predicted viewkickback, no random, change firemode prediction, general cleanup
This commit is contained in:
parent
f72f98c46e
commit
93afe06108
17 changed files with 570 additions and 878 deletions
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@ -37,14 +37,12 @@ ClientGame_ConsoleCommand(void)
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case "getangle":
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sendevent("TS_Debug_getAngle", "");
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break;
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case "firemode":
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TS_playerChangeFiremode();
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//pSeatLocal->m_bFireModeFreshPress = TRUE;
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case "+firemode":
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Input_firemode_press();
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break;
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case "-firemode":
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Input_firemode_release();
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break;
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//case "useitems"
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// TS_playerUseItems();
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// break;
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case "+useitems":
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Input_useItems_press();
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break;
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@ -124,7 +122,6 @@ ClientGame_ConsoleCommand(void)
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TS_playerDropWeapon(); //I do it fine.
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break;
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default:
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return (0);
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}
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@ -34,11 +34,8 @@ void
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ClientGame_PreDraw(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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// TODO: may as well make TS_View_HandleZoom a player method at this point,
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// do the state check inside player then
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if(pl.iState == PLAYER_STATE::SPAWNED){
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TS_View_HandleZoom();
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}
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pl.handleZoom();
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pl.viewzoom = pl.flZoomCurrent;
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@ -60,6 +57,12 @@ ClientGame_PreDraw(void)
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}
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////////////////////////////////////////////////////////////////////
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// save the view_angles before adding in the predicted frame-total view kickback
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// from pl.vViewAngleOffset.
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view_angles_unmodified = view_angles;
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view_angles += pl.vViewAngleOffsetTotalChange;
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}//ClientGame_PreDraw
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@ -77,6 +80,8 @@ Custom_LatePreDraw(void)
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int thirdperson = (autocvar_cl_thirdperson == TRUE || pl.entnum != player_localentnum);
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TS_View_DrawExtraEffects(pl, thirdperson);
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// restore.
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view_angles = view_angles_unmodified;
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}
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@ -141,7 +146,7 @@ TS_HUD_drawPainArrows(void)
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drawpic(center + [-102,-64], g_damage_spr_l,
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[48,128], [1,1,1], rt_alpha, DRAWFLAG_ADDITIVE);
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}
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}
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@ -212,6 +212,12 @@ ClientGame_EventParse(float fHeader)
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Custom_Prediction_Server_Callback(pl);
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}break;
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#endif
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case EVENT_TS::VIEWANGLES_REQUEST:{
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sendevent("ViewAnglesR", "fff", view_angles.x, view_angles.y, view_angles.z);
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}break;
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case EVENT_TS::TEST:{
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//printfline("EVENT_TS::TEST HAPPENED");
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@ -45,12 +45,8 @@ struct
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float m_flBlockSpawnInputTime;
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BOOL m_bUseItemsFreshPress;
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// How many times has the use button been pressed before getting a server callback?
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// Also need to handle determining what in a server callback lets this be reduced
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int m_iUseItemsLatencyPresses;
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BOOL m_bUseItems;
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BOOL m_bChangeFiremode;
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} g_seatslocal[4], *pSeatLocal;
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@ -10,5 +10,3 @@ void TS_View_ResetViewModel(void);
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void TS_View_DrawCustom(player pl);
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void TS_View_DrawExtraEffects(player pl, int thirdperson);
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void TS_View_ShowMuzzleflash(int index, int akimboChoice);
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void TS_View_HandleZoom(void);
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@ -571,8 +571,6 @@ TS_View_DrawExtraEffects(player pl, int thirdperson)
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posView = pSeat->m_vecPredictedOrigin + pl.view_ofs;
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angView = view_angles;
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angView = view_angles;
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// CHECK: is "getproperty(VF_CL_VIEWANGLES)" always the same as "view_angles"?
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if(!pl.weaponEquippedAkimbo){
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@ -743,84 +741,3 @@ TS_View_ShowMuzzleflash(int index, int akimboChoice)
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}
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}
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//TAGGG - loaned from The Wastes.
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void TS_View_HandleZoom(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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if(pl == NULL){
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return;
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}
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// test
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/*
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pl.flZoomCurrent = pl.flZoomTarget;
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pl.viewzoom = pl.flZoomTarget;
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printfline("flZoomTarget: %.2f", pl.flZoomTarget);
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return;
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*/
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//printfline("WHATS GOING ON %.2f %.2f %.2f %.2f %.2f", pl.flZoomEnd, pl.flZoomTarget, pl.flZoomStart, pl.flZoomLerp, pl.flZoomCurrent);
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// - No other codebase refers to STAT_VIEWZOOM, best to replace anything
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// involving that.
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// in case of some unexpected change.
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// TODO: this might have an issue if the player were to change weapons and end up
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// on the same zoom level as a previous weapon, despite the two weapons having
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// different target values (like 0.4 vs. 0.6) at their own zoom level #1's.
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// A check for being a different equipped weapon type
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// (pl.activeweapon vs. pl.activeweapon_zoomprev, set only by setZoomLevel)
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// ought to work. But that would be a very strange case anyway
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if(pl.iZoomLevel != pl.iZoomLevelPrev){
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pl.setZoomLevel(pl.iZoomLevel);
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}
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if (pl.flZoomEnd != pl.flZoomTarget ) {
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//printfline("NEW ZOOM DETECTED: %.2f -> %.2f (zoomlev: %i)", pl.flZoomEnd, pl.flZoomTarget, pl.iZoomLevel);
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// is setting flZoomStart to flZoomEnd or flZoomCurrent a better idea?
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// at flZoomEnd means, on changing before the current lerp has finished, it jumps to beginning
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// at the end point of the lerp in progress. But starting at flZoomCurrent might be smoother?
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// if it isn't glitchy that could be nice. Trying that out.
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pl.flZoomStart = pl.flZoomCurrent;
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//pl.flZoomStart = pl.flZoomEnd;
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pl.flZoomEnd = pl.flZoomTarget;
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pl.flZoomLerp = 0.0f;
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}
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if (pl.flZoomLerp < 1.0f) {
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// Slow this down for debugging purposes, this is meant to be fast.
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// 0.8 can be safe.
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// The Wastes default was 4.
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// !!! clframetime, frametime, or input_timelength ?
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pl.flZoomLerp += clframetime * 5.7;
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if(pl.flZoomLerp >= 1.0){
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//enforce the cap.
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pl.flZoomLerp = 1.0;
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}
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//pl.flZoomCurrent = getstatf(STAT_VIEWZOOM);
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pl.flZoomCurrent = Math_Lerp(pl.flZoomStart, pl.flZoomEnd, pl.flZoomLerp);
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}
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// Set this, since Nuclide will read it in and apply instantly.
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// So same effect without having to edit Nuclide, this pipes it over for it
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// to do the setproperty thing below to apply
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//pl.viewzoom = pl.flZoomCurrent;
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////setproperty(VF_AFOV, DEFAULT_FOV * pl.flZoomCurrent);
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////setsensitivityscaler(pl.flZoomCurrent);
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// here's the way old FreeCS did it
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//setproperty(VF_AFOV, cvar("fov") * pl.viewzoom);
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//setsensitivityscaler(pl.viewzoom);
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}
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@ -90,10 +90,6 @@ enum {
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var float autocvar_movemodmulti = 1;
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//float Game_GetFriction(entity eTarget);
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//float Game_GetMaxSpeed( entity eTarget );
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// Prototype for weapons_common.qc method(s)!
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// For things here to be aware of these earlier
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void Weapons_Draw(void);
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@ -101,22 +97,26 @@ void Weapons_Holster(void);
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#if OTHER_PREDICTION_TEST == 1
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#ifdef CLIENT
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// test
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void Custom_Prediction_Server_Callback(player pl);
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void Custom_Predict_EntityUpdate(player pl);
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void Custom_Predict_PlayerPreFrame(player pl);
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void Custom_Predict_PlayerPostFrame(player pl);
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var float custom_input_sequence = 0;
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var float custom_clientcommandframe = 0;
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var float custom_servercommandframe = 0;
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#else
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var float custom_servercommandframe = 0;
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void Custom_EvaluateEntity(player pl);
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var BOOL canPlaySwitchSound = FALSE;
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var vector view_angles_unmodified;
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#endif
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#elif OTHER_PREDICTION_TEST == 2
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//var BOOL isFreshInput = FALSE;
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#if OTHER_PREDICTION_TEST == 1
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#ifdef CLIENT
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// test
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void Custom_Prediction_Server_Callback(player pl);
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void Custom_Predict_EntityUpdate(player pl);
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void Custom_Predict_PlayerPreFrame(player pl);
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void Custom_Predict_PlayerPostFrame(player pl);
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var float custom_input_sequence = 0;
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var float custom_clientcommandframe = 0;
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var float custom_servercommandframe = 0;
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#else
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var float custom_servercommandframe = 0;
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void Custom_EvaluateEntity(player pl);
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#endif
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#endif//OTHER_PREDICTION_TEST
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@ -64,14 +64,10 @@ void CSEv_TS_playerDropWeapon_(void);
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#ifdef SERVER
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void CSEv_TS_playerChangeFiremode_(void);
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#endif
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void TS_playerChangeFiremode(void);
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void _TS_playerChangeFiremode(void )
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#ifdef SERVER
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void CSEv_TS_playerUseItems_(void);
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#endif
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void TS_playerUseItems(void);
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void _TS_playerUseItems(void);
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@ -475,21 +475,6 @@ CSEv_TS_playerDropWeapon_(){
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#ifdef SERVER
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// Server receives the message
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void
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CSEv_TS_playerChangeFiremode_(void){
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player pl = (player)self;
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#ifdef FIREMODE_PREDICTION_TEST
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pl.doFiremodeChange = TRUE;
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#else
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_TS_playerChangeFiremode();
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#endif//FIREMODE_PREDICTION_TEST
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}
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#endif
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// For now, only the client will expect direct calls to these.
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// Client sends the input, server receives a message in response to perform things on
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// its end too.
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@ -500,20 +485,9 @@ TS_playerChangeFiremode(void){
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return;
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}
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#ifdef CLIENT
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sendevent("TS_playerChangeFiremode", "");
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#ifdef FIREMODE_PREDICTION_TEST
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pl.ignoreFiremodeReceiveTime = time + 0.4f;
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pl.doFiremodeChange = TRUE;
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#else
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// do it for the client too?
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_TS_playerChangeFiremode();
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#endif//FIREMODE_PREDICTION_TEST
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#else
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// SHOULD NOT HAPPEN, should call the CSEv_ version instead
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#endif
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// always now
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_TS_playerChangeFiremode();
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}
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@ -523,11 +497,6 @@ _TS_playerChangeFiremode(void ) {
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weapondynamic_t dynaRef = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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#if defined(CLIENT_CMD_SAFEMODE) && defined(CLIENT)
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// nope!
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return;
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#endif
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if(dynaRef.weaponTypeID == WEAPONDATA_TYPEID_GUN || dynaRef.weaponTypeID == WEAPONDATA_TYPEID_IRONSIGHT){
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weapondata_gun_t* basicPointer = (weapondata_gun_t*) pl.getEquippedWeaponData();
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weapondata_gun_t basicRef = *(basicPointer);
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@ -540,13 +509,10 @@ _TS_playerChangeFiremode(void ) {
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}
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int* fireModeVar;
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int* fireModeVar_net;
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if(!pl.weaponEquippedAkimbo){
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fireModeVar = &dynaRef.iFireMode;
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fireModeVar_net = &dynaRef.iFireMode_net;
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}else{
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fireModeVar = &dynaRef.iFireModeAkimbo;
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fireModeVar_net = &dynaRef.iFireModeAkimbo_net;
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}
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if( (*fireModeVar) == basicRef.iBitsFireModes){
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@ -580,11 +546,6 @@ _TS_playerChangeFiremode(void ) {
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//this power of 2 is a valid fireMode? pick it
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(*fireModeVar) = currentChoice;
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#ifdef CLIENT
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// effectively SAVE_STATE on whatever choice
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(*fireModeVar_net) = currentChoice;
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#endif
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return;
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}
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@ -598,21 +559,6 @@ _TS_playerChangeFiremode(void ) {
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#ifdef SERVER
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// Server receives the message
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void
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CSEv_TS_playerUseItems_(void){
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player pl = (player)self;
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_TS_playerUseItems();
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// Send a message back too!
