mirror of
https://github.com/fortressforever/fortressforever-2013.git
synced 2024-11-26 06:10:47 +00:00
* Cleaned up the gamemovement.cpp port
- Removed all instances of m_surfaceFriction being commented out and fixed m_surfaceFriction being set to .25 whenever in the air (this should allow for materials to set their own friction and actually have it do something) - Set g_bMovementOptimizations back to true (wasn't meant to be false) - Reverted any ported code in functions overwritten in FF's own GameMovement class and added a comment above the base class saying it's unused * Added C_FF_SH_GameMovement class (is this an acceptable class naming scheme?) - Lots of code left unported in this file - Overwrites the PlayerRoughLandingEffects, Duck, and FinishUnDuck functions for now * Excluded hl_gamemovement files from the project (there can only be one IGameMovement interface exposed at a time) Conflicts: mp/src/game/client/client_ff.vpc
This commit is contained in:
parent
1ef1520ada
commit
f5ed33341a
8 changed files with 670 additions and 93 deletions
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@ -568,6 +568,9 @@ private:
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friend class CHL2GameMovement;
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friend class CDODGameMovement;
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friend class CPortalGameMovement;
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// FF -->
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friend class C_FF_SH_GameMovement;
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// FF <--
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// Accessors for gamemovement
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float GetStepSize( void ) const { return m_Local.m_flStepSize; }
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@ -1,43 +1,49 @@
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//-----------------------------------------------------------------------------
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// CLIENT_FF.VPC
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//
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// Project Script
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//-----------------------------------------------------------------------------
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$Macro SRCDIR "..\.."
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$Macro GAMENAME "ff" [!$SOURCESDK]
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$Macro GAMENAME "FortressForever" [$SOURCESDK]
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$Include "$SRCDIR\game\client\client_hl2mp.vpc"
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$Include "$SRCDIR\game\shared\ff\ff_shared.vpc"
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$Macro THIRDPARTYDIR "$SRCDIR\thirdparty"
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$Configuration
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{
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$Compiler
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{
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$AdditionalIncludeDirectories "$BASE;ff\ui,.\ff,$SRCDIR\game\shared\ff,.\ff,.\ff\elements,$SRCDIR\game\shared\ff;$THIRDPARTYDIR\lua;$THIRDPARTYDIR"
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$PreprocessorDefinitions "$BASE;FF;FF_CLIENT_DLL"
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}
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}
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$Project "Client (FF)"
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{
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$Folder "Source Files"
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{
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// for FF Shared, see game\shared\ff\ff_shared.vpc
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$Folder "FF"
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{
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$Folder "Libraries"
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{
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$Lib lua
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$Lib luabind
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}
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}
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// IMPORTANT: remove conflicting hl2dm SDK stuff as we implement our own!!
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// done for us in HL2DM sdk vpc: -$File "$SRCDIR\game\shared\weapon_parse_default.cpp"
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}
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}
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//-----------------------------------------------------------------------------
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// CLIENT_FF.VPC
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//
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// Project Script
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//-----------------------------------------------------------------------------
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$Macro SRCDIR "..\.."
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$Macro GAMENAME "ff" [!$SOURCESDK]
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$Macro GAMENAME "FortressForever" [$SOURCESDK]
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$Include "$SRCDIR\game\client\client_hl2mp.vpc"
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$Include "$SRCDIR\game\shared\ff\ff_shared.vpc"
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$Macro THIRDPARTYDIR "$SRCDIR\thirdparty"
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$Configuration
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{
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$Compiler
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{
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$AdditionalIncludeDirectories "$BASE;ff\ui,.\ff,$SRCDIR\game\shared\ff,.\ff,.\ff\elements,$SRCDIR\game\shared\ff;$THIRDPARTYDIR\lua;$THIRDPARTYDIR"
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$PreprocessorDefinitions "$BASE;FF;FF_CLIENT_DLL"
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}
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}
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$Project "Client (FF)"
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{
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$Folder "Source Files"
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{
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// for FF Shared, see game\shared\ff\ff_shared.vpc
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$Folder "FF"
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{
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$Folder "Libraries"
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{
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$Lib lua
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$Lib luabind
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}
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}
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// IMPORTANT: remove conflicting hl2dm SDK stuff as we implement our own!!
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// done for us in HL2DM sdk vpc: -$File "$SRCDIR\game\shared\weapon_parse_default.cpp"
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$Folder "HL2 DLL"
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{
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-$File "$SRCDIR\game\shared\hl2\hl_gamemovement.cpp"
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-$File "$SRCDIR\game\shared\hl2\hl_gamemovement.h"
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}
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}
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}
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@ -1137,6 +1137,9 @@ protected:
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friend class CHL2GameMovement;
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friend class CDODGameMovement;
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friend class CPortalGameMovement;
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// FF -->
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friend class C_FF_SH_GameMovement;
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// FF <--
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// Accessors for gamemovement
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bool IsDucked( void ) const { return m_Local.m_bDucked; }
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@ -47,6 +47,13 @@ $Project "Server (FF)"
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// IMPORTANT: remove conflicting hl2dm SDK stuff as we implement our own!!
