mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 21:12:03 +00:00
10743 lines
280 KiB
C++
10743 lines
280 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#include "../framework/Common_local.h"
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#include "PredictedValue_impl.h"
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idCVar flashlight_batteryDrainTimeMS( "flashlight_batteryDrainTimeMS", "30000", CVAR_INTEGER, "amount of time (in MS) it takes for full battery to drain (-1 == no battery drain)" );
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idCVar flashlight_batteryChargeTimeMS( "flashlight_batteryChargeTimeMS", "3000", CVAR_INTEGER, "amount of time (in MS) it takes to fully recharge battery" );
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idCVar flashlight_minActivatePercent( "flashlight_minActivatePercent", ".25", CVAR_FLOAT, "( 0.0 - 1.0 ) minimum amount of battery (%) needed to turn on flashlight" );
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idCVar flashlight_batteryFlickerPercent( "flashlight_batteryFlickerPercent", ".1", CVAR_FLOAT, "chance of flickering when battery is low" );
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// No longer userinfo, but I don't want to rename the cvar
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idCVar ui_showGun( "ui_showGun", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show gun" );
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// Client-authoritative stuff
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idCVar pm_clientAuthoritative_debug( "pm_clientAuthoritative_debug", "0", CVAR_BOOL, "" );
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idCVar pm_controllerShake_damageMaxMag( "pm_controllerShake_damageMaxMag", "60.0f", CVAR_FLOAT, "" );
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idCVar pm_controllerShake_damageMaxDur( "pm_controllerShake_damageMaxDur", "60.0f", CVAR_FLOAT, "" );
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idCVar pm_clientAuthoritative_warnDist( "pm_clientAuthoritative_warnDist", "100.0f", CVAR_FLOAT, "" );
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idCVar pm_clientAuthoritative_minDistZ( "pm_clientAuthoritative_minDistZ", "1.0f", CVAR_FLOAT, "" );
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idCVar pm_clientAuthoritative_minDist( "pm_clientAuthoritative_minDist", "-1.0f", CVAR_FLOAT, "" );
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idCVar pm_clientAuthoritative_Lerp( "pm_clientAuthoritative_Lerp", "0.9f", CVAR_FLOAT, "" );
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idCVar pm_clientAuthoritative_Divergence( "pm_clientAuthoritative_Divergence", "200.0f", CVAR_FLOAT, "" );
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idCVar pm_clientInterpolation_Divergence( "pm_clientInterpolation_Divergence", "5000.0f", CVAR_FLOAT, "" );
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idCVar pm_clientAuthoritative_minSpeedSquared( "pm_clientAuthoritative_minSpeedSquared", "1000.0f", CVAR_FLOAT, "" );
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extern idCVar g_demoMode;
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/*
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===============================================================================
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Player control of the Doom Marine.
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This object handles all player movement and world interaction.
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===============================================================================
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*/
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// distance between ladder rungs (actually is half that distance, but this sounds better)
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const int LADDER_RUNG_DISTANCE = 32;
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// amount of health per dose from the health station
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const int HEALTH_PER_DOSE = 10;
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// time before a weapon dropped to the floor disappears
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const int WEAPON_DROP_TIME = 20 * 1000;
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// time before a next or prev weapon switch happens
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const int WEAPON_SWITCH_DELAY = 150;
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// how many units to raise spectator above default view height so it's in the head of someone
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const int SPECTATE_RAISE = 25;
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const int HEALTHPULSE_TIME = 333;
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// minimum speed to bob and play run/walk animations at
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const float MIN_BOB_SPEED = 5.0f;
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// Special team used for spectators that we ONLY store on lobby. The local team property on player remains as 0 or 1.
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const float LOBBY_SPECTATE_TEAM_FOR_VOICE_CHAT = 2;
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const idEventDef EV_Player_GetButtons( "getButtons", NULL, 'd' );
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const idEventDef EV_Player_GetMove( "getMove", NULL, 'v' );
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const idEventDef EV_Player_GetViewAngles( "getViewAngles", NULL, 'v' );
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const idEventDef EV_Player_StopFxFov( "stopFxFov" );
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const idEventDef EV_Player_EnableWeapon( "enableWeapon" );
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const idEventDef EV_Player_DisableWeapon( "disableWeapon" );
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const idEventDef EV_Player_GetCurrentWeapon( "getCurrentWeapon", NULL, 's' );
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const idEventDef EV_Player_GetPreviousWeapon( "getPreviousWeapon", NULL, 's' );
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const idEventDef EV_Player_SelectWeapon( "selectWeapon", "s" );
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const idEventDef EV_Player_GetWeaponEntity( "getWeaponEntity", NULL, 'e' );
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const idEventDef EV_Player_OpenPDA( "openPDA" );
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const idEventDef EV_Player_InPDA( "inPDA", NULL, 'd' );
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const idEventDef EV_Player_ExitTeleporter( "exitTeleporter" );
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const idEventDef EV_Player_StopAudioLog( "stopAudioLog" );
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const idEventDef EV_Player_HideTip( "hideTip" );
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const idEventDef EV_Player_LevelTrigger( "levelTrigger" );
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const idEventDef EV_SpectatorTouch( "spectatorTouch", "et" );
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const idEventDef EV_Player_GiveInventoryItem( "giveInventoryItem", "s" );
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const idEventDef EV_Player_RemoveInventoryItem( "removeInventoryItem", "s" );
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const idEventDef EV_Player_GetIdealWeapon( "getIdealWeapon", NULL, 's' );
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const idEventDef EV_Player_SetPowerupTime( "setPowerupTime", "dd" );
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const idEventDef EV_Player_IsPowerupActive( "isPowerupActive", "d", 'd' );
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const idEventDef EV_Player_WeaponAvailable( "weaponAvailable", "s", 'd');
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const idEventDef EV_Player_StartWarp( "startWarp" );
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const idEventDef EV_Player_StopHelltime( "stopHelltime", "d" );
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const idEventDef EV_Player_ToggleBloom( "toggleBloom", "d" );
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const idEventDef EV_Player_SetBloomParms( "setBloomParms", "ff" );
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CLASS_DECLARATION( idActor, idPlayer )
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EVENT( EV_Player_GetButtons, idPlayer::Event_GetButtons )
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EVENT( EV_Player_GetMove, idPlayer::Event_GetMove )
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EVENT( EV_Player_GetViewAngles, idPlayer::Event_GetViewAngles )
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EVENT( EV_Player_StopFxFov, idPlayer::Event_StopFxFov )
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EVENT( EV_Player_EnableWeapon, idPlayer::Event_EnableWeapon )
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EVENT( EV_Player_DisableWeapon, idPlayer::Event_DisableWeapon )
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EVENT( EV_Player_GetCurrentWeapon, idPlayer::Event_GetCurrentWeapon )
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EVENT( EV_Player_GetPreviousWeapon, idPlayer::Event_GetPreviousWeapon )
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EVENT( EV_Player_SelectWeapon, idPlayer::Event_SelectWeapon )
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EVENT( EV_Player_GetWeaponEntity, idPlayer::Event_GetWeaponEntity )
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EVENT( EV_Player_OpenPDA, idPlayer::Event_OpenPDA )
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EVENT( EV_Player_InPDA, idPlayer::Event_InPDA )
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EVENT( EV_Player_ExitTeleporter, idPlayer::Event_ExitTeleporter )
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EVENT( EV_Player_StopAudioLog, idPlayer::Event_StopAudioLog )
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EVENT( EV_Player_HideTip, idPlayer::Event_HideTip )
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EVENT( EV_Player_LevelTrigger, idPlayer::Event_LevelTrigger )
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EVENT( EV_Gibbed, idPlayer::Event_Gibbed )
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EVENT( EV_Player_GiveInventoryItem, idPlayer::Event_GiveInventoryItem )
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EVENT( EV_Player_RemoveInventoryItem, idPlayer::Event_RemoveInventoryItem )
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EVENT( EV_Player_GetIdealWeapon, idPlayer::Event_GetIdealWeapon )
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EVENT( EV_Player_WeaponAvailable, idPlayer::Event_WeaponAvailable )
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EVENT( EV_Player_SetPowerupTime, idPlayer::Event_SetPowerupTime )
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EVENT( EV_Player_IsPowerupActive, idPlayer::Event_IsPowerupActive )
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EVENT( EV_Player_StartWarp, idPlayer::Event_StartWarp )
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EVENT( EV_Player_StopHelltime, idPlayer::Event_StopHelltime )
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EVENT( EV_Player_ToggleBloom, idPlayer::Event_ToggleBloom )
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EVENT( EV_Player_SetBloomParms, idPlayer::Event_SetBloomParms )
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END_CLASS
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const int MAX_RESPAWN_TIME = 10000;
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const int RAGDOLL_DEATH_TIME = 3000;
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const int MAX_PDAS = 64;
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const int MAX_PDA_ITEMS = 128;
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const int STEPUP_TIME = 200;
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const int MAX_INVENTORY_ITEMS = 20;
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/*
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==============
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idInventory::Clear
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==============
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*/
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void idInventory::Clear() {
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maxHealth = 0;
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weapons = 0;
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powerups = 0;
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armor = 0;
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maxarmor = 0;
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deplete_armor = 0;
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deplete_rate = 0.0f;
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deplete_ammount = 0;
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nextArmorDepleteTime = 0;
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for ( int i = 0; i < ammo.Num(); ++i ) {
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ammo[i].Set( 0 );
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}
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ClearPowerUps();
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// set to -1 so that the gun knows to have a full clip the first time we get it and at the start of the level
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for ( int i = 0; i < clip.Num(); ++i ) {
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clip[i].Set( -1 );
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}
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items.DeleteContents( true );
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memset(pdasViewed, 0, 4 * sizeof( pdasViewed[0] ) );
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pdas.Clear();
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videos.Clear();
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emails.Clear();
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selVideo = 0;
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selEMail = 0;
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selPDA = 0;
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selAudio = 0;
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pdaOpened = false;
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levelTriggers.Clear();
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nextItemPickup = 0;
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nextItemNum = 1;
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onePickupTime = 0;
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pickupItemNames.Clear();
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objectiveNames.Clear();
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ammoPredictTime = 0;
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lastGiveTime = 0;
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ammoPulse = false;
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weaponPulse = false;
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armorPulse = false;
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}
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/*
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==============
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idInventory::GivePowerUp
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==============
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*/
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void idInventory::GivePowerUp( idPlayer *player, int powerup, int msec ) {
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powerups |= 1 << powerup;
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powerupEndTime[ powerup ] = gameLocal.time + msec;
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}
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/*
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==============
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idInventory::ClearPowerUps
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==============
