSERK ) ) {
|
|
return;
|
|
}
|
|
//Ivan start - ignore damage from friends
|
|
if ( attacker->spawnArgs.GetInt( "team" ) == 0 ) {
|
|
return;
|
|
}
|
|
//Ivan end
|
|
|
|
|
|
// don't take damage from monsters during influences
|
|
if ( influenceActive != 0 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
const idDeclEntityDef *damageDef = gameLocal.FindEntityDef( damageDefName, false );
|
|
if ( !damageDef ) {
|
|
gameLocal.Warning( "Unknown damageDef '%s'", damageDefName );
|
|
return;
|
|
}
|
|
|
|
if ( damageDef->dict.GetBool( "ignore_player" ) ) {
|
|
return;
|
|
}
|
|
|
|
//ivan start
|
|
if(damageDef->dict.GetBool( "ignore_friends" )){
|
|
if(team == attacker->spawnArgs.GetInt("team","0")){
|
|
return;
|
|
}
|
|
}
|
|
|
|
playerDamageScale = damageDef->dict.GetFloat( "playerDamageScale","1");
|
|
hud->HandleNamedEvent( "healthPulse" ); //pulse also when hit!
|
|
//ivan end
|
|
|
|
//ivan start - damaging fx
|
|
CheckDamageFx( &damageDef->dict );
|
|
//ivan end
|
|
|
|
CalcDamagePoints( inflictor, attacker, &damageDef->dict, damageScale*playerDamageScale , location, &damage, &armorSave ); //ivan: added *playerDamageScale
|
|
|
|
// determine knockback
|
|
damageDef->dict.GetInt( "knockback", "20", knockback );
|
|
|
|
if ( knockback != 0 && !fl.noknockback ) {
|
|
if ( attacker == this ) {
|
|
damageDef->dict.GetFloat( "attackerPushScale", "0", attackerPushScale );
|
|
} else {
|
|
attackerPushScale = 1.0f;
|
|
}
|
|
|
|
kick = dir;
|
|
kick.Normalize();
|
|
kick *= g_knockback.GetFloat() * knockback * attackerPushScale / 200.0f;
|
|
physicsObj.SetLinearVelocity( physicsObj.GetLinearVelocity() + kick );
|
|
|
|
// set the timer so that the player can't cancel out the movement immediately
|
|
physicsObj.SetKnockBack( idMath::ClampInt( 50, 200, knockback * 2 ) );
|
|
}
|
|
|
|
// give feedback on the player view and audibly when armor is helping
|
|
if ( armorSave ) {
|
|
inventory.armor -= armorSave;
|
|
|
|
if ( gameLocal.time > lastArmorPulse + 200 ) {
|
|
StartSound( "snd_hitArmor", SND_CHANNEL_ITEM, 0, false, NULL );
|
|
}
|
|
lastArmorPulse = gameLocal.time;
|
|
}
|
|
|
|
if ( damageDef->dict.GetBool( "burn" ) ) {
|
|
StartSound( "snd_burn", SND_CHANNEL_BODY3, 0, false, NULL );
|
|
} else if ( damageDef->dict.GetBool( "no_air" ) ) {
|
|
if ( !armorSave && health > 0 ) {
|
|
StartSound( "snd_airGasp", SND_CHANNEL_ITEM, 0, false, NULL );
|
|
}
|
|
}
|
|
|
|
if ( g_debugDamage.GetInteger() ) {
|
|
gameLocal.Printf( "client:%i health:%i damage:%i armor:%i\n",
|
|
entityNumber, health, damage, armorSave );
|
|
}
|
|
|
|
// move the world direction vector to local coordinates
|
|
damage_from = dir;
|
|
damage_from.Normalize();
|
|
|
|
viewAxis.ProjectVector( damage_from, localDamageVector );
|
|
|
|
// add to the damage inflicted on a player this frame
|
|
// the total will be turned into screen blends and view angle kicks
|
|
// at the end of the frame
|
|
if ( health > 0 ) {
|
|
playerView.DamageImpulse( localDamageVector, &damageDef->dict );
|
|
}
|
|
|
|
// do the damage
|
|
if ( damage > 0 ) {
|
|
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
float scale = g_damageScale.GetFloat();
|
|
if ( g_useDynamicProtection.GetBool() && g_skill.GetInteger() < 2 ) {
|
|
if ( gameLocal.time > lastDmgTime + 500 && scale > 0.25f ) {
|
|
scale -= 0.05f;
|
|
g_damageScale.SetFloat( scale );
|
|
}
|
|
}
|
|
|
|
if ( scale > 0.0f ) {
|
|
damage *= scale;
|
|
}
|
|
}
|
|
|
|
if ( damage < 1 ) {
|
|
damage = 1;
|
|
}
|
|
|
|
health -= damage;
|
|
|
|
if ( health <= 0 ) {
|
|
|
|
if ( health < -999 ) {
|
|
health = -999;
|
|
}
|
|
|
|
isTelefragged = damageDef->dict.GetBool( "telefrag" );
|
|
|
|
lastDmgTime = gameLocal.time;
|
|
Killed( inflictor, attacker, damage, dir, location );
|
|
|
|
} else {
|
|
// force a blink
|
|
blink_time = 0;
|
|
|
|
// let the anim script know we took damage
|
|
AI_PAIN = Pain( inflictor, attacker, damage, dir, location, false, false );
|
|
if ( !g_testDeath.GetBool() ) {
|
|
lastDmgTime = gameLocal.time;
|
|
}
|
|
}
|
|
} else {
|
|
// don't accumulate impulses
|
|
if ( af.IsLoaded() ) {
|
|
// clear impacts
|
|
af.Rest();
|
|
|
|
// physics is turned off by calling af.Rest()
|
|
BecomeActive( TH_PHYSICS );
|
|
}
|
|
}
|
|
|
|
lastDamageDef = damageDef->Index();
|
|
lastDamageDir = damage_from;
|
|
lastDamageLocation = location;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::Teleport
|
|
============
|
|
*/
|
|
void idPlayer::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) {
|
|
idVec3 org;
|
|
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->LowerWeapon();
|
|
}
|
|
|
|
playerView.Fade( idVec4(0, 0, 0, 0), 500 ); //ivan - auto fadein
|
|
|
|
SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
|
if ( !gameLocal.isMultiplayer && GetFloorPos( 16.0f, org ) ) {
|
|
SetOrigin( org );
|
|
}
|
|
|
|
// clear the ik heights so model doesn't appear in the wrong place
|
|
walkIK.EnableAll();
|
|
|
|
SetViewAngles( angles );
|
|
|
|
legsYaw = 0.0f;
|
|
idealLegsYaw = 0.0f;
|
|
oldViewYaw = viewAngles.yaw;
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
playerView.Flash( colorWhite, 140 );
|
|
}
|
|
|
|
UpdateVisuals();
|
|
|
|
teleportEntity = destination;
|
|
|
|
if ( !gameLocal.isClient && !noclip ) {
|
|
if ( gameLocal.isMultiplayer ) {
|
|
// kill anything at the new position or mark for kill depending on immediate or delayed teleport
|
|
gameLocal.KillBox( this, destination != NULL );
|
|
} else {
|
|
// kill anything at the new position
|
|
gameLocal.KillBox( this, true );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idPlayer::SetPrivateCameraView
|
|
====================
|
|
*/
|
|
void idPlayer::SetPrivateCameraView( idCamera *camView ) {
|
|
privateCameraView = camView;
|
|
if ( camView ) {
|
|
StopFiring();
|
|
Hide();
|
|
} else {
|
|
if ( !spectating ) {
|
|
Show();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idPlayer::DefaultFov
|
|
|
|
Returns the base FOV
|
|
====================
|
|
*/
|
|
float idPlayer::DefaultFov( void ) const {
|
|
float fov;
|
|
|
|
fov = g_fov.GetFloat();
|
|
if ( gameLocal.isMultiplayer ) {
|
|
if ( fov < 90.0f ) {
|
|
return 90.0f;
|
|
} else if ( fov > 110.0f ) {
|
|
return 110.0f;
|
|
}
|
|
}
|
|
|
|
return fov;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idPlayer::CalcFov
|
|
|
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
|
====================
|
|
*/
|
|
float idPlayer::CalcFov( bool honorZoom ) {
|
|
float fov;
|
|
|
|
if ( fxFov ) {
|
|
return DefaultFov() + 10.0f + cos( ( gameLocal.time + 2000 ) * 0.01 ) * 10.0f;
|
|
}
|
|
|
|
if ( influenceFov ) {
|
|
return influenceFov;
|
|
}
|
|
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
if ( zoomFov.IsDone( gameLocal.time ) ) {
|
|
fov = ( honorZoom && ((usercmd.buttons & BUTTON_RUN) || weaponZoom.startZoom )) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018 for walk aiming
|
|
#else
|
|
if ( zoomFov.IsDone( gameLocal.time ) ) {
|
|
fov = ( honorZoom && (usercmd.buttons & BUTTON_RUN)) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018 for walk aiming
|
|
#endif// _DENTONMOD_PLAYER_CPP
|
|
} else {
|
|
fov = zoomFov.GetCurrentValue( gameLocal.time );
|
|
}
|
|
|
|
// bound normal viewsize
|
|
if ( fov < 1 ) {
|
|
fov = 1;
|
|
} else if ( fov > 179 ) {
|
|
fov = 179;
|
|
}
|
|
|
|
return fov;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::GunTurningOffset
|
|
|
|
generate a rotational offset for the gun based on the view angle
|
|
history in loggedViewAngles
|
|
==============
|
|
*/
|
|
idAngles idPlayer::GunTurningOffset( void ) {
|
|
idAngles a;
|
|
|
|
a.Zero();
|
|
|
|
if ( gameLocal.framenum < NUM_LOGGED_VIEW_ANGLES ) {
|
|
return a;
|
|
}
|
|
|
|
idAngles current = loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ];
|
|
|
|
idAngles av, base;
|
|
int weaponAngleOffsetAverages;
|
|
float weaponAngleOffsetScale, weaponAngleOffsetMax;
|
|
|
|
weapon.GetEntity()->GetWeaponAngleOffsets( &weaponAngleOffsetAverages, &weaponAngleOffsetScale, &weaponAngleOffsetMax );
|
|
|
|
av = current;
|
|
|
|
// calcualte this so the wrap arounds work properly
|
|
