* Ported/merged the duck code; left as much HL2 code intact as possible, as it's mostly the same as HL1, just a bit more optimized. The only real objective of the FF duck code is to make unducking instantaneous

* Duck view height set to its HL1 value (24 instead of HL2's 28)
This commit is contained in:
squeek 2014-01-07 07:49:44 +00:00
parent 5cc44f9fd8
commit 0d12a7df4d
4 changed files with 18 additions and 331 deletions

View file

@ -496,211 +496,19 @@ void CFF_SH_GameMovement::PlayerRoughLandingEffects( float fvol )
}
}
/** Handles unducking
Overwritten from CGameMovement
*/
void CFF_SH_GameMovement::FinishUnDuck( void )
{
int i;
trace_t trace;
Vector newOrigin;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
// FF -->
// The extra check (m_Local.m_bDucked) added because players were popping up
// into the air when they hadn't yet been moved down for the duck
if ( player->GetGroundEntity() != NULL && player->m_Local.m_bDucked )
// FF <--
{
for ( i = 0; i < 3; i++ )
{
newOrigin[i] += ( VEC_DUCK_HULL_MIN_SCALED( player )[i] - VEC_HULL_MIN_SCALED( player )[i] );
}
}
else
{
// If in air an letting go of crouch, make sure we can offset origin to make
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f;
viewDelta.Negate();
VectorAdd( newOrigin, viewDelta, newOrigin );
}
player->m_Local.m_bDucked = false;
player->RemoveFlag( FL_DUCKING );
player->m_Local.m_bDucking = false;
player->m_Local.m_bInDuckJump = false;
player->SetViewOffset( GetPlayerViewOffset( false ) );
player->m_Local.m_flDucktime = 0;
mv->SetAbsOrigin( newOrigin );
#ifdef CLIENT_DLL
player->ResetLatched();
#endif
// Recategorize position since ducking can change origin
CategorizePosition();
// FF TODO: A lot of unported changes here; this block replaces the else { } and below
/*
//trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
TracePlayerBBox(newOrigin, newOrigin, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace);
if ( !trace.startsolid )
{
player->m_Local.m_bDucked = false; // pmove->usehull = 0;
// Oh, no, changing hulls stuck us into something, try unsticking downward first.
//trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
TracePlayerBBox(newOrigin, newOrigin, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace);
if ( trace.startsolid )
{
// See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot
//Con_Printf( "unstick got stuck\n" );
player->m_Local.m_bDucked = true; // pmove->usehull = 1;
return;
}
player->RemoveFlag(FL_DUCKING); // pmove->flags &= ~FL_DUCKING;
player->m_Local.m_bDucking = false;
//pmove->view_ofs[2] = VEC_VIEW;
Vector vecViewOffset = player->GetViewOffset();
vecViewOffset[2] = VEC_VIEW[2];
player->SetViewOffset(vecViewOffset);
player->m_Local.m_flDucktime = 0;
VectorCopy( newOrigin, mv->m_vecAbsOrigin );
// Recatagorize position since ducking can change origin
CategorizePosition();
}
*/
}
/** Handles ducking
Overwritten from CGameMovement
Purpose: Make unducking instantaneous
*/
void CFF_SH_GameMovement::Duck( void )
{
// FF TODO: Port these changes, this function was totally rewritten
/*
if (!player->IsAlive())
return;
int i;
float time;
float duckFraction;
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
int nButtonPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
//int duckchange = buttonsChanged & IN_DUCK ? 1 : 0;
//int duckpressed = nButtonPressed & IN_DUCK ? 1 : 0;
if ( mv->m_nButtons & IN_DUCK )
{
mv->m_nOldButtons |= IN_DUCK;
}
else
{
mv->m_nOldButtons &= ~IN_DUCK;
}
//if ( player->GetFlags() & FL_DUCKING )
//{
// pmove->cmd.forwardmove *= 0.333;
// pmove->cmd.sidemove *= 0.333;
// pmove->cmd.upmove *= 0.333;
//}
HandleDuckingSpeedCrop();
if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
{
if ( mv->m_nButtons & IN_DUCK )
{
if ( (nButtonPressed & IN_DUCK ) && !( player->GetFlags() & FL_DUCKING ) )
{
// Use 1 second so super long jump will work
player->m_Local.m_flDucktime = 1000;
player->m_Local.m_bDucking = true;
}
time = max( 0.0, ( 1.0 - (float)player->m_Local.m_flDucktime / 1000.0 ) );
if ( player->m_Local.m_bDucking )
{
// Finish ducking immediately if duck time is over or not on ground
if ( ( (float)player->m_Local.m_flDucktime / 1000.0 <= ( 1.0 - TIME_TO_DUCK ) ) ||
( player->GetGroundEntity() == NULL ) && player->m_Local.m_flDucktime > 0 )
{
player->m_Local.m_bDucked = true; //pmove->usehull = 1;
//pmove->view_ofs[2] = VEC_DUCK_VIEW;
Vector vecOffset = player->GetViewOffset();
vecOffset[2] = VEC_DUCK_VIEW[2];
player->SetViewOffset(vecOffset);
player->AddFlag(FL_DUCKING); //player->GetFlags() |= FL_DUCKING;
//player->m_Local.m_bDucking = false;
// HACKHACK - Fudge for collision bug - no time to fix this properly
if ( player->GetGroundEntity() != NULL )
{
trace_t pm;
TracePlayerBBox(mv->m_vecAbsOrigin, mv->m_vecAbsOrigin - (VEC_DUCK_HULL_MIN - VEC_HULL_MIN), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm);
for ( i = 0; i < 3; i++ )
{
//Assert(pm.fraction == 1.0f);
mv->m_vecAbsOrigin[i] -= pm.fraction * ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
}
// See if we are stuck?
FixPlayerCrouchStuck(true);
// Recatagorize position since ducking can change origin
CategorizePosition();
}
else
{
player->m_Local.m_bDucking = false;
}
}
else
{
float fMore = VEC_DUCK_HULL_MIN[2] - VEC_HULL_MIN[2];
// Calc parametric time