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$Folder "HL2 DLL"
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{
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-$File "$SRCDIR\game\shared\hl2\hl_gamemovement.cpp"
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-$File "$SRCDIR\game\shared\hl2\hl_gamemovement.h"
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}
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$Folder "HL2MP"
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{
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-$File "hl2mp\hl2mp_client.cpp"
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513
mp/src/game/shared/ff/ff_sh_gamemovement.cpp
Normal file
513
mp/src/game/shared/ff/ff_sh_gamemovement.cpp
Normal file
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@ -0,0 +1,513 @@
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// standard headers
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#include "cbase.h"
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#include "ff_sh_gamemovement.h"
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// necessary headers
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#include "in_buttons.h"
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#include "movevars_shared.h"
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#include "rumble_shared.h"
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// variables
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ConVar sv_sharkingfriction("sv_sharkingfriction", "1", FCVAR_REPLICATED);
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#define SV_SHARKINGFRICTION sv_sharkingfriction.GetFloat()
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// debug purposes
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void C_FF_SH_GameMovement::PlayerMove( void )
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{
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static float flLastSurfaceFriction = -1.0f;
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if (player->m_surfaceFriction != flLastSurfaceFriction)
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{
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DevMsg("m_surfaceFriction changed from %f to %f\n", flLastSurfaceFriction, player->m_surfaceFriction);
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flLastSurfaceFriction = player->m_surfaceFriction;
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}
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BaseClass::PlayerMove();
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}
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void C_FF_SH_GameMovement::OnLand( float flFallVelocity )
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{
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BaseClass::OnLand( flFallVelocity );
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// FF TODO: Rewrite this so that it doesn't use volume as a condition
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// FF TODO: Make this code shared if possible
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/*
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if (fvol == 1.0f)
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{
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#ifdef GAME_DLL
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if (player->GetGroundEntity() && player->GetGroundEntity()->IsPlayer())
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{
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CFFPlayer *pCrushedPlayer = ToFFPlayer(player->GetGroundEntity());
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if (pCrushedPlayer && pCrushedPlayer != player)
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{
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float flCrushDamage = 0.0f;
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if (HEADCRUSH_USEFALLDAMAGE > 0)
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{
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float flFallDamage = g_pGameRules->FlPlayerFallDamage( player );
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flCrushDamage = flFallDamage * HEADCRUSH_USEFALLDAMAGE;
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}
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else
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{
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flCrushDamage = HEADCRUSH_DAMAGE;
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}
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CTakeDamageInfo info( player, player, flCrushDamage, DMG_DIRECT, KILLTYPE_HEADCRUSH );
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pCrushedPlayer->TakeDamage(info);
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}
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}
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#endif
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}
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*/
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}
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void C_FF_SH_GameMovement::PlayerRoughLandingEffects( float fvol )
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{
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if ( fvol > 0.0 )
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{
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// FF TODO: Play fall sound here, unported code below
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/*
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// --> Mirv: Use a fall sound, and reduce the volume for spies
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CFFPlayer *pFFPlayer = ToFFPlayer(player);
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Assert( pFFPlayer );
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pFFPlayer->PlayFallSound( mv->m_vecAbsOrigin, player->m_pSurfaceData, fvol );
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//
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// Play landing sound right away.
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// #0000599: footstep continues to play after cratering
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// #0000401: Oddity with the fall sound.
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pFFPlayer->m_flStepSoundTime = gpGlobals->curtime + 0.600f;
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pFFPlayer->m_flJumpTime = gpGlobals->curtime + 0.600f;
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// Play step sound for current texture.
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//player->PlayStepSound( mv->m_vecAbsOrigin, player->m_pSurfaceData, fvol, true );
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// <-- Mirv: Use a fall sound, and reduce the volume for spies
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*/
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//
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// Play landing sound right away.
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player->m_flStepSoundTime = 400;
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// Play step sound for current texture.
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player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, fvol, true );
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//
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// Knock the screen around a little bit, temporary effect.