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WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
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WriteByte( MSG_MULTICAST, EVENT_TS::USEITEMS_CHANGE_CALLBACK );
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msg_entity = pl;
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multicast( [0,0,0], MULTICAST_ONE );
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}
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#endif
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// For now, only the client will expect direct calls to these.
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// Client sends the input, server receives a message in response to perform things on its end too.
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@ -648,77 +594,62 @@ void
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_TS_playerUseItems(void){
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player pl = (player)self;
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weapondynamic_t dynaRef = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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if(pl.inventoryEquippedIndex != -1){
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weapondynamic_t dynaRef = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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if(dynaRef.weaponTypeID == WEAPONDATA_TYPEID_GUN || dynaRef.weaponTypeID == WEAPONDATA_TYPEID_IRONSIGHT){
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weapondata_basic_t* basicP = pl.getEquippedWeaponData();
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if(dynaRef.weaponTypeID == WEAPONDATA_TYPEID_GUN || dynaRef.weaponTypeID == WEAPONDATA_TYPEID_IRONSIGHT){
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weapondata_basic_t* basicP = pl.getEquippedWeaponData();
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int legalBuyOpts = (dynaRef.iBitsUpgrade & (*basicP).iBitsUpgrade) & (BITMASK_WEAPONOPT_TOGGLEABLE);
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// We must have the flashlight bit on, AND support it on our weapon, AND it be a possibility according to weapon data.
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int legalBuyOpts_on = (dynaRef.iBitsUpgrade_on & legalBuyOpts);
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int legalBuyOpts = (dynaRef.iBitsUpgrade & (*basicP).iBitsUpgrade) & (BITMASK_WEAPONOPT_TOGGLEABLE);
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// We must have the flashlight bit on, AND support it on our weapon, AND it be a possibility according to weapon data.
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int legalBuyOpts_on = (dynaRef.iBitsUpgrade_on & legalBuyOpts);
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int bitCount = count1Bits(legalBuyOpts, BITMASK_WEAPONOPT_TOGGLEABLE_MIN, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
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int bitCount_on = count1Bits(legalBuyOpts_on, BITMASK_WEAPONOPT_TOGGLEABLE_MIN, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
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int firstBit;
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int firstBit_on;
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if(bitCount == 0){
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//no togglable buyopts at all? I guess that's it.
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}else{
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int bitCount = count1Bits(legalBuyOpts, BITMASK_WEAPONOPT_TOGGLEABLE_MIN, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
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int bitCount_on = count1Bits(legalBuyOpts_on, BITMASK_WEAPONOPT_TOGGLEABLE_MIN, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
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int firstBit;
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int firstBit_on;
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if(bitCount == 0){
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//no togglable buyopts at all? I guess that's it.
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}else{
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#if defined(CLIENT_CMD_SAFEMODE)
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// Have a much simpler version instead
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#ifdef CLIENT
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localsound("weapons/switch.wav", CHAN_AUTO, 1.0f);
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#endif
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return;
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#endif
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if(bitCount == 1){
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//one bit available? just toggle on/off then.
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if(bitCount_on){
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dynaRef.iBitsUpgrade_on = 0;
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}else{
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dynaRef.iBitsUpgrade_on = legalBuyOpts;
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}
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if(bitCount == 1){
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//one bit available? just toggle on/off then.
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if(bitCount_on){
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dynaRef.iBitsUpgrade_on = 0;
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}else{
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//variable number of bits? See how many bits are on right now.
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if(bitCount_on == 0){
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// No bits on?
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// Turn the first one on.
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firstBit = findFirst1Bit(legalBuyOpts, BITMASK_WEAPONOPT_TOGGLEABLE_MIN, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
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dynaRef.iBitsUpgrade_on |= firstBit;
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}else if(bitCount_on == 1){
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// If we're not the last bit, turn the next one on.
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// Start by looking at the next bit (bit << 1)
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firstBit_on = findFirst1Bit(legalBuyOpts, legalBuyOpts_on << 1, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
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if(firstBit_on != 0){
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//we'll take it!
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dynaRef.iBitsUpgrade_on = firstBit_on;
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}else{
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//ran out of available bits? Take them all.
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dynaRef.iBitsUpgrade_on = legalBuyOpts;
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}
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}else{
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//more than 1? Turn them all off then.
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dynaRef.iBitsUpgrade_on = 0;
|
||||
}
|
||||
dynaRef.iBitsUpgrade_on = legalBuyOpts;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Let's be a clientside sound only.
|
||||
}else{
|
||||
//variable number of bits? See how many bits are on right now.
|
||||
if(bitCount_on == 0){
|
||||
// No bits on?
|
||||
// Turn the first one on.
|
||||
firstBit = findFirst1Bit(legalBuyOpts, BITMASK_WEAPONOPT_TOGGLEABLE_MIN, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
|
||||
dynaRef.iBitsUpgrade_on |= firstBit;
|
||||
}else if(bitCount_on == 1){
|
||||
// If we're not the last bit, turn the next one on.
|
||||
// Start by looking at the next bit (bit << 1)
|
||||
firstBit_on = findFirst1Bit(legalBuyOpts, legalBuyOpts_on << 1, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
|
||||
|
||||
if(firstBit_on != 0){
|
||||
//we'll take it!
|
||||
dynaRef.iBitsUpgrade_on = firstBit_on;
|
||||
}else{
|
||||
//ran out of available bits? Take them all.
|
||||
dynaRef.iBitsUpgrade_on = legalBuyOpts;
|
||||
}
|
||||
}else{
|
||||
//more than 1? Turn them all off then.
|
||||
dynaRef.iBitsUpgrade_on = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Let's be a clientside sound only.
|
||||
#ifdef CLIENT
|
||||
|
||||
|
||||
|
@ -726,79 +657,42 @@ _TS_playerUseItems(void){
|
|||
// enforce a check that this is the first inputframe, not repeats, to avoid sound spam
|
||||
if(custom_input_sequence==custom_clientcommandframe){
|
||||
#elif OTHER_PREDICTION_TEST == 2
|
||||
//if(input_sequence==clientcommandframe){
|
||||
//if(isFreshInput){
|
||||
if(0){ // never do it here, elsewhere instead
|
||||
|
||||
if(canPlaySwitchSound){
|
||||
// only happens once, not during prediction rewinds.
|
||||
// that would get spammy
|
||||
canPlaySwitchSound = FALSE;
|
||||
#else
|
||||
// nothing special
|
||||
if(1){
|
||||
#endif
|
||||
localsound("weapons/switch.wav", CHAN_AUTO, 1.0f);
|
||||
localsound("weapons/switch.wav", CHAN_AUTO, 1.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
// (METHOD MADE SINCE: TS_Weapons_PlaySoundChannelDirect)
|
||||
|
||||
// Any bits? Play this sound, some change happened
|
||||
//sound(pl, CHAN_ITEM, "weapons/switch.wav", 1, ATTN_NONE, 100.0f, SOUNDFLAG_PLAYER_SHARED, 0);
|
||||
|
||||
/*
|
||||
// unicast demo . Why does the sound play clientside the first few times anyway?
|
||||
// It shouldn't ever, with the clientside-call here disabled.
|
||||
|
||||
|
||||
// (METHOD MADE SINCE: TS_Weapons_PlaySoundChannelDirect)
|
||||
|
||||
// Any bits? Play this sound, some change happened
|
||||
//sound(pl, CHAN_ITEM, "weapons/switch.wav", 1, ATTN_NONE, 100.0f, SOUNDFLAG_PLAYER_SHARED, 0);
|
||||
|
||||
/*
|
||||
// unicast demo . Why does the sound play clientside the first few times anyway?
|
||||
// It shouldn't ever, with the clientside-call here disabled.
|
||||
#ifdef CLIENT
|
||||
//sound(pl, CHAN_ITEM, "weapons/switch.wav", 1, ATTN_NONE, 100.0f, SOUNDFLAG_NONE, 0);
|
||||
//sound(pl, CHAN_ITEM, "weapons/switch.wav", 1, ATTN_NONE, 100.0f, SOUNDFLAG_NONE, 0);
|
||||
#else
|
||||
sound(pl, CHAN_ITEM, "weapons/switch.wav", 1, ATTN_NONE, 100.0f, SOUNDFLAG_UNICAST, 0);
|
||||
sound(pl, CHAN_ITEM, "weapons/switch.wav", 1, ATTN_NONE, 100.0f, SOUNDFLAG_UNICAST, 0);
|
||||
#endif
|
||||
*/
|
||||
}// bitcount checks
|
||||
|
||||
|
||||
}// _GUN or _IRONSIGHT type checks
|
||||
}// weaponEquippedID check
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// TEST, might get abandoned
|
||||
#ifdef CLIENT
|
||||
void
|
||||
_TS_FRESH_playerUseItems(void){
|
||||
player pl = (player)self;
|
||||
|
||||
printfline("CSEv_TS_playerUseItems_");
|
||||
|
||||
sendevent("TS_playerUseItems", "");
|
||||
|
||||
|
||||
if(pl.inventoryEquippedIndex != -1){
|
||||
|
||||
weapondynamic_t dynaRef = pl.ary_myWeapons[pl.inventoryEquippedIndex];
|
||||
*/
|
||||
}// bitcount checks
|
||||
|
||||
if(dynaRef.weaponTypeID == WEAPONDATA_TYPEID_GUN || dynaRef.weaponTypeID == WEAPONDATA_TYPEID_IRONSIGHT){
|
||||
weapondata_basic_t* basicP = pl.getEquippedWeaponData();
|
||||
|
||||
|
||||
int legalBuyOpts = (dynaRef.iBitsUpgrade & (*basicP).iBitsUpgrade) & (BITMASK_WEAPONOPT_TOGGLEABLE);
|
||||
int bitCount = count1Bits(legalBuyOpts, BITMASK_WEAPONOPT_TOGGLEABLE_MIN, BITMASK_WEAPONOPT_TOGGLEABLE_MAX);
|
||||
|
||||
if(bitCount == 0){
|
||||
|
||||
}else{
|
||||
// Let's be a clientside sound only.
|
||||
//#ifdef CLIENT
|
||||
localsound("weapons/switch.wav", CHAN_AUTO, 1.0f);
|
||||
//#endif
|
||||
}
|
||||
|
||||
}// _GUN or _IRONSIGHT type checks
|
||||
}// weaponEquippedID check
|
||||
|
||||
}// _GUN or _IRONSIGHT type checks
|
||||
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -17,6 +17,8 @@ enum EVENT_TS{
|
|||
USEITEMS_CHANGE_CALLBACK,
|
||||
|
||||
CUSTOM_PREDICTION_CALLBACK,
|
||||
|
||||
VIEWANGLES_REQUEST,
|
||||
|
||||
TEST,
|
||||
};
|
||||
|
|
|
@ -157,30 +157,10 @@ Game_Input(void)
|
|||
*/
|
||||
|
||||
|
||||
#ifdef FIREMODE_PREDICTION_TEST
|
||||
if(pl.doFiremodeChange){
|
||||
|
||||
// so they say?