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*/
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void idInventory::ClearPowerUps() {
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int i;
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for ( i = 0; i < MAX_POWERUPS; i++ ) {
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powerupEndTime[ i ] = 0;
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}
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powerups = 0;
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}
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/*
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==============
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idInventory::GetPersistantData
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==============
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*/
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void idInventory::GetPersistantData( idDict &dict ) {
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int i;
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int num;
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idDict *item;
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idStr key;
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const idKeyValue *kv;
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const char *name;
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// armor
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dict.SetInt( "armor", armor );
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// don't bother with powerups, maxhealth, maxarmor, or the clip
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// ammo
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for( i = 0; i < AMMO_NUMTYPES; i++ ) {
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name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
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if ( name ) {
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dict.SetInt( name, ammo[ i ].Get() );
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}
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}
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//Save the clip data
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for( i = 0; i < MAX_WEAPONS; i++ ) {
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dict.SetInt( va("clip%i", i), clip[ i ].Get() );
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}
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// items
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num = 0;
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for( i = 0; i < items.Num(); i++ ) {
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item = items[ i ];
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// copy all keys with "inv_"
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kv = item->MatchPrefix( "inv_" );
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if ( kv ) {
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while( kv ) {
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sprintf( key, "item_%i %s", num, kv->GetKey().c_str() );
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dict.Set( key, kv->GetValue() );
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kv = item->MatchPrefix( "inv_", kv );
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}
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num++;
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}
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}
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dict.SetInt( "items", num );
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// pdas viewed
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for ( i = 0; i < 4; i++ ) {
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dict.SetInt( va("pdasViewed_%i", i), pdasViewed[i] );
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}
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dict.SetInt( "selPDA", selPDA );
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dict.SetInt( "selVideo", selVideo );
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dict.SetInt( "selEmail", selEMail );
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dict.SetInt( "selAudio", selAudio );
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dict.SetInt( "pdaOpened", pdaOpened );
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// pdas
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for ( i = 0; i < pdas.Num(); i++ ) {
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sprintf( key, "pda_%i", i );
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dict.Set( key, pdas[ i ]->GetName() );
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}
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dict.SetInt( "pdas", pdas.Num() );
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// video cds
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for ( i = 0; i < videos.Num(); i++ ) {
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sprintf( key, "video_%i", i );
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dict.Set( key, videos[ i ]->GetName() );
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}
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dict.SetInt( "videos", videos.Num() );
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// emails
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for ( i = 0; i < emails.Num(); i++ ) {
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sprintf( key, "email_%i", i );
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dict.Set( key, emails[ i ]->GetName() );
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}
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dict.SetInt( "emails", emails.Num() );
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// weapons
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dict.SetInt( "weapon_bits", weapons );
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dict.SetInt( "levelTriggers", levelTriggers.Num() );
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for ( i = 0; i < levelTriggers.Num(); i++ ) {
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sprintf( key, "levelTrigger_Level_%i", i );
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dict.Set( key, levelTriggers[i].levelName );
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sprintf( key, "levelTrigger_Trigger_%i", i );
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dict.Set( key, levelTriggers[i].triggerName );
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}
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}
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/*
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==============
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idInventory::RestoreInventory
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==============
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*/
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void idInventory::RestoreInventory( idPlayer *owner, const idDict &dict ) {
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int i;
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int num;
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idDict *item;
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idStr key;
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idStr itemname;
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const idKeyValue *kv;
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const char *name;
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Clear();
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// health/armor
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maxHealth = dict.GetInt( "maxhealth", "100" );
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armor = dict.GetInt( "armor", "50" );
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maxarmor = dict.GetInt( "maxarmor", "100" );
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deplete_armor = dict.GetInt( "deplete_armor", "0" );
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deplete_rate = dict.GetFloat( "deplete_rate", "2.0" );
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deplete_ammount = dict.GetInt( "deplete_ammount", "1" );
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// the clip and powerups aren't restored
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// ammo
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for( i = 0; i < AMMO_NUMTYPES; i++ ) {
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name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
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if ( name ) {
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ammo[ i ] = dict.GetInt( name );
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}
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}
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//Restore the clip data
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for( i = 0; i < MAX_WEAPONS; i++ ) {
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clip[i] = dict.GetInt(va("clip%i", i), "-1");
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}
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// items
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num = dict.GetInt( "items" );
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items.SetNum( num );
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for( i = 0; i < num; i++ ) {
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item = new (TAG_ENTITY) idDict();
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items[ i ] = item;
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sprintf( itemname, "item_%i ", i );
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kv = dict.MatchPrefix( itemname );
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while( kv ) {
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key = kv->GetKey();
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key.Strip( itemname );
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item->Set( key, kv->GetValue() );
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kv = dict.MatchPrefix( itemname, kv );
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}
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}
|
||
|
|
||
|
// pdas viewed
|
||
|
for ( i = 0; i < 4; i++ ) {
|
||
|
pdasViewed[i] = dict.GetInt(va("pdasViewed_%i", i));
|
||
|
}
|
||
|
|
||
|
selPDA = dict.GetInt( "selPDA" );
|
||
|
selEMail = dict.GetInt( "selEmail" );
|
||
|
selVideo = dict.GetInt( "selVideo" );
|
||
|
selAudio = dict.GetInt( "selAudio" );
|
||
|
pdaOpened = dict.GetBool( "pdaOpened" );
|
||
|
|
||
|
// pdas
|
||
|
num = dict.GetInt( "pdas" );
|
||
|
pdas.SetNum( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
sprintf( itemname, "pda_%i", i );
|
||
|
pdas[i] = static_cast<const idDeclPDA *>( declManager->FindType( DECL_PDA, dict.GetString( itemname, "default" ) ) );
|
||
|
}
|
||
|
|
||
|
// videos
|
||
|
num = dict.GetInt( "videos" );
|
||
|
videos.SetNum( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
sprintf( itemname, "video_%i", i );
|
||
|
videos[i] = static_cast<const idDeclVideo *>( declManager->FindType( DECL_VIDEO, dict.GetString( itemname, "default" ) ) );
|
||
|
}
|
||
|
|
||
|
// emails
|
||
|
num = dict.GetInt( "emails" );
|
||
|
emails.SetNum( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
sprintf( itemname, "email_%i", i );
|
||
|
emails[i] = static_cast<const idDeclEmail *>( declManager->FindType( DECL_EMAIL, dict.GetString( itemname, "default" ) ) );
|
||
|
}
|
||
|
|
||
|
// weapons are stored as a number for persistant data, but as strings in the entityDef
|
||
|
weapons = dict.GetInt( "weapon_bits", "0" );
|
||
|
|
||
|
if ( g_skill.GetInteger() >= 3 || cvarSystem->GetCVarBool( "fs_buildresources" ) ) {
|
||
|
Give( owner, dict, "weapon", dict.GetString( "weapon_nightmare" ), NULL, false, ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE );
|
||
|
} else {
|
||
|
Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false, ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE );
|
||
|
}
|
||
|
|
||
|
num = dict.GetInt( "levelTriggers" );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
sprintf( itemname, "levelTrigger_Level_%i", i );
|
||
|
idLevelTriggerInfo lti;
|
||
|
lti.levelName = dict.GetString( itemname );
|
||
|
sprintf( itemname, "levelTrigger_Trigger_%i", i );
|
||
|
lti.triggerName = dict.GetString( itemname );
|
||
|
levelTriggers.Append( lti );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::Save
|
||
|
==============
|
||
|
*/
|
||
|
void idInventory::Save( idSaveGame *savefile ) const {
|
||
|
int i;
|
||
|
|
||
|
savefile->WriteInt( maxHealth );
|
||
|
savefile->WriteInt( weapons );
|
||
|
savefile->WriteInt( powerups );
|
||
|
savefile->WriteInt( armor );
|
||
|
savefile->WriteInt( maxarmor );
|
||
|
savefile->WriteInt( ammoPredictTime );
|
||
|
savefile->WriteInt( deplete_armor );
|
||
|
savefile->WriteFloat( deplete_rate );
|
||
|
savefile->WriteInt( deplete_ammount );
|
||
|
savefile->WriteInt( nextArmorDepleteTime );
|
||
|
|
||
|
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
||
|
savefile->WriteInt( ammo[ i ].Get() );
|
||
|
}
|
||
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
savefile->WriteInt( clip[ i ].Get() );
|
||
|
}
|
||
|
for( i = 0; i < MAX_POWERUPS; i++ ) {
|
||
|
savefile->WriteInt( powerupEndTime[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( items.Num() );
|
||
|
for( i = 0; i < items.Num(); i++ ) {
|
||
|
savefile->WriteDict( items[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( pdasViewed[0] );
|
||
|
savefile->WriteInt( pdasViewed[1] );
|
||
|
savefile->WriteInt( pdasViewed[2] );
|
||
|
savefile->WriteInt( pdasViewed[3] );
|
||
|
|
||
|
savefile->WriteInt( selPDA );
|
||
|
savefile->WriteInt( selVideo );
|
||
|
savefile->WriteInt( selEMail );
|
||
|
savefile->WriteInt( selAudio );
|
||
|
savefile->WriteBool( pdaOpened );
|
||
|
|
||
|
savefile->WriteInt( pdas.Num() );
|
||
|
for( i = 0; i < pdas.Num(); i++ ) {
|
||
|
savefile->WriteString( pdas[ i ]->GetName() );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( pdaSecurity.Num() );
|
||
|
for( i=0; i < pdaSecurity.Num(); i++ ) {
|
||
|
savefile->WriteString( pdaSecurity[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( videos.Num() );
|
||
|
for( i = 0; i < videos.Num(); i++ ) {
|
||
|
savefile->WriteString( videos[ i ]->GetName() );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( emails.Num() );
|
||
|
for ( i = 0; i < emails.Num(); i++ ) {
|
||
|
savefile->WriteString( emails[ i ]->GetName() );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( nextItemPickup );
|
||
|
savefile->WriteInt( nextItemNum );
|
||
|
savefile->WriteInt( onePickupTime );
|
||
|
|
||
|
savefile->WriteInt( pickupItemNames.Num() );
|
||
|
for( i = 0; i < pickupItemNames.Num(); i++ ) {
|
||
|
savefile->WriteString( pickupItemNames[i] );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( objectiveNames.Num() );
|
||
|
for( i = 0; i < objectiveNames.Num(); i++ ) {
|
||
|
savefile->WriteMaterial( objectiveNames[i].screenshot );
|
||
|
savefile->WriteString( objectiveNames[i].text );
|
||
|
savefile->WriteString( objectiveNames[i].title );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( levelTriggers.Num() );
|
||
|
for ( i = 0; i < levelTriggers.Num(); i++ ) {
|
||
|
savefile->WriteString( levelTriggers[i].levelName );
|
||
|
savefile->WriteString( levelTriggers[i].triggerName );
|
||
|
}
|
||
|
|
||
|
savefile->WriteBool( ammoPulse );
|
||
|
savefile->WriteBool( weaponPulse );
|
||
|
savefile->WriteBool( armorPulse );
|
||
|
|
||
|
savefile->WriteInt( lastGiveTime );
|
||
|
|
||
|
for(i = 0; i < AMMO_NUMTYPES; i++) {
|
||
|
savefile->WriteInt(rechargeAmmo[i].ammo);
|
||
|
savefile->WriteInt(rechargeAmmo[i].rechargeTime);
|
||
|
savefile->WriteString(rechargeAmmo[i].ammoName);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::Restore
|
||
|
==============
|
||
|
*/
|
||
|
void idInventory::Restore( idRestoreGame *savefile ) {
|
||
|
int i, num;
|
||
|
|
||
|
savefile->ReadInt( maxHealth );
|
||
|
savefile->ReadInt( weapons );
|
||
|
savefile->ReadInt( powerups );
|
||
|
savefile->ReadInt( armor );
|
||
|
savefile->ReadInt( maxarmor );
|
||
|
savefile->ReadInt( ammoPredictTime );
|
||
|
savefile->ReadInt( deplete_armor );
|