for ( int j = 1 ; j < weaponAngleOffsetAverages ; j++ ) {
|
|
idAngles a2 = loggedViewAngles[ ( gameLocal.framenum - j ) & (NUM_LOGGED_VIEW_ANGLES-1) ];
|
|
|
|
idAngles delta = a2 - current;
|
|
|
|
if ( delta[1] > 180 ) {
|
|
delta[1] -= 360;
|
|
} else if ( delta[1] < -180 ) {
|
|
delta[1] += 360;
|
|
}
|
|
|
|
av += delta * ( 1.0f / weaponAngleOffsetAverages );
|
|
}
|
|
|
|
a = ( av - current ) * weaponAngleOffsetScale;
|
|
|
|
for ( int i = 0 ; i < 3 ; i++ ) {
|
|
if ( a[i] < -weaponAngleOffsetMax ) {
|
|
a[i] = -weaponAngleOffsetMax;
|
|
} else if ( a[i] > weaponAngleOffsetMax ) {
|
|
a[i] = weaponAngleOffsetMax;
|
|
}
|
|
}
|
|
|
|
return a;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::GunAcceleratingOffset
|
|
|
|
generate a positional offset for the gun based on the movement
|
|
history in loggedAccelerations
|
|
==============
|
|
*/
|
|
idVec3 idPlayer::GunAcceleratingOffset( void ) {
|
|
idVec3 ofs;
|
|
|
|
float weaponOffsetTime, weaponOffsetScale;
|
|
|
|
ofs.Zero();
|
|
|
|
weapon.GetEntity()->GetWeaponTimeOffsets( &weaponOffsetTime, &weaponOffsetScale );
|
|
|
|
int stop = currentLoggedAccel - NUM_LOGGED_ACCELS;
|
|
if ( stop < 0 ) {
|
|
stop = 0;
|
|
}
|
|
for ( int i = currentLoggedAccel-1 ; i > stop ; i-- ) {
|
|
loggedAccel_t *acc = &loggedAccel[i&(NUM_LOGGED_ACCELS-1)];
|
|
|
|
float f;
|
|
float t = gameLocal.time - acc->time;
|
|
if ( t >= weaponOffsetTime ) {
|
|
break; // remainder are too old to care about
|
|
}
|
|
|
|
f = t / weaponOffsetTime;
|
|
f = ( cos( f * 2.0f * idMath::PI ) - 1.0f ) * 0.5f;
|
|
ofs += f * weaponOffsetScale * acc->dir;
|
|
}
|
|
|
|
return ofs;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::CalculateViewWeaponPos
|
|
|
|
Calculate the bobbing position of the view weapon
|
|
==============
|
|
*/
|
|
void idPlayer::CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis ) {
|
|
float scale;
|
|
float fracsin;
|
|
idAngles angles;
|
|
int delta;
|
|
|
|
// CalculateRenderView must have been called first
|
|
const idVec3 &viewOrigin = firstPersonViewOrigin;
|
|
const idMat3 &viewAxis = firstPersonViewAxis;
|
|
|
|
// these cvars are just for hand tweaking before moving a value to the weapon def
|
|
idVec3 gunpos( g_gun_x.GetFloat(), g_gun_y.GetFloat(), g_gun_z.GetFloat() );
|
|
|
|
// as the player changes direction, the gun will take a small lag
|
|
idVec3 gunOfs = GunAcceleratingOffset();
|
|
origin = viewOrigin + ( gunpos + gunOfs ) * viewAxis;
|
|
|
|
// on odd legs, invert some angles
|
|
if ( bobCycle & 128 ) {
|
|
scale = -xyspeed;
|
|
} else {
|
|
scale = xyspeed;
|
|
}
|
|
|
|
// gun angles from bobbing
|
|
angles.roll = scale * bobfracsin * 0.005f;
|
|
angles.yaw = scale * bobfracsin * 0.01f;
|
|
angles.pitch = xyspeed * bobfracsin * 0.005f;
|
|
|
|
// gun angles from turning
|
|
if ( gameLocal.isMultiplayer ) {
|
|
idAngles offset = GunTurningOffset();
|
|
offset *= g_mpWeaponAngleScale.GetFloat();
|
|
angles += offset;
|
|
} else {
|
|
angles += GunTurningOffset();
|
|
}
|
|
|
|
idVec3 gravity = physicsObj.GetGravityNormal();
|
|
|
|
// drop the weapon when landing after a jump / fall
|
|
delta = gameLocal.time - landTime;
|
|
if ( delta < LAND_DEFLECT_TIME ) {
|
|
origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME );
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME );
|
|
}
|
|
|
|
// speed sensitive idle drift
|
|
scale = xyspeed + 40.0f;
|
|
fracsin = scale * sin( MS2SEC( gameLocal.time ) ) * 0.01f;
|
|
angles.roll += fracsin;
|
|
angles.yaw += fracsin;
|
|
angles.pitch += fracsin;
|
|
|
|
axis = angles.ToMat3() * viewAxis;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::OffsetThirdPersonView
|
|
===============
|
|
*/
|
|
void idPlayer::OffsetThirdPersonView( float angle, float range, float height, bool clip ) {
|
|
idVec3 view;
|
|
idVec3 focusAngles;
|
|
trace_t trace;
|
|
idVec3 focusPoint;
|
|
float focusDist;
|
|
float forwardScale, sideScale;
|
|
idVec3 origin;
|
|
idAngles angles;
|
|
idMat3 axis;
|
|
idBounds bounds;
|
|
|
|
angles = viewAngles;
|
|
GetViewPos( origin, axis );
|
|
|
|
if ( angle ) {
|
|
angles.pitch = 0.0f;
|
|
}
|
|
|
|
if ( angles.pitch > 45.0f ) {
|
|
angles.pitch = 45.0f; // don't go too far overhead
|
|
}
|
|
|
|
/*
|
|
//ivan test
|
|
if ( angles.pitch < -45.0f ) {
|
|
angles.pitch = -45.0f; // don't go too low
|
|
}
|
|
*/
|
|
|
|
focusPoint = origin + angles.ToForward() * THIRD_PERSON_FOCUS_DISTANCE;
|
|
focusPoint.z += height;
|
|
view = origin;
|
|
view.z += 8 + height;
|
|
|
|
angles.pitch *= 0.5f;
|
|
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
|
|
|
idMath::SinCos( DEG2RAD( angle ), sideScale, forwardScale );
|
|
view -= range * forwardScale * renderView->viewaxis[ 0 ];
|
|
//// REVILITY START ALLOWS THE THIRDPERSON CAMERA TO BE OFFSET LEFT TO RIGHT
|
|
//view += range * sideScale * renderView->viewaxis[ 1 ];
|
|
view += range * (pm_thirdPersonSideScale.GetFloat()) * renderView->viewaxis[ 1 ];
|
|
////REVILITY END
|
|
|
|
if ( clip ) {
|
|
// trace a ray from the origin to the viewpoint to make sure the view isn't
|
|
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
|
|
bounds = idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) );
|
|
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
|
|
if ( trace.fraction != 1.0f ) {
|
|
view = trace.endpos;
|
|
view.z += ( 1.0f - trace.fraction ) * 32.0f;
|
|
|
|
// try another trace to this position, because a tunnel may have the ceiling
|
|
// close enough that this is poking out
|
|
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
|
|
view = trace.endpos;
|
|
}
|
|
}
|
|
|
|
// select pitch to look at focus point from vieword
|
|
focusPoint -= view;
|
|
focusDist = idMath::Sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
|
|
if ( focusDist < 1.0f ) {
|
|
focusDist = 1.0f; // should never happen
|
|
}
|
|
|
|
angles.pitch = - RAD2DEG( atan2( focusPoint.z, focusDist ) );
|
|
angles.yaw -= angle;
|
|
|
|
renderView->vieworg = view;
|
|
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
|
renderView->viewID = 0;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GetEyePosition
|
|
===============
|
|
*/
|
|
idVec3 idPlayer::GetEyePosition( void ) const {
|
|
idVec3 org;
|
|
|
|
// use the smoothed origin if spectating another player in multiplayer
|
|
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
|
|
org = smoothedOrigin;
|
|
} else {
|
|
org = GetPhysics()->GetOrigin();
|
|
}
|
|
return org + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GetViewPos
|
|
===============
|
|
*/
|
|
void idPlayer::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
|
|
idAngles angles;
|
|
|
|
// if dead, fix the angle and don't add any kick
|
|
if ( health <= 0 ) {
|
|
angles.yaw = viewAngles.yaw;
|
|
angles.roll = 40;
|
|
angles.pitch = -15;
|
|
axis = angles.ToMat3();
|
|
origin = GetEyePosition();
|
|
} else {
|
|
origin = GetEyePosition() + viewBob;
|
|
angles = viewAngles + viewBobAngles + playerView.AngleOffset();
|
|
|
|
axis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
|
|
|
// adjust the origin based on the camera nodal distance (eye distance from neck)
|
|
origin += physicsObj.GetGravityNormal() * g_viewNodalZ.GetFloat();
|
|
origin += axis[0] * g_viewNodalX.GetFloat() + axis[2] * g_viewNodalZ.GetFloat();
|
|
origin += (pm_crossHairSideScale.GetFloat()) * axis[ 1 ]; //rev 2018 allow offsetting the x position which influences the origin of the crosshair
|
|
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::CalculateFirstPersonView
|
|
===============
|
|
*/
|
|
void idPlayer::CalculateFirstPersonView( void ) {
|
|
if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) && ( health <= 0 ) ) ) {
|
|
// Displays the view from the point of view of the "camera" joint in the player model
|
|
|
|
idMat3 axis;
|
|
idVec3 origin;
|
|
idAngles ang;
|
|
|
|
ang = viewBobAngles + playerView.AngleOffset();
|
|
ang.yaw += viewAxis[ 180 ].ToYaw();
|
|
|
|
jointHandle_t joint = animator.GetJointHandle( "SHOTGUN_ATTACHER" ); //now set to an actual joint on the player model Revility 2018. This moves the line to draw the crosshair closer to the weapon.