|
||||
#ifdef CLIENT
|
||||
//sendevent("TS_playerChangeFiremode", "");
|
||||
#endif
|
||||
int iOldFiremode = pl.ary_myWeapons[pl.inventoryEquippedIndex].iFireMode;
|
||||
_TS_playerChangeFiremode();
|
||||
pl.doFiremodeChange = FALSE;
|
||||
int iNewFiremode = pl.ary_myWeapons[pl.inventoryEquippedIndex].iFireMode;
|
||||
printfline("!!! pl.doFiremodeChange seen! Firemode, old:%i new:%i", iOldFiremode, iNewFiremode);
|
||||
}
|
||||
#endif
|
||||
|
||||
// TS way, weapon thinks happen alongside checking inputs
|
||||
pl.callWeaponThink();
|
||||
|
||||
|
||||
/*
|
||||
if(pl.w_attack_next > 0){
|
||||
printfline("w_attack_next > 0 at:%.2f - t:%.2f", pl.w_attack_next, time);
|
||||
}
|
||||
*/
|
||||
|
||||
// HACK: If, this frame, w_attack_next was 0, for most weapons to allow firing,
|
||||
// make that a signal to reset inputPrimaryTapFrameCount.
|
||||
|
@ -330,36 +310,31 @@ Game_Input(void)
|
|||
|
||||
//pl.callWeaponThink();
|
||||
|
||||
/*
|
||||
// primary fire.
|
||||
if (input_buttons & INPUT_BUTTON0){
|
||||
// mark as held down for future frames.
|
||||
pl.gflags |= GF_SEMI_TOGGLED;
|
||||
pl.gflags_net |= GF_SEMI_TOGGLED;
|
||||
}else{
|
||||
// mark as not held down (for the next time held down to be a fresh press)
|
||||
pl.gflags &= ~GF_SEMI_TOGGLED;
|
||||
pl.gflags_net &= ~GF_SEMI_TOGGLED;
|
||||
}
|
||||
|
||||
// And for secondary fire.
|
||||
if (input_buttons & INPUT_BUTTON3){
|
||||
pl.gflags |= GF_SEMI_SECONDARY_TOGGLED;
|
||||
pl.gflags_net |= GF_SEMI_SECONDARY_TOGGLED;
|
||||
}else{
|
||||
pl.gflags &= ~GF_SEMI_SECONDARY_TOGGLED;
|
||||
pl.gflags_net &= ~GF_SEMI_SECONDARY_TOGGLED;
|
||||
}
|
||||
*/
|
||||
|
||||
#if OTHER_PREDICTION_TEST == 2
|
||||
|
||||
/*
|
||||
if(input_impulse == 115){
|
||||
TS_playerUseItems();
|
||||
}
|
||||
// great. So that won't even work.
|
||||
//isFreshInput = FALSE;
|
||||
*/
|
||||
if(input_impulse == 115){
|
||||
if( !(pl.gflags & GF_UNUSED4)){
|
||||
TS_playerUseItems();
|
||||
}
|
||||
pl.gflags |= GF_UNUSED4;
|
||||
}else{
|
||||
pl.gflags &= ~GF_UNUSED4;
|
||||
}
|
||||
#endif
|
||||
|
||||
if(input_impulse == 116){
|
||||
if( !(pl.gflags & GF_UNUSED5)){
|
||||
TS_playerChangeFiremode();
|
||||
}
|
||||
pl.gflags |= GF_UNUSED5;
|
||||
}else{
|
||||
pl.gflags &= ~GF_UNUSED5;
|
||||
}
|
||||
|
||||
}//Game_Input
|
||||
|
||||
|
@ -479,12 +454,14 @@ void Input_useItems_press(void){
|
|||
#elif OTHER_PREDICTION_TEST == 1
|
||||
pSeatLocal->m_bUseItems = TRUE;
|
||||
#elif OTHER_PREDICTION_TEST == 2
|
||||
pSeatLocal->m_bUseItems = TRUE;
|
||||
//TAGGG - play the click only this once
|
||||
|
||||
if( !(pl.gflags & GF_UNUSED3)){
|
||||
localsound("weapons/switch.wav", CHAN_AUTO, 1.0f);
|
||||
canPlaySwitchSound = TRUE;
|
||||
}else{
|
||||
pl.gflags |= GF_UNUSED3;
|
||||
}
|
||||
pl.gflags |= GF_UNUSED3;
|
||||
|
||||
pSeatLocal->m_bUseItems = TRUE;
|
||||
#endif
|
||||
}//Input_useItems_press
|
||||
|
||||
|
@ -498,6 +475,7 @@ void Input_useItems_release(void){
|
|||
pSeatLocal->m_bUseItems = FALSE;
|
||||
#elif OTHER_PREDICTION_TEST == 2
|
||||
pSeatLocal->m_bUseItems = FALSE;
|
||||
|
||||
pl.gflags &= ~GF_UNUSED3;
|
||||
#endif
|
||||
}//Input_useItems_release
|
||||
|
@ -507,7 +485,13 @@ void Input_useItems_release(void){
|
|||
|
||||
|
||||
|
||||
void Input_firemode_press(void){
|
||||
pSeatLocal->m_bChangeFiremode = TRUE;
|
||||
}
|
||||
|
||||
void Input_firemode_release(void){
|
||||
pSeatLocal->m_bChangeFiremode = FALSE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -540,6 +524,16 @@ void ClientGame_Input_Frame(void){
|
|||
if(pl == NULL)return; // ???
|
||||
|
||||
|
||||
|
||||
/*
|
||||
// does... funky things, not cumulative, only an offset forced this frame.
|
||||
// Don't do that.
|
||||
input_angles[0] += 36;
|
||||
input_angles[1] += 36;
|
||||
input_angles[2] += 36;
|
||||
*/
|
||||
|
||||
|
||||
if(pl.iState != PLAYER_STATE::SPAWNED && pSeatLocal->m_flUI_Display != UI_SCREEN::NONE){
|
||||
// If buying, don't allow any movement inputs.
|
||||
// The above is a similar check as "g_vguiWidgetCount > 0", but the buymenu does not
|
||||
|
@ -577,24 +571,31 @@ void ClientGame_Input_Frame(void){
|
|||
//printfline("input_buttons: %d", (INPUT_BUTTON7 & input_buttons) );
|
||||
|
||||
|
||||
// NOTE - GF_UNUSED3 is being used for playing the toggle-switch sound in
|
||||
//
|
||||
#if OTHER_PREDICTION_TEST == 2
|
||||
// using GF_UNUSED4 instead of GF_UNUSED3 because that one is
|
||||
// being used to play the click-noise on toggling instead.
|
||||
// Yes, really.
|
||||
|
||||
if(pSeatLocal->m_bUseItems){
|
||||
input_impulse = 115;
|
||||
}
|
||||
|
||||
/*
|
||||
if(pSeatLocal->m_bUseItems){
|
||||
if( !(pl.gflags & GF_UNUSED4)){
|
||||
input_impulse = 115;
|
||||
//isFreshInput = TRUE;
|
||||
}
|
||||
pl.gflags |= GF_UNUSED4;
|
||||
}else{
|
||||
pl.gflags &= ~GF_UNUSED4;
|
||||
}
|
||||
*/
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
if(pSeatLocal->m_bChangeFiremode){
|
||||
input_impulse = 116;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}// ClientGame_InputFrame
|
||||
|
||||
|
||||
|
|
|
@ -224,8 +224,37 @@ class player:base_player
|
|||
|
||||
PREDICTED_INT(iMeleeCycler);
|
||||
|
||||
|
||||
// SHARED
|
||||
// PREDICTED_whatever(...);
|
||||
//vector vViewAngleOffsetTarget;
|
||||
|
||||
/*
|
||||
vector vViewAngleOffsetEnd;
|
||||
vector vViewAngleOffsetStart;
|
||||
float flViewAngleOffsetLerp;
|
||||
vector vViewAngleOffsetCurrent;
|
||||
vector vViewAngleOffsetTarget;
|
||||
vector vViewAngleMemory;
|
||||
*/
|
||||
//vector vViewAngleOffsetEnd;
|
||||
//vector vViewAngleOffsetStart;
|
||||
//float flViewAngleOffsetLerp;
|
||||
//vector vViewAngleOffsetCurrent;
|
||||
PREDICTED_FLOAT(flViewAngleOffsetTarget);
|
||||
PREDICTED_VECTOR(vViewAngleOffsetTargetDir);
|
||||
//vector vViewAngleMemory;
|
||||
|
||||
//vector vViewAngleOffsetTotalChange;
|
||||
PREDICTED_VECTOR(vViewAngleOffsetTotalChange);
|
||||
vector vViewAngleOffsetTotalChangeAlt;
|
||||
|
||||
vector receivedViewAngles;
|
||||
vector oldViewAngles;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
PREDICTED_FLOAT(fAccuracyKickback);
|
||||
PREDICTED_FLOAT(fAccuracyKickbackStartCooldown);
|
||||
|
@ -350,9 +379,6 @@ class player:base_player
|
|||
int iShotgunExtraDataID;
|
||||
|
||||
|
||||
// was BOOL (a test, not even networked though)
|
||||
PREDICTED_FLOAT(doFiremodeChange);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
@ -473,10 +499,6 @@ class player:base_player
|
|||
// nothing uses this? Whoops
|
||||
//float lastweapon;
|
||||
#endif
|
||||
|
||||
#ifdef FIREMODE_PREDICTION_TEST
|
||||
float ignoreFiremodeReceiveTime;
|
||||
#endif
|
||||
|
||||
void(void) player;
|
||||
|
||||
|
@ -489,8 +511,8 @@ class player:base_player
|
|||
|
||||
virtual void(BOOL resetInventory) reset;
|
||||
|
||||
virtual vector(vector vecInputAngles)View_approachAngleOffsetTarget;
|
||||
virtual void (void)updateTimers;
|
||||
virtual void (float arg_ang, float arg_len)addViewAngleOffset;
|
||||
|
||||
virtual void(int arg_iZoomLevel) setZoomLevel;
|
||||
virtual void(void) resetZoom;
|
||||
|
@ -510,11 +532,6 @@ class player:base_player
|
|||
|
||||
virtual void(void) callWeaponThink;
|
||||
|
||||
/*
|
||||
virtual BOOL(void) shotgunAddAmmoTime_canSet;
|
||||
virtual void(void) shotgunAddAmmoTime_setCooldownSetTime;
|
||||
*/
|
||||
|
||||
//TAGGG - CRITICAL.
|
||||
// overriding Nuclide player physics method!
|
||||
// If any ever get renamed, this needs to be kept up-to-date with that!
|
||||
|
@ -550,6 +567,7 @@ class player:base_player
|
|||
|
||||
virtual void(void) clientInputUpdate;
|
||||
virtual void(void) clientUseItemsCallback;
|
||||
virtual void(void) handleZoom;
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
// little test
|
||||
//var float otherTimer = 0;
|
||||
|
||||
#define FORCE_NETWORK_ALL_INVENTORY
|
||||
//#define FORCE_NETWORK_ALL_INVENTORY
|
||||
|
||||
|
||||
/* all potential SendFlags bits we can possibly send */
|
||||
|
@ -228,9 +228,28 @@ player::ReceiveEntity(float new, float fl)
|
|||
|
||||
//flKarateBlockCooldown
|
||||
iMeleeCycler = readbyte();
|
||||
//vViewAngleOffsetTarget[0] = readcoord();
|
||||
//vViewAngleOffsetTarget[1] = readcoord();
|
||||
//vViewAngleOffsetTarget[2] = readcoord();
|
||||
|
||||
/*
|
||||
vViewAngleOffsetTargetDir[0] = readcoord();
|
||||
vViewAngleOffsetTargetDir[1] = readcoord();
|
||||
vViewAngleOffsetTargetDir[2] = readcoord();
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
vViewAngleOffsetTotalChange[0] = readcoord();
|
||||
vViewAngleOffsetTotalChange[1] = readcoord();
|
||||
vViewAngleOffsetTotalChange[2] = readcoord();
|
||||
|
||||
|
||||
//TAGGG - vital to the viewangle-modifying kickback looking right
|
||||
// with prediction!