||
|
savefile->ReadFloat( deplete_rate );
|
||
|
savefile->ReadInt( deplete_ammount );
|
||
|
savefile->ReadInt( nextArmorDepleteTime );
|
||
|
|
||
|
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
|
||
|
int savedAmmo = 0;
|
||
|
savefile->ReadInt( savedAmmo );
|
||
|
ammo[ i ].Set( savedAmmo );
|
||
|
}
|
||
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
int savedClip = 0;
|
||
|
savefile->ReadInt( savedClip );
|
||
|
clip[ i ].Set( savedClip );
|
||
|
}
|
||
|
for( i = 0; i < MAX_POWERUPS; i++ ) {
|
||
|
savefile->ReadInt( powerupEndTime[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
idDict *itemdict = new (TAG_ENTITY) idDict;
|
||
|
|
||
|
savefile->ReadDict( itemdict );
|
||
|
items.Append( itemdict );
|
||
|
}
|
||
|
|
||
|
// pdas
|
||
|
savefile->ReadInt( pdasViewed[0] );
|
||
|
savefile->ReadInt( pdasViewed[1] );
|
||
|
savefile->ReadInt( pdasViewed[2] );
|
||
|
savefile->ReadInt( pdasViewed[3] );
|
||
|
|
||
|
savefile->ReadInt( selPDA );
|
||
|
savefile->ReadInt( selVideo );
|
||
|
savefile->ReadInt( selEMail );
|
||
|
savefile->ReadInt( selAudio );
|
||
|
savefile->ReadBool( pdaOpened );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
idStr strPda;
|
||
|
savefile->ReadString( strPda );
|
||
|
pdas.Append( static_cast<const idDeclPDA *>( declManager->FindType( DECL_PDA, strPda ) ) );
|
||
|
}
|
||
|
|
||
|
// pda security clearances
|
||
|
savefile->ReadInt( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
idStr invName;
|
||
|
savefile->ReadString( invName );
|
||
|
pdaSecurity.Append( invName );
|
||
|
}
|
||
|
|
||
|
// videos
|
||
|
savefile->ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
idStr strVideo;
|
||
|
savefile->ReadString( strVideo );
|
||
|
videos.Append( static_cast<const idDeclVideo *>( declManager->FindType( DECL_VIDEO, strVideo ) ) );
|
||
|
}
|
||
|
|
||
|
// email
|
||
|
savefile->ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
idStr strEmail;
|
||
|
savefile->ReadString( strEmail );
|
||
|
emails.Append( static_cast<const idDeclEmail *>( declManager->FindType( DECL_EMAIL, strEmail ) ) );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( nextItemPickup );
|
||
|
savefile->ReadInt( nextItemNum );
|
||
|
savefile->ReadInt( onePickupTime );
|
||
|
savefile->ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
idStr itemName;
|
||
|
savefile->ReadString( itemName );
|
||
|
pickupItemNames.Append( itemName );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
idObjectiveInfo obj;
|
||
|
|
||
|
savefile->ReadMaterial( obj.screenshot );
|
||
|
savefile->ReadString( obj.text );
|
||
|
savefile->ReadString( obj.title );
|
||
|
|
||
|
objectiveNames.Append( obj );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
idLevelTriggerInfo lti;
|
||
|
savefile->ReadString( lti.levelName );
|
||
|
savefile->ReadString( lti.triggerName );
|
||
|
levelTriggers.Append( lti );
|
||
|
}
|
||
|
|
||
|
savefile->ReadBool( ammoPulse );
|
||
|
savefile->ReadBool( weaponPulse );
|
||
|
savefile->ReadBool( armorPulse );
|
||
|
|
||
|
savefile->ReadInt( lastGiveTime );
|
||
|
|
||
|
for(i = 0; i < AMMO_NUMTYPES; i++) {
|
||
|
savefile->ReadInt(rechargeAmmo[i].ammo);
|
||
|
savefile->ReadInt(rechargeAmmo[i].rechargeTime);
|
||
|
|
||
|
idStr name;
|
||
|
savefile->ReadString(name);
|
||
|
strcpy(rechargeAmmo[i].ammoName, name);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::AmmoIndexForAmmoClass
|
||
|
==============
|
||
|
*/
|
||
|
ammo_t idInventory::AmmoIndexForAmmoClass( const char *ammo_classname ) const {
|
||
|
return idWeapon::GetAmmoNumForName( ammo_classname );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::AmmoIndexForAmmoClass
|
||
|
==============
|
||
|
*/
|
||
|
int idInventory::MaxAmmoForAmmoClass( const idPlayer *owner, const char *ammo_classname ) const {
|
||
|
return owner->spawnArgs.GetInt( va( "max_%s", ammo_classname ), "0" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::AmmoPickupNameForIndex
|
||
|
==============
|
||
|
*/
|
||
|
const char *idInventory::AmmoPickupNameForIndex( ammo_t ammonum ) const {
|
||
|
return idWeapon::GetAmmoPickupNameForNum( ammonum );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::WeaponIndexForAmmoClass
|
||
|
mapping could be prepared in the constructor
|
||
|
==============
|
||
|
*/
|
||
|
int idInventory::WeaponIndexForAmmoClass( const idDict & spawnArgs, const char *ammo_classname ) const {
|
||
|
int i;
|
||
|
const char *weapon_classname;
|
||
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
||
|
if ( !weapon_classname ) {
|
||
|
continue;
|
||
|
}
|
||
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
|
||
|
if ( !decl ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !idStr::Icmp( ammo_classname, decl->dict.GetString( "ammoType" ) ) ) {
|
||
|
return i;
|
||
|
}
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::AmmoIndexForWeaponClass
|
||
|
==============
|
||
|
*/
|
||
|
ammo_t idInventory::AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired ) {
|
||
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
|
||
|
if ( !decl ) {
|
||
|
//gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname );
|
||
|
return 0;
|
||
|
}
|
||
|
if ( ammoRequired ) {
|
||
|
*ammoRequired = decl->dict.GetInt( "ammoRequired" );
|
||
|
}
|
||
|
ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) );
|
||
|
return ammo_i;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::AddPickupName
|
||
|
==============
|
||
|
*/
|
||
|
void idInventory::AddPickupName( const char * name, idPlayer * owner ) { //_D3XP
|
||
|
int num = pickupItemNames.Num();
|
||
|
if ( ( num == 0 ) || ( pickupItemNames[ num - 1 ].Icmp( name ) != 0 ) ) {
|
||
|
if ( idStr::Cmpn( name, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
|
||
|
pickupItemNames.Append( idLocalization::GetString( name ) );
|
||
|
} else {
|
||
|
pickupItemNames.Append( name );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idInventory::Give
|
||
|
==============
|
||
|
*/
|
||
|
bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value,
|
||
|
idPredictedValue< int > * idealWeapon, bool updateHud, unsigned int giveFlags ) {
|
||
|
int i;
|
||
|
const char *pos;
|
||
|
const char *end;
|
||
|
int len;
|
||
|
idStr weaponString;
|
||
|
int max;
|
||
|
const idDeclEntityDef *weaponDecl;
|
||
|
bool tookWeapon;
|
||
|
int amount;
|
||
|
const char *name;
|
||
|
|
||
|
if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) {
|
||
|
i = AmmoIndexForAmmoClass( statname );
|
||
|
max = MaxAmmoForAmmoClass( owner, statname );
|
||
|
|
||
|
if(max <= 0) {
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
//No Max
|
||
|
ammo[ i ] += atoi( value );
|
||
|
}
|
||
|
} else {
|
||
|
//Already at or above the max so don't allow the give
|
||
|
if(ammo[ i ].Get() >= max) {
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
ammo[ i ] = max;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
//We were below the max so accept the give but cap it at the max
|
||
|
ammo[ i ] += atoi( value );
|
||
|
if(ammo[ i ].Get() > max) {
|
||
|
ammo[ i ] = max;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmpn( statname, "ammo_", 5 ) ) {
|
||
|
i = AmmoIndexForAmmoClass( statname );
|
||
|
max = MaxAmmoForAmmoClass( owner, statname );
|
||
|
if ( ammo[ i ].Get() >= max ) {
|
||
|
return false;
|
||
|
}
|
||
|
// Add ammo for the feedback flag because it's predicted.
|
||
|
// If it is a misprediction, the client will be corrected in
|
||
|
// a snapshot.
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
amount = atoi( value );
|
||
|
if ( amount ) {
|
||
|
ammo[ i ] += amount;
|
||
|
if ( ( max > 0 ) && ( ammo[ i ].Get() > max ) ) {
|
||
|
ammo[ i ] = max;
|
||
|
}
|
||
|
ammoPulse = true;
|
||
|
}
|
||
|
|
||
|
name = AmmoPickupNameForIndex( i );
|
||
|
if ( idStr::Length( name ) ) {
|
||
|
AddPickupName( name, owner ); //_D3XP
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "armor" ) ) {
|
||
|
if ( armor >= maxarmor ) {
|
||
|
return false; // can't hold any more, so leave the item
|
||
|
}
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
amount = atoi( value );
|
||
|
if ( amount ) {
|
||
|
armor += amount;
|
||
|
if ( armor > maxarmor ) {
|
||
|
armor = maxarmor;
|
||
|
}
|
||
|
nextArmorDepleteTime = 0;
|
||
|
armorPulse = true;
|
||
|
}
|
||
|
}
|
||
|
} else if ( idStr::FindText( statname, "inclip_" ) == 0 ) {
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
idStr temp = statname;
|
||
|
i = atoi(temp.Mid(7, 2));
|
||
|
if ( i != -1 ) {
|
||
|
// set, don't add. not going over the clip size limit.
|
||
|
SetClipAmmoForWeapon( i, atoi( value ) );
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "invulnerability" ) ) {
|
||
|
owner->GivePowerUp( INVULNERABILITY, SEC2MS( atof( value ) ), giveFlags );
|
||
|
} else if ( !idStr::Icmp( statname, "helltime" ) ) {
|
||
|
owner->GivePowerUp( HELLTIME, SEC2MS( atof( value ) ), giveFlags );
|
||
|
} else if ( !idStr::Icmp( statname, "envirosuit" ) ) {
|
||
|
owner->GivePowerUp( ENVIROSUIT, SEC2MS( atof( value ) ), giveFlags );
|
||
|
owner->GivePowerUp( ENVIROTIME, SEC2MS( atof( value ) ), giveFlags );
|
||
|
} else if ( !idStr::Icmp( statname, "berserk" ) ) {
|
||
|
owner->GivePowerUp( BERSERK, SEC2MS( atof( value ) ), giveFlags );
|
||
|
//} else if ( !idStr::Icmp( statname, "haste" ) ) {
|
||
|
// owner->GivePowerUp( HASTE, SEC2MS( atof( value ) ) );
|
||
|
} else if ( !idStr::Icmp( statname, "adrenaline" ) ) {
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
GivePowerUp( owner, ADRENALINE, SEC2MS( atof( value ) ) );
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "mega" ) ) {
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
GivePowerUp( owner, MEGAHEALTH, SEC2MS( atof( value ) ) );
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "weapon" ) ) {
|
||
|
tookWeapon = false;
|
||
|
for( pos = value; pos != NULL; pos = end ) {
|
||
|
end = strchr( pos, ',' );
|
||
|
if ( end ) {
|
||
|
len = end - pos;
|
||
|
end++;
|
||
|
} else {
|
||
|
len = strlen( pos );
|
||
|
}
|
||
|
|
||
|
idStr weaponName( pos, 0, len );
|
||
|
|
||
|
// find the number of the matching weapon name
|
||
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", i ) ) ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( i >= MAX_WEAPONS ) {
|
||
|
gameLocal.Warning( "Unknown weapon '%s'", weaponName.c_str() );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// cache the media for this weapon
|
||
|
weaponDecl = gameLocal.FindEntityDef( weaponName, false );
|
||
|
|
||
|
// don't pickup "no ammo" weapon types twice
|
||
|
// not for D3 SP .. there is only one case in the game where you can get a no ammo
|
||
|
// weapon when you might already have it, in that case it is more conistent to pick it up
|
||
|
if ( common->IsMultiplayer() && ( weapons & ( 1 << i ) ) && ( weaponDecl != NULL ) && !weaponDecl->dict.GetInt( "ammoRequired" ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || ( weaponName == "weapon_fists" ) || ( weaponName == "weapon_soulcube" ) ) {
|
||
|
if ( ( weapons & ( 1 << i ) ) == 0 || common->IsMultiplayer() ) {
|
||
|
tookWeapon = true;
|
||
|
|
||
|
// This is done during "feedback" so that clients can predict the ideal weapon.
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
|
||
|
lobbyUserID_t & lobbyUserID = gameLocal.lobbyUserIDs[owner->entityNumber];
|
||
|
if ( lobby.GetLobbyUserWeaponAutoSwitch( lobbyUserID ) && idealWeapon != NULL && i != owner->weapon_bloodstone_active1 && i != owner->weapon_bloodstone_active2 && i != owner->weapon_bloodstone_active3) {
|
||
|
idealWeapon->Set( i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
if ( updateHud && lastGiveTime + 1000 < gameLocal.time ) {
|
||
|
if ( owner->hud ) {
|
||
|
owner->hud->GiveWeapon( owner, i );
|
||
|
}
|
||
|
lastGiveTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
weaponPulse = true;
|
||
|
weapons |= ( 1 << i );
|
||
|
|
||
|
|
||
|
if ( weaponName != "weapon_pda" ) {
|
||
|
for ( int index = 0; index < NUM_QUICK_SLOTS; ++index ) {
|
||
|
if ( owner->GetQuickSlot( index ) == -1 ) {
|
||
|
owner->SetQuickSlot( index, i );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return tookWeapon;
|
||
|
} else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) {
|
||
|
// ignore these as they're handled elsewhere
|
||
|
return false;
|
||
|
} else {
|
||
|
// unknown item
|
||
|
gameLocal.Warning( "Unknown stat '%s' added to player's inventory", statname );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventoy::Drop
|
||
|
===============
|
||
|
*/
|
||
|
void idInventory::Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index ) {
|
||
|
// remove the weapon bit
|
||
|
// also remove the ammo associated with the weapon as we pushed it in the item
|
||
|
assert( weapon_index != -1 || weapon_classname );
|
||
|
if ( weapon_index == -1 ) {
|
||
|
for( weapon_index = 0; weapon_index < MAX_WEAPONS; weapon_index++ ) {
|
||
|
if ( !idStr::Icmp( weapon_classname, spawnArgs.GetString( va( "def_weapon%d", weapon_index ) ) ) ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( weapon_index >= MAX_WEAPONS ) {
|
||
|
gameLocal.Error( "Unknown weapon '%s'", weapon_classname );
|
||
|
}
|
||
|
} else if ( !weapon_classname ) {
|
||
|
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", weapon_index ) );
|
||
|
}
|
||
|
weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) );
|
||
|
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL );
|
||
|
if ( ammo_i && ammo_i < AMMO_NUMTYPES ) {
|
||
|
clip[ weapon_index ] = -1;
|
||
|
ammo[ ammo_i ] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::HasAmmo
|
||
|
===============
|
||
|
*/
|
||
|
int idInventory::HasAmmo( ammo_t type, int amount ) {
|
||
|
if ( ( type == 0 ) || !amount ) {
|
||
|
// always allow weapons that don't use ammo to fire
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
// check if we have infinite ammo
|
||
|
if ( ammo[ type ].Get() < 0 ) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
// return how many shots we can fire
|
||
|
return ammo[ type ].Get() / amount;
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::HasAmmo
|
||
|
===============
|
||
|
*/
|
||
|
int idInventory::HasAmmo( const char *weapon_classname, bool includeClip, idPlayer* owner ) { //_D3XP
|
||
|
int ammoRequired;
|
||
|
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, &ammoRequired );
|
||
|
|
||
|
int ammoCount = HasAmmo( ammo_i, ammoRequired );
|
||
|
if(includeClip && owner) {
|
||
|
ammoCount += Max( 0, clip[owner->SlotForWeapon(weapon_classname)].Get() );
|
||
|
}
|
||
|
return ammoCount;
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::HasEmptyClipCannotRefill
|
||
|
===============
|
||
|
*/
|
||
|
bool idInventory::HasEmptyClipCannotRefill(const char *weapon_classname, idPlayer* owner) {
|
||
|
|
||
|
int clipSize = clip[owner->SlotForWeapon(weapon_classname)].Get();
|
||
|
if(clipSize) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
|
||
|
if ( decl == NULL ) {
|
||
|
gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname );
|
||
|
return false;
|
||
|
}
|
||
|
int minclip = decl->dict.GetInt("minclipsize");
|
||
|
if(!minclip) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) );
|
||
|
int ammoRequired = decl->dict.GetInt( "ammoRequired" );
|
||
|
int ammoCount = HasAmmo( ammo_i, ammoRequired );
|
||
|
if(ammoCount < minclip) {
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::UseAmmo
|
||
|
===============
|
||
|
*/
|
||
|
bool idInventory::UseAmmo( ammo_t type, int amount ) {
|
||
|
if ( g_infiniteAmmo.GetBool() ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( !HasAmmo( type, amount ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// take an ammo away if not infinite
|
||
|
if ( ammo[ type ].Get() >= 0 ) {
|
||
|
const int currentAmmo = GetInventoryAmmoForType( type );
|
||
|
SetInventoryAmmoForType( type, currentAmmo - amount );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::UpdateArmor
|
||
|
===============
|
||
|
*/
|
||
|
void idInventory::UpdateArmor() {
|
||
|
if ( deplete_armor != 0.0f && deplete_armor < armor ) {
|
||
|
if ( !nextArmorDepleteTime ) {
|
||
|
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
|
||
|
} else if ( gameLocal.time > nextArmorDepleteTime ) {
|
||
|
armor -= deplete_ammount;
|
||
|
if ( armor < deplete_armor ) {
|
||
|
armor = deplete_armor;
|
||
|
}
|
||
|
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::InitRechargeAmmo
|
||
|
===============
|
||
|
* Loads any recharge ammo definitions from the ammo_types entity definitions.