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//
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player->m_Local.m_vecPunchAngle.Set( ROLL, player->m_Local.m_flFallVelocity * 0.013 );
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if ( player->m_Local.m_vecPunchAngle[PITCH] > 8 )
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{
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player->m_Local.m_vecPunchAngle.Set( PITCH, 8 );
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}
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#if !defined( CLIENT_DLL )
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player->RumbleEffect( ( fvol > 0.85f ) ? ( RUMBLE_FALL_LONG ) : ( RUMBLE_FALL_SHORT ), 0, RUMBLE_FLAGS_NONE );
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#endif
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}
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}
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void C_FF_SH_GameMovement::FinishUnDuck( void )
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{
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int i;
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trace_t trace;
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Vector newOrigin;
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VectorCopy( mv->GetAbsOrigin(), newOrigin );
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// FF -->
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// The extra check (m_Local.m_bDucked) added because players were popping up
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// into the air when they hadn't yet been moved down for the duck
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if ( player->GetGroundEntity() != NULL && player->m_Local.m_bDucked )
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// FF <--
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{
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for ( i = 0; i < 3; i++ )
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{
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newOrigin[i] += ( VEC_DUCK_HULL_MIN_SCALED( player )[i] - VEC_HULL_MIN_SCALED( player )[i] );
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}
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}
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else
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{
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// If in air an letting go of crouch, make sure we can offset origin to make
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// up for uncrouching
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Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
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Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
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Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
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viewDelta.Negate();
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VectorAdd( newOrigin, viewDelta, newOrigin );
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}
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player->m_Local.m_bDucked = false;
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player->RemoveFlag( FL_DUCKING );
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player->m_Local.m_bDucking = false;
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player->m_Local.m_bInDuckJump = false;
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player->SetViewOffset( GetPlayerViewOffset( false ) );
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player->m_Local.m_flDucktime = 0;
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mv->SetAbsOrigin( newOrigin );
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#ifdef CLIENT_DLL
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player->ResetLatched();
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#endif
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// Recategorize position since ducking can change origin
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CategorizePosition();
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// FF TODO: A lot of unported changes here; this block replaces the else { } and below
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/*
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//trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
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TracePlayerBBox(newOrigin, newOrigin, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace);
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if ( !trace.startsolid )
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{
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player->m_Local.m_bDucked = false; // pmove->usehull = 0;
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// Oh, no, changing hulls stuck us into something, try unsticking downward first.
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//trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 );
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TracePlayerBBox(newOrigin, newOrigin, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace);
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if ( trace.startsolid )
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{
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// See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot
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//Con_Printf( "unstick got stuck\n" );
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player->m_Local.m_bDucked = true; // pmove->usehull = 1;
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return;
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}
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player->RemoveFlag(FL_DUCKING); // pmove->flags &= ~FL_DUCKING;
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player->m_Local.m_bDucking = false;
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//pmove->view_ofs[2] = VEC_VIEW;
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Vector vecViewOffset = player->GetViewOffset();
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vecViewOffset[2] = VEC_VIEW[2];
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player->SetViewOffset(vecViewOffset);
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player->m_Local.m_flDucktime = 0;
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VectorCopy( newOrigin, mv->m_vecAbsOrigin );
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// Recatagorize position since ducking can change origin
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CategorizePosition();
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}
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*/
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}
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void C_FF_SH_GameMovement::Duck( void )
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{
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// FF TODO: Port these changes, this function was totally rewritten
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/*
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if (!player->IsAlive())
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return;
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int i;
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float time;
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float duckFraction;
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int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
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int nButtonPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
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//int duckchange = buttonsChanged & IN_DUCK ? 1 : 0;
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//int duckpressed = nButtonPressed & IN_DUCK ? 1 : 0;
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if ( mv->m_nButtons & IN_DUCK )
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{
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mv->m_nOldButtons |= IN_DUCK;
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}
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else
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{
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mv->m_nOldButtons &= ~IN_DUCK;
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}
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//if ( player->GetFlags() & FL_DUCKING )
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//{
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// pmove->cmd.forwardmove *= 0.333;
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// pmove->cmd.sidemove *= 0.333;
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// pmove->cmd.upmove *= 0.333;
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//}
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HandleDuckingSpeedCrop();
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if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
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{
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if ( mv->m_nButtons & IN_DUCK )
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{
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if ( (nButtonPressed & IN_DUCK ) && !( player->GetFlags() & FL_DUCKING ) )
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{
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// Use 1 second so super long jump will work
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player->m_Local.m_flDucktime = 1000;
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player->m_Local.m_bDucking = true;
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}
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time = max( 0.0, ( 1.0 - (float)player->m_Local.m_flDucktime / 1000.0 ) );
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if ( player->m_Local.m_bDucking )
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{
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// Finish ducking immediately if duck time is over or not on ground
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if ( ( (float)player->m_Local.m_flDucktime / 1000.0 <= ( 1.0 - TIME_TO_DUCK ) ) ||
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( player->GetGroundEntity() == NULL ) && player->m_Local.m_flDucktime > 0 )
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{
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player->m_Local.m_bDucked = true; //pmove->usehull = 1;
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//pmove->view_ofs[2] = VEC_DUCK_VIEW;
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Vector vecOffset = player->GetViewOffset();
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vecOffset[2] = VEC_DUCK_VIEW[2];
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player->SetViewOffset(vecOffset);
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player->AddFlag(FL_DUCKING); //player->GetFlags() |= FL_DUCKING;
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//player->m_Local.m_bDucking = false;
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// HACKHACK - Fudge for collision bug - no time to fix this properly
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if ( player->GetGroundEntity() != NULL )
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{
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trace_t pm;
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TracePlayerBBox(mv->m_vecAbsOrigin, mv->m_vecAbsOrigin - (VEC_DUCK_HULL_MIN - VEC_HULL_MIN), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm);
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for ( i = 0; i < 3; i++ )
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{
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//Assert(pm.fraction == 1.0f);
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mv->m_vecAbsOrigin[i] -= pm.fraction * ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
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}
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// See if we are stuck?