|
||||
setproperty(VF_CL_VIEWANGLES, GET_MY_VIEW_ANGLES + vViewAngleOffsetTotalChange);
|
||||
vViewAngleOffsetTotalChange = [0,0,0];
|
||||
|
||||
|
||||
|
||||
fAccuracyKickback = readfloat();
|
||||
fAccuracyKickbackStartCooldown = readfloat();
|
||||
|
||||
|
@ -251,9 +270,7 @@ player::ReceiveEntity(float new, float fl)
|
|||
shotgunReloadIndex = readbyte();
|
||||
shotgunAddAmmoTime = readfloat();
|
||||
shotgunAddAmmoSoundTime = readfloat();
|
||||
|
||||
//doFiremodeChange = readbyte();
|
||||
|
||||
|
||||
|
||||
|
||||
ary_myWeapons_softMax = readbyte();
|
||||
|
@ -274,11 +291,13 @@ player::ReceiveEntity(float new, float fl)
|
|||
}
|
||||
}else if(fl & PLAYER_UNUSED1){
|
||||
|
||||
i = inventoryEquippedIndex;
|
||||
//i = inventoryEquippedIndex;
|
||||
i = readbyte() - 1;
|
||||
|
||||
/// could this ever be -1?
|
||||
if(i != -1){
|
||||
ReceiveEntity_ary_myWeapons(i);
|
||||
|
||||
|
||||
|
||||
//int myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
|
||||
int betterID = ary_myWeapons[inventoryEquippedIndex].weaponID;
|
||||
|
@ -303,6 +322,11 @@ player::ReceiveEntity(float new, float fl)
|
|||
/////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// safe?
|
||||
receivedViewAngles = this.v_angle;
|
||||
|
||||
|
||||
|
||||
|
||||
// TODO! Check for any change in ammo values like this:
|
||||
// Or maybe not, looks like Weapons_AmmoUpdate isn't needed for FreeTS, HUD draw methods
|
||||
|
@ -330,19 +354,7 @@ void player::ReceiveEntity_ary_myWeapons(int i){
|
|||
ary_myWeapons[i].iBitsUpgrade_on = readbyte();
|
||||
#endif
|
||||
|
||||
int newFir = readbyte();
|
||||
|
||||
#if defined(FIREMODE_PREDICTION_TEST)
|
||||
if(i == this.inventoryEquippedIndex && ary_myWeapons[i].iFireMode != newFir){
|
||||
printfline("!!! player::ReceiveEntity, iFireMode update, changed firemode, WAS: %i NOW: %i", ary_myWeapons[i].iFireMode, newFir);
|
||||
}
|
||||
if(time >= this.ignoreFiremodeReceiveTime){
|
||||
printfline("X Change blocked, too soon");
|
||||
ary_myWeapons[i].iFireMode = newFir;
|
||||
}
|
||||
#else
|
||||
ary_myWeapons[i].iFireMode = newFir;
|
||||
#endif
|
||||
ary_myWeapons[i].iFireMode = readbyte();
|
||||
|
||||
ary_myWeapons[i].iFireModeAkimbo = readbyte();
|
||||
ary_myWeapons[i].iIronSight = readbyte();
|
||||
|
@ -368,6 +380,9 @@ player::PredictPreFrame(void)
|
|||
{
|
||||
//printfline("---PREDICT PRE FRAME");
|
||||
|
||||
//sendevent("ViewOffsetR", "fff", vViewAngleOffsetTotalChange[0], vViewAngleOffsetTotalChange[1], vViewAngleOffsetTotalChange[2]);
|
||||
|
||||
|
||||
/* the generic client attributes */
|
||||
base_player::PredictPreFrame();
|
||||
|
||||
|
@ -381,34 +396,6 @@ player::PredictPreFrame(void)
|
|||
SAVE_STATE(anim_bottom);
|
||||
SAVE_STATE(anim_bottom_time);
|
||||
|
||||
|
||||
/*
|
||||
SAVE_STATE(glock_mag);
|
||||
SAVE_STATE(mp5_mag);
|
||||
SAVE_STATE(python_mag);
|
||||
SAVE_STATE(shotgun_mag);
|
||||
SAVE_STATE(crossbow_mag);
|
||||
SAVE_STATE(rpg_mag);
|
||||
SAVE_STATE(satchel_chg);
|
||||
|
||||
SAVE_STATE(ammo_9mm);
|
||||
SAVE_STATE(ammo_357);
|
||||
SAVE_STATE(ammo_buckshot);
|
||||
SAVE_STATE(ammo_bolt);
|
||||
SAVE_STATE(ammo_rocket);
|
||||
SAVE_STATE(ammo_uranium);
|
||||
SAVE_STATE(ammo_handgrenade);
|
||||
SAVE_STATE(ammo_satchel);
|
||||
SAVE_STATE(ammo_tripmine);
|
||||
SAVE_STATE(ammo_snark);
|
||||
SAVE_STATE(ammo_hornet);
|
||||
|
||||
SAVE_STATE(ammo_m203_grenade);
|
||||
SAVE_STATE(ammo_gauss_volume);
|
||||
SAVE_STATE(ammo_rpg_state);
|
||||
SAVE_STATE(mode_tempstate);
|
||||
*/
|
||||
|
||||
SAVE_STATE(iState);
|
||||
SAVE_STATE(inventoryEquippedIndex);
|
||||
SAVE_STATE(weaponEquippedAkimbo);
|
||||
|
@ -425,9 +412,13 @@ player::PredictPreFrame(void)
|
|||
|
||||
//flKarateBlockCooldown
|
||||
SAVE_STATE(iMeleeCycler);
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
|
||||
|
||||
|
||||
SAVE_STATE(vViewAngleOffsetTargetDir);
|
||||
SAVE_STATE(vViewAngleOffsetTotalChange);
|
||||
SAVE_STATE(flViewAngleOffsetTarget);
|
||||
|
||||
|
||||
SAVE_STATE(fAccuracyKickback);
|
||||
SAVE_STATE(fAccuracyKickbackStartCooldown);
|
||||
|
||||
|
@ -441,9 +432,7 @@ player::PredictPreFrame(void)
|
|||
|
||||
SAVE_STATE(shotgunAddAmmoTime);
|
||||
SAVE_STATE(shotgunAddAmmoSoundTime);
|
||||
|
||||
//SAVE_STATE(doFiremodeChange);
|
||||
|
||||
|
||||
|
||||
SAVE_STATE(ary_myWeapons_softMax);
|
||||
for(int i = 0; i < ary_myWeapons_softMax; i++){
|
||||
|
@ -476,7 +465,6 @@ player::PredictPreFrame(void)
|
|||
// No need here now I think?
|
||||
//this.viewzoom = this.flZoomCurrent;
|
||||
|
||||
|
||||
#if OTHER_PREDICTION_TEST == 1
|
||||
Custom_Predict_PlayerPreFrame(this);
|
||||
#endif
|
||||
|
@ -495,17 +483,11 @@ player::PredictPostFrame(void)
|
|||
{
|
||||
//printfline("---PREDICT POST FRAME");
|
||||
|
||||
/*
|
||||
#ifdef CLIENT
|
||||
if(iState == PLAYER_STATE::SPAWNED){
|
||||
TS_View_HandleZoom();
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
sendevent("ViewOffsetR", "fff", vViewAngleOffsetTotalChange[0], vViewAngleOffsetTotalChange[1], vViewAngleOffsetTotalChange[2]);
|
||||
|
||||
|
||||
/* the generic client attributes */
|
||||
base_player::PredictPostFrame();
|
||||
|
||||
|
||||
// client's way of calling postthink
|
||||
postThink();
|
||||
|
@ -515,34 +497,6 @@ player::PredictPostFrame(void)
|
|||
ROLL_BACK(anim_top_time);
|
||||
ROLL_BACK(anim_bottom);
|
||||
ROLL_BACK(anim_bottom_time);
|
||||
|
||||
/*
|
||||
ROLL_BACK(glock_mag);
|
||||
ROLL_BACK(mp5_mag);
|
||||
ROLL_BACK(python_mag);
|
||||
ROLL_BACK(shotgun_mag);
|
||||
ROLL_BACK(crossbow_mag);
|
||||
ROLL_BACK(rpg_mag);
|
||||
ROLL_BACK(satchel_chg);
|
||||
|
||||
ROLL_BACK(ammo_9mm);
|
||||
ROLL_BACK(ammo_357);
|
||||
ROLL_BACK(ammo_buckshot);
|
||||
ROLL_BACK(ammo_m203_grenade);
|
||||
ROLL_BACK(ammo_bolt);
|
||||
ROLL_BACK(ammo_rocket);
|
||||
ROLL_BACK(ammo_uranium);
|
||||
ROLL_BACK(ammo_handgrenade);
|
||||
ROLL_BACK(ammo_satchel);
|
||||
ROLL_BACK(ammo_tripmine);
|
||||
ROLL_BACK(ammo_snark);
|
||||
ROLL_BACK(ammo_hornet);
|
||||
|
||||
ROLL_BACK(ammo_m203_grenade);
|
||||
ROLL_BACK(ammo_gauss_volume);
|
||||
ROLL_BACK(ammo_rpg_state);
|
||||
ROLL_BACK(mode_tempstate);
|
||||
*/
|
||||
|
||||
ROLL_BACK(iState);
|
||||
ROLL_BACK(inventoryEquippedIndex);
|
||||
|
@ -552,11 +506,6 @@ player::PredictPostFrame(void)
|
|||
ROLL_BACK(isChangingIronsight);
|
||||
//ROLL_BACK(flZoomTarget);
|
||||
|
||||
/*
|
||||
if(iZoomLevel != iZoomLevel_net){
|
||||
printfline("!!! ZoomLevel change B. %i -> %i (%.2f)", iZoomLevel, iZoomLevel_net, time);
|
||||
}
|
||||
*/
|
||||
ROLL_BACK(iZoomLevel);
|
||||
|
||||
|
||||
|
@ -568,9 +517,13 @@ player::PredictPostFrame(void)
|
|||
|
||||
//flKarateBlockCooldown
|
||||
ROLL_BACK(iMeleeCycler);
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
|
||||
|
||||
|
||||
ROLL_BACK(vViewAngleOffsetTargetDir);
|
||||
ROLL_BACK(vViewAngleOffsetTotalChange);
|
||||
ROLL_BACK(flViewAngleOffsetTarget);
|
||||
|
||||
|
||||
ROLL_BACK(fAccuracyKickback);
|
||||
ROLL_BACK(fAccuracyKickbackStartCooldown);
|
||||
|
||||
|
@ -584,7 +537,6 @@ player::PredictPostFrame(void)
|
|||
ROLL_BACK(shotgunAddAmmoTime);
|
||||
ROLL_BACK(shotgunAddAmmoSoundTime);
|
||||
|
||||
//ROLL_BACK(doFiremodeChange);
|
||||
|
||||
ROLL_BACK(ary_myWeapons_softMax);
|
||||
for(int i = 0; i < ary_myWeapons_softMax; i++){
|
||||
|
@ -604,7 +556,7 @@ player::PredictPostFrame(void)
|
|||
ROLL_BACK(ary_myWeapons[i].bNeedsPump);
|
||||
}
|
||||
|
||||
//UNNECESSARY. This array is of fixed length, so known at all times.