|
||
|
*/
|
||
|
void idInventory::InitRechargeAmmo(idPlayer *owner) {
|
||
|
|
||
|
memset (rechargeAmmo, 0, sizeof(rechargeAmmo));
|
||
|
|
||
|
const idKeyValue *kv = owner->spawnArgs.MatchPrefix( "ammorecharge_" );
|
||
|
while( kv ) {
|
||
|
idStr key = kv->GetKey();
|
||
|
idStr ammoname = key.Right(key.Length()- strlen("ammorecharge_"));
|
||
|
int ammoType = AmmoIndexForAmmoClass(ammoname);
|
||
|
rechargeAmmo[ammoType].ammo = (atof(kv->GetValue().c_str())*1000);
|
||
|
strcpy(rechargeAmmo[ammoType].ammoName, ammoname);
|
||
|
kv = owner->spawnArgs.MatchPrefix( "ammorecharge_", kv );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::RechargeAmmo
|
||
|
===============
|
||
|
* Called once per frame to update any ammo amount for ammo types that recharge.
|
||
|
*/
|
||
|
void idInventory::RechargeAmmo(idPlayer *owner) {
|
||
|
|
||
|
for(int i = 0; i < AMMO_NUMTYPES; i++) {
|
||
|
if(rechargeAmmo[i].ammo > 0) {
|
||
|
if(!rechargeAmmo[i].rechargeTime) {
|
||
|
//Initialize the recharge timer.
|
||
|
rechargeAmmo[i].rechargeTime = gameLocal.time;
|
||
|
}
|
||
|
int elapsed = gameLocal.time - rechargeAmmo[i].rechargeTime;
|
||
|
if(elapsed >= rechargeAmmo[i].ammo) {
|
||
|
int intervals = (gameLocal.time - rechargeAmmo[i].rechargeTime)/rechargeAmmo[i].ammo;
|
||
|
ammo[i] += intervals;
|
||
|
|
||
|
int max = MaxAmmoForAmmoClass(owner, rechargeAmmo[i].ammoName);
|
||
|
if(max > 0) {
|
||
|
if(ammo[i].Get() > max) {
|
||
|
ammo[i] = max;
|
||
|
}
|
||
|
}
|
||
|
rechargeAmmo[i].rechargeTime += intervals*rechargeAmmo[i].ammo;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::CanGive
|
||
|
===============
|
||
|
*/
|
||
|
bool idInventory::CanGive( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value ) {
|
||
|
|
||
|
if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) {
|
||
|
int max = MaxAmmoForAmmoClass(owner, statname);
|
||
|
int i = AmmoIndexForAmmoClass(statname);
|
||
|
|
||
|
if(max <= 0) {
|
||
|
//No Max
|
||
|
return true;
|
||
|
} else {
|
||
|
//Already at or above the max so don't allow the give
|
||
|
if(ammo[ i ].Get() >= max) {
|
||
|
ammo[ i ] = max;
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) {
|
||
|
// ignore these as they're handled elsewhere
|
||
|
//These items should not be considered as succesful gives because it messes up the max ammo items
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::SetClipAmmoForWeapon
|
||
|
|
||
|
Ammo is predicted on clients. This function ensures the frame the prediction occurs
|
||
|
is stored so the predicted value doesn't get overwritten by snapshots. Of course
|
||
|
the snapshot-reading function must check this value.
|
||
|
===============
|
||
|
*/
|
||
|
void idInventory::SetClipAmmoForWeapon( const int weapon, const int amount ) {
|
||
|
clip[weapon] = amount;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::SetInventoryAmmoForType
|
||
|
|
||
|
Ammo is predicted on clients. This function ensures the frame the prediction occurs
|
||
|
is stored so the predicted value doesn't get overwritten by snapshots. Of course
|
||
|
the snapshot-reading function must check this value.
|
||
|
===============
|
||
|
*/
|
||
|
void idInventory::SetInventoryAmmoForType( int ammoType, const int amount ) {
|
||
|
ammo[ammoType] = amount;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::GetClipAmmoForWeapon
|
||
|
===============
|
||
|
*/
|
||
|
int idInventory::GetClipAmmoForWeapon( const int weapon ) const {
|
||
|
return clip[weapon].Get();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::GetInventoryAmmoForType
|
||
|
===============
|
||
|
*/
|
||
|
int idInventory::GetInventoryAmmoForType( const int ammoType ) const {
|
||
|
return ammo[ammoType].Get();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::WriteAmmoToSnapshot
|
||
|
===============
|
||
|
*/
|
||
|
void idInventory::WriteAmmoToSnapshot( idBitMsg & msg ) const {
|
||
|
for( int i = 0; i < AMMO_NUMTYPES; i++ ) {
|
||
|
msg.WriteBits( ammo[i].Get(), ASYNC_PLAYER_INV_AMMO_BITS );
|
||
|
}
|
||
|
for( int i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
msg.WriteBits( clip[i].Get(), ASYNC_PLAYER_INV_CLIP_BITS );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::ReadAmmoFromSnapshot
|
||
|
===============
|
||
|
*/
|
||
|
void idInventory::ReadAmmoFromSnapshot( const idBitMsg & msg, const int ownerEntityNumber ) {
|
||
|
for( int i = 0; i < ammo.Num(); i++ ) {
|
||
|
const int snapshotAmmo = msg.ReadBits( ASYNC_PLAYER_INV_AMMO_BITS );
|
||
|
ammo[i].UpdateFromSnapshot( snapshotAmmo, ownerEntityNumber );
|
||
|
}
|
||
|
for( int i = 0; i < clip.Num(); i++ ) {
|
||
|
const int snapshotClip = msg.ReadBits( ASYNC_PLAYER_INV_CLIP_BITS );
|
||
|
clip[i].UpdateFromSnapshot( snapshotClip, ownerEntityNumber );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idInventory::ReadAmmoFromSnapshot
|
||
|
|
||
|
Doesn't really matter what remote client's ammo count is, so just set it to 999.
|
||
|
===============
|
||
|
*/
|
||
|
void idInventory::SetRemoteClientAmmo( const int ownerEntityNumber ) {
|
||
|
for ( int i = 0; i < ammo.Num(); ++i ) {
|
||
|
ammo[i].UpdateFromSnapshot( 999, ownerEntityNumber );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::idPlayer
|
||
|
==============
|
||
|
*/
|
||
|
idPlayer::idPlayer():
|
||
|
previousViewQuat( 0.0f, 0.0f, 0.0f, 1.0f ),
|
||
|
nextViewQuat( 0.0f, 0.0f, 0.0f, 1.0f ),
|
||
|
idealWeapon( -1 ),
|
||
|
serverOverridePositionTime( 0 ),
|
||
|
clientFireCount( 0 ) {
|
||
|
|
||
|
noclip = false;
|
||
|
godmode = false;
|
||
|
|
||
|
spawnAnglesSet = false;
|
||
|
spawnAngles = ang_zero;
|
||
|
viewAngles = ang_zero;
|
||
|
cmdAngles = ang_zero;
|
||
|
independentWeaponPitchAngle = 0.0f;
|
||
|
|
||
|
oldButtons = 0;
|
||
|
buttonMask = 0;
|
||
|
oldImpulseSequence = 0;
|
||
|
|
||
|
lastHitTime = 0;
|
||
|
lastSndHitTime = 0;
|
||
|
lastSavingThrowTime = 0;
|
||
|
|
||
|
laserSightHandle = -1;
|
||
|
memset( &laserSightRenderEntity, 0, sizeof( laserSightRenderEntity ) );
|
||
|
|
||
|
weapon = NULL;
|
||
|
primaryObjective = NULL;
|
||
|
|
||
|
hudManager = new idMenuHandler_HUD();
|
||
|
hud = NULL;
|
||
|
objectiveSystemOpen = false;
|
||
|
memset( quickSlot, -1, sizeof( quickSlot ) );
|
||
|
|
||
|
pdaMenu = new (TAG_SWF) idMenuHandler_PDA();
|
||
|
pdaVideoMat = NULL;
|
||
|
mpMessages = NULL;
|
||
|
|
||
|
mountedObject = NULL;
|
||
|
enviroSuitLight = NULL;
|
||
|
|
||
|
heartRate = BASE_HEARTRATE;
|
||
|
heartInfo.Init( 0, 0, 0, 0 );
|
||
|
lastHeartAdjust = 0;
|
||
|
lastHeartBeat = 0;
|
||
|
lastDmgTime = 0;
|
||
|
deathClearContentsTime = 0;
|
||
|
lastArmorPulse = -10000;
|
||
|
stamina = 0.0f;
|
||
|
healthPool = 0.0f;
|
||
|
nextHealthPulse = 0;
|
||
|
healthPulse = false;
|
||
|
nextHealthTake = 0;
|
||
|
healthTake = false;
|
||
|
|
||
|
forceScoreBoard = false;
|
||
|
forceRespawn = false;
|
||
|
spectating = false;
|
||
|
spectator = 0;
|
||
|
wantSpectate = true;
|
||
|
|
||
|
carryingFlag = false;
|
||
|
|
||
|
lastHitToggle = false;
|
||
|
|
||
|
minRespawnTime = 0;
|
||
|
maxRespawnTime = 0;
|
||
|
|
||
|
firstPersonViewOrigin = vec3_zero;
|
||
|
firstPersonViewAxis = mat3_identity;
|
||
|
|
||
|
hipJoint = INVALID_JOINT;
|
||
|
chestJoint = INVALID_JOINT;
|
||
|
headJoint = INVALID_JOINT;
|
||
|
|
||
|
bobFoot = 0;
|
||
|
bobFrac = 0.0f;
|
||
|
bobfracsin = 0.0f;
|
||
|
bobCycle = 0;
|
||
|
xyspeed = 0.0f;
|
||
|
stepUpTime = 0;
|
||
|
stepUpDelta = 0.0f;
|
||
|
idealLegsYaw = 0.0f;
|
||
|
legsYaw = 0.0f;
|
||
|
legsForward = true;
|
||
|
oldViewYaw = 0.0f;
|
||
|
viewBobAngles = ang_zero;
|
||
|
viewBob = vec3_zero;
|
||
|
landChange = 0;
|
||
|
landTime = 0;
|
||
|
|
||
|
currentWeapon = -1;
|
||
|
previousWeapon = -1;
|
||
|
weaponSwitchTime = 0;
|
||
|
weaponEnabled = true;
|
||
|
weapon_soulcube = -1;
|
||
|
weapon_pda = -1;
|
||
|
weapon_fists = -1;
|
||
|
weapon_chainsaw = -1;
|
||
|
weapon_bloodstone = -1;
|
||
|
weapon_bloodstone_active1 = -1;
|
||
|
weapon_bloodstone_active2 = -1;
|
||
|
weapon_bloodstone_active3 = -1;
|
||
|
harvest_lock = false;
|
||
|
|
||
|
hudPowerup = -1;
|
||
|
lastHudPowerup = -1;
|
||
|
hudPowerupDuration = 0;
|
||
|
|
||
|
skinIndex = 0;
|
||
|
skin = NULL;
|
||
|
powerUpSkin = NULL;
|
||
|
|
||
|
numProjectileKills = 0;
|
||
|
numProjectilesFired = 0;
|
||
|
numProjectileHits = 0;
|
||
|
|
||
|
airless = false;
|
||
|
airMsec = 0;
|
||
|
lastAirDamage = 0;
|
||
|
|
||
|
gibDeath = false;
|
||
|
gibsLaunched = false;
|
||
|
gibsDir = vec3_zero;
|
||
|
|
||
|
zoomFov.Init( 0, 0, 0, 0 );
|
||
|
centerView.Init( 0, 0, 0, 0 );
|
||
|
fxFov = false;
|
||
|
|
||
|
influenceFov = 0;
|
||
|
influenceActive = 0;
|
||
|
influenceRadius = 0.0f;
|
||
|
influenceEntity = NULL;
|
||
|
influenceMaterial = NULL;
|
||
|
influenceSkin = NULL;
|
||
|
|
||
|
privateCameraView = NULL;
|
||
|
|
||
|
memset( loggedViewAngles, 0, sizeof( loggedViewAngles ) );
|
||
|
memset( loggedAccel, 0, sizeof( loggedAccel ) );
|
||
|
currentLoggedAccel = 0;
|
||
|
|
||
|
focusTime = 0;
|
||
|
focusGUIent = NULL;
|
||
|
focusUI = NULL;
|
||
|
focusCharacter = NULL;
|
||
|
talkCursor = 0;
|
||
|
focusVehicle = NULL;
|
||
|
cursor = NULL;
|
||
|
|
||
|
oldMouseX = 0;
|
||
|
oldMouseY = 0;
|
||
|
|
||
|
lastDamageDef = 0;
|
||
|
lastDamageDir = vec3_zero;
|
||
|
lastDamageLocation = 0;
|
||
|
smoothedFrame = 0;
|
||
|
smoothedOriginUpdated = false;
|
||
|
smoothedOrigin = vec3_zero;
|
||
|
smoothedAngles = ang_zero;
|
||
|
|
||
|
fl.networkSync = true;
|
||
|
|
||
|
doingDeathSkin = false;
|
||
|
weaponGone = false;
|
||
|
useInitialSpawns = false;
|
||
|
tourneyRank = 0;
|
||
|
lastSpectateTeleport = 0;
|
||
|
tourneyLine = 0;
|
||
|
hiddenWeapon = false;
|
||
|
tipUp = false;
|
||
|
objectiveUp = false;
|
||
|
teleportEntity = NULL;
|
||
|
teleportKiller = -1;
|
||
|
respawning = false;
|
||
|
leader = false;
|
||
|
lastSpectateChange = 0;
|
||
|
lastTeleFX = -9999;
|
||
|
weaponCatchup = false;
|
||
|
clientFireCount = 0;
|
||
|
|
||
|
MPAim = -1;
|
||
|
lastMPAim = -1;
|
||
|
lastMPAimTime = 0;
|
||
|
MPAimFadeTime = 0;
|
||
|
MPAimHighlight = false;
|
||
|
|
||
|
spawnedTime = 0;
|
||
|
lastManOver = false;
|
||
|
lastManPlayAgain = false;
|
||
|
lastManPresent = false;
|
||
|
|
||
|
isTelefragged = false;
|
||
|
|
||
|
isLagged = false;
