Tweak some pmove related variables and sounds.
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f5556655d2
commit
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5 changed files with 102 additions and 1 deletions
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@ -6,7 +6,7 @@ player.qc
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../../../valve/src/shared/weapon_common.h
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../../../valve/src/shared/animations.h
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../../../valve/src/shared/animations.qc
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../../../valve/src/shared/pmove.qc
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pmove.qc
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../../../valve/src/shared/fx_blood.qc
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../../../valve/src/shared/fx_gaussbeam.qc
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58
src/shared/pmove.qc
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58
src/shared/pmove.qc
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@ -0,0 +1,58 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#define PMOVE_AIRSTEPHEIGHT 18
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#define PMOVE_STEPHEIGHT 18
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#define PMOVE_FRICTION 4
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#define PMOVE_EDGEFRICTION 1
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#define PMOVE_STOPSPEED 100
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#define PMOVE_GRAVITY 800
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#define PMOVE_AIRACCELERATE 10
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#define PMOVE_WATERACCELERATE 10
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#define PMOVE_ACCELERATE 10
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#define PMOVE_MAXSPEED 320
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#define PMOVE_STEP_WALKSPEED 320/2
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#define PMOVE_STEP_RUNSPEED 320
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#define PHY_VIEWPOS [0,0,28]
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#define PHY_VIEWPOS_CROUCHED [0,0,12]
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void
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player::Physics_Jump(void)
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{
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if (waterlevel >= 2) {
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if (watertype == CONTENT_WATER) {
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velocity[2] = 100;
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} else if (watertype == CONTENT_SLIME) {
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velocity[2] = 80;
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} else {
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velocity[2] = 50;
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}
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} else {
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if (flags & FL_ONGROUND) {
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#ifdef SERVER
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Sound_Play(this, CHAN_VOICE, "player_dmc.jump");
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#endif
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velocity[2] += 265;
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}
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}
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}
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float
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player::Physics_MaxSpeed(void)
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{
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float desiredspeed = 320.0f;
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return desiredspeed;
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}
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@ -36,6 +36,7 @@ w_crowbar_precache(void)
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Sound_Precache("weapon_crowbar.swing");
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Sound_Precache("weapon_crowbar.hit");
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Sound_Precache("weapon_crowbar.hitbody");
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Sound_Precache("player_dmc.jump");
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precache_model("models/w_crowbar.mdl");
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#else
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precache_model("models/v_crowbar.mdl");
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38
zpak001.pk3dir/sound/player.sndshd
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38
zpak001.pk3dir/sound/player.sndshd
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player.fall
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{
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sample player/pl_fallpain3.wav
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}
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player.spraylogo
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{
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sample player/sprayer.wav
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}
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player.lightfall
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{
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sample player/pl_fallpain1.wav
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}
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player.die
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{
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sample player/death1.wav
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sample player/death2.wav
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sample player/death3.wav
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sample player/death4.wav
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sample player/death5.wav
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}
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player.gasplight
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{
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sample player/gasp1.wav
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}
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player.gaspheavy
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{
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sample player/gasp2.wav
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}
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player.waterexit
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{
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sample player/h2ojump.wav
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}
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player.waterenter
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{
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sample player/inh2o.wav
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}
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4
zpak001.pk3dir/sound/player_dmc.sndshd
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4
zpak001.pk3dir/sound/player_dmc.sndshd
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@ -0,0 +1,4 @@
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player_dmc.jump
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{
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sample player/plyrjmp8.wav
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}
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