|
||||
// UNNECESSARY. This array is of fixed length, so known at all times.
|
||||
//WriteByte(MSG_ENTITY, ary_ammoTotal_softMax);
|
||||
for(int i = 0; i < AMMO_ID::LAST_ID; i++){
|
||||
// See serverside equivalent, too much info was lost from some pools being over 255
|
||||
|
@ -612,6 +564,7 @@ player::PredictPostFrame(void)
|
|||
ROLL_BACK_ARY(ary_ammoTotal, i);
|
||||
}
|
||||
|
||||
|
||||
#if OTHER_PREDICTION_TEST == 1
|
||||
Custom_Predict_PlayerPostFrame(this);
|
||||
#endif
|
||||
|
@ -637,83 +590,6 @@ player::EvaluateEntity(void)
|
|||
if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
|
||||
SendFlags |= PLAYER_TOPFRAME;
|
||||
|
||||
|
||||
/*
|
||||
// ammo 1 type updates
|
||||
if (ATTR_CHANGED(glock_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
if (ATTR_CHANGED(mp5_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
if (ATTR_CHANGED(python_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
if (ATTR_CHANGED(shotgun_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
if (ATTR_CHANGED(crossbow_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
if (ATTR_CHANGED(rpg_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
if (ATTR_CHANGED(satchel_chg))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
|
||||
// ammo 2 type updates
|
||||
if (ATTR_CHANGED(ammo_9mm))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_357))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_buckshot))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_bolt))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_rocket))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_uranium))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_handgrenade))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_satchel))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_tripmine))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_snark))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
if (ATTR_CHANGED(ammo_hornet))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
|
||||
if (ATTR_CHANGED(ammo_m203_grenade))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (ATTR_CHANGED(ammo_gauss_volume))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (ATTR_CHANGED(ammo_rpg_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (ATTR_CHANGED(mode_tempstate))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
|
||||
SAVE_STATE(glock_mag);
|
||||
SAVE_STATE(mp5_mag);
|
||||
SAVE_STATE(python_mag);
|
||||
SAVE_STATE(shotgun_mag);
|
||||
SAVE_STATE(crossbow_mag);
|
||||
SAVE_STATE(rpg_mag);
|
||||
SAVE_STATE(satchel_chg);
|
||||
SAVE_STATE(ammo_9mm);
|
||||
SAVE_STATE(ammo_357);
|
||||
SAVE_STATE(ammo_buckshot);
|
||||
SAVE_STATE(ammo_bolt);
|
||||
SAVE_STATE(ammo_rocket);
|
||||
SAVE_STATE(ammo_uranium);
|
||||
SAVE_STATE(ammo_handgrenade);
|
||||
SAVE_STATE(ammo_satchel);
|
||||
SAVE_STATE(ammo_tripmine);
|
||||
SAVE_STATE(ammo_snark);
|
||||
SAVE_STATE(ammo_hornet);
|
||||
|
||||
SAVE_STATE(ammo_m203_grenade);
|
||||
SAVE_STATE(ammo_gauss_volume);
|
||||
SAVE_STATE(ammo_rpg_state);
|
||||
SAVE_STATE(mode_tempstate);
|
||||
*/
|
||||
|
||||
|
||||
// IDEA: do a full-send, all weapons stats on executing a buyconfig order?
|
||||
// set some flag to convey that?
|
||||
|
||||
|
@ -787,9 +663,13 @@ player::EvaluateEntity(void)
|
|||
|
||||
//flKarateBlockCooldown
|
||||
SAVE_STATE(iMeleeCycler);
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
|
||||
|
||||
|
||||
SAVE_STATE(vViewAngleOffsetTargetDir);
|
||||
SAVE_STATE(vViewAngleOffsetTotalChange);
|
||||
SAVE_STATE(flViewAngleOffsetTarget);
|
||||
|
||||
|
||||
SAVE_STATE(fAccuracyKickback);
|
||||
SAVE_STATE(fAccuracyKickbackStartCooldown);
|
||||
|
||||
|
@ -802,9 +682,7 @@ player::EvaluateEntity(void)
|
|||
|
||||
SAVE_STATE(shotgunAddAmmoTime);
|
||||
SAVE_STATE(shotgunAddAmmoSoundTime);
|
||||
|
||||
//SAVE_STATE(doFiremodeChange);
|
||||
|
||||
|
||||
|
||||
SAVE_STATE(ary_myWeapons_softMax);
|
||||
|
||||
|
@ -851,6 +729,24 @@ player::EvaluateEntity(void)
|
|||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CSEv_ViewAnglesR_fff(float arg_x, float arg_y, float arg_z){
|
||||
player pl = (player)self;
|
||||
pl.v_angle.x = arg_x;
|
||||
pl.v_angle.y = arg_y;
|
||||
pl.v_angle.z = arg_z;
|
||||
pl.vViewAngleOffsetTotalChangeAlt = [0,0,0];
|
||||
}
|
||||
void CSEv_ViewOffsetR_fff(float arg_x, float arg_y, float arg_z){
|
||||
player pl = (player)self;
|
||||
pl.vViewAngleOffsetTotalChangeAlt.x = arg_x;
|
||||
pl.vViewAngleOffsetTotalChangeAlt.y = arg_y;
|
||||
pl.vViewAngleOffsetTotalChangeAlt.z = arg_z;
|
||||
//pl.vViewAngleOffsetTotalChangeAlt = [0,0,0];
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
player::SendEntity
|
||||
|
@ -869,20 +765,6 @@ player::SendEntity(entity ePEnt, float fChanged)
|
|||
return (0);
|
||||
}
|
||||
|
||||
//TAGGG - REPLACED.
|
||||
/*
|
||||
// other players don't need to know about these attributes
|
||||
if (ePEnt != self) {
|
||||
fChanged &= ~PLAYER_ITEMS;
|
||||
fChanged &= ~PLAYER_HEALTH;
|
||||
fChanged &= ~PLAYER_ARMOR;
|
||||
fChanged &= ~PLAYER_VIEWOFS;
|
||||
fChanged &= ~PLAYER_AMMO1;
|
||||
fChanged &= ~PLAYER_AMMO2;
|
||||
fChanged &= ~PLAYER_AMMO3;
|
||||
}
|
||||
*/
|
||||
|
||||
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
||||
WriteFloat(MSG_ENTITY, fChanged);
|
||||
|
||||
|
@ -905,42 +787,6 @@ player::SendEntity(entity ePEnt, float fChanged)
|
|||
WriteFloat(MSG_ENTITY, flViewModelFrame);
|
||||
|
||||
|
||||
|
||||
//TAGGG - REPLACED.
|
||||
/*
|
||||
if (fChanged & PLAYER_AMMO1) {
|
||||
WriteByte(MSG_ENTITY, glock_mag);
|
||||
WriteByte(MSG_ENTITY, mp5_mag);
|
||||
WriteByte(MSG_ENTITY, python_mag);
|
||||
WriteByte(MSG_ENTITY, shotgun_mag);
|
||||
WriteByte(MSG_ENTITY, crossbow_mag);
|
||||
WriteByte(MSG_ENTITY, rpg_mag);
|
||||
WriteByte(MSG_ENTITY, satchel_chg);
|
||||
}
|
||||
|
||||
if (fChanged & PLAYER_AMMO2) {
|
||||
WriteByte(MSG_ENTITY, ammo_9mm);
|
||||
WriteByte(MSG_ENTITY, ammo_357);
|
||||
WriteByte(MSG_ENTITY, ammo_buckshot);
|
||||
WriteByte(MSG_ENTITY, ammo_bolt);
|
||||
WriteByte(MSG_ENTITY, ammo_rocket);
|
||||
WriteByte(MSG_ENTITY, ammo_uranium);
|
||||
WriteByte(MSG_ENTITY, ammo_handgrenade);
|
||||
WriteByte(MSG_ENTITY, ammo_satchel);
|
||||
WriteByte(MSG_ENTITY, ammo_tripmine);
|
||||
WriteByte(MSG_ENTITY, ammo_snark);
|
||||
WriteByte(MSG_ENTITY, ammo_hornet);
|
||||
}
|
||||
|
||||
if (fChanged & PLAYER_AMMO3) {
|
||||
WriteByte(MSG_ENTITY, ammo_m203_grenade);
|
||||
WriteByte(MSG_ENTITY, ammo_gauss_volume);
|
||||
WriteByte(MSG_ENTITY, ammo_rpg_state);
|
||||
WriteByte(MSG_ENTITY, mode_tempstate);
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// TODO MAJOR!!!
|
||||
// Only send updates if we shuffled the weapons around (update everything, all weapons),
|
||||
// OR if a particular weapon states to update its features, perhaps sending itself
|
||||
|
@ -966,9 +812,14 @@ player::SendEntity(entity ePEnt, float fChanged)
|
|||
|
||||
//flKarateBlockCooldown
|
||||
WriteByte(MSG_ENTITY, iMeleeCycler);
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
|
||||
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
|
||||
|
||||
|
||||
WriteCoord(MSG_ENTITY, vViewAngleOffsetTotalChange[0] );
|
||||
WriteCoord(MSG_ENTITY, vViewAngleOffsetTotalChange[1] );
|
||||
WriteCoord(MSG_ENTITY, vViewAngleOffsetTotalChange[2] );
|
||||
|
||||
vViewAngleOffsetTotalChange = [0,0,0];
|
||||
|
||||
WriteFloat(MSG_ENTITY, fAccuracyKickback);
|
||||
WriteFloat(MSG_ENTITY, fAccuracyKickbackStartCooldown);
|
||||
|
||||
|
@ -981,9 +832,7 @@ player::SendEntity(entity ePEnt, float fChanged)
|
|||
WriteByte(MSG_ENTITY, shotgunReloadIndex );
|
||||
WriteFloat(MSG_ENTITY, shotgunAddAmmoTime );
|
||||
WriteFloat(MSG_ENTITY, shotgunAddAmmoSoundTime );
|
||||
|
||||
//WriteByte(MSG_ENTITY, doFiremodeChange);
|
||||
|
||||
|
||||
|
||||
|
||||
//weapondynamic_t ary_myWeapons[ary_myWeapons_length];
|
||||
|
@ -1006,7 +855,9 @@ player::SendEntity(entity ePEnt, float fChanged)
|
|||
}
|
||||
}else if(fChanged & PLAYER_UNUSED1){
|
||||
|
||||
i = inventoryEquippedIndex;
|
||||
i = (int)inventoryEquippedIndex;
|
||||
WriteByte(MSG_ENTITY, i + 1);
|
||||
|
||||
/// could this ever be -1?
|
||||
if(i != -1){
|
||||
SendEntity_ary_myWeapons(i);
|
||||
|
@ -1069,9 +920,6 @@ player::player(void){
|
|||
iState = PLAYER_STATE::NOCLIP;
|
||||
completeInventorySend = FALSE;
|
||||
|
||||
#ifdef FIREMODE_PREDICTION_TEST
|
||||
ignoreFiremodeReceiveTime = -1;
|
||||
#endif
|
||||
|
||||
#ifdef SERVER
|
||||
money = 0; //safety?