|
||
|
isChatting = 0;
|
||
|
|
||
|
selfSmooth = false;
|
||
|
|
||
|
playedTimeSecs = 0;
|
||
|
playedTimeResidual = 0;
|
||
|
|
||
|
ResetControllerShake();
|
||
|
|
||
|
memset( pdaHasBeenRead, 0, sizeof( pdaHasBeenRead ) );
|
||
|
memset( videoHasBeenViewed, 0, sizeof( videoHasBeenViewed ) );
|
||
|
memset( audioHasBeenHeard, 0, sizeof( audioHasBeenHeard ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::LinkScriptVariables
|
||
|
|
||
|
set up conditions for animation
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::LinkScriptVariables() {
|
||
|
AI_FORWARD.LinkTo( scriptObject, "AI_FORWARD" );
|
||
|
AI_BACKWARD.LinkTo( scriptObject, "AI_BACKWARD" );
|
||
|
AI_STRAFE_LEFT.LinkTo( scriptObject, "AI_STRAFE_LEFT" );
|
||
|
AI_STRAFE_RIGHT.LinkTo( scriptObject, "AI_STRAFE_RIGHT" );
|
||
|
AI_ATTACK_HELD.LinkTo( scriptObject, "AI_ATTACK_HELD" );
|
||
|
AI_WEAPON_FIRED.LinkTo( scriptObject, "AI_WEAPON_FIRED" );
|
||
|
AI_JUMP.LinkTo( scriptObject, "AI_JUMP" );
|
||
|
AI_DEAD.LinkTo( scriptObject, "AI_DEAD" );
|
||
|
AI_CROUCH.LinkTo( scriptObject, "AI_CROUCH" );
|
||
|
AI_ONGROUND.LinkTo( scriptObject, "AI_ONGROUND" );
|
||
|
AI_ONLADDER.LinkTo( scriptObject, "AI_ONLADDER" );
|
||
|
AI_HARDLANDING.LinkTo( scriptObject, "AI_HARDLANDING" );
|
||
|
AI_SOFTLANDING.LinkTo( scriptObject, "AI_SOFTLANDING" );
|
||
|
AI_RUN.LinkTo( scriptObject, "AI_RUN" );
|
||
|
AI_PAIN.LinkTo( scriptObject, "AI_PAIN" );
|
||
|
AI_RELOAD.LinkTo( scriptObject, "AI_RELOAD" );
|
||
|
AI_TELEPORT.LinkTo( scriptObject, "AI_TELEPORT" );
|
||
|
AI_TURN_LEFT.LinkTo( scriptObject, "AI_TURN_LEFT" );
|
||
|
AI_TURN_RIGHT.LinkTo( scriptObject, "AI_TURN_RIGHT" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::SetupWeaponEntity
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::SetupWeaponEntity() {
|
||
|
int w;
|
||
|
const char *weap;
|
||
|
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
// get rid of old weapon
|
||
|
weapon.GetEntity()->Clear();
|
||
|
currentWeapon = -1;
|
||
|
} else if ( !common->IsClient() ) {
|
||
|
weapon = static_cast<idWeapon *>( gameLocal.SpawnEntityType( idWeapon::Type, NULL ) );
|
||
|
weapon.GetEntity()->SetOwner( this );
|
||
|
currentWeapon = -1;
|
||
|
|
||
|
// flashlight
|
||
|
flashlight = static_cast<idWeapon *>( gameLocal.SpawnEntityType( idWeapon::Type, NULL ) );
|
||
|
flashlight.GetEntity()->SetFlashlightOwner( this );
|
||
|
//FlashlightOff();
|
||
|
}
|
||
|
|
||
|
for( w = 0; w < MAX_WEAPONS; w++ ) {
|
||
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
||
|
if ( weap != NULL && *weap != NULL ) {
|
||
|
idWeapon::CacheWeapon( weap );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Init
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::Init() {
|
||
|
const char *value;
|
||
|
const idKeyValue *kv;
|
||
|
|
||
|
noclip = false;
|
||
|
godmode = false;
|
||
|
|
||
|
oldButtons = 0;
|
||
|
oldImpulseSequence = 0;
|
||
|
|
||
|
currentWeapon = -1;
|
||
|
idealWeapon = -1;
|
||
|
previousWeapon = -1;
|
||
|
weaponSwitchTime = 0;
|
||
|
weaponEnabled = true;
|
||
|
weapon_soulcube = SlotForWeapon( "weapon_soulcube" );
|
||
|
weapon_pda = SlotForWeapon( "weapon_pda" );
|
||
|
weapon_fists = SlotForWeapon( "weapon_fists" );
|
||
|
weapon_flashlight = SlotForWeapon( "weapon_flashlight" );
|
||
|
weapon_chainsaw = SlotForWeapon( "weapon_chainsaw" );
|
||
|
weapon_bloodstone = SlotForWeapon( "weapon_bloodstone_passive" );
|
||
|
weapon_bloodstone_active1 = SlotForWeapon( "weapon_bloodstone_active1" );
|
||
|
weapon_bloodstone_active2 = SlotForWeapon( "weapon_bloodstone_active2" );
|
||
|
weapon_bloodstone_active3 = SlotForWeapon( "weapon_bloodstone_active3" );
|
||
|
harvest_lock = false;
|
||
|
|
||
|
lastDmgTime = 0;
|
||
|
lastArmorPulse = -10000;
|
||
|
lastHeartAdjust = 0;
|
||
|
lastHeartBeat = 0;
|
||
|
heartInfo.Init( 0, 0, 0, 0 );
|
||
|
|
||
|
bobCycle = 0;
|
||
|
bobFrac = 0.0f;
|
||
|
landChange = 0;
|
||
|
landTime = 0;
|
||
|
zoomFov.Init( 0, 0, 0, 0 );
|
||
|
centerView.Init( 0, 0, 0, 0 );
|
||
|
fxFov = false;
|
||
|
|
||
|
influenceFov = 0;
|
||
|
influenceActive = 0;
|
||
|
influenceRadius = 0.0f;
|
||
|
influenceEntity = NULL;
|
||
|
influenceMaterial = NULL;
|
||
|
influenceSkin = NULL;
|
||
|
|
||
|
mountedObject = NULL;
|
||
|
if( enviroSuitLight.IsValid() ) {
|
||
|
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
enviroSuitLight = NULL;
|
||
|
healthRecharge = false;
|
||
|
lastHealthRechargeTime = 0;
|
||
|
rechargeSpeed = 500;
|
||
|
new_g_damageScale = 1.f;
|
||
|
bloomEnabled = false;
|
||
|
bloomSpeed = 1.f;
|
||
|
bloomIntensity = -0.01f;
|
||
|
inventory.InitRechargeAmmo(this);
|
||
|
hudPowerup = -1;
|
||
|
lastHudPowerup = -1;
|
||
|
hudPowerupDuration = 0;
|
||
|
|
||
|
currentLoggedAccel = 0;
|
||
|
|
||
|
focusTime = 0;
|
||
|
focusGUIent = NULL;
|
||
|
focusUI = NULL;
|
||
|
focusCharacter = NULL;
|
||
|
talkCursor = 0;
|
||
|
focusVehicle = NULL;
|
||
|
|
||
|
// remove any damage effects
|
||
|
playerView.ClearEffects();
|
||
|
|
||
|
// damage values
|
||
|
fl.takedamage = true;
|
||
|
ClearPain();
|
||
|
|
||
|
// restore persistent data
|
||
|
RestorePersistantInfo();
|
||
|
|
||
|
bobCycle = 0;
|
||
|
stamina = 0.0f;
|
||
|
healthPool = 0.0f;
|
||
|
nextHealthPulse = 0;
|
||
|
healthPulse = false;
|
||
|
nextHealthTake = 0;
|
||
|
healthTake = false;
|
||
|
|
||
|
SetupWeaponEntity();
|
||
|
currentWeapon = -1;
|
||
|
previousWeapon = -1;
|
||
|
|
||
|
heartRate = BASE_HEARTRATE;
|
||
|
AdjustHeartRate( BASE_HEARTRATE, 0.0f, 0.0f, true );
|
||
|
|
||
|
idealLegsYaw = 0.0f;
|
||
|
legsYaw = 0.0f;
|
||
|
legsForward = true;
|
||
|
oldViewYaw = 0.0f;
|
||
|
|
||
|
// set the pm_ cvars
|
||
|
if ( !common->IsMultiplayer() || common->IsServer() ) {
|
||
|
kv = spawnArgs.MatchPrefix( "pm_", NULL );
|
||
|
while( kv ) {
|
||
|
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
|
||
|
kv = spawnArgs.MatchPrefix( "pm_", kv );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// disable stamina on hell levels
|
||
|
if ( gameLocal.world && gameLocal.world->spawnArgs.GetBool( "no_stamina" ) ) {
|
||
|
pm_stamina.SetFloat( 0.0f );
|
||
|
}
|
||
|
|
||
|
// stamina always initialized to maximum
|
||
|
stamina = pm_stamina.GetFloat();
|
||
|
|
||
|
// air always initialized to maximum too
|
||
|
airMsec = pm_airMsec.GetFloat();
|
||
|
airless = false;
|
||
|
|
||
|
gibDeath = false;
|
||
|
gibsLaunched = false;
|
||
|
gibsDir.Zero();
|
||
|
|
||
|
// set the gravity
|
||
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
||
|
|
||
|
// start out standing
|
||
|
SetEyeHeight( pm_normalviewheight.GetFloat() );
|
||
|
|
||
|
stepUpTime = 0;
|
||
|
stepUpDelta = 0.0f;
|
||
|
viewBobAngles.Zero();
|
||
|
viewBob.Zero();
|
||
|
|
||
|
value = spawnArgs.GetString( "model" );
|
||
|
if ( value != NULL && ( *value != 0 ) ) {
|
||
|
SetModel( value );
|
||
|
}
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->SetCursorState( this, CURSOR_TALK, 0 );
|
||
|
hud->SetCursorState( this, CURSOR_IN_COMBAT, 1 );
|
||
|
hud->SetCursorState( this, CURSOR_ITEM, 0 );
|
||
|
hud->SetCursorState( this, CURSOR_GRABBER, 0 );
|
||
|
hud->SetCursorState( this, CURSOR_NONE, 0 );
|
||
|
hud->UpdateCursorState();
|
||
|
}
|
||
|
|
||
|
if ( ( common->IsMultiplayer() || g_testDeath.GetBool() ) && skin ) {
|
||
|
SetSkin( skin );
|
||
|
renderEntity.shaderParms[6] = 0.0f;
|
||
|
} else if ( spawnArgs.GetString( "spawn_skin", NULL, &value ) ) {
|
||
|
skin = declManager->FindSkin( value );
|
||
|
SetSkin( skin );
|
||
|
renderEntity.shaderParms[6] = 0.0f;
|
||
|
}
|
||
|
|
||
|
value = spawnArgs.GetString( "bone_hips", "" );
|
||
|
hipJoint = animator.GetJointHandle( value );
|
||
|
if ( hipJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Error( "Joint '%s' not found for 'bone_hips' on '%s'", value, name.c_str() );
|
||
|
}
|
||
|
|
||
|
value = spawnArgs.GetString( "bone_chest", "" );
|
||
|
chestJoint = animator.GetJointHandle( value );
|
||
|
if ( chestJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Error( "Joint '%s' not found for 'bone_chest' on '%s'", value, name.c_str() );
|
||
|
}
|
||
|
|
||
|
value = spawnArgs.GetString( "bone_head", "" );
|
||
|
headJoint = animator.GetJointHandle( value );
|
||
|
if ( headJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Error( "Joint '%s' not found for 'bone_head' on '%s'", value, name.c_str() );
|
||
|
}
|
||
|
|
||
|
// initialize the script variables
|
||
|
AI_FORWARD = false;
|
||
|
AI_BACKWARD = false;
|
||
|
AI_STRAFE_LEFT = false;
|
||
|
AI_STRAFE_RIGHT = false;
|
||
|
AI_ATTACK_HELD = false;
|
||
|
AI_WEAPON_FIRED = false;
|
||
|
AI_JUMP = false;
|
||
|
AI_DEAD = false;
|
||
|
AI_CROUCH = false;
|
||
|
AI_ONGROUND = true;
|
||
|
AI_ONLADDER = false;
|
||
|
AI_HARDLANDING = false;
|
||
|
AI_SOFTLANDING = false;
|
||
|
AI_RUN = false;
|
||
|
AI_PAIN = false;
|
||
|
AI_RELOAD = false;
|
||
|
AI_TELEPORT = false;
|
||
|
AI_TURN_LEFT = false;
|
||
|
AI_TURN_RIGHT = false;
|
||
|
|
||
|
// reset the script object
|
||
|
ConstructScriptObject();
|
||
|
|
||
|
// execute the script so the script object's constructor takes effect immediately
|
||
|
scriptThread->Execute();
|
||
|
|
||
|
forceScoreBoard = false;
|
||
|
|
||
|
privateCameraView = NULL;
|
||
|
|
||
|
lastSpectateChange = 0;
|
||
|
lastTeleFX = -9999;
|
||
|
|
||
|
hiddenWeapon = false;
|
||
|
tipUp = false;
|
||
|
objectiveUp = false;
|
||
|
teleportEntity = NULL;
|
||
|
teleportKiller = -1;
|
||
|
leader = false;
|
||
|
|
||
|
SetPrivateCameraView( NULL );
|
||
|
|
||
|
MPAim = -1;
|
||
|
lastMPAim = -1;
|
||
|
lastMPAimTime = 0;
|
||
|
MPAimFadeTime = 0;
|
||
|
MPAimHighlight = false;
|
||
|
|
||
|
//isChatting = false;
|
||
|
|
||
|
achievementManager.Init( this );
|
||
|
|
||
|
flashlightBattery = flashlight_batteryDrainTimeMS.GetInteger(); // fully charged
|
||
|
|
||
|
aimAssist.Init( this );
|
||
|
|
||
|
// laser sight for 3DTV
|
||
|
memset( &laserSightRenderEntity, 0, sizeof( laserSightRenderEntity ) );
|
||
|
laserSightRenderEntity.hModel = renderModelManager->FindModel( "_BEAM" );
|
||
|
laserSightRenderEntity.customShader = declManager->FindMaterial( "stereoRenderLaserSight" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Spawn
|
||
|
|
||
|
Prepare any resources used by the player.