|
|
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
|
|
firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin(); // + viewBob; Rev 2018
|
|
firstPersonViewAxis = renderView->viewaxis; //changed to the axis of the camera and not the bone. Revility 2018
|
|
} else {
|
|
// offset for local bobbing and kicks
|
|
GetViewPos( firstPersonViewOrigin, firstPersonViewAxis );
|
|
#if 0
|
|
// shakefrom sound stuff only happens in first person
|
|
firstPersonViewAxis = firstPersonViewAxis * playerView.ShakeAxis();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::GetRenderView
|
|
|
|
Returns the renderView that was calculated for this tic
|
|
==================
|
|
*/
|
|
renderView_t *idPlayer::GetRenderView( void ) {
|
|
return renderView;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::CalculateRenderView
|
|
|
|
create the renderView for the current tic
|
|
==================
|
|
*/
|
|
void idPlayer::CalculateRenderView( void ) {
|
|
int i;
|
|
float range;
|
|
|
|
if ( !renderView ) {
|
|
renderView = new renderView_t;
|
|
}
|
|
memset( renderView, 0, sizeof( *renderView ) );
|
|
|
|
// copy global shader parms
|
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
|
renderView->shaderParms[ i ] = gameLocal.globalShaderParms[ i ];
|
|
}
|
|
renderView->globalMaterial = gameLocal.GetGlobalMaterial();
|
|
renderView->time = gameLocal.time;
|
|
|
|
// calculate size of 3D view
|
|
renderView->x = 0;
|
|
renderView->y = 0;
|
|
renderView->width = SCREEN_WIDTH;
|
|
renderView->height = SCREEN_HEIGHT;
|
|
renderView->viewID = 0;
|
|
|
|
// check if we should be drawing from a camera's POV
|
|
if ( !noclip && (gameLocal.GetCamera() || privateCameraView) ) {
|
|
// get origin, axis, and fov
|
|
if ( privateCameraView ) {
|
|
privateCameraView->GetViewParms( renderView );
|
|
} else {
|
|
gameLocal.GetCamera()->GetViewParms( renderView );
|
|
}
|
|
} else {
|
|
if ( g_stopTime.GetBool() ) {
|
|
renderView->vieworg = firstPersonViewOrigin;
|
|
renderView->viewaxis = firstPersonViewAxis;
|
|
|
|
if ( !pm_thirdPerson.GetBool() ) {
|
|
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
|
|
// allow the right player view weapons
|
|
renderView->viewID = entityNumber + 1;
|
|
}
|
|
} else if ( pm_thirdPerson.GetBool() ) {
|
|
OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), pm_thirdPersonRange.GetFloat(), pm_thirdPersonHeight.GetFloat(), pm_thirdPersonClip.GetBool() );
|
|
} else if ( pm_thirdPersonDeath.GetBool() ) {
|
|
range = gameLocal.time < minRespawnTime ? ( gameLocal.time + RAGDOLL_DEATH_TIME - minRespawnTime ) * ( 120.0f / RAGDOLL_DEATH_TIME ) : 120.0f;
|
|
OffsetThirdPersonView( 0.0f, 20.0f + range, 0.0f, false );
|
|
} else {
|
|
renderView->vieworg = firstPersonViewOrigin;
|
|
renderView->viewaxis = firstPersonViewAxis;
|
|
|
|
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
|
|
// allow the right player view weapons
|
|
renderView->viewID = entityNumber + 1;
|
|
}
|
|
|
|
// field of view
|
|
gameLocal.CalcFov( CalcFov( true ), renderView->fov_x, renderView->fov_y );
|
|
}
|
|
|
|
if ( renderView->fov_y == 0 ) {
|
|
common->Error( "renderView->fov_y == 0" );
|
|
}
|
|
|
|
if ( g_showviewpos.GetBool() ) {
|
|
gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() );
|
|
}
|
|
//Rev 2018 start
|
|
crossHairOrigin = cvarSystem->GetCVarInteger( "pm_crossHairOrigin" );
|
|
if ( crossHairOrigin > 0 ) {
|
|
cvarSystem->SetCVarInteger( "pm_modelview", 1 );
|
|
} else {
|
|
cvarSystem->SetCVarInteger( "pm_modelview", 0 );
|
|
}
|
|
//Rev 2018 end
|
|
}
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
/*
|
|
==================
|
|
idPlayer::CalculateRenderView
|
|
|
|
Meant to be called after CalculateRenderView() --> renderView must be valid
|
|
==================
|
|
*/
|
|
void idPlayer::CalculateFixedAim( void ) {
|
|
trace_t tr;
|
|
|
|
//determine the point at which the weapon is aiming //TODO: use camera direction somehow?
|
|
endPos = firstPersonViewOrigin + firstPersonViewAxis[0] * 120000.0f ;
|
|
gameLocal.clip.TracePoint(tr, firstPersonViewOrigin, endPos, MASK_SHOT_RENDERMODEL, this );
|
|
endPos = tr.endpos;
|
|
|
|
if ( pm_thirdPerson.GetBool() ) {
|
|
idVec3 cameraEndPos;
|
|
idVec3 fixedDir;
|
|
trace_t cameraTr;
|
|
|
|
//camera pos
|
|
const idVec3 &cameraOrigin = renderView->vieworg;
|
|
|
|
//trace from camera to endpos: there's something between us?
|
|
gameLocal.clip.TracePoint(cameraTr, cameraOrigin, endPos, MASK_SHOT_RENDERMODEL, this );
|
|
cameraEndPos = cameraTr.endpos;
|
|
|
|
fixedDir = ( cameraEndPos - firstPersonViewOrigin );
|
|
float endPosToPlayerDist = ( endPos - firstPersonViewOrigin ).LengthFast();
|
|
float cameraEndPosToPlayerDist = fixedDir.LengthFast();
|
|
|
|
if( cameraEndPosToPlayerDist < endPosToPlayerDist-1 ){
|
|
//gameLocal.Printf("qualcosa avanti: %f, %f\n", endPosToPlayerDist, cameraEndPosToPlayerDist );
|
|
fixedDir.Normalize();
|
|
fixedAimViewAxis = fixedDir.ToMat3();
|
|
}else{
|
|
//gameLocal.Printf("m: %f, %f\n", endPosToPlayerDist, cameraEndPosToPlayerDist );
|
|
fixedAimViewAxis = firstPersonViewAxis;
|
|
}
|
|
}else{ //no problem in first person view
|
|
fixedAimViewAxis = firstPersonViewAxis;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=============
|
|
idPlayer::AddAIKill
|
|
=============
|
|
*/
|
|
void idPlayer::AddAIKill( void ) {
|
|
int max_souls;
|
|
int ammo_souls;
|
|
|
|
if ( ( weapon_soulcube < 0 ) || ( inventory.weapons & ( 1 << weapon_soulcube ) ) == 0 ) {
|
|
return;
|
|
}
|
|
|
|
assert( hud );
|
|
|
|
ammo_souls = idWeapon::GetAmmoNumForName( "ammo_souls" );
|
|
max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
|
|
if ( inventory.ammo[ ammo_souls ] < max_souls ) {
|
|
inventory.ammo[ ammo_souls ]++;
|
|
if ( inventory.ammo[ ammo_souls ] >= max_souls ) {
|
|
hud->HandleNamedEvent( "soulCubeReady" );
|
|
StartSound( "snd_soulcube_ready", SND_CHANNEL_ANY, 0, false, NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idPlayer::SetSoulCubeProjectile
|
|
=============
|
|
*/
|
|
void idPlayer::SetSoulCubeProjectile( idProjectile *projectile ) {
|
|
soulCubeProjectile = projectile;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idPlayer::AddProjectilesFired
|
|
=============
|
|
*/
|
|
void idPlayer::AddProjectilesFired( int count ) {
|
|
numProjectilesFired += count;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idPlayer::AddProjectileHites
|
|
=============
|
|
*/
|
|
void idPlayer::AddProjectileHits( int count ) {
|
|
numProjectileHits += count;
|
|
}
|
|
|
|
|
|
//Ivan start
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_SetArmor
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_SetArmor( float newArmor ) {
|
|
inventory.armor = newArmor;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_GetArmor
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_GetArmor( void ) {
|
|
idThread::ReturnFloat( inventory.armor );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_AddProjectileHits
|
|
==================
|
|
*/
|
|
void idPlayer::Event_AddProjectilesFired( int num ) {
|
|
if ( num > 0 ) {
|
|
AddProjectilesFired( num );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_AddProjectileHits
|
|
==================
|
|
*/
|
|
void idPlayer::Event_AddProjectileHits( int num ) {
|
|
if ( num > 0 ) {
|
|
AddProjectileHits( num );
|
|
}
|
|
}
|
|
|
|
|
|
//Ivan end
|
|
|
|
/*
|
|
=============
|
|
idPlayer::SetLastHitTime
|
|
=============
|
|
*/
|
|
void idPlayer::SetLastHitTime( int time ) {
|
|
idPlayer *aimed = NULL;
|
|
|
|
if ( time && lastHitTime != time ) {
|
|
lastHitToggle ^= 1;
|
|
}
|
|
lastHitTime = time;
|
|
if ( !time ) {
|
|
// level start and inits
|
|
return;
|
|
}
|
|
if ( gameLocal.isMultiplayer && ( time - lastSndHitTime ) > 10 ) {
|
|
lastSndHitTime = time;
|
|
StartSound( "snd_hit_feedback", SND_CHANNEL_ANY, SSF_PRIVATE_SOUND, false, NULL );
|
|
}
|
|
if ( cursor ) {
|
|
cursor->HandleNamedEvent( "hitTime" );
|
|
}
|
|
if ( hud ) {
|
|
if ( MPAim != -1 ) {
|
|
if ( gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type ) ) {
|
|
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
|