|
||||
|
@ -1108,51 +956,6 @@ player::player(void){
|
|||
|
||||
reset(TRUE); //cover anything specified in here too
|
||||
|
||||
/*
|
||||
#ifdef SERVER
|
||||
|
||||
player someThingy = this;
|
||||
printfline("***CHECKPOINT player2***");
|
||||
printfline("CBaseEntity: %i", someThingy.CBaseEntity);
|
||||
printfline("Respawn: %i", someThingy.Respawn);
|
||||
printfline("Hide: %i", someThingy.Hide);
|
||||
printfline("ParentUpdate: %i", someThingy.ParentUpdate);
|
||||
printfline("SendEntity: %i", someThingy.SendEntity);
|
||||
printfline("Pain: %i", someThingy.Pain);
|
||||
printfline("Death: %i", someThingy.Death);
|
||||
printfline("SetEffects: %i", someThingy.SetEffects);
|
||||
printfline("SetFrame: %i", someThingy.SetFrame);
|
||||
printfline("SetModel: %i", someThingy.SetModel);
|
||||
printfline("SetModelindex: %i", someThingy.SetModelindex);
|
||||
printfline("SetMovetype: %i", someThingy.SetMovetype);
|
||||
printfline("SetSkin: %i", someThingy.SetSkin);
|
||||
printfline("SetSolid: %i", someThingy.SetSolid);
|
||||
printfline("SetBody: %i", someThingy.SetBody);
|
||||
printfline("SetAngles: %i", someThingy.SetAngles);
|
||||
printfline("SetOrigin: %i", someThingy.SetOrigin);
|
||||
printfline("SetSize: %i", someThingy.SetSize);
|
||||
printfline("SetRenderFX: %i", someThingy.SetRenderFX);
|
||||
printfline("SetRenderMode: %i", someThingy.SetRenderMode);
|
||||
printfline("SetRenderAmt: %i", someThingy.SetRenderAmt);
|
||||
printfline("SetRenderColor: %i", someThingy.SetRenderColor);
|
||||
|
||||
printfline("player: %i", someThingy.player);
|
||||
printfline("reset: %i", someThingy.reset);
|
||||
printfline("View_approachAngleOffsetTarget: %i", someThingy.View_approachAngleOffsetTarget);
|
||||
printfline("updateTimers: %i", someThingy.updateTimers);
|
||||
printfline("frameThink: %i", someThingy.frameThink);
|
||||
printfline("frameThink_fromServer: %i", someThingy.frameThink_fromServer);
|
||||
printfline("preThink: %i", someThingy.preThink);
|
||||
printfline("postThink: %i", someThingy.postThink);
|
||||
printfline("attemptAddWeaponFromPickup: %i", someThingy.attemptAddWeaponFromPickup);
|
||||
printfline("dropWeapon: %i", someThingy.dropWeapon);
|
||||
printfline("anyAmmoPoolNonEmpty: %i", someThingy.anyAmmoPoolNonEmpty);
|
||||
printfline("dropAmmo: %i", someThingy.dropAmmo);
|
||||
printfline("***END***");
|
||||
|
||||
#endif
|
||||
*/
|
||||
|
||||
|
||||
}// player constructor
|
||||
|
||||
|
@ -1171,6 +974,8 @@ player::reset(BOOL resetInventory){
|
|||
|
||||
resetZoom();
|
||||
|
||||
//this.flViewAngleOffsetLerp = 1.0f;
|
||||
|
||||
#ifdef CLIENT
|
||||
// For safety, doing this.
|
||||
// If anywhere that ever calls for this method clientside has this set
|
||||
|
@ -1221,9 +1026,7 @@ player::reset(BOOL resetInventory){
|
|||
shotgunReloadIndex = 0;
|
||||
shotgunAddAmmoTime = -1;
|
||||
shotgunAddAmmoSoundTime = -1;
|
||||
|
||||
doFiremodeChange = FALSE;
|
||||
|
||||
|
||||
//Grenade stuff
|
||||
grenadeFireIndex = -1;
|
||||
grenadeHeldDuration = -1;
|
||||
|
@ -1257,7 +1060,10 @@ player::reset(BOOL resetInventory){
|
|||
#endif
|
||||
|
||||
// do this at spawn too. oh right, this 'reset' method is called from there.
|
||||
vViewAngleOffsetTarget = [0, 0, 0];
|
||||
|
||||
//vViewAngleOffsetTarget = [0, 0, 0];
|
||||
flViewAngleOffsetTarget = 0;
|
||||
|
||||
fAccuracyKickback = 0;
|
||||
fAccuracyKickbackStartCooldown = -1;
|
||||
|
||||
|
@ -1317,46 +1123,6 @@ player::reset(BOOL resetInventory){
|
|||
|
||||
|
||||
|
||||
vector
|
||||
player::View_approachAngleOffsetTarget(vector vecInputAngles)
|
||||
{
|
||||
float frametimeUse;
|
||||
|
||||
// is this wise?
|
||||
#ifdef CLIENT
|
||||
frametimeUse = clframetime;
|
||||
#else
|
||||
frametimeUse = frametime;
|
||||
#endif
|
||||
|
||||
// !!! Not involving frametimeUse yet? Whoops.
|
||||
|
||||
|
||||
// do we have an offset at all?
|
||||
if( vlen(vViewAngleOffsetTarget) != 0){
|
||||
|
||||
//shift our view to get closer to looking in the direction suggested by it.
|
||||
vector vecToMove;
|
||||
|
||||
vecToMove = vViewAngleOffsetTarget * 0.22;
|
||||
float vecToMoveLen = vlen(vecToMove);
|
||||
|
||||
if(vecToMoveLen < 0.001 || vecToMoveLen >= vlen(vViewAngleOffsetTarget) ){
|
||||
//nah nevermind, just move to the target already.
|
||||
//printfline("View_approachAngleOffsetTarget: LAST ONE");
|
||||
vecToMove = vViewAngleOffsetTarget;
|
||||
}else{
|
||||
|
||||
}
|
||||
|
||||
vecInputAngles += vecToMove * 1.28;
|
||||
vViewAngleOffsetTarget -= vecToMove;
|
||||
|
||||
}
|
||||
|
||||
return vecInputAngles;
|
||||
}//View_approachAngleOffsetTarget
|
||||
|
||||
|
||||
|
||||
// little test
|
||||
|
@ -1369,7 +1135,6 @@ void
|
|||
player::updateTimers(void){
|
||||
|
||||
|
||||
|
||||
// good place for this? Cloned from w_attack_next as a separate counter
|
||||
// for akimbo firing to use.
|
||||
w_attack_akimbo_next = max(0, w_attack_akimbo_next - input_timelength);
|
||||
|
@ -1395,6 +1160,9 @@ player::updateTimers(void){
|
|||
//fKarateStamina = bound(0, fKarateStamina + frametime * 0.1667, 1);
|
||||
fKarateStamina = bound(0, fKarateStamina + input_timelength * 0.1667, 1);
|
||||
}
|
||||
|
||||
//printfline("KARATE STAMINA? %.2f", fKarateStamina);
|
||||
|
||||
if(fAccuracyKickbackStartCooldown != -1){
|
||||
if(fAccuracyKickbackStartCooldown <= 0){
|
||||
// begin reducing
|
||||
|
@ -1409,49 +1177,225 @@ player::updateTimers(void){
|
|||
}//kickbackStartCooldown check
|
||||
|
||||
|
||||
/*
|
||||
#ifdef CLIENT
|
||||
#define my_frametime clframetime
|
||||
#else
|
||||
#define my_frametime frametime
|
||||
#endif
|
||||
*/
|
||||
|
||||
#define my_frametime input_timelength
|
||||
|
||||
//vector viewChange;
|
||||
float flViewChange;
|
||||
vector vViewChangeDir;
|
||||
|
||||
|
||||
if(flViewAngleOffsetTarget <= 0.02){
|
||||
flViewChange = this.flViewAngleOffsetTarget;
|
||||
vViewChangeDir = this.vViewAngleOffsetTargetDir;
|
||||
this.flViewAngleOffsetTarget = 0;
|
||||
}else{
|
||||
float lenOfVAOT = this.flViewAngleOffsetTarget;
|
||||
float amountToChangeBy = this.flViewAngleOffsetTarget * 36 * my_frametime;
|
||||
float amountToReduceBy = this.flViewAngleOffsetTarget * 18 * my_frametime;
|
||||
|
||||
//printfline("COMPARISON? cb:%.2f rb:%.2f - total:%.2f", amountToChangeBy, amountToReduceBy, lenOfVAOT);
|
||||
|
||||
// if changing the vViewOffsetTarget by this much would
|
||||
// go past the offset into pushing it past what was intended,
|
||||
// don't allow that! Might not even be possible
|
||||
if(amountToReduceBy >= lenOfVAOT){
|
||||
flViewChange = this.flViewAngleOffsetTarget;
|
||||
vViewChangeDir = this.vViewAngleOffsetTargetDir;
|
||||
this.flViewAngleOffsetTarget = 0;
|
||||
}else{
|
||||
this.flViewAngleOffsetTarget -= amountToReduceBy;
|
||||
|
||||
flViewChange = amountToChangeBy;
|
||||
vViewChangeDir = this.vViewAngleOffsetTargetDir;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
vector finalChange = flViewChange * vViewChangeDir;
|
||||
|
||||
|
||||
this.vViewAngleOffsetTotalChange += finalChange;
|
||||
this.vViewAngleOffsetTotalChangeAlt += finalChange;
|
||||
|
||||
// test? main one
|
||||
#ifndef CLIENT
|
||||
GET_MY_VIEW_ANGLES = GET_MY_VIEW_ANGLES + finalChange;
|
||||
#else
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
}//updateTimers
|
||||
|
||||
|
||||
|
||||
|
||||
// add kickback that pushes the camera by some angle.
|
||||
// Cumulative with existing kickback not yet finished being applied.
|
||||
void player::addViewAngleOffset(float arg_ang, float arg_len){
|
||||
|
||||
|
||||
/*
|
||||
#ifdef CLIENT
|
||||
|
||||
printfline("--- %d - %d", input_sequence, tempQueue2[input_sequence % 512]);
|
||||
|
||||
if(!tempQueue2[input_sequence % 512]){
|
||||
return;
|
||||
}else{
|
||||
tempQueue2[input_sequence % 512] = FALSE;
|
||||
}
|
||||
|
||||
printfline("!!! addViewAngleOffset !!! %d", input_sequence);
|
||||
#endif
|
||||
*/
|
||||
|
||||
|
||||
|
||||
if(flViewAngleOffsetTarget == 0){
|
||||
// easy, replace completely
|
||||
flViewAngleOffsetTarget = arg_len;
|
||||
vViewAngleOffsetTargetDir = [-sin(arg_ang), cos(arg_ang), 0];
|
||||
}else{
|
||||
// Have to unpack the vector, add it, and re-do the split value/dir way.
|
||||
// Might be a smarter way to do that math-wise but this works for now
|
||||
vector tempVec = flViewAngleOffsetTarget * vViewAngleOffsetTargetDir;
|
||||
vector newVec = arg_len * [-sin(arg_ang), cos(arg_ang), 0];
|
||||
tempVec = tempVec + newVec;
|
||||
flViewAngleOffsetTarget = vlen(tempVec);
|
||||
if(flViewAngleOffsetTarget != 0){
|
||||
vViewAngleOffsetTargetDir = tempVec / flViewAngleOffsetTarget;
|
||||
}else{
|
||||
// what.
|
||||
// Nothing to do, leave flViewAngleOffsetTarget at 0 to be ignored
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#ifdef CLIENT
|
||||
|
||||
void
|
||||
_TS_FRESH_playerUseItems(void);
|
||||
|
||||
// client only, check some other input-related CVars.