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::Spawn() {
|
||
|
idStr temp;
|
||
|
idBounds bounds;
|
||
|
|
||
|
if ( entityNumber >= MAX_CLIENTS ) {
|
||
|
gameLocal.Error( "entityNum > MAX_CLIENTS for player. Player may only be spawned with a client." );
|
||
|
}
|
||
|
|
||
|
// allow thinking during cinematics
|
||
|
cinematic = true;
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
// always start in spectating state waiting to be spawned in
|
||
|
// do this before SetClipModel to get the right bounding box
|
||
|
spectating = true;
|
||
|
}
|
||
|
|
||
|
// set our collision model
|
||
|
physicsObj.SetSelf( this );
|
||
|
SetClipModel();
|
||
|
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
|
||
|
physicsObj.SetContents( CONTENTS_BODY );
|
||
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
||
|
SetPhysics( &physicsObj );
|
||
|
InitAASLocation();
|
||
|
|
||
|
skin = renderEntity.customSkin;
|
||
|
|
||
|
// only the local player needs guis
|
||
|
if ( !common->IsMultiplayer() || IsLocallyControlled() ) {
|
||
|
|
||
|
// load HUD
|
||
|
if ( hudManager != NULL ) {
|
||
|
hudManager->Initialize( "hud", common->SW() );
|
||
|
hudManager->ActivateMenu( true );
|
||
|
hud = hudManager->GetHud();
|
||
|
}
|
||
|
|
||
|
// load cursor
|
||
|
if ( spawnArgs.GetString( "cursor", "", temp ) ) {
|
||
|
cursor = uiManager->FindGui( temp, true, common->IsMultiplayer(), common->IsMultiplayer() );
|
||
|
}
|
||
|
if ( cursor ) {
|
||
|
cursor->Activate( true, gameLocal.time );
|
||
|
}
|
||
|
|
||
|
if ( pdaMenu != NULL ) {
|
||
|
pdaMenu->Initialize( "pda", common->SW() );
|
||
|
}
|
||
|
objectiveSystemOpen = false;
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() && mpMessages == NULL ) {
|
||
|
mpMessages = new idSWF( "mp_messages", common->SW() );
|
||
|
mpMessages->Activate( true );
|
||
|
}
|
||
|
|
||
|
SetLastHitTime( 0 );
|
||
|
|
||
|
// load the armor sound feedback
|
||
|
declManager->FindSound( "player_sounds_hitArmor" );
|
||
|
|
||
|
// set up conditions for animation
|
||
|
LinkScriptVariables();
|
||
|
|
||
|
animator.RemoveOriginOffset( true );
|
||
|
|
||
|
// create combat collision hull for exact collision detection
|
||
|
SetCombatModel();
|
||
|
|
||
|
// init the damage effects
|
||
|
playerView.SetPlayerEntity( this );
|
||
|
|
||
|
// supress model in non-player views, but allow it in mirrors and remote views
|
||
|
renderEntity.suppressSurfaceInViewID = entityNumber+1;
|
||
|
|
||
|
// don't project shadow on self or weapon
|
||
|
renderEntity.noSelfShadow = true;
|
||
|
|
||
|
idAFAttachment *headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headEnt->GetRenderEntity()->suppressSurfaceInViewID = entityNumber+1;
|
||
|
headEnt->GetRenderEntity()->noSelfShadow = true;
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
Init();
|
||
|
Hide(); // properly hidden if starting as a spectator
|
||
|
if ( !common->IsClient() ) {
|
||
|
// set yourself ready to spawn. idMultiplayerGame will decide when/if appropriate and call SpawnFromSpawnSpot
|
||
|
SetupWeaponEntity();
|
||
|
SpawnFromSpawnSpot();
|
||
|
forceRespawn = true;
|
||
|
wantSpectate = true;
|
||
|
assert( spectating );
|
||
|
}
|
||
|
} else {
|
||
|
SetupWeaponEntity();
|
||
|
SpawnFromSpawnSpot();
|
||
|
}
|
||
|
|
||
|
// trigger playtesting item gives, if we didn't get here from a previous level
|
||
|
// the devmap key will be set on the first devmap, but cleared on any level
|
||
|
// transitions
|
||
|
if ( !common->IsMultiplayer() && gameLocal.serverInfo.FindKey( "devmap" ) ) {
|
||
|
// fire a trigger with the name "devmap"
|
||
|
idEntity *ent = gameLocal.FindEntity( "devmap" );
|
||
|
if ( ent ) {
|
||
|
ent->ActivateTargets( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( hud ) {
|
||
|
if ( weapon_soulcube > 0 && ( inventory.weapons & ( 1 << weapon_soulcube ) ) ) {
|
||
|
int max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
|
||
|
if ( inventory.GetInventoryAmmoForType( idWeapon::GetAmmoNumForName( "ammo_souls" ) ) >= max_souls ) {
|
||
|
hud->SetShowSoulCubeOnLoad( true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( GetPDA() ) {
|
||
|
// Add any emails from the inventory
|
||
|
for ( int i = 0; i < inventory.emails.Num(); i++ ) {
|
||
|
GetPDA()->AddEmail( inventory.emails[i] );
|
||
|
}
|
||
|
GetPDA()->SetSecurity( idLocalization::GetString( "#str_00066" ) );
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
|
||
|
hiddenWeapon = true;
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
}
|
||
|
idealWeapon = weapon_fists;
|
||
|
} else {
|
||
|
hiddenWeapon = false;
|
||
|
}
|
||
|
|
||
|
UpdateHudWeapon();
|
||
|
|
||
|
tipUp = false;
|
||
|
objectiveUp = false;
|
||
|
|
||
|
if ( inventory.levelTriggers.Num() ) {
|
||
|
PostEventMS( &EV_Player_LevelTrigger, 0 );
|
||
|
}
|
||
|
|
||
|
inventory.pdaOpened = false;
|
||
|
inventory.selPDA = 0;
|
||
|
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
int startingHealth = gameLocal.world->spawnArgs.GetInt( "startingHealth", health );
|
||
|
if ( health > startingHealth ) {
|
||
|
health = startingHealth;
|
||
|
}
|
||
|
if ( g_skill.GetInteger() < 2 ) {
|
||
|
if ( health < 25 ) {
|
||
|
health = 25;
|
||
|
}
|
||
|
if ( g_useDynamicProtection.GetBool() ) {
|
||
|
new_g_damageScale = 1.0f;
|
||
|
}
|
||
|
} else {
|
||
|
new_g_damageScale = 1.0f;
|
||
|
g_armorProtection.SetFloat( ( g_skill.GetInteger() < 2 ) ? 0.4f : 0.2f );
|
||
|
if ( g_skill.GetInteger() == 3 ) {
|
||
|
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Setup the weapon toggle lists
|
||
|
const idKeyValue *kv;
|
||
|
kv = spawnArgs.MatchPrefix( "weapontoggle", NULL );
|
||
|
while( kv ) {
|
||
|
WeaponToggle_t newToggle;
|
||
|
strcpy(newToggle.name, kv->GetKey().c_str());
|
||
|
|
||
|
idStr toggleData = kv->GetValue();
|
||
|
|
||
|
idLexer src;
|
||
|
idToken token;
|
||
|
src.LoadMemory(toggleData, toggleData.Length(), "toggleData");
|
||
|
while(1) {
|
||
|
if(!src.ReadToken(&token)) {
|
||
|
break;
|
||
|
}
|
||
|
int index = atoi(token.c_str());
|
||
|
newToggle.toggleList.Append(index);
|
||
|
|
||
|
//Skip the ,
|
||
|
src.ReadToken(&token);
|
||
|
}
|
||
|
newToggle.lastUsed = 0;
|
||
|
weaponToggles.Set(newToggle.name, newToggle);
|
||
|
|
||
|
kv = spawnArgs.MatchPrefix( "weapontoggle", kv );
|
||
|
}
|
||
|
|
||
|
if( g_skill.GetInteger() >= 3 || cvarSystem->GetCVarBool( "fs_buildresources" ) ) {
|
||
|
if(!WeaponAvailable("weapon_bloodstone_passive")) {
|
||
|
GiveInventoryItem("weapon_bloodstone_passive");
|
||
|
}
|
||
|
if(!WeaponAvailable("weapon_bloodstone_active1")) {
|
||
|
GiveInventoryItem("weapon_bloodstone_active1");
|
||
|
}
|
||
|
if(!WeaponAvailable("weapon_bloodstone_active2")) {
|
||
|
GiveInventoryItem("weapon_bloodstone_active2");
|
||
|
}
|
||
|
if(!WeaponAvailable("weapon_bloodstone_active3")) {
|
||
|
GiveInventoryItem("weapon_bloodstone_active3");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bloomEnabled = false;
|
||
|
bloomSpeed = 1;
|
||
|
bloomIntensity = -0.01f;
|
||
|
|
||
|
if ( g_demoMode.GetBool() && weapon.GetEntity() && weapon.GetEntity()->AmmoInClip() == 0 ) {
|
||
|
weapon.GetEntity()->ForceAmmoInClip();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::~idPlayer()
|
||
|
|
||
|
Release any resources used by the player.