|
}
|
|
assert( aimed );
|
|
// full highlight, no fade till loosing aim
|
|
hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) );
|
|
if ( aimed ) {
|
|
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
|
|
}
|
|
hud->HandleNamedEvent( "aim_flash" );
|
|
MPAimHighlight = true;
|
|
MPAimFadeTime = 0;
|
|
} else if ( lastMPAim != -1 ) {
|
|
if ( gameLocal.entities[ lastMPAim ] && gameLocal.entities[ lastMPAim ]->IsType( idPlayer::Type ) ) {
|
|
aimed = static_cast< idPlayer * >( gameLocal.entities[ lastMPAim ] );
|
|
}
|
|
assert( aimed );
|
|
// start fading right away
|
|
hud->SetStateString( "aim_text", gameLocal.userInfo[ lastMPAim ].GetString( "ui_name" ) );
|
|
if ( aimed ) {
|
|
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
|
|
}
|
|
hud->HandleNamedEvent( "aim_flash" );
|
|
hud->HandleNamedEvent( "aim_fade" );
|
|
MPAimHighlight = false;
|
|
MPAimFadeTime = gameLocal.realClientTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idPlayer::SetInfluenceLevel
|
|
=============
|
|
*/
|
|
void idPlayer::SetInfluenceLevel( int level ) {
|
|
if ( level != influenceActive ) {
|
|
if ( level ) {
|
|
for ( idEntity *ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
|
if ( ent->IsType( idProjectile::Type ) ) {
|
|
// remove all projectiles
|
|
ent->PostEventMS( &EV_Remove, 0 );
|
|
}
|
|
}
|
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
|
weapon.GetEntity()->EnterCinematic();
|
|
}
|
|
} else {
|
|
physicsObj.SetLinearVelocity( vec3_origin );
|
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
|
weapon.GetEntity()->ExitCinematic();
|
|
}
|
|
}
|
|
influenceActive = level;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idPlayer::SetInfluenceView
|
|
=============
|
|
*/
|
|
void idPlayer::SetInfluenceView( const char *mtr, const char *skinname, float radius, idEntity *ent ) {
|
|
influenceMaterial = NULL;
|
|
influenceEntity = NULL;
|
|
influenceSkin = NULL;
|
|
if ( mtr && *mtr ) {
|
|
influenceMaterial = declManager->FindMaterial( mtr );
|
|
}
|
|
if ( skinname && *skinname ) {
|
|
influenceSkin = declManager->FindSkin( skinname );
|
|
if ( head.GetEntity() ) {
|
|
head.GetEntity()->GetRenderEntity()->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
|
}
|
|
UpdateVisuals();
|
|
}
|
|
influenceRadius = radius;
|
|
if ( radius > 0.0f ) {
|
|
influenceEntity = ent;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idPlayer::SetInfluenceFov
|
|
=============
|
|
*/
|
|
void idPlayer::SetInfluenceFov( float fov ) {
|
|
influenceFov = fov;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::OnLadder
|
|
================
|
|
*/
|
|
bool idPlayer::OnLadder( void ) const {
|
|
return physicsObj.OnLadder();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_GetButtons
|
|
==================
|
|
*/
|
|
void idPlayer::Event_GetButtons( void ) {
|
|
idThread::ReturnInt( usercmd.buttons );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_GetMove
|
|
==================
|
|
*/
|
|
void idPlayer::Event_GetMove( void ) {
|
|
idVec3 move( usercmd.forwardmove, usercmd.rightmove, usercmd.upmove );
|
|
idThread::ReturnVector( move );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::Event_GetViewAngles
|
|
================
|
|
*/
|
|
void idPlayer::Event_GetViewAngles( void ) {
|
|
idThread::ReturnVector( idVec3( viewAngles[0], viewAngles[1], viewAngles[2] ) );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_StopFxFov
|
|
==================
|
|
*/
|
|
void idPlayer::Event_StopFxFov( void ) {
|
|
fxFov = false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::StartFxFov
|
|
==================
|
|
*/
|
|
void idPlayer::StartFxFov( float duration ) {
|
|
fxFov = true;
|
|
PostEventSec( &EV_Player_StopFxFov, duration );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_EnableWeapon
|
|
==================
|
|
*/
|
|
void idPlayer::Event_EnableWeapon( void ) {
|
|
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
|
|
weaponEnabled = true;
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->ExitCinematic();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_DisableWeapon
|
|
==================
|
|
*/
|
|
void idPlayer::Event_DisableWeapon( void ) {
|
|
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
|
|
weaponEnabled = false;
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->EnterCinematic();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_GetCurrentWeapon
|
|
==================
|
|
*/
|
|
void idPlayer::Event_GetCurrentWeapon( void ) {
|
|
const char *weapon;
|
|
|
|
if ( currentWeapon >= 0 ) {
|
|
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
|
idThread::ReturnString( weapon );
|
|
} else {
|
|
idThread::ReturnString( "" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_GetPreviousWeapon
|
|
==================
|
|
*/
|
|
void idPlayer::Event_GetPreviousWeapon( void ) {
|
|
const char *weapon;
|
|
|
|
if ( previousWeapon >= 0 ) {
|
|
int pw = ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) ? 0 : previousWeapon;
|
|
weapon = spawnArgs.GetString( va( "def_weapon%d", pw) );
|
|
idThread::ReturnString( weapon );
|
|
} else {
|
|
idThread::ReturnString( spawnArgs.GetString( "def_weapon0" ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_SelectWeapon
|
|
==================
|
|
*/
|
|
void idPlayer::Event_SelectWeapon( const char *weaponName ) {
|
|
int i;
|
|
int weaponNum;
|
|
|
|
if ( gameLocal.isClient ) {
|
|
gameLocal.Warning( "Cannot switch weapons from script in multiplayer" );
|
|
return;
|
|
}
|
|
|
|
if ( hiddenWeapon && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
|
|
#ifdef _DENTONMOD
|
|
idealWeapon = quickWeapon = weapon_fists;
|
|
#else
|
|
idealWeapon = weapon_fists;
|
|
#endif
|
|
weapon.GetEntity()->HideWeapon();
|
|
return;
|
|
}
|
|
|
|
weaponNum = -1;
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
if ( inventory.weapons & ( 1 << i ) ) {
|
|
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
|
if ( !idStr::Cmp( weap, weaponName ) ) {
|
|
weaponNum = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( weaponNum < 0 ) {
|
|
gameLocal.Warning( "%s is not carrying weapon '%s'", name.c_str(), weaponName );
|
|
return;
|
|
}
|
|
|
|
hiddenWeapon = false;
|
|
|
|
#ifdef _DENTONMOD
|
|
if( idealWeapon != weaponNum ) {
|
|
quickWeapon = idealWeapon;
|
|
}
|
|
idealWeapon = weaponNum;
|
|
#endif
|
|
|
|
UpdateHudWeapon();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_GetWeaponEntity
|
|
==================
|
|
*/
|
|
void idPlayer::Event_GetWeaponEntity( void ) {
|
|
idThread::ReturnEntity( weapon.GetEntity() );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_OpenPDA
|
|
==================
|
|
*/
|
|
void idPlayer::Event_OpenPDA( void ) {
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
TogglePDA();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_InPDA
|
|
==================
|
|
*/
|
|
void idPlayer::Event_InPDA( void ) {
|
|
idThread::ReturnInt( objectiveSystemOpen );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::TeleportDeath
|
|
==================
|
|
*/
|
|
void idPlayer::TeleportDeath( int killer ) {
|
|
teleportKiller = killer;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_ExitTeleporter
|
|
==================
|
|
*/
|
|
void idPlayer::Event_ExitTeleporter( void ) {
|
|
idEntity *exitEnt;
|
|
float pushVel;
|
|
|
|
// verify and setup
|
|
exitEnt = teleportEntity.GetEntity();
|
|
if ( !exitEnt ) {
|
|
common->DPrintf( "Event_ExitTeleporter player %d while not being teleported\n", entityNumber );
|
|
return;
|
|
}
|
|
|
|
pushVel = exitEnt->spawnArgs.GetFloat( "push", "300" );
|
|
|
|
if ( gameLocal.isServer ) {
|
|
ServerSendEvent( EVENT_EXIT_TELEPORTER, NULL, false, -1 );
|
|
}
|
|
|
|
SetPrivateCameraView( NULL );
|
|
// setup origin and push according to the exit target
|
|
SetOrigin( exitEnt->GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
|
SetViewAngles( exitEnt->GetPhysics()->GetAxis().ToAngles() );
|
|
physicsObj.SetLinearVelocity( exitEnt->GetPhysics()->GetAxis()[ 0 ] * pushVel );
|
|
physicsObj.ClearPushedVelocity();
|
|
// teleport fx
|
|
playerView.Flash( colorWhite, 120 );
|
|
|