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FixPlayerCrouchStuck(true);
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// Recatagorize position since ducking can change origin
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CategorizePosition();
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}
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else
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{
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player->m_Local.m_bDucking = false;
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}
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}
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else
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{
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float fMore = VEC_DUCK_HULL_MIN[2] - VEC_HULL_MIN[2];
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// Calc parametric time
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duckFraction = SplineFraction( time, (1.0/TIME_TO_DUCK) );
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//pmove->view_ofs[2] = ((VEC_DUCK_VIEW - fMore ) * duckFraction) + (VEC_VIEW * (1-duckFraction));
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Vector vecViewOfs = player->GetViewOffset();
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vecViewOfs[2] = ((VEC_DUCK_VIEW[2] - fMore ) * duckFraction) + (VEC_VIEW[2] * (1-duckFraction));
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player->SetViewOffset(vecViewOfs);
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}
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}
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}
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else
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{
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// Try to unduck
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FinishUnDuck();
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}
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}
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*/
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int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
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int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
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int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
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// Check to see if we are in the air.
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bool bInAir = ( player->GetGroundEntity() == NULL );
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bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
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bool bDuckJump = ( player->m_Local.m_flJumpTime > 0.0f );
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bool bDuckJumpTime = ( player->m_Local.m_flDuckJumpTime > 0.0f );
|
||||
|
||||
if ( mv->m_nButtons & IN_DUCK )
|
||||
{
|
||||
mv->m_nOldButtons |= IN_DUCK;
|
||||
}
|
||||
else
|
||||
{
|
||||
mv->m_nOldButtons &= ~IN_DUCK;
|
||||
}
|
||||
|
||||
// Handle death.
|
||||
if ( IsDead() )
|
||||
return;
|
||||
|
||||
// Slow down ducked players.
|
||||
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 )
|
||||
{
|
||||
// DUCK
|
||||
if ( ( mv->m_nButtons & IN_DUCK ) || bDuckJump )
|
||||
{
|
||||
/* 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 )
|
||||
{
|
||||
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 )
|
||||
{
|
||||
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDucktime );
|
||||
float flDuckSeconds = flDuckMilliseconds * 0.001f;
|
||||
|
||||
// Finish in duck transition when transition time is over, in "duck", in air.
|
||||
if ( ( flDuckSeconds > TIME_TO_DUCK ) || bInDuck || bInAir )
|
||||
{
|
||||
FinishDuck();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Calc parametric time
|
||||
float flDuckFraction = SimpleSpline( flDuckSeconds / TIME_TO_DUCK );
|
||||
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 ) )
|
||||
{
|
||||
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
|
||||
// been able to repro it to find the cause. It may be fixed now due to a change I'm
|
||||
// also making in UpdateDuckJumpEyeOffset but just in case, this code will sense the
|
||||
// problem and restore the eye to the proper position. It doesn't smooth the transition,
|
||||
// but it is preferable to leaving the player's view too low.
|
||||
//
|
||||
// If the player is still alive and not an observer, check to make sure that
|
||||
// his view height is at the standing height.
|
||||
else if ( !IsDead() && !player->IsObserver() && !player->IsInAVehicle() )
|
||||
{
|
||||
if ( ( player->m_Local.m_flDuckJumpTime == 0.0f ) && ( fabs(player->GetViewOffset().z - GetPlayerViewOffset( false ).z) > 0.1 ) )
|
||||
{
|
||||
// we should rarely ever get here, so assert so a coder knows when it happens
|
||||
Assert(0);
|
||||
DevMsg( 1, "Restoring player view height\n" );
|
||||
|
||||
// set the eye height to the non-ducked height
|
||||
SetDuckedEyeOffset(0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Expose our interface.