|
||||
void
|
||||
player::clientInputUpdate(void){
|
||||
|
||||
//printfline("---clientInputUpdate");
|
||||
|
||||
/*
|
||||
if(pSeatLocal->m_bUseItemsFreshPress){
|
||||
pSeatLocal->m_bUseItemsFreshPress = FALSE;
|
||||
pSeatLocal->m_iUseItemsLatencyPresses++;
|
||||
_TS_FRESH_playerUseItems();
|
||||
}
|
||||
|
||||
int i;
|
||||
for(i = 0; i < pSeatLocal->m_iUseItemsLatencyPresses; i++){
|
||||
TS_playerUseItems();
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void
|
||||
player::clientUseItemsCallback(void){
|
||||
|
||||
//pSeatLocal->m_iUseItemsLatencyPresses--;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// - initially from The Wastes.
|
||||
void player::handleZoom(void)
|
||||
{
|
||||
|
||||
if(this.iState != PLAYER_STATE::SPAWNED){
|
||||
// zoom is only allowed for ingame.
|
||||
return;
|
||||
}
|
||||
|
||||
// test
|
||||
/*
|
||||
this.flZoomCurrent = this.flZoomTarget;
|
||||
this.viewzoom = this.flZoomTarget;
|
||||
printfline("flZoomTarget: %.2f", this.flZoomTarget);
|
||||
return;
|
||||
*/
|
||||
|
||||
//printfline("WHATS GOING ON %.2f %.2f %.2f %.2f %.2f", this.flZoomEnd, this.flZoomTarget, this.flZoomStart, this.flZoomLerp, this.flZoomCurrent);
|
||||
|
||||
// - No other codebase refers to STAT_VIEWZOOM, best to replace anything
|
||||
// involving that.
|
||||
|
||||
// in case of some unexpected change.
|
||||
// TODO: this might have an issue if the player were to change weapons and end up
|
||||
// on the same zoom level as a previous weapon, despite the two weapons having
|
||||
// different target values (like 0.4 vs. 0.6) at their own zoom level #1's.
|
||||
// A check for being a different equipped weapon type
|
||||
// (this.activeweapon vs. this.activeweapon_zoomprev, set only by setZoomLevel)
|
||||
// ought to work. But that would be a very strange case anyway
|
||||
if(this.iZoomLevel != this.iZoomLevelPrev){
|
||||
this.setZoomLevel(this.iZoomLevel);
|
||||
}
|
||||
|
||||
if (this.flZoomEnd != this.flZoomTarget ) {
|
||||
//printfline("NEW ZOOM DETECTED: %.2f -> %.2f (zoomlev: %i)", this.flZoomEnd, this.flZoomTarget, this.iZoomLevel);
|
||||
|
||||
// is setting flZoomStart to flZoomEnd or flZoomCurrent a better idea?
|
||||
// at flZoomEnd means, on changing before the current lerp has finished, it jumps to beginning
|
||||
// at the end point of the lerp in progress. But starting at flZoomCurrent might be smoother?
|
||||
// if it isn't glitchy that could be nice. Trying that out.
|
||||
|
||||
this.flZoomStart = this.flZoomCurrent;
|
||||
//this.flZoomStart = this.flZoomEnd;
|
||||
|
||||
this.flZoomEnd = this.flZoomTarget;
|
||||
this.flZoomLerp = 0.0f;
|
||||
}
|
||||
|
||||
if (this.flZoomLerp < 1.0f) {
|
||||
// Slow this down for debugging purposes, this is meant to be fast.
|
||||
// 0.8 can be safe.
|
||||
// The Wastes default was 4.
|
||||
|
||||
// !!! clframetime, frametime, or input_timelength ?
|
||||
this.flZoomLerp += clframetime * 5.7;
|
||||
|
||||
if(this.flZoomLerp >= 1.0){
|
||||
//enforce the cap.
|
||||
this.flZoomLerp = 1.0;
|
||||
}
|
||||
|
||||
//this.flZoomCurrent = getstatf(STAT_VIEWZOOM);
|
||||
this.flZoomCurrent = Math_Lerp(this.flZoomStart, this.flZoomEnd, this.flZoomLerp);
|
||||
}
|
||||
|
||||
// Set this, since Nuclide will read it in and apply instantly.
|
||||
// So same effect without having to edit Nuclide, this pipes it over for it
|
||||
// to do the setproperty thing below to apply
|
||||
//this.viewzoom = this.flZoomCurrent;
|
||||
|
||||
////setproperty(VF_AFOV, DEFAULT_FOV * this.flZoomCurrent);
|
||||
////setsensitivityscaler(this.flZoomCurrent);
|
||||
|
||||
// here's the way old FreeCS did it
|
||||
//setproperty(VF_AFOV, cvar("fov") * this.viewzoom);
|
||||
//setsensitivityscaler(this.viewzoom);
|
||||
|
||||
|
||||
|
||||
|
||||
}// TS_View_HandleZoom
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void
|
||||
player::setZoomLevel(int arg_iZoomLevel){
|
||||
iZoomLevel = arg_iZoomLevel;
|
||||
|
@ -1705,30 +1649,6 @@ player::callWeaponThink(void){
|
|||
}
|
||||
|
||||
|
||||
// well that didn't work.
|
||||
/*
|
||||
BOOL
|
||||
player::shotgunAddAmmoTime_canSet(void){
|
||||
#ifdef CLIENT
|
||||
// require the cooldown
|
||||
// is cltime better? Unsure
|
||||
return (time >= shotgunAddAmmoTime_cooldownSetTime);
|
||||
#else
|
||||
// Server? Always
|
||||
return TRUE;
|
||||
#endif
|
||||
}
|
||||
void
|
||||
player::shotgunAddAmmoTime_setCooldownSetTime(void){
|
||||
#ifdef CLIENT
|
||||
// do it
|
||||
shotgunAddAmmoTime_cooldownSetTime = time + 0.02f;
|
||||
#else
|
||||
// Server? I don't.
|
||||
#endif
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
#ifdef SERVER
|
||||
// (Comment may be out of date, verify if serverside postthink or setting think methods
|
||||
|
@ -1759,7 +1679,6 @@ player::frameThink_fromServer(void){
|
|||
|
||||
|
||||
|
||||
|
||||
// preThink & postThink are supporter client and serverside.
|
||||
// They're not built-in methods per entity nor called by Nuclide.
|
||||
// For clientside, preThink/postThink are called by prediction pre/post methods.
|
||||
|
@ -1859,7 +1778,6 @@ player::postThink(void){
|
|||
// is that wise? There is also "frametime".
|
||||
//printfline("-------postThink %.3f - %.3f------", cltime_delta, frametime);
|
||||
|
||||
|
||||
/*
|
||||
// if anything like this were ever needed?
|
||||
w_attack_next_nonet -= cltime_delta;
|
||||
|
@ -1909,39 +1827,12 @@ player::postThink(void){
|
|||
void
|
||||
player::preThinkShared(void){
|
||||
|
||||
// Empty, for now.
|
||||
|
||||
|
||||
//TAGGG - any use for input_angles here? Shared, predicted?
|
||||
|
||||
// TODO: make this view kickback properly predicted
|
||||
#ifdef CLIENT
|
||||
//printfline("So what is my view ang?? %.2f %.2f", view_angles[0], view_angles[1]);
|
||||
// TODO - for clientside, this would need to involve the "view_angles" global
|
||||
// instead! Unsure if the macro GET_VIEW_ANGLES is good enough
|
||||
//v_angle = View_approachAngleOffsetTarget(v_angle);
|
||||
//view_angles = View_approachAngleOffsetTarget(view_angles);
|
||||
#else
|
||||
//printfline("So what is my view ang?? %.2f %.2f", this.v_angle[0], this.v_angle[1]);
|
||||
this.v_angle = View_approachAngleOffsetTarget(this.v_angle);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
// little test
|
||||
//otherTimer += frametime;
|
||||
|
||||
//changedWeaponRecentlyTimer = max(0, changedWeaponRecentlyTimer - frametime);
|
||||
|
||||
//if(fUncrouchBlockDelay > 0){
|
||||
// printfline("WHAT IS IT %.2f", fUncrouchBlockDelay);
|
||||
//}
|
||||
//fMoveBlockDelay = max(0, fMoveBlockDelay - frametime);
|
||||
//fUncrouchBlockDelay = max(0, fUncrouchBlockDelay - frametime);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef SERVER
|
||||
|
||||
BOOL
|
||||
|
|
|
@ -10,26 +10,6 @@
|
|||
// also, FTE needs a space after a preprocessor macro name for a slash to drop-down to the
|
||||
// rest of the definition, like "#define thing \".
|
||||
|
||||
|
||||
|
||||
// Few config macros:
|
||||
|
||||
// If this is on, what's done for clientside on some commands (change firemode, change
|
||||
// buyoption toggleables) will be dummied or much simpler to avoid a slight flicker
|
||||
// seen in realistic packet delays (typical multiplayer).
|
||||
// Why doesn't the chage made just stay until server update? I have no idea.
|
||||
//#define CLIENT_CMD_SAFEMODE
|
||||
|
||||
|
||||
// Do testing to see my attempt to get prediction with firemodes working (default control:
|
||||
// F-key).
|
||||
// Or, obvious with a high cl_delay_packets choice (1000), the firemode flickers to the
|
||||
// new value and back to the old one, the full second has to pass for a delay_packets choice
|
||||
// of 1000, and then it stays at the new version. ...?
|
||||
// Why do messages keep coming back from the server to revert the firemode until the server
|
||||
// message comes back? Shouldn't it be the case that nothing happens to it until then?
|
||||
//#define FIREMODE_PREDICTION_TEST
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
|
|
@ -805,6 +805,7 @@ MELEE_HIT_RESPONSE weapon_base_onPrimaryAttack_melee(player pl, weapondata_basic
|
|||
MELEE_HIT_RESPONSE weapon_base_onPrimaryAttack_melee_fromCustomDirection(player pl, weapondata_basic_t* basePRef, weapondynamic_t arg_thisWeapon, float damageToDeal, float range, vector customAngle );
|
||||
|
||||
void weapon_base_onAttack(player pl, weapondata_basic_t* basePRef, weapondynamic_t arg_thisWeapon, int attackTypeUsed);
|
||||
void weapon_base_onAttack_individual(player pl, weapondata_basic_t* basePRef, weapondynamic_t arg_thisWeapon, int shellCount);
|
||||
void weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynamic_t arg_thisWeapon, int shellCount, int attackTypeUsed);
|
||||
|
||||
|
||||
|
|
|
@ -304,31 +304,18 @@ weapon_base_onAttack(player pl, weapondata_basic_t* basePRef, weapondynamic_t ar
|
|||
}// weapon_base_onAttack
|
||||
|
||||
|
||||
// Was considering making this client-callable, buuuuut
|
||||
// the fire-viewcamera-kickback thing is going a different direciton though, so never mind that.
|
||||
// In short, this is effectively serverside-only, clientside script in any weapon is never expected to call this method.
|
||||
// If we ever need that changed, that would need to be edited in every single weapon.. ehhhhhh.
|
||||
// TODO! Mass rename this to weapon_gun_onAttack_multi, same for above.
|
||||
// Why would this ever be called for a non-gun? Melee uses a different method completely,
|
||||
// and we refer to fRange here, a weapon-only attribute.
|
||||
// (effectively becomes 'max number of penetrations allowed', which is still something only for guns)
|
||||
// NOTE - checks for being unable to fire yet not included!
|
||||
|
||||
// For firing once the left or right has been picked for firing, does not matter which as this has
|
||||
// no effect on the weapon stats. Also applies kickback for firing once.