|
// clear the ik heights so model doesn't appear in the wrong place
|
|
walkIK.EnableAll();
|
|
|
|
UpdateVisuals();
|
|
|
|
StartSound( "snd_teleport_exit", SND_CHANNEL_ANY, 0, false, NULL );
|
|
|
|
if ( teleportKiller != -1 ) {
|
|
// we got killed while being teleported
|
|
Damage( gameLocal.entities[ teleportKiller ], gameLocal.entities[ teleportKiller ], vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
|
|
teleportKiller = -1;
|
|
} else {
|
|
// kill anything that would have waited at teleport exit
|
|
gameLocal.KillBox( this );
|
|
}
|
|
teleportEntity = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::ClientPredictionThink
|
|
================
|
|
*/
|
|
void idPlayer::ClientPredictionThink( void ) {
|
|
renderEntity_t *headRenderEnt;
|
|
|
|
oldFlags = usercmd.flags;
|
|
oldButtons = usercmd.buttons;
|
|
|
|
usercmd = gameLocal.usercmds[ entityNumber ];
|
|
|
|
if ( entityNumber != gameLocal.localClientNum ) {
|
|
// ignore attack button of other clients. that's no good for predictions
|
|
usercmd.buttons &= ~BUTTON_ATTACK;
|
|
}
|
|
|
|
buttonMask &= usercmd.buttons;
|
|
usercmd.buttons &= ~buttonMask;
|
|
|
|
if ( objectiveSystemOpen ) {
|
|
usercmd.forwardmove = 0;
|
|
usercmd.rightmove = 0;
|
|
usercmd.upmove = 0;
|
|
}
|
|
|
|
// clear the ik before we do anything else so the skeleton doesn't get updated twice
|
|
walkIK.ClearJointMods();
|
|
|
|
if ( gameLocal.isNewFrame ) {
|
|
if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) {
|
|
PerformImpulse( usercmd.impulse );
|
|
}
|
|
}
|
|
|
|
scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard );
|
|
|
|
AdjustSpeed();
|
|
|
|
UpdateViewAngles();
|
|
|
|
// update the smoothed view angles
|
|
if ( gameLocal.framenum >= smoothedFrame && entityNumber != gameLocal.localClientNum ) {
|
|
idAngles anglesDiff = viewAngles - smoothedAngles;
|
|
anglesDiff.Normalize180();
|
|
if ( idMath::Fabs( anglesDiff.yaw ) < 90.0f && idMath::Fabs( anglesDiff.pitch ) < 90.0f ) {
|
|
// smoothen by pushing back to the previous angles
|
|
viewAngles -= gameLocal.clientSmoothing * anglesDiff;
|
|
viewAngles.Normalize180();
|
|
}
|
|
smoothedAngles = viewAngles;
|
|
}
|
|
smoothedOriginUpdated = false;
|
|
|
|
if ( !af.IsActive() ) {
|
|
AdjustBodyAngles();
|
|
}
|
|
|
|
if ( !isLagged ) {
|
|
// don't allow client to move when lagged
|
|
Move();
|
|
}
|
|
|
|
// update GUIs, Items, and character interactions
|
|
UpdateFocus();
|
|
|
|
// service animations
|
|
if ( !spectating && !af.IsActive() ) {
|
|
UpdateConditions();
|
|
UpdateAnimState();
|
|
CheckBlink();
|
|
}
|
|
|
|
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
|
|
AI_PAIN = false;
|
|
|
|
// calculate the exact bobbed view position, which is used to
|
|
// position the view weapon, among other things
|
|
CalculateFirstPersonView();
|
|
|
|
// this may use firstPersonView, or a thirdPerson / camera view
|
|
CalculateRenderView();
|
|
|
|
if ( !gameLocal.inCinematic && weapon.GetEntity() && ( health > 0 ) && !( gameLocal.isMultiplayer && spectating ) ) {
|
|
UpdateWeapon();
|
|
}
|
|
|
|
UpdateHud();
|
|
|
|
if ( gameLocal.isNewFrame ) {
|
|
UpdatePowerUps();
|
|
}
|
|
|
|
UpdateDeathSkin( false );
|
|
|
|
if ( head.GetEntity() ) {
|
|
headRenderEnt = head.GetEntity()->GetRenderEntity();
|
|
} else {
|
|
headRenderEnt = NULL;
|
|
}
|
|
|
|
if ( headRenderEnt ) {
|
|
if ( influenceSkin ) {
|
|
headRenderEnt->customSkin = influenceSkin;
|
|
} else {
|
|
headRenderEnt->customSkin = NULL;
|
|
}
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) {
|
|
renderEntity.suppressShadowInViewID = 0;
|
|
if ( headRenderEnt ) {
|
|
headRenderEnt->suppressShadowInViewID = 0;
|
|
}
|
|
} else {
|
|
renderEntity.suppressShadowInViewID = entityNumber+1;
|
|
if ( headRenderEnt ) {
|
|
headRenderEnt->suppressShadowInViewID = entityNumber+1;
|
|
}
|
|
}
|
|
// never cast shadows from our first-person muzzle flashes
|
|
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
|
if ( headRenderEnt ) {
|
|
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
|
}
|
|
|
|
if ( !gameLocal.inCinematic ) {
|
|
UpdateAnimation();
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
DrawPlayerIcons();
|
|
}
|
|
|
|
Present();
|
|
|
|
UpdateDamageEffects();
|
|
|
|
LinkCombat();
|
|
|
|
if ( gameLocal.isNewFrame && entityNumber == gameLocal.localClientNum ) {
|
|
playerView.CalculateShake();
|
|
}
|
|
|
|
#ifdef _PORTALSKY
|
|
// determine if portal sky is in pvs
|
|
pvsHandle_t clientPVS = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );
|
|
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( clientPVS, GetPhysics()->GetOrigin() );
|
|
gameLocal.pvs.FreeCurrentPVS( clientPVS );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::GetPhysicsToVisualTransform
|
|
================
|
|
*/
|
|
bool idPlayer::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
|
|
if ( af.IsActive() ) {
|
|
af.GetPhysicsToVisualTransform( origin, axis );
|
|
return true;
|
|
}
|
|
|
|
// smoothen the rendered origin and angles of other clients
|
|
// smooth self origin if snapshots are telling us prediction is off
|
|
if ( gameLocal.isClient && gameLocal.framenum >= smoothedFrame && ( entityNumber != gameLocal.localClientNum || selfSmooth ) ) {
|
|
// render origin and axis
|
|
idMat3 renderAxis = viewAxis * GetPhysics()->GetAxis();
|
|
idVec3 renderOrigin = GetPhysics()->GetOrigin() + modelOffset * renderAxis;
|
|
|
|
// update the smoothed origin
|
|
if ( !smoothedOriginUpdated ) {
|
|
idVec2 originDiff = renderOrigin.ToVec2() - smoothedOrigin.ToVec2();
|
|
if ( originDiff.LengthSqr() < Square( 100.0f ) ) {
|
|
// smoothen by pushing back to the previous position
|
|
if ( selfSmooth ) {
|
|
assert( entityNumber == gameLocal.localClientNum );
|
|
renderOrigin.ToVec2() -= net_clientSelfSmoothing.GetFloat() * originDiff;
|
|
} else {
|
|
renderOrigin.ToVec2() -= gameLocal.clientSmoothing * originDiff;
|
|
}
|
|
}
|
|
smoothedOrigin = renderOrigin;
|
|
|
|
smoothedFrame = gameLocal.framenum;
|
|
smoothedOriginUpdated = true;
|
|
}
|
|
|
|
axis = idAngles( 0.0f, smoothedAngles.yaw, 0.0f ).ToMat3();
|
|
origin = ( smoothedOrigin - GetPhysics()->GetOrigin() ) * axis.Transpose();
|
|
|
|
} else {
|
|
|
|
axis = viewAxis;
|
|
origin = modelOffset;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::GetPhysicsToSoundTransform
|
|
================
|
|
*/
|
|
bool idPlayer::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
|
idCamera *camera;
|
|
|
|
if ( privateCameraView ) {
|
|
camera = privateCameraView;
|
|
} else {
|
|
camera = gameLocal.GetCamera();
|
|
}
|
|
|
|
if ( camera ) {
|
|
renderView_t view;
|
|
|
|
memset( &view, 0, sizeof( view ) );
|
|
camera->GetViewParms( &view );
|
|
origin = view.vieworg;
|
|
axis = view.viewaxis;
|
|
return true;
|
|
} else {
|
|
return idActor::GetPhysicsToSoundTransform( origin, axis );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPlayer::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
physicsObj.WriteToSnapshot( msg );
|
|
WriteBindToSnapshot( msg );
|
|
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[0] );
|
|
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[1] );
|
|
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[2] );
|
|
msg.WriteShort( health );
|
|
msg.WriteBits( gameLocal.ServerRemapDecl( -1, DECL_ENTITYDEF, lastDamageDef ), gameLocal.entityDefBits );
|
|
msg.WriteDir( lastDamageDir, 9 );
|
|
msg.WriteShort( lastDamageLocation );
|
|
msg.WriteBits( idealWeapon, idMath::BitsForInteger( MAX_WEAPONS ) );
|
|
msg.WriteBits( inventory.weapons, MAX_WEAPONS );
|
|
msg.WriteBits( weapon.GetSpawnId(), 32 );
|
|
msg.WriteBits( spectator, idMath::BitsForInteger( MAX_CLIENTS ) );
|
|
msg.WriteBits( lastHitToggle, 1 );
|
|
msg.WriteBits( weaponGone, 1 );
|
|
msg.WriteBits( isLagged, 1 );
|
|
msg.WriteBits( isChatting, 1 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPlayer::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
int i, oldHealth, newIdealWeapon, weaponSpawnId;
|
|
bool newHitToggle, stateHitch;
|
|
|
|
if ( snapshotSequence - lastSnapshotSequence > 1 ) {
|
|
stateHitch = true;