|
||||
static C_FF_SH_GameMovement g_GameMovement;
|
||||
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
|
||||
|
||||
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( C_FF_SH_GameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
|
33
mp/src/game/shared/ff/ff_sh_gamemovement.h
Normal file
33
mp/src/game/shared/ff/ff_sh_gamemovement.h
Normal file
|
@ -0,0 +1,33 @@
|
|||
#ifndef FF_SH_GAMEMOVEMENT_H
|
||||
#define FF_SH_GAMEMOVEMENT_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "gamemovement.h"
|
||||
|
||||
class CBasePlayer;
|
||||
|
||||
class C_FF_SH_GameMovement : public CGameMovement
|
||||
{
|
||||
DECLARE_CLASS(C_FF_SH_GameMovement, CGameMovement);
|
||||
|
||||
public:
|
||||
C_FF_SH_GameMovement() {};
|
||||
|
||||
protected:
|
||||
/// Catches all landings
|
||||
virtual void OnLand( float flFallVelocity );
|
||||
|
||||
/// Overwritten from gamemovement.cpp -->
|
||||
virtual void PlayerRoughLandingEffects( float fvol );
|
||||
// Ducking
|
||||
virtual void Duck( void );
|
||||
virtual void FinishUnDuck( void );
|
||||
/// Overwritten from gamemovement.cpp <---
|
||||
|
||||
/// For debug purposes only
|
||||
virtual void PlayerMove( void );
|
||||
};
|
||||
|
||||
#endif
|
|
@ -12,6 +12,11 @@ $Project
|
|||
$File "$SRCDIR\game\shared\ff\ff_scriptman_shared.cpp"
|
||||
$File "$SRCDIR\game\shared\ff\ff_scriptman_shared.h"
|
||||
}
|
||||
$Folder "Movement"
|
||||
{
|
||||
$File "$SRCDIR\game\shared\ff\ff_sh_gamemovement.cpp"
|
||||
$File "$SRCDIR\game\shared\ff\ff_sh_gamemovement.h"
|
||||
}
|
||||
|
||||
$File "$SRCDIR\game\shared\ff\ff_gamerules_shared.cpp"
|
||||
$File "$SRCDIR\game\shared\ff\ff_gamerules_shared.h"
|
||||
|
|
|
@ -56,8 +56,7 @@ ConVar player_limit_jump_speed( "player_limit_jump_speed", "1", FCVAR_REPLICATED
|
|||
ConVar option_duck_method("option_duck_method", "1", FCVAR_REPLICATED|FCVAR_ARCHIVE );// 0 = HOLD to duck, 1 = Duck is a toggle
|
||||
|
||||
// [MD] I'll remove this eventually. For now, I want the ability to A/B the optimizations.
|
||||
// FF port note: sets to false.. default is true, set to false here too
|
||||
bool g_bMovementOptimizations = false;
|
||||
bool g_bMovementOptimizations = true;
|
||||
|
||||
// Roughly how often we want to update the info about the ground surface we're on.
|
||||
// We don't need to do this very often.
|
||||
|
@ -1044,7 +1043,7 @@ void CGameMovement::CheckParameters( void )
|
|||
}
|
||||
}
|
||||
|
||||
// FF squeek: transition from walk -> crouch brought you back to full speed; only stop cropping speed when the player is fully ducked
|
||||
// FF --> squeek: transition from walk -> crouch brought you back to full speed; only stop cropping speed when the player is fully ducked
|
||||
// porting note: speed cropped changed from bool to flags
|
||||
if ( m_iSpeedCropped == SPEED_CROPPED_RESET && ( mv->m_nButtons & IN_SPEED ) /*&& !(mv->m_nButtons & IN_DUCK)*/ && !( player->m_Local.m_bDucked /*&& !player->m_Local.m_bDucking*/ ))
|
||||
{
|
||||
|
@ -1056,6 +1055,7 @@ void CGameMovement::CheckParameters( void )
|
|||
|
||||
m_iSpeedCropped |= SPEED_CROPPED_DUCK; // FF Dexter: set to duck value since we dont use weapon
|
||||
}
|
||||
// FF <--
|
||||
|
||||
if ( player->GetFlags() & FL_FROZEN ||
|
||||
player->GetFlags() & FL_ONTRAIN ||
|
||||
|
@ -1406,22 +1406,19 @@ void CGameMovement::WaterMove( void )
|
|||
//
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
// FF Bug #0000964: +moveup/+movedown don't work
|
||||
// Hey, get some up velocity wishing going on to buddy! Don't forget about us +moveup/+movedown users!