|
||
|
==============
|
||
|
*/
|
||
|
idPlayer::~idPlayer() {
|
||
|
delete weapon.GetEntity();
|
||
|
weapon = NULL;
|
||
|
|
||
|
delete flashlight.GetEntity();
|
||
|
flashlight = NULL;
|
||
|
|
||
|
if ( enviroSuitLight.IsValid() ) {
|
||
|
enviroSuitLight.GetEntity()->ProcessEvent( &EV_Remove );
|
||
|
}
|
||
|
// have to do this here, idMultiplayerGame::DisconnectClient() is too late
|
||
|
if ( common->IsMultiplayer() && gameLocal.mpGame.IsGametypeFlagBased() ) {
|
||
|
ReturnFlag();
|
||
|
}
|
||
|
|
||
|
delete hudManager;
|
||
|
hudManager = NULL;
|
||
|
|
||
|
delete pdaMenu;
|
||
|
pdaMenu = NULL;
|
||
|
|
||
|
delete mpMessages;
|
||
|
mpMessages = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idPlayer::Save
|
||
|
===========
|
||
|
*/
|
||
|
void idPlayer::Save( idSaveGame *savefile ) const {
|
||
|
int i;
|
||
|
|
||
|
savefile->WriteUsercmd( usercmd );
|
||
|
playerView.Save( savefile );
|
||
|
|
||
|
savefile->WriteBool( noclip );
|
||
|
savefile->WriteBool( godmode );
|
||
|
|
||
|
// don't save spawnAnglesSet, since we'll have to reset them after loading the savegame
|
||
|
savefile->WriteAngles( spawnAngles );
|
||
|
savefile->WriteAngles( viewAngles );
|
||
|
savefile->WriteAngles( cmdAngles );
|
||
|
|
||
|
savefile->WriteInt( buttonMask );
|
||
|
savefile->WriteInt( oldButtons );
|
||
|
savefile->WriteInt( oldImpulseSequence );
|
||
|
|
||
|
savefile->WriteInt( lastHitTime );
|
||
|
savefile->WriteInt( lastSndHitTime );
|
||
|
savefile->WriteInt( lastSavingThrowTime );
|
||
|
|
||
|
// idBoolFields don't need to be saved, just re-linked in Restore
|
||
|
|
||
|
savefile->WriteObject( primaryObjective );
|
||
|
inventory.Save( savefile );
|
||
|
weapon.Save( savefile );
|
||
|
|
||
|
for ( int i = 0; i < NUM_QUICK_SLOTS; ++i ) {
|
||
|
savefile->WriteInt( quickSlot[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( weapon_soulcube );
|
||
|
savefile->WriteInt( weapon_pda );
|
||
|
savefile->WriteInt( weapon_fists );
|
||
|
savefile->WriteInt( weapon_flashlight );
|
||
|
savefile->WriteInt( weapon_chainsaw );
|
||
|
savefile->WriteInt( weapon_bloodstone );
|
||
|
savefile->WriteInt( weapon_bloodstone_active1 );
|
||
|
savefile->WriteInt( weapon_bloodstone_active2 );
|
||
|
savefile->WriteInt( weapon_bloodstone_active3 );
|
||
|
savefile->WriteBool( harvest_lock );
|
||
|
savefile->WriteInt( hudPowerup );
|
||
|
savefile->WriteInt( lastHudPowerup );
|
||
|
savefile->WriteInt( hudPowerupDuration );
|
||
|
|
||
|
|
||
|
|
||
|
savefile->WriteInt( heartRate );
|
||
|
|
||
|
savefile->WriteFloat( heartInfo.GetStartTime() );
|
||
|
savefile->WriteFloat( heartInfo.GetDuration() );
|
||
|
savefile->WriteFloat( heartInfo.GetStartValue() );
|
||
|
savefile->WriteFloat( heartInfo.GetEndValue() );
|
||
|
|
||
|
savefile->WriteInt( lastHeartAdjust );
|
||
|
savefile->WriteInt( lastHeartBeat );
|
||
|
savefile->WriteInt( lastDmgTime );
|
||
|
savefile->WriteInt( deathClearContentsTime );
|
||
|
savefile->WriteBool( doingDeathSkin );
|
||
|
savefile->WriteInt( lastArmorPulse );
|
||
|
savefile->WriteFloat( stamina );
|
||
|
savefile->WriteFloat( healthPool );
|
||
|
savefile->WriteInt( nextHealthPulse );
|
||
|
savefile->WriteBool( healthPulse );
|
||
|
savefile->WriteInt( nextHealthTake );
|
||
|
savefile->WriteBool( healthTake );
|
||
|
|
||
|
savefile->WriteBool( hiddenWeapon );
|
||
|
soulCubeProjectile.Save( savefile );
|
||
|
|
||
|
savefile->WriteInt( spectator );
|
||
|
savefile->WriteBool( forceScoreBoard );
|
||
|
savefile->WriteBool( forceRespawn );
|
||
|
savefile->WriteBool( spectating );
|
||
|
savefile->WriteInt( lastSpectateTeleport );
|
||
|
savefile->WriteBool( lastHitToggle );
|
||
|
savefile->WriteBool( wantSpectate );
|
||
|
savefile->WriteBool( weaponGone );
|
||
|
savefile->WriteBool( useInitialSpawns );
|
||
|
savefile->WriteInt( tourneyRank );
|
||
|
savefile->WriteInt( tourneyLine );
|
||
|
|
||
|
teleportEntity.Save( savefile );
|
||
|
savefile->WriteInt( teleportKiller );
|
||
|
|
||
|
savefile->WriteInt( minRespawnTime );
|
||
|
savefile->WriteInt( maxRespawnTime );
|
||
|
|
||
|
savefile->WriteVec3( firstPersonViewOrigin );
|
||
|
savefile->WriteMat3( firstPersonViewAxis );
|
||
|
|
||
|
// don't bother saving dragEntity since it's a dev tool
|
||
|
|
||
|
savefile->WriteJoint( hipJoint );
|
||
|
savefile->WriteJoint( chestJoint );
|
||
|
savefile->WriteJoint( headJoint );
|
||
|
|
||
|
savefile->WriteStaticObject( physicsObj );
|
||
|
|
||
|
savefile->WriteInt( aasLocation.Num() );
|
||
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
||
|
savefile->WriteInt( aasLocation[ i ].areaNum );
|
||
|
savefile->WriteVec3( aasLocation[ i ].pos );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( bobFoot );
|
||
|
savefile->WriteFloat( bobFrac );
|
||
|
savefile->WriteFloat( bobfracsin );
|
||
|
savefile->WriteInt( bobCycle );
|
||
|
savefile->WriteFloat( xyspeed );
|
||
|
savefile->WriteInt( stepUpTime );
|
||
|
savefile->WriteFloat( stepUpDelta );
|
||
|
savefile->WriteFloat( idealLegsYaw );
|
||
|
savefile->WriteFloat( legsYaw );
|
||
|
savefile->WriteBool( legsForward );
|
||
|
savefile->WriteFloat( oldViewYaw );
|
||
|
savefile->WriteAngles( viewBobAngles );
|
||
|
savefile->WriteVec3( viewBob );
|
||
|
savefile->WriteInt( landChange );
|
||
|
savefile->WriteInt( landTime );
|
||
|
|
||
|
savefile->WriteInt( currentWeapon );
|
||
|
savefile->WriteInt( idealWeapon.Get() );
|
||
|
savefile->WriteInt( previousWeapon );
|
||
|
savefile->WriteInt( weaponSwitchTime );
|
||
|
savefile->WriteBool( weaponEnabled );
|
||
|
|
||
|
savefile->WriteInt( skinIndex );
|
||
|
savefile->WriteSkin( skin );
|
||
|
savefile->WriteSkin( powerUpSkin );
|
||
|
|
||
|
savefile->WriteInt( numProjectilesFired );
|
||
|
savefile->WriteInt( numProjectileHits );
|
||
|
|
||
|
savefile->WriteBool( airless );
|
||
|
savefile->WriteInt( airMsec );
|
||
|
savefile->WriteInt( lastAirDamage );
|
||
|
|
||
|
savefile->WriteBool( gibDeath );
|
||
|
savefile->WriteBool( gibsLaunched );
|
||
|
savefile->WriteVec3( gibsDir );
|
||
|
|
||
|
savefile->WriteFloat( zoomFov.GetStartTime() );
|
||
|
savefile->WriteFloat( zoomFov.GetDuration() );
|
||
|
savefile->WriteFloat( zoomFov.GetStartValue() );
|
||
|
savefile->WriteFloat( zoomFov.GetEndValue() );
|
||
|
|
||
|
savefile->WriteFloat( centerView.GetStartTime() );
|
||
|
savefile->WriteFloat( centerView.GetDuration() );
|
||
|
savefile->WriteFloat( centerView.GetStartValue() );
|
||
|
savefile->WriteFloat( centerView.GetEndValue() );
|
||
|
|
||
|
savefile->WriteBool( fxFov );
|
||
|
|
||
|
savefile->WriteFloat( influenceFov );
|
||
|
savefile->WriteInt( influenceActive );
|
||
|
savefile->WriteFloat( influenceRadius );
|
||
|
savefile->WriteObject( influenceEntity );
|
||
|
savefile->WriteMaterial( influenceMaterial );
|
||
|
savefile->WriteSkin( influenceSkin );
|
||
|
|
||
|
savefile->WriteObject( privateCameraView );
|
||
|
|
||
|
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
|
||
|
savefile->WriteAngles( loggedViewAngles[ i ] );
|
||
|
}
|
||
|
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
|
||
|
savefile->WriteInt( loggedAccel[ i ].time );
|
||
|
savefile->WriteVec3( loggedAccel[ i ].dir );
|
||
|
}
|
||
|
savefile->WriteInt( currentLoggedAccel );
|
||
|
|
||
|
savefile->WriteObject( focusGUIent );
|
||
|
// can't save focusUI
|
||
|
savefile->WriteObject( focusCharacter );
|
||
|
savefile->WriteInt( talkCursor );
|
||
|
savefile->WriteInt( focusTime );
|
||
|
savefile->WriteObject( focusVehicle );
|
||
|
savefile->WriteUserInterface( cursor, false );
|
||
|
|
||
|
savefile->WriteInt( oldMouseX );
|
||
|
savefile->WriteInt( oldMouseY );
|
||
|
|
||
|
savefile->WriteBool( tipUp );
|
||
|
savefile->WriteBool( objectiveUp );
|
||
|
|
||
|
savefile->WriteInt( lastDamageDef );
|
||
|
savefile->WriteVec3( lastDamageDir );
|
||
|
savefile->WriteInt( lastDamageLocation );
|
||
|
savefile->WriteInt( smoothedFrame );
|
||
|
savefile->WriteBool( smoothedOriginUpdated );
|
||
|
savefile->WriteVec3( smoothedOrigin );
|
||
|
savefile->WriteAngles( smoothedAngles );
|
||
|
|
||
|
savefile->WriteBool( respawning );
|
||
|
savefile->WriteBool( leader );
|
||
|
savefile->WriteInt( lastSpectateChange );
|
||
|
savefile->WriteInt( lastTeleFX );
|
||
|
|
||
|
savefile->WriteFloat( pm_stamina.GetFloat() );
|
||
|
|
||
|
// TODO_SPARTY hook this up with new hud
|
||
|
//if ( hud ) {
|
||
|
// hud->SetStateString( "message", idLocalization::GetString( "#str_02916" ) );
|
||
|
// hud->HandleNamedEvent( "Message" );
|
||
|
//}
|
||
|
|
||
|
savefile->WriteInt(weaponToggles.Num());
|
||
|
for(i = 0; i < weaponToggles.Num(); i++) {
|
||
|
WeaponToggle_t* weaponToggle = weaponToggles.GetIndex(i);
|
||
|
savefile->WriteString(weaponToggle->name);
|
||
|
savefile->WriteInt(weaponToggle->toggleList.Num());
|
||
|
for(int j = 0; j < weaponToggle->toggleList.Num(); j++) {
|
||
|
savefile->WriteInt(weaponToggle->toggleList[j]);
|
||
|
}
|
||
|
}
|
||
|
savefile->WriteObject( mountedObject );
|
||
|
enviroSuitLight.Save( savefile );
|
||
|
savefile->WriteBool( healthRecharge );
|
||
|
savefile->WriteInt( lastHealthRechargeTime );
|
||
|
savefile->WriteInt( rechargeSpeed );
|
||
|
savefile->WriteFloat( new_g_damageScale );
|
||
|
|
||
|
savefile->WriteBool( bloomEnabled );
|
||
|
savefile->WriteFloat( bloomSpeed );
|
||
|
savefile->WriteFloat( bloomIntensity );
|
||
|
|
||
|
savefile->WriteObject( flashlight.GetEntity() );
|
||
|
savefile->WriteInt( flashlightBattery );
|
||
|
|
||
|
achievementManager.Save( savefile );
|
||
|
|
||
|
savefile->WriteInt( playedTimeSecs );
|
||
|
savefile->WriteInt( playedTimeResidual );
|
||
|
|
||
|
for ( int i=0; i<MAX_PLAYER_PDA; i++ ) {
|
||
|
savefile->WriteBool( pdaHasBeenRead[i] );
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<MAX_PLAYER_VIDEO; i++ ) {
|
||
|
savefile->WriteBool( videoHasBeenViewed[i] );
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<MAX_PLAYER_AUDIO; i++ ) {
|
||
|
for ( int j=0; j<MAX_PLAYER_AUDIO_ENTRIES; j++ ) {
|
||
|
savefile->WriteBool( audioHasBeenHeard[i][j] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idPlayer::Restore
|
||
|
===========
|
||
|
*/
|
||
|
void idPlayer::Restore( idRestoreGame *savefile ) {
|
||
|
int i;
|
||
|
int num;
|
||
|
float set;
|
||
|
|
||
|
savefile->ReadUsercmd( usercmd );
|
||
|
playerView.Restore( savefile );
|
||
|
|
||
|