|
|
} else {
|
|
stateHitch = false;
|
|
}
|
|
lastSnapshotSequence = snapshotSequence;
|
|
|
|
oldHealth = health;
|
|
|
|
physicsObj.ReadFromSnapshot( msg );
|
|
ReadBindFromSnapshot( msg );
|
|
deltaViewAngles[0] = msg.ReadDeltaFloat( 0.0f );
|
|
deltaViewAngles[1] = msg.ReadDeltaFloat( 0.0f );
|
|
deltaViewAngles[2] = msg.ReadDeltaFloat( 0.0f );
|
|
health = msg.ReadShort();
|
|
lastDamageDef = gameLocal.ClientRemapDecl( DECL_ENTITYDEF, msg.ReadBits( gameLocal.entityDefBits ) );
|
|
lastDamageDir = msg.ReadDir( 9 );
|
|
lastDamageLocation = msg.ReadShort();
|
|
newIdealWeapon = msg.ReadBits( idMath::BitsForInteger( MAX_WEAPONS ) );
|
|
inventory.weapons = msg.ReadBits( MAX_WEAPONS );
|
|
weaponSpawnId = msg.ReadBits( 32 );
|
|
spectator = msg.ReadBits( idMath::BitsForInteger( MAX_CLIENTS ) );
|
|
newHitToggle = msg.ReadBits( 1 ) != 0;
|
|
weaponGone = msg.ReadBits( 1 ) != 0;
|
|
isLagged = msg.ReadBits( 1 ) != 0;
|
|
isChatting = msg.ReadBits( 1 ) != 0;
|
|
|
|
// no msg reading below this
|
|
|
|
if ( weapon.SetSpawnId( weaponSpawnId ) ) {
|
|
if ( weapon.GetEntity() ) {
|
|
// maintain ownership locally
|
|
weapon.GetEntity()->SetOwner( this );
|
|
}
|
|
currentWeapon = -1;
|
|
}
|
|
// if not a local client assume the client has all ammo types
|
|
if ( entityNumber != gameLocal.localClientNum ) {
|
|
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
|
inventory.ammo[ i ] = 999;
|
|
}
|
|
}
|
|
|
|
if ( oldHealth > 0 && health <= 0 ) {
|
|
if ( stateHitch ) {
|
|
// so we just hide and don't show a death skin
|
|
UpdateDeathSkin( true );
|
|
}
|
|
// die
|
|
AI_DEAD = true;
|
|
ClearPowerUps();
|
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
|
|
SetWaitState( "" );
|
|
animator.ClearAllJoints();
|
|
if ( entityNumber == gameLocal.localClientNum ) {
|
|
playerView.Fade( colorBlack, 12000 );
|
|
}
|
|
StartRagdoll();
|
|
physicsObj.SetMovementType( PM_DEAD );
|
|
if ( !stateHitch ) {
|
|
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
|
|
}
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->OwnerDied();
|
|
}
|
|
} else if ( oldHealth <= 0 && health > 0 ) {
|
|
// respawn
|
|
Init();
|
|
StopRagdoll();
|
|
SetPhysics( &physicsObj );
|
|
physicsObj.EnableClip();
|
|
SetCombatContents( true );
|
|
} else if ( health < oldHealth && health > 0 ) {
|
|
if ( stateHitch ) {
|
|
lastDmgTime = gameLocal.time;
|
|
} else {
|
|
// damage feedback
|
|
const idDeclEntityDef *def = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_ENTITYDEF, lastDamageDef, false ) );
|
|
if ( def ) {
|
|
playerView.DamageImpulse( lastDamageDir * viewAxis.Transpose(), &def->dict );
|
|
AI_PAIN = Pain( NULL, NULL, oldHealth - health, lastDamageDir, lastDamageLocation, false, false );
|
|
lastDmgTime = gameLocal.time;
|
|
} else {
|
|
common->Warning( "NET: no damage def for damage feedback '%d'\n", lastDamageDef );
|
|
}
|
|
}
|
|
} else if ( health > oldHealth && PowerUpActive( MEGAHEALTH ) && !stateHitch ) {
|
|
// just pulse, for any health raise
|
|
healthPulse = true;
|
|
}
|
|
|
|
// If the player is alive, restore proper physics object
|
|
if ( health > 0 && IsActiveAF() ) {
|
|
StopRagdoll();
|
|
SetPhysics( &physicsObj );
|
|
physicsObj.EnableClip();
|
|
SetCombatContents( true );
|
|
}
|
|
|
|
if ( idealWeapon != newIdealWeapon ) {
|
|
if ( stateHitch ) {
|
|
weaponCatchup = true;
|
|
}
|
|
idealWeapon = newIdealWeapon;
|
|
UpdateHudWeapon();
|
|
}
|
|
|
|
if ( lastHitToggle != newHitToggle ) {
|
|
SetLastHitTime( gameLocal.realClientTime );
|
|
}
|
|
|
|
if ( msg.HasChanged() ) {
|
|
UpdateVisuals();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::WritePlayerStateToSnapshot
|
|
================
|
|
*/
|
|
void idPlayer::WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const {
|
|
int i;
|
|
|
|
msg.WriteByte( bobCycle );
|
|
msg.WriteInt( stepUpTime );
|
|
msg.WriteFloat( stepUpDelta );
|
|
msg.WriteInt( inventory.weapons );//new
|
|
// msg.WriteShort( inventory.weapons );
|
|
msg.WriteByte( inventory.armor );
|
|
|
|
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
|
msg.WriteBits( inventory.ammo[i], ASYNC_PLAYER_INV_AMMO_BITS );
|
|
}
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
msg.WriteBits( inventory.clip[i], ASYNC_PLAYER_INV_CLIP_BITS );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::ReadPlayerStateFromSnapshot
|
|
================
|
|
*/
|
|
void idPlayer::ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg ) {
|
|
int i, ammo;
|
|
|
|
bobCycle = msg.ReadByte();
|
|
stepUpTime = msg.ReadInt();
|
|
stepUpDelta = msg.ReadFloat();
|
|
inventory.weapons = msg.ReadInt();//new
|
|
// inventory.weapons = msg.ReadShort();
|
|
inventory.armor = msg.ReadByte();
|
|
|
|
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
|
ammo = msg.ReadBits( ASYNC_PLAYER_INV_AMMO_BITS );
|
|
if ( gameLocal.time >= inventory.ammoPredictTime ) {
|
|
inventory.ammo[ i ] = ammo;
|
|
}
|
|
}
|
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
inventory.clip[i] = msg.ReadBits( ASYNC_PLAYER_INV_CLIP_BITS );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::ServerReceiveEvent
|
|
================
|
|
*/
|
|
bool idPlayer::ServerReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
|
|
|
if ( idEntity::ServerReceiveEvent( event, time, msg ) ) {
|
|
return true;
|
|
}
|
|
|
|
// client->server events
|
|
switch( event ) {
|
|
case EVENT_IMPULSE: {
|
|
PerformImpulse( msg.ReadBits( 6 ) );
|
|
return true;
|
|
}
|
|
default: {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::ClientReceiveEvent
|
|
================
|
|
*/
|
|
bool idPlayer::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
|
int powerup;
|
|
bool start;
|
|
|
|
switch ( event ) {
|
|
case EVENT_EXIT_TELEPORTER:
|
|
Event_ExitTeleporter();
|
|
return true;
|
|
case EVENT_ABORT_TELEPORTER:
|
|
SetPrivateCameraView( NULL );
|
|
return true;
|
|
case EVENT_POWERUP: {
|
|
powerup = msg.ReadShort();
|
|
start = msg.ReadBits( 1 ) != 0;
|
|
if ( start ) {
|
|
GivePowerUp( powerup, 0 );
|
|
} else {
|
|
ClearPowerup( powerup );
|
|
}
|
|
return true;
|
|
}
|
|
case EVENT_PICKUPNAME: { //New, Not so sure what it does
|
|
char buf[MAX_EVENT_PARAM_SIZE];
|
|
msg.ReadString(buf, MAX_EVENT_PARAM_SIZE);
|
|
inventory.AddPickupName(buf, "", this); //New from_D3XP
|
|
return true;
|
|
}
|
|
case EVENT_SPECTATE: {
|
|
bool spectate = ( msg.ReadBits( 1 ) != 0 );
|
|
Spectate( spectate );
|
|
return true;
|
|
}
|
|
case EVENT_ADD_DAMAGE_EFFECT: {
|
|
if ( spectating ) {
|
|
// if we're spectating, ignore
|
|
// happens if the event and the spectate change are written on the server during the same frame (fraglimit)
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return idActor::ClientReceiveEvent( event, time, msg );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::Hide
|
|
================
|
|
*/
|
|
void idPlayer::Hide( void ) {
|
|
idWeapon *weap;
|
|
|
|
idActor::Hide();
|
|
weap = weapon.GetEntity();
|
|
if ( weap ) {
|
|
weap->HideWorldModel();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::Show
|
|
================
|
|
*/
|
|
void idPlayer::Show( void ) {
|
|
idWeapon *weap;
|
|
|
|
idActor::Show();
|
|
weap = weapon.GetEntity();
|
|
if ( weap ) {
|
|
weap->ShowWorldModel();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::StartAudioLog
|
|
===============
|
|
*/
|
|
void idPlayer::StartAudioLog( void ) {
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "audioLogUp" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::StopAudioLog
|
|
===============
|
|
*/
|
|
void idPlayer::StopAudioLog( void ) {
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( "audioLogDown" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::ShowTip
|
|
===============
|
|
*/
|
|
void idPlayer::ShowTip( const char *title, const char *tip, bool autoHide ) {
|
|
if ( tipUp ) {
|
|
return;
|
|
}
|
|
hud->SetStateString( "tip", tip );
|
|
hud->SetStateString( "tiptitle", title );
|
|
hud->HandleNamedEvent( "tipWindowUp" );
|
|
if ( autoHide ) {
|
|
CancelEvents( &EV_Player_HideTip ); //ivan - make sure there are no other events that could hide this too soon.