|
||||
// FF --> Add in UpMove so that +moveup/+movedown works
|
||||
wishvel[i] = forward[i]*mv->m_flForwardMove + right[i]*mv->m_flSideMove + up[i]*mv->m_flUpMove;
|
||||
// FF <--
|
||||
}
|
||||
|
||||
|
||||
bool bIsSharking = false;
|
||||
// FF --> Mirv: Sharking fix
|
||||
// if we have the jump key down, move us up as well
|
||||
if (mv->m_nButtons & IN_JUMP)
|
||||
{
|
||||
// FF --> Move at a standard speed
|
||||
//wishvel[2] += mv->m_flClientMaxSpeed;
|
||||
mv->m_vecVelocity[2] = 100.0f;
|
||||
bIsSharking = true;
|
||||
// FF <--
|
||||
}
|
||||
// FF <-- Mirv: Trimping fix
|
||||
|
||||
// Sinking after no other movement occurs
|
||||
if (!mv->m_flForwardMove && !mv->m_flSideMove && !mv->m_flUpMove && player->GetGroundEntity() == NULL) // FF |-- Mirv: But only when not on ground, to fix #0000432: Standing underwater on a slope causes player to slip
|
||||
|
@ -1442,12 +1439,7 @@ void CGameMovement::WaterMove( void )
|
|||
VectorCopy (wishvel, wishdir);
|
||||
wishspeed = VectorNormalize(wishdir);
|
||||
|
||||
// FF --> Jon: cap swimming speed if cloaked
|
||||
// FF TODO: (player stuff)
|
||||
//float flMaxSpeed = mv->m_flMaxSpeed;
|
||||
//if (ToFFPlayer(player)->IsCloaked())
|
||||
// flMaxSpeed = SPY_MAXCLOAKSPEED;
|
||||
|
||||
// FF TODO: squeek: Spy cloak max swimming speed was set here, surely there's a better place for it?
|
||||
// Cap speed.
|
||||
if (wishspeed > mv->m_flMaxSpeed)
|
||||
{
|
||||
|
@ -1463,11 +1455,13 @@ void CGameMovement::WaterMove( void )
|
|||
speed = VectorNormalize(temp);
|
||||
if (speed)
|
||||
{
|
||||
// FF: sharking
|
||||
if (!bIsSharking)
|
||||
newspeed = speed - gpGlobals->frametime * speed * /*sv_friction.GetFloat()*/ 4.0f * /*player->m_surfaceFriction*/ 1.0f; // |-- Mirv: More TFC Feeling (tm) friction
|
||||
else
|
||||
newspeed = speed - gpGlobals->frametime * speed * SV_SHARKINGFRICTION * /*player->m_surfaceFriction*/ 1.0f;
|
||||
// FF --> Different water frictions for jump key held (sharking) vs not
|
||||
bool bIsSharking = player->GetWaterLevel() < WL_Waist && mv->m_nButtons & IN_JUMP;
|
||||
float flWaterFriction = bIsSharking ? SV_SHARKINGFRICTION : sv_friction.GetFloat();
|
||||
// FF <--
|
||||
|
||||
newspeed = speed - gpGlobals->frametime * speed * flWaterFriction * player->m_surfaceFriction;
|
||||
|
||||
if (newspeed < 0.1f)
|
||||
{
|
||||
newspeed = 0;
|
||||
|
@ -1682,9 +1676,6 @@ void CGameMovement::Friction( void )
|
|||
{
|
||||
friction = sv_friction.GetFloat() * player->m_surfaceFriction;
|
||||
|
||||
// FF: friction tweak
|
||||
friction *= /*player->m_surfaceFriction*/ 1.0f; // |-- Mirv: More TFC Feeling (tm) friction
|
||||
|
||||
// Bleed off some speed, but if we have less than the bleed
|
||||
// threshold, bleed the threshold amount.
|
||||
|
||||
|
@ -1783,7 +1774,7 @@ void CGameMovement::AirAccelerate( Vector& wishdir, float wishspeed, float accel
|
|||
return;
|
||||
|
||||
// Determine acceleration speed after acceleration
|
||||
accelspeed = accel * wishspeed * gpGlobals->frametime * /*player->m_surfaceFriction*/ 1.0f; // FF |-- Mirv: More TFC Feeling (tm) friction
|
||||
accelspeed = accel * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
|
||||
|
||||
// Cap it
|
||||
if (accelspeed > addspeed)
|
||||
|
@ -1890,7 +1881,7 @@ void CGameMovement::Accelerate( Vector& wishdir, float wishspeed, float accel )
|
|||
return;
|
||||
|
||||
// Determine amount of accleration.
|
||||
accelspeed = accel * gpGlobals->frametime * wishspeed * /*player->m_surfaceFriction*/ 1.0f; // FF |-- Mirv: More TFC Feeling (tm) friction
|
||||
accelspeed = accel * gpGlobals->frametime * wishspeed * player->m_surfaceFriction;
|
||||
|
||||
// Cap at addspeed
|
||||
if (accelspeed > addspeed)
|
||||
|
@ -1934,14 +1925,14 @@ void CGameMovement::StayOnGround( void )
|
|||
//This is incredibly hacky. The real problem is that trace returning that strange value we can't network over.
