Updated the game-specific PMove code to be part of our player class

This commit is contained in:
Marco Cawthorne 2021-06-08 15:31:50 +02:00
parent e6dac8fe81
commit 69aaa52a7a
2 changed files with 20 additions and 16 deletions

View file

@ -97,6 +97,10 @@ class player:base_player
PREDICTED_FLOAT(anim_bottom);
PREDICTED_FLOAT(anim_bottom_time);
virtual float(void) Physics_MaxSpeed;
virtual void(float) Physics_Fall;
virtual void(void) Physics_Jump;
#ifdef CLIENT
/* External model */
entity p_model;

View file

@ -40,11 +40,11 @@
/* values courtesy of https://wiki.alliedmods.net/Cs_weapons_information */
float
GamePMove_Maxspeed(player target)
player::Physics_MaxSpeed(void)
{
float spd = serverkeyfloat("phy_maxspeed");
switch (target.activeweapon)
switch (activeweapon)
{
case WEAPON_M3:
spd *= 230/250;
@ -130,7 +130,7 @@ GamePMove_Maxspeed(player target)
default:
}
if (target.flags & FL_CROUCHING) {
if (flags & FL_CROUCHING) {
spd *= 0.5f;
}
@ -138,36 +138,36 @@ GamePMove_Maxspeed(player target)
}
void
GamePMove_Fall(player target, float impactspeed)
player::Physics_Fall(float impactspeed)
{
impactspeed *= 1.25f;
if (impactspeed > 580) {
#ifdef SERVER
float fFallDamage = (impactspeed - 580) * (100 / (1024 - 580)) * 0.75f;
Damage_Apply(target, world, fFallDamage, 0, DMG_FALL | DMG_SKIP_ARMOR);
Damage_Apply(this, world, fFallDamage, 0, DMG_FALL | DMG_SKIP_ARMOR);
if (random() < 0.5)
sound(target, CHAN_AUTO, "player/pl_pain2.wav", 1.0, ATTN_NORM);
sound(this, CHAN_AUTO, "player/pl_pain2.wav", 1.0, ATTN_NORM);
else
sound(target, CHAN_AUTO, "player/pl_pain4.wav", 1.0, ATTN_NORM);
sound(this, CHAN_AUTO, "player/pl_pain4.wav", 1.0, ATTN_NORM);
#endif
}
}
void
GamePMove_Jump(player target)
player::Physics_Jump(void)
{
if (target.waterlevel >= 2) {
if (target.watertype == CONTENT_WATER) {
target.velocity[2] = 100;
} else if (target.watertype == CONTENT_SLIME) {
target.velocity[2] = 80;
if (waterlevel >= 2) {
if (watertype == CONTENT_WATER) {
velocity[2] = 100;
} else if (watertype == CONTENT_SLIME) {
velocity[2] = 80;
} else {
target.velocity[2] = 50;
velocity[2] = 50;
}
} else {
/* slow the player down a bit to prevent bhopping like crazy */
target.velocity *= 0.80f;
target.velocity[2] += 200;
velocity *= 0.80f;
velocity[2] += 200;
}
}