|
|
PostEventSec( &EV_Player_HideTip, 10.0f ); //ivan - was 5.0f
|
|
}
|
|
tipUp = true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::HideTip
|
|
===============
|
|
*/
|
|
void idPlayer::HideTip( void ) {
|
|
hud->HandleNamedEvent( "tipWindowDown" );
|
|
tipUp = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_HideTip
|
|
===============
|
|
*/
|
|
void idPlayer::Event_HideTip( void ) {
|
|
HideTip();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::ShowObjective
|
|
===============
|
|
*/
|
|
void idPlayer::ShowObjective( const char *obj ) {
|
|
hud->HandleNamedEvent( obj );
|
|
objectiveUp = true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::HideObjective
|
|
===============
|
|
*/
|
|
void idPlayer::HideObjective( void ) {
|
|
hud->HandleNamedEvent( "closeObjective" );
|
|
objectiveUp = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_StopAudioLog
|
|
===============
|
|
*/
|
|
void idPlayer::Event_StopAudioLog( void ) {
|
|
StopAudioLog();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SetSpectateOrigin
|
|
===============
|
|
*/
|
|
void idPlayer::SetSpectateOrigin( void ) {
|
|
idVec3 neworig;
|
|
|
|
neworig = GetPhysics()->GetOrigin();
|
|
neworig[ 2 ] += EyeHeight();
|
|
neworig[ 2 ] += 25;
|
|
SetOrigin( neworig );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::RemoveWeapon
|
|
===============
|
|
*/
|
|
void idPlayer::RemoveWeapon( const char *weap ) {
|
|
if ( weap && *weap ) {
|
|
inventory.Drop( spawnArgs, spawnArgs.GetString( weap ), -1 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::CanShowWeaponViewmodel
|
|
===============
|
|
*/
|
|
bool idPlayer::CanShowWeaponViewmodel( void ) const {
|
|
return showWeaponViewModel;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SetLevelTrigger
|
|
===============
|
|
*/
|
|
void idPlayer::SetLevelTrigger( const char *levelName, const char *triggerName ) {
|
|
if ( levelName && *levelName && triggerName && *triggerName ) {
|
|
idLevelTriggerInfo lti;
|
|
lti.levelName = levelName;
|
|
lti.triggerName = triggerName;
|
|
inventory.levelTriggers.Append( lti );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_LevelTrigger
|
|
===============
|
|
*/
|
|
void idPlayer::Event_LevelTrigger( void ) {
|
|
idStr mapName = gameLocal.GetMapName();
|
|
mapName.StripPath();
|
|
mapName.StripFileExtension();
|
|
for ( int i = inventory.levelTriggers.Num() - 1; i >= 0; i-- ) {
|
|
if ( idStr::Icmp( mapName, inventory.levelTriggers[i].levelName) == 0 ){
|
|
idEntity *ent = gameLocal.FindEntity( inventory.levelTriggers[i].triggerName );
|
|
if ( ent ) {
|
|
ent->PostEventMS( &EV_Activate, 1, this );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_Gibbed
|
|
===============
|
|
*/
|
|
void idPlayer::Event_Gibbed( void ) {
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_GetIdealWeapon
|
|
==================
|
|
*/
|
|
void idPlayer::Event_GetIdealWeapon( void ) {
|
|
const char *weapon;
|
|
|
|
if ( idealWeapon >= 0 ) {
|
|
weapon = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) );
|
|
idThread::ReturnString( weapon );
|
|
} else {
|
|
idThread::ReturnString( "" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::UpdatePlayerIcons
|
|
===============
|
|
*/
|
|
void idPlayer::UpdatePlayerIcons( void ) {
|
|
int time = networkSystem->ServerGetClientTimeSinceLastPacket( entityNumber );
|
|
if ( time > cvarSystem->GetCVarInteger( "net_clientMaxPrediction" ) ) {
|
|
isLagged = true;
|
|
} else {
|
|
isLagged = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::DrawPlayerIcons
|
|
===============
|
|
*/
|
|
void idPlayer::DrawPlayerIcons( void ) {
|
|
if ( !NeedsIcon() ) {
|
|
playerIcon.FreeIcon();
|
|
return;
|
|
}
|
|
playerIcon.Draw( this, headJoint );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::HidePlayerIcons
|
|
===============
|
|
*/
|
|
void idPlayer::HidePlayerIcons( void ) {
|
|
playerIcon.FreeIcon();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::NeedsIcon
|
|
==============
|
|
*/
|
|
bool idPlayer::NeedsIcon( void ) {
|
|
// local clients don't render their own icons... they're only info for other clients
|
|
return entityNumber != gameLocal.localClientNum && ( isLagged || isChatting );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_WeaponAvailable
|
|
==================
|
|
*/
|
|
void idPlayer::Event_WeaponAvailable( const char* name ) {
|
|
|
|
idThread::ReturnInt( WeaponAvailable(name) ? 1 : 0 );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_GetImpulseKey
|
|
==================
|
|
*/
|
|
void idPlayer::Event_GetImpulseKey( void ) {
|
|
idThread::ReturnInt( usercmd.impulse );
|
|
}
|
|
|
|
bool idPlayer::WeaponAvailable( const char* name ) {
|
|
for( int i = 0; i < MAX_WEAPONS; i++ ) {
|
|
if ( inventory.weapons & ( 1 << i ) ) {
|
|
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
|
if ( !idStr::Cmp( weap, name ) ) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idPlayer::GetCurrentWeapon //New
|
|
=================
|
|
|
|
idStr idPlayer::GetCurrentWeapon() {
|
|
const char *weapon;
|
|
|
|
if ( currentWeapon >= 0 ) {
|
|
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
|
return weapon;
|
|
} else {
|
|
return "";
|
|
}
|
|
}
|
|
*/
|
|
|
|
//Ivan start
|
|
|
|
/*
|
|
===============
|
|
idPlayer::IsComboActive
|
|
==============
|
|
*/
|
|
bool idPlayer::IsComboActive( void ) {
|
|
return comboOn;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_ComboForceHighPain
|
|
==============
|
|
*/
|
|
void idPlayer::Event_ComboForceHighPain( int mode ) { //-1 disable, 0 allowed, 1 forced
|
|
comboForceHighPain = mode;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_SetGravityInAnimMove
|
|
==============
|
|
*/
|
|
|
|
void idPlayer::Event_SetGravityInAnimMove( float mult ) {
|
|
//physicsObj.SetGravityInAnimMove( 1 ); //mult
|
|
|
|
//never accept negative values. They means frozen movement.
|
|
if( mult < 0.0f ){
|
|
mult = 1.0f;
|
|
animMoveNoGravity = true;
|
|
}else{
|
|
animMoveNoGravity = false;
|
|
|
|
//FIX!
|
|
//we cannot really set 0 or everything will be fucked up. Sets a value little enough.
|
|
if( mult == 0.0f ){
|
|
mult = 1e-4f;
|
|
}
|
|
}
|
|
|
|
physicsObj.SetGravity( mult * gameLocal.GetGravity() );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_SetFullBodyAnimOn
|
|
==============
|
|
*/
|
|
void idPlayer::Event_SetFullBodyAnimOn( int anim_movement, int allow_turn, int iscombo ) {
|
|
blendModelYaw = false;
|
|
force_torso_override = true;
|
|
|
|
if ( anim_movement >= 0 && anim_movement < ANIMMOVE_NUMTYPES ) {
|
|
animMoveType = anim_movement;
|
|
}else{
|
|
gameLocal.Error("Unknown animMoveType!");
|
|
}
|
|
|
|
allowTurn = ( allow_turn != 0 );
|
|
comboOn = ( iscombo != 0 );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_SetFullBodyAnimOff
|
|
==============
|
|
*/
|
|
void idPlayer::Event_SetFullBodyAnimOff( void ) {
|
|
blendModelYaw = true;
|
|
force_torso_override = false;
|
|
|
|
animMoveNoGravity = false;
|
|
animMoveType = ANIMMOVE_NONE;
|
|
allowTurn = true;
|
|
comboOn = false;
|
|
|
|
//reset gravity
|
|
animMoveNoGravity = false;
|
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idAI::GetMoveDelta
|
|
=====================
|
|
*/
|
|
void idPlayer::GetMoveDelta( const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta ) {
|
|
idVec3 oldModelOrigin;
|
|
idVec3 modelOrigin;
|
|
|
|
animator.GetDelta( gameLocal.time - gameLocal.msec, gameLocal.time, delta );
|
|
//gameLocal.Printf( "delta %f %f %f\n", delta[0],delta[1],delta[2] );
|
|
|
|
delta = axis * delta;
|
|
|
|
if ( modelOffset != vec3_zero ) {
|
|
oldModelOrigin = modelOffset * oldaxis;
|
|
modelOrigin = modelOffset * axis;
|
|
delta += oldModelOrigin - modelOrigin;
|
|
}
|
|
|
|
delta *= physicsObj.GetGravityAxis();
|
|
}
|
|
|
|
//Ivan end
|
|
|
|
//ivan start
|
|
/*
|
|
===============
|
|
idPlayer::Event_ForceUpdateNpcStatus
|
|
==============
|
|
*/
|
|
void idPlayer::Event_ForceUpdateNpcStatus( void ) { //ff1.1
|
|
if ( focusCharacter && hud ) {
|
|
if(focusCharacter->spawnArgs.GetBool( "showStatus", "0" )){
|
|
hud->SetStateString( "npc", "Status:" );
|
|
hud->SetStateString( "npc_action", focusCharacter->spawnArgs.GetString( "shownState", "Inactive" ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GetCurrentWeaponMode
|
|
==============
|
|
*/
|
|
int idPlayer::GetCurrentWeaponMode( void ) { //called from the current weapon
|
|
if ( currentWeapon < 0 ) { return 0; }
|
|
return inventory.weapon_mode[currentWeapon];
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SetCurrentWeaponMode
|
|
==============
|
|
*/
|
|
void idPlayer::SetCurrentWeaponMode( int value ) { //called from the current weapon
|
|
if ( currentWeapon < 0 ) { return; }
|
|
inventory.weapon_mode[currentWeapon] = value;
|
|
UpdateHudWeapon();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_StartWeaponParticle
|
|
==============
|
|
*/
|
|
void idPlayer::Event_StartWeaponParticle( const char* prtName ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StartWeaponParticle( prtName );
|
|
|
|
//weapon.GetEntity()->ProcessEvent( &EV_Weapon_StartWeaponParticle, "ruinblade_prt1" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_StopWeaponParticle
|
|
==============
|
|
*/
|
|
void idPlayer::Event_StopWeaponParticle( const char* prtName) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StopWeaponParticle( prtName );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StartAutoMelee
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StartAutoMelee( float dmgMult, int trailNum ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StartAutoMelee( dmgMult, trailNum );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StopAutoMelee
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StopAutoMelee( void ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StopAutoMelee();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StartMeleeBeam
|
|
=====================
|
|
|
|
void idPlayer::Event_StartMeleeBeam( int num ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StartMeleeBeam( num );
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StopMeleeBeam
|
|
=====================
|
|
|
|
void idPlayer::Event_StopMeleeBeam( void ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StopMeleeBeam();
|
|
}
|
|
}
|
|
*/
|
|
|
|
//ivan end
|
|
|
|
//ivan test
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StartKick
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StartKick( const char *meleeDefName, float dmgMult ) {
|
|
kickDmgMultiplier = dmgMult;
|
|
|
|
//get the def
|
|
kickDef = gameLocal.FindEntityDef( meleeDefName, false );
|
|
if ( !kickDef ) {
|
|
gameLocal.Error( "No kickDef" );
|
|
}
|
|
|
|
//setup vars
|
|
kickDefName = idStr( kickDef->GetName() ); //TODO: new???