|
||||
if ( flDelta > 0.5f * COORD_RESOLUTION)
|
||||
{
|
||||
// FF --> Mirv:
|
||||
// FF --> Mirv:
|
||||
// If we have stepped up far enough then flag for smoothstairs
|
||||
float flDistance = mv->GetAbsOrigin().z - trace.endpos.z;
|
||||
if (flDistance >= 8.0f)
|
||||
{
|
||||
player->m_bSmoothStair = true;
|
||||
}
|
||||
// <-- Mirv
|
||||
// <-- FF
|
||||
mv->SetAbsOrigin( trace.endpos );
|
||||
}
|
||||
}
|
||||
|
@ -2095,12 +2086,13 @@ void CGameMovement::FullWalkMove( )
|
|||
// See if we are still in water?
|
||||
CheckWater();
|
||||
|
||||
// FF hlstriker: Make sure player isn't swimming before we return
|
||||
// FF --> hlstriker: Make sure player isn't swimming before we return
|
||||
if( player->GetWaterLevel() < WL_Waist )
|
||||
{
|
||||
player->m_flWaterJumpTime = 0;
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
// FF <--
|
||||
}
|
||||
|
||||
// If we are swimming in the water, see if we are nudging against a place we can jump up out
|
||||
|
@ -2872,7 +2864,6 @@ int CGameMovement::TryPlayerMove( Vector *pFirstDest, trace_t *pFirstTrace )
|
|||
fSlamVol = 0.85f;
|
||||
}
|
||||
|
||||
// FF TODO: move player falling sounds here
|
||||
PlayerRoughLandingEffects( fSlamVol );
|
||||
|
||||
return blocked;
|
||||
|
@ -3872,11 +3863,16 @@ void CGameMovement::CategorizePosition( void )
|
|||
// Shooting up really fast. Definitely not on ground.
|
||||
// On ladder moving up, so not on ground either
|
||||
// NOTE: 145 is a jump.
|
||||
// FF --> Port notes: this is done kinda wacky trrying to move mirvs code the same way
|
||||
//#define NON_JUMP_VELOCITY 140.0f
|
||||
// FF Port notes: this is done kinda wacky trrying to move mirvs code the same way
|
||||
float NON_JUMP_VELOCITY = 180.0f;
|
||||
if ( ( mv->m_nButtons & IN_JUMP ) && ! ( mv->m_nOldButtons & IN_JUMP ) )
|
||||
NON_JUMP_VELOCITY = 260000;
|
||||
// FF TODO: Consider rethinking this whole thing. This (indirectly) is the code that enables rampsliding,
|
||||
// because if you're above this NON_JUMP_VELOCITY threshold you are considered in the air.
|
||||
// This makes it hard to accurately detect if someone is truly rampsliding or just got their
|
||||
// velocity altered by something recently that should put them in the air (like a server-side func_push)
|
||||
float NON_JUMP_VELOCITY = 180.0f;
|
||||
if ( ( mv->m_nButtons & IN_JUMP ) && ! ( mv->m_nOldButtons & IN_JUMP ) )
|
||||
NON_JUMP_VELOCITY = 260000;
|
||||
// FF <--
|
||||
|
||||
float zvel = mv->m_vecVelocity[2];
|
||||
bool bMovingUp = zvel > 0.0f;
|
||||
|
@ -3922,7 +3918,9 @@ void CGameMovement::CategorizePosition( void )
|
|||
if ( ( mv->m_vecVelocity.z > 0.0f ) &&
|
||||
( player->GetMoveType() != MOVETYPE_NOCLIP ) )
|
||||
{
|
||||
player->m_surfaceFriction = 0.25f;
|
||||
// FF --> This sets surfaceFriction to 0.25 whenever not on the ground; totally undesirable behavior
|
||||
//player->m_surfaceFriction = 0.25f;
|
||||
// FF <--
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3987,6 +3985,10 @@ void CGameMovement::CheckFalling( void )
|
|||
if ( player->GetWaterLevel() > 0 )
|
||||
{
|
||||
// They landed in water.
|
||||
// FF --> No fall sound for water landings
|
||||
// FF TODO: Check effects of this change
|
||||
fvol = 0;
|
||||
// FF <--
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4016,8 +4018,9 @@ void CGameMovement::CheckFalling( void )
|
|||
}
|
||||
else if ( player->m_Local.m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED / 2 )
|
||||
{
|
||||
// FF 0000608: Makes dropping damage sound from heights that dont inflict damage
|
||||
// FF --> Only falls that actually do damage should make a sound
|
||||
fvol = 0; //0.85;
|
||||
// FF <--
|
||||
}
|
||||
else if ( player->m_Local.m_flFallVelocity < PLAYER_MIN_BOUNCE_SPEED )
|
||||
{
|
||||
|
@ -4025,8 +4028,6 @@ void CGameMovement::CheckFalling( void )
|
|||
}
|
||||
}
|
||||
|
||||
// FF Note -> was logic in fall sound code here,
|
||||
// FF TODO: Landing effects sound
|
||||
PlayerRoughLandingEffects( fvol );
|
||||
|
||||
if (bAlive)
|
||||
|
@ -4044,6 +4045,7 @@ void CGameMovement::CheckFalling( void )
|
|||
player->m_Local.m_flFallVelocity = 0;
|
||||
}
|
||||
|
||||
// FF: UNUSED. Overwritten in FF's GameMovement
|
||||
void CGameMovement::PlayerRoughLandingEffects( float fvol )
|
||||
{
|
||||
if ( fvol > 0.0 )
|
||||
|
@ -4067,7 +4069,6 @@ void CGameMovement::PlayerRoughLandingEffects( float fvol )
|
|||
|
||||
#if !defined( CLIENT_DLL )
|
||||
player->RumbleEffect( ( fvol > 0.85f ) ? ( RUMBLE_FALL_LONG ) : ( RUMBLE_FALL_SHORT ), 0, RUMBLE_FLAGS_NONE );
|
||||
// FF TODO: FF player headcrush would go here!!!