duckFraction = SplineFraction( time, (1.0/TIME_TO_DUCK) );
//pmove->view_ofs[2] = ((VEC_DUCK_VIEW - fMore ) * duckFraction) + (VEC_VIEW * (1-duckFraction));
Vector vecViewOfs = player->GetViewOffset();
vecViewOfs[2] = ((VEC_DUCK_VIEW[2] - fMore ) * duckFraction) + (VEC_VIEW[2] * (1-duckFraction));
player->SetViewOffset(vecViewOfs);
}
}
}
else
{
// Try to unduck
FinishUnDuck();
}
}
*/
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
//int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
// Check to see if we are in the air.
bool bInAir = ( player->GetGroundEntity() == NULL );
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
bool bDuckJump = ( player->m_Local.m_flJumpTime > 0.0f );
bool bDuckJumpTime = ( player->m_Local.m_flDuckJumpTime > 0.0f );
if ( mv->m_nButtons & IN_DUCK )
{
@ -719,34 +527,20 @@ void CFF_SH_GameMovement::Duck( void )
HandleDuckingSpeedCrop();
// If the player is holding down the duck button, the player is in duck transition, ducking, or duck-jumping.
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck || bDuckJump )
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck )
{
// DUCK
if ( ( mv->m_nButtons & IN_DUCK ) || bDuckJump )
if ( ( mv->m_nButtons & IN_DUCK ) )
{
/* FF: squeek: commenting this block out for now
// XBOX SERVER ONLY
#if !defined(CLIENT_DLL)
if ( IsX360() && buttonsPressed & IN_DUCK )
{
// Hinting logic
if ( player->GetToggledDuckState() && player->m_nNumCrouches < NUM_CROUCH_HINTS )
{
UTIL_HudHintText( player, "#Valve_Hint_Crouch" );
player->m_nNumCrouches++;
}
}
#endif
*/
// Have the duck button pressed, but the player currently isn't in the duck position.
if ( ( buttonsPressed & IN_DUCK ) && !bInDuck && !bDuckJump && !bDuckJumpTime )
if ( ( buttonsPressed & IN_DUCK ) && !bInDuck )
{
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
player->m_Local.m_bDucking = true;
}
// The player is in duck transition and not duck-jumping.
if ( player->m_Local.m_bDucking && !bDuckJump && !bDuckJumpTime )
if ( player->m_Local.m_bDucking )
{
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDucktime );
float flDuckSeconds = flDuckMilliseconds * 0.001f;
@ -763,121 +557,14 @@ void CFF_SH_GameMovement::Duck( void )
SetDuckedEyeOffset( flDuckFraction );
}
}
if ( bDuckJump )
{
// Make the bounding box small immediately.
if ( !bInDuck )
{
StartUnDuckJump();
}
else
{
// Check for a crouch override.
if ( !( mv->m_nButtons & IN_DUCK ) )
{
trace_t trace;
if ( CanUnDuckJump( trace ) )
{
FinishUnDuckJump( trace );
player->m_Local.m_flDuckJumpTime = ( GAMEMOVEMENT_TIME_TO_UNDUCK * ( 1.0f - trace.fraction ) ) + GAMEMOVEMENT_TIME_TO_UNDUCK_INV;
}
}
}
}
}
// UNDUCK (or attempt to...)
else
{
if ( player->m_Local.m_bInDuckJump )
{
// Check for a crouch override.
if ( !( mv->m_nButtons & IN_DUCK ) )
{
trace_t trace;
if ( CanUnDuckJump( trace ) )
{
FinishUnDuckJump( trace );
if ( trace.fraction < 1.0f )
{
player->m_Local.m_flDuckJumpTime = ( GAMEMOVEMENT_TIME_TO_UNDUCK * ( 1.0f - trace.fraction ) ) + GAMEMOVEMENT_TIME_TO_UNDUCK_INV;
}
}
}
else
{
player->m_Local.m_bInDuckJump = false;
}
}
if ( bDuckJumpTime )
return;
// Try to unduck unless automovement is not allowed
// NOTE: When not onground, you can always unduck
if ( player->m_Local.m_bAllowAutoMovement || bInAir || player->m_Local.m_bDucking )
{
// We released the duck button, we aren't in "duck" and we are not in the air - start unduck transition.
if ( ( buttonsReleased & IN_DUCK ) )
{
if ( bInDuck && !bDuckJump )
{
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
}
else if ( player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
{
// Invert time if release before fully ducked!!!
float unduckMilliseconds = 1000.0f * TIME_TO_UNDUCK;
float duckMilliseconds = 1000.0f * TIME_TO_DUCK;
float elapsedMilliseconds = GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_flDucktime;
float fracDucked = elapsedMilliseconds / duckMilliseconds;
float remainingUnduckMilliseconds = fracDucked * unduckMilliseconds;
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME - unduckMilliseconds + remainingUnduckMilliseconds;
}
}
// Check to see if we are capable of unducking.
if ( CanUnduck() )
{
// or unducking
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
{
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - (float)player->m_Local.m_flDucktime );
float flDuckSeconds = flDuckMilliseconds * 0.001f;
// Finish ducking immediately if duck time is over or not on ground
if ( flDuckSeconds > TIME_TO_UNDUCK || ( bInAir && !bDuckJump ) )
{
// Try to unduck
if (CanUnduck())
FinishUnDuck();
}
else
{
// Calc parametric time
float flDuckFraction = SimpleSpline( 1.0f - ( flDuckSeconds / TIME_TO_UNDUCK ) );
SetDuckedEyeOffset( flDuckFraction );
player->m_Local.m_bDucking = true;
}
}
}
else
{
// Still under something where we can't unduck, so make sure we reset this timer so
// that we'll unduck once we exit the tunnel, etc.
if ( player->m_Local.m_flDucktime != GAMEMOVEMENT_DUCK_TIME )
{
SetDuckedEyeOffset(1.0f);
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
player->m_Local.m_bDucked = true;
player->m_Local.m_bDucking = false;
player->AddFlag( FL_DUCKING );
}
}
}
}
}
// HACK: (jimd 5/25/2006) we have a reoccuring bug (#50063 in Tracker) where the player's
// view height gets left at the ducked height while the player is standing, but we haven't

