Get rid of some old pmove code.

This commit is contained in:
Marco Cawthorne 2022-07-14 21:27:19 -07:00
parent 87386226a1
commit f0c13b1a41
Signed by: eukara
GPG key ID: CE2032F0A2882A22
2 changed files with 0 additions and 82 deletions

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@ -6,8 +6,6 @@ player.qc
../../../base/src/shared/weapon_common.h ../../../base/src/shared/weapon_common.h
../../../valve/src/shared/animations.h ../../../valve/src/shared/animations.h
../../../valve/src/shared/animations.qc ../../../valve/src/shared/animations.qc
pmove.qc
../../../valve/src/shared/pmove_water.qc
../../../valve/src/shared/fx_blood.qc ../../../valve/src/shared/fx_blood.qc
../../../valve/src/shared/fx_gaussbeam.qc ../../../valve/src/shared/fx_gaussbeam.qc

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@ -1,80 +0,0 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* part of .gflags */
#define GF_MADNESS (1<<23)
#define PHY_JUMP_CHAINWINDOW 0.5
#define PHY_JUMP_CHAIN 100
#define PHY_JUMP_CHAINDECAY 50
.float waterlevel;
.float watertype;
float
GamePMove_Maxspeed(player target)
{
if (target.gflags & GF_MADNESS)
return (target.flags & FL_CROUCHING) ? 135 : 500;
else
return (target.flags & FL_CROUCHING) ? 135 : 270;
}
void
GamePMove_Fall(player target, float impactspeed)
{
if (impactspeed > 580) {
#ifdef SERVER
float fFallDamage = (impactspeed - 580) * (100 / (1024 - 580));
Damage_Apply(self, world, fFallDamage, 0, DMG_FALL);
Sound_Play(self, CHAN_AUTO, "player.fall");
#endif
}
}
void
GamePMove_Jump(player target)
{
float flJumptimeDelta;
float flChainBonus;
if (target.waterlevel >= 2) {
if (target.watertype == CONTENT_WATER) {
target.velocity[2] = 100;
} else if (target.watertype == CONTENT_SLIME) {
target.velocity[2] = 80;
} else {
target.velocity[2] = 50;
}
} else {
/* Half-Life: Longjump module */
#ifdef VALVE
if (target.flags & FL_CROUCHING && target.g_items & 0x00008000i) {
target.velocity = v_forward * 512;
target.velocity[2] += 100;
}
#endif
target.velocity[2] += 240;
}
if (target.jumptime > 0) {
flJumptimeDelta = 0 - (target.jumptime - PHY_JUMP_CHAINWINDOW);
flChainBonus = PHY_JUMP_CHAIN - (((PHY_JUMP_CHAINWINDOW - (PHY_JUMP_CHAINWINDOW - flJumptimeDelta)) * 2) * PHY_JUMP_CHAINDECAY);
target.velocity[2] += flChainBonus;
}
target.jumptime = PHY_JUMP_CHAINWINDOW;
}