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
@ -4159,6 +4160,7 @@ bool CGameMovement::CanUnduck()
|
|||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Stop ducking
|
||||
//-----------------------------------------------------------------------------
|
||||
// FF: UNUSED. Overwritten in FF's GameMovement
|
||||
void CGameMovement::FinishUnDuck( void )
|
||||
{
|
||||
int i;
|
||||
|
@ -4166,11 +4168,8 @@ void CGameMovement::FinishUnDuck( void )
|
|||
Vector newOrigin;
|
||||
|
||||
VectorCopy( mv->GetAbsOrigin(), newOrigin );
|
||||
|
||||
// FF : believe this is our change
|
||||
// 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 )
|
||||
|
||||
if ( player->GetGroundEntity() != NULL )
|
||||
{
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
|
@ -4291,7 +4290,9 @@ 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 );
|
||||
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f ; // FF |-- Mirv: We only want half the difference
|
||||
// FF -->
|
||||
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f ; // Mirv: We only want half the difference
|
||||
// FF <--
|
||||
Vector out;
|
||||
VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
|
||||
mv->SetAbsOrigin( out );
|
||||
|
@ -4321,7 +4322,9 @@ 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 );
|
||||
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f; // FF |-- Mirv: We only want half the difference
|
||||
// FF -->
|
||||
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch ) / 2.0f; // Mirv: We only want half the difference
|
||||
// FF <--
|
||||
Vector out;
|
||||
VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
|
||||
mv->SetAbsOrigin( out );
|
||||
|
@ -4401,6 +4404,7 @@ bool CGameMovement::CanUnDuckJump( trace_t &trace )
|
|||
//-----------------------------------------------------------------------------
|
||||
// Purpose: See if duck button is pressed and do the appropriate things
|
||||
//-----------------------------------------------------------------------------
|
||||
// FF: UNUSED. Overwritten in FF's GameMovement
|
||||
void CGameMovement::Duck( void )
|
||||
{
|
||||
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
|
||||
|
@ -4681,7 +4685,9 @@ void CGameMovement::PlayerMove( void )
|
|||
Duck();
|
||||
|
||||
// Don't run ladder code if dead on on a train
|
||||
if ( !player->pl.deadflag && !(player->GetFlags() & FL_ONTRAIN) )
|
||||
// FF --> Also don't run ladder code for observers
|
||||
if ( !player->pl.deadflag && !(player->GetFlags() & FL_ONTRAIN) && (player->GetMoveType() != MOVETYPE_OBSERVER) )
|
||||
// FF <--
|
||||
{
|
||||
// If was not on a ladder now, but was on one before,
|
||||
// get off of the ladder
|
||||
|
@ -4717,6 +4723,7 @@ void CGameMovement::PlayerMove( void )
|
|||
switch (player->GetMoveType())
|
||||
{
|
||||
case MOVETYPE_NONE:
|
||||
// FF TODO: FullBuildMove() ?
|
||||
break;
|
||||
|
||||
case MOVETYPE_NOCLIP:
|
||||
|
@ -4778,7 +4785,7 @@ void CGameMovement::PerformFlyCollisionResolution( trace_t &pm, Vector &move )
|
|||
case MOVECOLLIDE_DEFAULT:
|
||||
{
|
||||
if (player->GetMoveCollide() == MOVECOLLIDE_FLY_BOUNCE)
|
||||
backoff = 2.0 - /* player->m_surfaceFriction */ 1.0f; // FF |-- Mirv: More TFC feeling (tm) friction
|
||||
backoff = 2.0 - player->m_surfaceFriction; // FF TODO: Does surfaceFriction negatively impact this? FF used to use 1.0 instead of surfaceFriction; need to figure out what this affects
|
||||
else
|
||||
backoff = 1;
|
||||
|
||||
|
|
Loading…
Reference in a new issue