View file

@ -37,7 +37,6 @@ protected:
// Ducking
virtual void Duck( void );
virtual void FinishUnDuck( void );
// <--- Overwritten functions
};

View file

@ -82,7 +82,7 @@ static FFViewVectors g_FFViewVectors(
Vector(-16, -16, 0 ), //VEC_DUCK_HULL_MIN (m_vDuckHullMin)
Vector( 16, 16, 36 ), //VEC_DUCK_HULL_MAX (m_vDuckHullMax)
Vector( 0, 0, 28 ), //VEC_DUCK_VIEW (m_vDuckView)
Vector( 0, 0, 24 ), //VEC_DUCK_VIEW (m_vDuckView)
Vector(-10, -10, -10 ), //VEC_OBS_HULL_MIN (m_vObsHullMin)
Vector( 10, 10, 10 ), //VEC_OBS_HULL_MAX (m_vObsHullMax)

View file

@ -4138,7 +4138,9 @@ bool CGameMovement::CanUnduck()
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
// FF -->
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f; // half the height to simulate a centered origin; in TFC, crouching in the air does not affect your origin at all
// FF <--
viewDelta.Negate();
VectorAdd( newOrigin, viewDelta, newOrigin );
}
@ -4156,7 +4158,6 @@ bool CGameMovement::CanUnduck()
//-----------------------------------------------------------------------------
// Purpose: Stop ducking
//-----------------------------------------------------------------------------
// FF: UNUSED. Overwritten in FF's GameMovement
void CGameMovement::FinishUnDuck( void )
{
int i;
@ -4178,7 +4179,9 @@ void CGameMovement::FinishUnDuck( void )
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
// FF -->
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f; // half the height to simulate a centered origin; in TFC, crouching in the air does not affect your origin at all
// FF <--
viewDelta.Negate();
VectorAdd( newOrigin, viewDelta, newOrigin );
}
@ -4294,7 +4297,7 @@ void CGameMovement::FinishDuck( void )
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
// FF -->
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f ; // Mirv: We only want half the difference
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f; // half the height to simulate a centered origin; in TFC, crouching in the air does not affect your origin at all
// FF <--
Vector out;
VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
@ -4332,9 +4335,7 @@ void CGameMovement::StartUnDuckJump( void )
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
// FF -->
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f; // Mirv: We only want half the difference
// FF <--
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
Vector out;
VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
mv->SetAbsOrigin( out );