|
||||
void
|
||||
weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynamic_t arg_thisWeapon, int shellCount, int attackTypeUsed)
|
||||
{
|
||||
|
||||
weapon_base_onAttack_individual(player pl, weapondata_basic_t* basePRef, weapondynamic_t arg_thisWeapon, int shellCount){
|
||||
|
||||
weapondata_gun_t baseRef = *((weapondata_gun_t*)basePRef);
|
||||
|
||||
//TAGGG - shared random test
|
||||
float randoAngFactor = randomInRange_f(0, 1);
|
||||
//float randoAngFactor = 0.5;
|
||||
|
||||
|
||||
|
||||
//float finalAng = (40 + randoAngFactor*( (90-40)*2 ) ) *(M_PI/180);
|
||||
|
||||
float randoAngFactor;
|
||||
float finalAng;
|
||||
float finalAmount;
|
||||
float angleRange = 115;
|
||||
float finalAng = ( 90 - (angleRange/2) + randoAngFactor*( angleRange ) ) *(M_PI/180);
|
||||
float baseAcc = baseRef.firestats.fAccuracy;
|
||||
float kickbackToApply = pl.fAccuracyKickback;
|
||||
|
||||
|
@ -341,7 +328,6 @@ weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynami
|
|||
// The lasersight can be turned off, so check for "_on" instead in that case.
|
||||
int legalBuyOpts_on = (arg_thisWeapon.iBitsUpgrade_on & legalBuyOpts);
|
||||
|
||||
|
||||
if(legalBuyOpts_on & BITS_WEAPONOPT_LASERSIGHT){
|
||||
baseAcc *= 0.72;
|
||||
kickbackToApply *= 0.87;
|
||||
|
@ -352,10 +338,6 @@ weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynami
|
|||
}
|
||||
|
||||
float acc = baseAcc + kickbackToApply;
|
||||
|
||||
|
||||
//TODO - factor in 'fAccuracyKickback' too.
|
||||
|
||||
vector toGo;
|
||||
float miner = 0.65 * 1;
|
||||
float maxer = 1.00 * 1;
|
||||
|
@ -387,32 +369,27 @@ weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynami
|
|||
#endif
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef SERVER
|
||||
// Now, adjust the v_angle to account for the knockback I expet
|
||||
// the user to have at this point, might not have completely
|
||||
// accurate view angles from the client t the moment.
|
||||
// BEWARE: using only a vViewAngleOffsetTotalChangeAlt given
|
||||
// by the client is asking to get this modified, unsure of
|
||||
// alternatives yet, see where this is received from the client
|
||||
// in ts/src/shared/player.qc.
|
||||
vector oldAng = pl.v_angle;
|
||||
pl.v_angle += pl.vViewAngleOffsetTotalChangeAlt;
|
||||
TraceAttack_FireBullets(shellCount, (pl.origin + pl.view_ofs), baseRef.fAttackDamage, [acc, acc], (int)pl.activeweapon);
|
||||
pl.v_angle = oldAng;
|
||||
#endif
|
||||
|
||||
//TAGGG - TODO! Re-picking the angle to kickback per hit may make more sense than varrying the intensity
|
||||
// of the exact same direction for both shots, just a thought
|
||||
if(attackTypeUsed & BITS_AKIMBOCHOICE_LEFT){
|
||||
//left
|
||||
#ifdef SERVER
|
||||
TraceAttack_FireBullets(shellCount, (pl.origin + pl.view_ofs), baseRef.fAttackDamage, [acc, acc], (int)pl.activeweapon);
|
||||
#endif
|
||||
arg_thisWeapon.iClipLeft -= 1;
|
||||
//TAGGG - shared random test
|
||||
toGo = [-sin(finalAng), cos(finalAng), 0] * baseRef.firestats.fViewKickback * randomInRange_f(miner, maxer);
|
||||
//toGo = [-sin(finalAng), cos(finalAng), 0] * baseRef.firestats.fViewKickback * 0.7;
|
||||
pl.vViewAngleOffsetTarget += toGo;
|
||||
}
|
||||
if(attackTypeUsed & BITS_AKIMBOCHOICE_RIGHT){
|
||||
|
||||
//right
|
||||
#ifdef SERVER
|
||||
TraceAttack_FireBullets(shellCount, (pl.origin + pl.view_ofs), baseRef.fAttackDamage, [acc, acc], (int)pl.activeweapon);
|
||||
#endif
|
||||
arg_thisWeapon.iClipAkimboLeft -= 1;
|
||||
//TAGGG - shared random test
|
||||
toGo = [-sin(finalAng), cos(finalAng), 0] * baseRef.firestats.fViewKickback * randomInRange_f(miner, maxer);
|
||||
//toGo = [-sin(finalAng), cos(finalAng), 0] * baseRef.firestats.fViewKickback * 0.7;
|
||||
pl.vViewAngleOffsetTarget += toGo;
|
||||
}
|
||||
//TAGGG - shared random test
|
||||
//randoAngFactor = randomInRange_f(0, 1);
|
||||
//finalAmount = baseRef.firestats.fViewKickback * randomInRange_f(miner, maxer);
|
||||
randoAngFactor = 0.5;
|
||||
finalAmount = baseRef.firestats.fViewKickback * 0.7;
|
||||
finalAng = ( 90 - (angleRange/2) + randoAngFactor*( angleRange ) ) * (M_PI/180);
|
||||
pl.addViewAngleOffset(finalAng, finalAmount);
|
||||
|
||||
// TODO - be better shared later?
|
||||
// Syncing view kickback would need the random-ness to be handled between server/client,
|
||||
|
@ -426,6 +403,29 @@ weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynami
|
|||
//cap it.
|
||||
pl.fAccuracyKickback = 0.1;
|
||||
}
|
||||
}// weapon_base_onAttack_individual
|
||||
|
||||
|
||||
|
||||
// Most weapons firing should call this to start, turns LEFT and RIGHT akimbo choices into their
|
||||
// own "individual" calls, so twice if both are fired in the same frame. Same for view/accuracy
|
||||
// kickback applied
|
||||
void
|
||||
weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynamic_t arg_thisWeapon, int shellCount, int attackTypeUsed)
|
||||
{
|
||||
|
||||
//TAGGG - TODO! Re-picking the angle to kickback per hit may make more sense than varrying the intensity
|
||||
// of the exact same direction for both shots, just a thought
|
||||
if(attackTypeUsed & BITS_AKIMBOCHOICE_LEFT){
|
||||
//left
|
||||
weapon_base_onAttack_individual(pl, basePRef, arg_thisWeapon, shellCount);
|
||||
arg_thisWeapon.iClipLeft -= 1;
|
||||
}
|
||||
if(attackTypeUsed & BITS_AKIMBOCHOICE_RIGHT){
|
||||
weapon_base_onAttack_individual(pl, basePRef, arg_thisWeapon, shellCount);
|
||||
arg_thisWeapon.iClipAkimboLeft -= 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// TODO - third person. This is mad old isn't it
|
||||
|
@ -457,7 +457,7 @@ weapon_gun_burstFire(
|
|||
|
||||
// and fire this very first frame.
|
||||
weapon_gun_fireBurstBullet(pl, basePRef, arg_thisWeapon);
|
||||
}//weapon_gun_burstFire
|
||||
}// weapon_gun_burstFire
|
||||
|
||||
|
||||
|
||||
|
@ -613,16 +613,12 @@ weapon_shotgun_onThink_reloadLogic(player pl, weapondata_gun_t* basePRef, weapon
|
|||
if (pl.ary_ammoTotal[baseRef.iAmmoDataID] <= 0 || arg_thisWeapon.iClipLeft >= baseRef.iClipMax) {
|
||||
//pl.shotgunReloadIndex = 3;
|
||||
|
||||
//if(pl.shotgunAddAmmoTime_canSet()){
|
||||
// pl.shotgunAddAmmoTime_setCooldownSetTime();
|
||||
|
||||
shotgunExtraRef = ary_shotgunExtra[pl.iShotgunExtraDataID];
|
||||
shotgunExtraRef = ary_shotgunExtra[pl.iShotgunExtraDataID];
|
||||
|
||||
TS_Weapons_ViewAnimation((*shotgunExtraRef).shotgunReload3_seq, (*shotgunExtraRef).shotgunReload3_Duration);
|
||||
weapon_base_setWholeAttackDelay(pl, (*shotgunExtraRef).shotgunReload3_Duration);
|
||||
pl.shotgunReloadIndex = 0;
|
||||
pl.isReloading = FALSE;
|
||||
//}
|
||||
TS_Weapons_ViewAnimation((*shotgunExtraRef).shotgunReload3_seq, (*shotgunExtraRef).shotgunReload3_Duration);
|
||||
weapon_base_setWholeAttackDelay(pl, (*shotgunExtraRef).shotgunReload3_Duration);
|
||||
pl.shotgunReloadIndex = 0;
|
||||
pl.isReloading = FALSE;
|
||||
}else{
|
||||
shotgunExtraRef = ary_shotgunExtra[pl.iShotgunExtraDataID];
|
||||
|
||||
|
@ -630,19 +626,15 @@ weapon_shotgun_onThink_reloadLogic(player pl, weapondata_gun_t* basePRef, weapon
|
|||
weapon_base_setWholeAttackDelay(pl, (*shotgunExtraRef).shotgunReload2_Duration);
|
||||
pl.shotgunReloadIndex = 2;
|
||||
|
||||
//if(pl.shotgunAddAmmoTime_canSet()){
|
||||
// pl.shotgunAddAmmoTime_setCooldownSetTime();
|
||||
printfline("I SET shotgunAddAmmoTime!");
|
||||
|
||||
//pl.shotgunAddAmmoSoundTime = (*shotgunExtraRef).shotgunReload2_Duration - ((*shotgunExtraRef).shotgunReload2_ammoLoadDelay - 0.03f);
|
||||
#ifdef CLIENT
|
||||
View_AddEvent(viewEv_playShotgunInsertShellSound, (*shotgunExtraRef).shotgunReload2_Duration - ((*shotgunExtraRef).shotgunReload2_ammoLoadDelay - 0.03f));
|
||||
#endif
|
||||
|
||||
pl.shotgunAddAmmoTime = (*shotgunExtraRef).shotgunReload2_Duration - (*shotgunExtraRef).shotgunReload2_ammoLoadDelay;
|
||||
//}
|
||||
printfline("I SET shotgunAddAmmoTime!");
|
||||
|
||||
//pl.shotgunAddAmmoSoundTime = (*shotgunExtraRef).shotgunReload2_Duration - ((*shotgunExtraRef).shotgunReload2_ammoLoadDelay - 0.03f);
|
||||
#ifdef CLIENT
|
||||
View_AddEvent(viewEv_playShotgunInsertShellSound, (*shotgunExtraRef).shotgunReload2_Duration - ((*shotgunExtraRef).shotgunReload2_ammoLoadDelay - 0.03f));
|
||||
#endif
|
||||
|
||||
pl.shotgunAddAmmoTime = (*shotgunExtraRef).shotgunReload2_Duration - (*shotgunExtraRef).shotgunReload2_ammoLoadDelay;
|
||||
|
||||
//arg_thisWeapon.iClipLeft++;
|
||||
//pl.ary_ammoTotal[baseRef.iAmmoDataID]--;
|
||||
|
||||
|
@ -2368,8 +2360,6 @@ viewEv_weapon_ShowMuzzleFlash(void)
|
|||
}else if(pl.iMuzzleFlashAkimboChoice==BITS_AKIMBOCHOICE_RIGHT){
|
||||
testCount2++;
|
||||
}
|
||||
printf("Hello? %i %i\n", testCount1, testCount2);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -43,7 +43,7 @@ bind "f1" "vote yes"
|
|||
bind "f2" "vote no"
|
||||
bind "m" "chooseteam"
|
||||
bind "b" "buy"
|
||||
bind "f" "firemode"
|
||||
bind "f" "+firemode"
|
||||
bind "n" "+useitems"
|
||||
// stunt-related (TODO)
|
||||
bind "MOUSE3" "+alt1"
|
||||
|
|
Loading…
Reference in a new issue