|
|
|
|
fromJointKick = GetAnimator()->GetJointHandle( kickDef->dict.GetString("from_joint") ); //"Rloleg"
|
|
toJointKick = GetAnimator()->GetJointHandle( kickDef->dict.GetString("to_joint") ); //"Rankle_r"
|
|
|
|
kickBox.Zero();
|
|
kickBox.ExpandSelf( kickDef->dict.GetFloat( "kick_tracerWidth", "1" ) );
|
|
|
|
kickDistance = kickDef->dict.GetFloat( "kick_distance" );
|
|
|
|
lastKickedEnt = NULL; //reset it so that can be hit again
|
|
kickEnabled = true;
|
|
|
|
nextKickFx = gameLocal.time + 100; //delay snd+prt for LOW priority entities after the beginning of the attack
|
|
nextKickSnd = gameLocal.time + 100; //don't play snd on world too early - this could not be used
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StopKick
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StopKick( void ) {
|
|
kickDmgMultiplier = 1.0f;
|
|
lastKickedEnt = NULL; //don't remember it in the future
|
|
kickEnabled = false;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::EvaluateKick
|
|
=====================
|
|
*/
|
|
bool idPlayer::EvaluateKick( void ) {
|
|
idEntity *ent;
|
|
trace_t tr;
|
|
|
|
//temp vars
|
|
idVec3 start;
|
|
idVec3 end;
|
|
idVec3 dir;
|
|
idMat3 useless;
|
|
bool damaged;
|
|
//end temp
|
|
|
|
if ( !kickDef ) {
|
|
gameLocal.Error( "No kickDef" );
|
|
}
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return false;
|
|
}
|
|
|
|
//init vars
|
|
damaged = false;
|
|
GetJointWorldTransform( fromJointKick, gameLocal.time, start, useless );
|
|
GetJointWorldTransform( toJointKick, gameLocal.time, end, useless );
|
|
dir = end - start; //get dir
|
|
dir.Normalize(); //normalize
|
|
end = start + dir * kickDistance * PowerUpModifier( MELEE_DISTANCE );
|
|
|
|
gameLocal.clip.TraceBounds( tr, start, end, kickBox, MASK_SHOT_RENDERMODEL, this ); //ignore player
|
|
|
|
if ( tr.fraction < 1.0f ) {
|
|
ent = gameLocal.entities[ tr.c.entityNum ]; //fix the headshot bug with melee attacks
|
|
if(( ent ) && !(ent->IsType( idAFAttachment::Type))){ //only if it's not an idAFAttachment
|
|
ent = gameLocal.GetTraceEntity( tr );
|
|
}
|
|
} else {
|
|
ent = NULL;
|
|
}
|
|
|
|
if ( g_debugWeapon.GetBool() ) {
|
|
gameRenderWorld->DebugLine( colorYellow, start, end, 100 );
|
|
gameRenderWorld->DebugBounds( colorBlue, kickBox, start, 100 );
|
|
gameRenderWorld->DebugBounds( colorBlue, kickBox, end, 100 );
|
|
|
|
if ( ent ) {
|
|
gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds(), ent->GetPhysics()->GetOrigin(), 100 );
|
|
}
|
|
}
|
|
|
|
if ( ent ) { //something hit
|
|
|
|
//is it the last one?
|
|
if(ent == lastKickedEnt){ //ignore the last entity hit
|
|
//gameLocal.Printf( "idPlayer::EvaluateKick - entity ignored\n" );
|
|
return true; //we hit the same thing again... do nothing now.
|
|
}
|
|
//gameLocal.Printf( "idPlayer::EvaluateKick - ent = %s \n",ent->GetName());
|
|
|
|
if ( ent->fl.takedamage ) {
|
|
idVec3 kickDir, globalKickDir;
|
|
kickDef->dict.GetVector( "kickDir", "0 0 0", kickDir );
|
|
globalKickDir = renderEntity.axis * kickDir; //TODO: check if this is always the dir we want...
|
|
|
|
//Ivan fix - transform clipmodel to joint handle to correctly get the damage zone in idActor::Damage
|
|
//was: ent->Damage( owner, owner, globalKickDir, kickDefName, owner->PowerUpModifier( MELEE_DAMAGE ), tr.c.id );
|
|
ent->Damage( this, this, globalKickDir, kickDefName, (kickDmgMultiplier * PowerUpModifier( MELEE_DAMAGE )) , CLIPMODEL_ID_TO_JOINT_HANDLE( tr.c.id ) );
|
|
lastKickedEnt = ent; //remember this to avoid hitting it consecutively
|
|
damaged = true; //hit and damaged!
|
|
}
|
|
|
|
//push it
|
|
float push = kickDef->dict.GetFloat( "push" );
|
|
//idVec3 impulse = -push * PowerUpModifier( SPEED ) * tr.c.normal;
|
|
idVec3 impulse = push * PowerUpModifier( SPEED ) * dir;
|
|
|
|
//extra push for AFs
|
|
if( (ent->health <= 0) && (ent->IsType(idAFEntity_Base::Type)) ){
|
|
idAFEntity_Base *p = static_cast< idAFEntity_Base * >( ent );
|
|
|
|
if ( p->IsActiveAF() ){
|
|
//gameLocal.Printf( "p->IsActiveAF()\n" );
|
|
impulse *= kickDef->dict.GetInt( "pushAFMult", "1" );
|
|
}
|
|
}
|
|
|
|
ent->ApplyImpulse( this, tr.c.id, tr.c.point, impulse );
|
|
|
|
//case 1/3: (HIGH priority entities) AND (can bleed) -> ALWAYS play the snd and the prt on them, unless 'bleed' key is set to '0'.
|
|
if ( (ent->IsType(idBrittleFracture::Type) || ent->IsType(idAnimatedEntity::Type) || ent->IsType(idMoveable::Type) || ent->IsType(idMoveableItem::Type)) && ent->spawnArgs.GetBool( "bleed", "1" ) ) {
|
|
nextKickFx = gameLocal.time + 500; ///delay snd+prt for LOW priority entities after an hit on HIGH priority entity
|
|
//hitSound = kickDef->dict.GetString( PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
|
|
ent->AddDamageEffect( tr, impulse, kickDef->dict.GetString( "classname" ) ); //play the sound from the entity hit!
|
|
//addDamageEffect already plays its own sound
|
|
}
|
|
//case 2/3: (LOW priority entities) AND (can bleed) -> play the snd and the prt less frequently - (example: sword on LOW priority entities)
|
|
else if ( ent->spawnArgs.GetBool( "bleed", "1" )){ // Again, this is not done if 'bleed' key is set to '0'.
|
|
if (( gameLocal.time > nextKickFx ) ){ //this is usually the worldspawn... don't play too much snd and prt on it!
|
|
nextKickFx = gameLocal.time + 300; //delay snd+prt for LOW priority entities after an hit on LOW priority entity
|
|
//hitSound = kickDef->dict.GetString( PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
|
|
ent->AddDamageEffect( tr, impulse, kickDef->dict.GetString( "classname" ), this ); //play the sound from the player itself!
|
|
//AddDamageEffect already plays its own sound from the player
|
|
}
|
|
}
|
|
//case 3/3: (LOW or HIGH priority entities) AND (cannot bleed) -> do nothing... only sound?
|
|
else {
|
|
int type = tr.c.material->GetSurfaceType();
|
|
if ( type == SURFTYPE_NONE ) {
|
|
type = GetDefaultSurfaceType();
|
|
}
|
|
const char *materialType = gameLocal.sufaceTypeNames[ type ];
|
|
|
|
// start impact sound based on material type
|
|
const char *hitSound = kickDef->dict.GetString( va( "snd_%s", materialType ) );
|
|
if ( *hitSound == '\0' ) {
|
|
hitSound = kickDef->dict.GetString( "snd_metal" );
|
|
}
|
|
|
|
if ( gameLocal.time > nextKickFx ) { //don't play it too frequently
|
|
nextKickFx = gameLocal.time + 200;
|
|
|
|
//play sound if (we damaged something ) or (hit something even not damaged, as world, and we are beyond the min time)
|
|
if( (damaged) || ( gameLocal.time > nextKickSnd )) {
|
|
if ( *hitSound != '\0' ) {
|
|
const idSoundShader *snd = declManager->FindSound( hitSound );
|
|
StartSoundShader( snd, SND_CHANNEL_BODY2, 0, true, NULL );
|
|
nextKickSnd = gameLocal.time + 1000;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} //end something hit
|
|
|
|
return damaged;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_HudEvent
|
|
==============
|
|
*/
|
|
void idPlayer::Event_HudEvent( const char* name ) {
|
|
if ( hud ) {
|
|
hud->HandleNamedEvent( name );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_SetHudParm
|
|
==============
|
|
*/
|
|
void idPlayer::Event_SetHudParm( const char *key, const char *val ) {
|
|
if ( hud ) {
|
|
hud->SetStateString( key, val );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_GetHudFloat
|
|
==============
|
|
*/
|
|
void idPlayer::Event_GetHudFloat( const char *key ) {
|
|
if ( hud ) {
|
|
idThread::ReturnFloat(hud->GetStateFloat(key));
|
|
}else{
|
|
idThread::ReturnFloat(0.0f);
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_DropWeapon
|
|
==============
|
|
*/
|
|
void idPlayer::Event_DropWeapon( int weapNum ) {
|
|
//gameLocal.Printf("Event_DropWeapon\n");
|
|
if(weapNum < 0 || weapNum > MAX_WEAPONS){
|
|
gameLocal.Warning("Weapon %d out of range", weapNum);
|
|
return;
|
|
}
|
|
if ( ( inventory.weapons & ( 1 << weapNum ) ) == 0 ) {
|
|
gameLocal.Warning("We don't have weapon %d", weapNum);
|
|
return;
|
|
}
|
|
|
|
if( weapNum == currentWeapon ){
|
|
//gameLocal.Printf("drop current weapon\n");
|
|
if( !DropWeapon( false, true ) ){ //parm2: if it is true, DropWeapon will select another weapon
|
|
//weapon was not dropped, so we'll try to drop it later.
|
|
PostEventMS( &EV_Player_DropWeapon, 100, weapNum );
|
|
}
|
|
}else{
|
|
DropNotSelectedWeapon( weapNum );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Interact
|
|
==============
|
|
*/
|
|
void idPlayer::Interact( void ){
|
|
if( !InteractTouchingTriggers( INTERACT_IMPULSE ) ){ //try to interact
|
|
StartSound( "snd_noInteraction", SND_CHANNEL_ITEM, 0, false, NULL );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
idPlayer::ShowPossibleInteract
|
|
==============
|
|
*/
|
|
void idPlayer::ShowPossibleInteract( int flags ){
|
|
if( !hud ) return;
|
|
|
|
if( flags & INTERACT_IMPULSE ){
|
|
hud->HandleNamedEvent( "interactImpulse" );
|
|
}
|
|
/*
|
|
if( flags & INTERACT_UP ){
|
|
hud->HandleNamedEvent( "interactUp" );
|
|
}
|
|
if( flags & INTERACT_DOWN ){
|
|
hud->HandleNamedEvent( "interactDown" );
|
|
}
|
|
*/
|
|
}
|
|
|
|
//ivan test end
|