savefile->ReadBool( noclip );
|
||
|
savefile->ReadBool( godmode );
|
||
|
|
||
|
savefile->ReadAngles( spawnAngles );
|
||
|
savefile->ReadAngles( viewAngles );
|
||
|
savefile->ReadAngles( cmdAngles );
|
||
|
|
||
|
memset( usercmd.angles, 0, sizeof( usercmd.angles ) );
|
||
|
SetViewAngles( viewAngles );
|
||
|
spawnAnglesSet = true;
|
||
|
|
||
|
savefile->ReadInt( buttonMask );
|
||
|
savefile->ReadInt( oldButtons );
|
||
|
savefile->ReadInt( oldImpulseSequence );
|
||
|
|
||
|
usercmd.impulseSequence = 0;
|
||
|
oldImpulseSequence = 0;
|
||
|
|
||
|
savefile->ReadInt( lastHitTime );
|
||
|
savefile->ReadInt( lastSndHitTime );
|
||
|
savefile->ReadInt( lastSavingThrowTime );
|
||
|
|
||
|
// Re-link idBoolFields to the scriptObject, values will be restored in scriptObject's restore
|
||
|
LinkScriptVariables();
|
||
|
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( primaryObjective ) );
|
||
|
inventory.Restore( savefile );
|
||
|
weapon.Restore( savefile );
|
||
|
|
||
|
if ( hudManager != NULL ) {
|
||
|
hudManager->Initialize( "hud", common->SW() );
|
||
|
hudManager->ActivateMenu( true );
|
||
|
hud = hudManager->GetHud();
|
||
|
}
|
||
|
|
||
|
if ( pdaMenu != NULL ) {
|
||
|
pdaMenu->Initialize( "pda", common->SW() );
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < inventory.emails.Num(); i++ ) {
|
||
|
GetPDA()->AddEmail( inventory.emails[i] );
|
||
|
}
|
||
|
|
||
|
|
||
|
for ( int i = 0; i < NUM_QUICK_SLOTS; ++i ) {
|
||
|
savefile->ReadInt( quickSlot[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( weapon_soulcube );
|
||
|
savefile->ReadInt( weapon_pda );
|
||
|
savefile->ReadInt( weapon_fists );
|
||
|
savefile->ReadInt( weapon_flashlight );
|
||
|
savefile->ReadInt( weapon_chainsaw );
|
||
|
savefile->ReadInt( weapon_bloodstone );
|
||
|
savefile->ReadInt( weapon_bloodstone_active1 );
|
||
|
savefile->ReadInt( weapon_bloodstone_active2 );
|
||
|
savefile->ReadInt( weapon_bloodstone_active3 );
|
||
|
|
||
|
savefile->ReadBool( harvest_lock );
|
||
|
savefile->ReadInt( hudPowerup );
|
||
|
savefile->ReadInt( lastHudPowerup );
|
||
|
savefile->ReadInt( hudPowerupDuration );
|
||
|
|
||
|
|
||
|
|
||
|
savefile->ReadInt( heartRate );
|
||
|
|
||
|
savefile->ReadFloat( set );
|
||
|
heartInfo.SetStartTime( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
heartInfo.SetDuration( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
heartInfo.SetStartValue( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
heartInfo.SetEndValue( set );
|
||
|
|
||
|
savefile->ReadInt( lastHeartAdjust );
|
||
|
savefile->ReadInt( lastHeartBeat );
|
||
|
savefile->ReadInt( lastDmgTime );
|
||
|
savefile->ReadInt( deathClearContentsTime );
|
||
|
savefile->ReadBool( doingDeathSkin );
|
||
|
savefile->ReadInt( lastArmorPulse );
|
||
|
savefile->ReadFloat( stamina );
|
||
|
savefile->ReadFloat( healthPool );
|
||
|
savefile->ReadInt( nextHealthPulse );
|
||
|
savefile->ReadBool( healthPulse );
|
||
|
savefile->ReadInt( nextHealthTake );
|
||
|
savefile->ReadBool( healthTake );
|
||
|
|
||
|
savefile->ReadBool( hiddenWeapon );
|
||
|
soulCubeProjectile.Restore( savefile );
|
||
|
|
||
|
savefile->ReadInt( spectator );
|
||
|
savefile->ReadBool( forceScoreBoard );
|
||
|
savefile->ReadBool( forceRespawn );
|
||
|
savefile->ReadBool( spectating );
|
||
|
savefile->ReadInt( lastSpectateTeleport );
|
||
|
savefile->ReadBool( lastHitToggle );
|
||
|
savefile->ReadBool( wantSpectate );
|
||
|
savefile->ReadBool( weaponGone );
|
||
|
savefile->ReadBool( useInitialSpawns );
|
||
|
savefile->ReadInt( tourneyRank );
|
||
|
savefile->ReadInt( tourneyLine );
|
||
|
|
||
|
teleportEntity.Restore( savefile );
|
||
|
savefile->ReadInt( teleportKiller );
|
||
|
|
||
|
savefile->ReadInt( minRespawnTime );
|
||
|
savefile->ReadInt( maxRespawnTime );
|
||
|
|
||
|
savefile->ReadVec3( firstPersonViewOrigin );
|
||
|
savefile->ReadMat3( firstPersonViewAxis );
|
||
|
|
||
|
// don't bother saving dragEntity since it's a dev tool
|
||
|
dragEntity.Clear();
|
||
|
|
||
|
savefile->ReadJoint( hipJoint );
|
||
|
savefile->ReadJoint( chestJoint );
|
||
|
savefile->ReadJoint( headJoint );
|
||
|
|
||
|
savefile->ReadStaticObject( physicsObj );
|
||
|
RestorePhysics( &physicsObj );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
aasLocation.SetGranularity( 1 );
|
||
|
aasLocation.SetNum( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadInt( aasLocation[ i ].areaNum );
|
||
|
savefile->ReadVec3( aasLocation[ i ].pos );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( bobFoot );
|
||
|
savefile->ReadFloat( bobFrac );
|
||
|
savefile->ReadFloat( bobfracsin );
|
||
|
savefile->ReadInt( bobCycle );
|
||
|
savefile->ReadFloat( xyspeed );
|
||
|
savefile->ReadInt( stepUpTime );
|
||
|
savefile->ReadFloat( stepUpDelta );
|
||
|
savefile->ReadFloat( idealLegsYaw );
|
||
|
savefile->ReadFloat( legsYaw );
|
||
|
savefile->ReadBool( legsForward );
|
||
|
savefile->ReadFloat( oldViewYaw );
|
||
|
savefile->ReadAngles( viewBobAngles );
|
||
|
savefile->ReadVec3( viewBob );
|
||
|
savefile->ReadInt( landChange );
|
||
|
savefile->ReadInt( landTime );
|
||
|
|
||
|
savefile->ReadInt( currentWeapon );
|
||
|
|
||
|
int savedIdealWeapon = -1;
|
||
|
savefile->ReadInt( savedIdealWeapon );
|
||
|
idealWeapon.Set( savedIdealWeapon );
|
||
|
|
||
|
savefile->ReadInt( previousWeapon );
|
||
|
savefile->ReadInt( weaponSwitchTime );
|
||
|
savefile->ReadBool( weaponEnabled );
|
||
|
|
||
|
savefile->ReadInt( skinIndex );
|
||
|
savefile->ReadSkin( skin );
|
||
|
savefile->ReadSkin( powerUpSkin );
|
||
|
|
||
|
savefile->ReadInt( numProjectilesFired );
|
||
|
savefile->ReadInt( numProjectileHits );
|
||
|
|
||
|
savefile->ReadBool( airless );
|
||
|
savefile->ReadInt( airMsec );
|
||
|
savefile->ReadInt( lastAirDamage );
|
||
|
|
||
|
savefile->ReadBool( gibDeath );
|
||
|
savefile->ReadBool( gibsLaunched );
|
||
|
savefile->ReadVec3( gibsDir );
|
||
|
|
||
|
savefile->ReadFloat( set );
|
||
|
zoomFov.SetStartTime( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
zoomFov.SetDuration( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
zoomFov.SetStartValue( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
zoomFov.SetEndValue( set );
|
||
|
|
||
|
savefile->ReadFloat( set );
|
||
|
centerView.SetStartTime( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
centerView.SetDuration( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
centerView.SetStartValue( set );
|
||
|
savefile->ReadFloat( set );
|
||
|
centerView.SetEndValue( set );
|
||
|
|
||
|
savefile->ReadBool( fxFov );
|
||
|
|
||
|
savefile->ReadFloat( influenceFov );
|
||
|
savefile->ReadInt( influenceActive );
|
||
|
savefile->ReadFloat( influenceRadius );
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( influenceEntity ) );
|
||
|
savefile->ReadMaterial( influenceMaterial );
|
||
|
savefile->ReadSkin( influenceSkin );
|
||
|
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( privateCameraView ) );
|
||
|
|
||
|
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
|
||
|
savefile->ReadAngles( loggedViewAngles[ i ] );
|
||
|
}
|
||
|
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
|
||
|
savefile->ReadInt( loggedAccel[ i ].time );
|
||
|
savefile->ReadVec3( loggedAccel[ i ].dir );
|
||
|
}
|
||
|
savefile->ReadInt( currentLoggedAccel );
|
||
|
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( focusGUIent ) );
|
||
|
// can't save focusUI
|
||
|
focusUI = NULL;
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( focusCharacter ) );
|
||
|
savefile->ReadInt( talkCursor );
|
||
|
savefile->ReadInt( focusTime );
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( focusVehicle ) );
|
||
|
savefile->ReadUserInterface( cursor );
|
||
|
|
||
|
savefile->ReadInt( oldMouseX );
|
||
|
savefile->ReadInt( oldMouseY );
|
||
|
|
||
|
savefile->ReadBool( tipUp );
|
||
|
savefile->ReadBool( objectiveUp );
|
||
|
|
||
|
savefile->ReadInt( lastDamageDef );
|
||
|
savefile->ReadVec3( lastDamageDir );
|
||
|
savefile->ReadInt( lastDamageLocation );
|
||
|
savefile->ReadInt( smoothedFrame );
|
||
|
savefile->ReadBool( smoothedOriginUpdated );
|
||
|
savefile->ReadVec3( smoothedOrigin );
|
||
|
savefile->ReadAngles( smoothedAngles );
|
||
|
|
||
|
savefile->ReadBool( respawning );
|
||
|
savefile->ReadBool( leader );
|
||
|
savefile->ReadInt( lastSpectateChange );
|
||
|
savefile->ReadInt( lastTeleFX );
|
||
|
|
||
|
// set the pm_ cvars
|
||
|
const idKeyValue *kv;
|
||
|
kv = spawnArgs.MatchPrefix( "pm_", NULL );
|
||
|
while( kv ) {
|
||
|
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
|
||
|
kv = spawnArgs.MatchPrefix( "pm_", kv );
|
||
|
}
|
||
|
|
||
|
savefile->ReadFloat( set );
|
||
|
pm_stamina.SetFloat( set );
|
||
|
|
||
|
// create combat collision hull for exact collision detection
|
||
|
SetCombatModel();
|
||
|
|
||
|
int weaponToggleCount;
|
||
|
savefile->ReadInt(weaponToggleCount);
|
||
|
for(i = 0; i < weaponToggleCount; i++) {
|
||
|
WeaponToggle_t newToggle;
|
||
|
memset(&newToggle, 0, sizeof(newToggle));
|
||
|
|
||
|
idStr name;
|
||
|
savefile->ReadString(name);
|
||
|
strcpy(newToggle.name, name.c_str());
|
||
|
|
||
|
int indexCount;
|
||
|
savefile->ReadInt(indexCount);
|
||
|
for(int j = 0; j < indexCount; j++) {
|
||
|
int temp;
|
||
|
savefile->ReadInt(temp);
|
||
|
newToggle.toggleList.Append(temp);
|
||
|
}
|
||
|
newToggle.lastUsed = 0;
|
||
|
weaponToggles.Set(newToggle.name, newToggle);
|
||
|
}
|
||
|
savefile->ReadObject(reinterpret_cast<idClass *&>(mountedObject));
|
||
|
enviroSuitLight.Restore( savefile );
|
||
|
savefile->ReadBool( healthRecharge );
|
||
|
savefile->ReadInt( lastHealthRechargeTime );
|
||
|
savefile->ReadInt( rechargeSpeed );
|
||
|
savefile->ReadFloat( new_g_damageScale );
|
||
|
|
||
|
savefile->ReadBool( bloomEnabled );
|
||
|
savefile->ReadFloat( bloomSpeed );
|
||
|
savefile->ReadFloat( bloomIntensity );
|
||
|
|
||
|
// flashlight
|
||
|
idWeapon *tempWeapon;
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( tempWeapon ) );
|
||
|
tempWeapon->SetIsPlayerFlashlight( true );
|
||
|
flashlight = tempWeapon;
|
||
|
savefile->ReadInt( flashlightBattery );
|
||
|
|
||
|
achievementManager.Restore( savefile );
|
||
|
|
||
|
savefile->ReadInt( playedTimeSecs );
|
||
|
savefile->ReadInt( playedTimeResidual );
|
||
|
|
||
|
aimAssist.Init( this );
|
||
|
|
||
|
laserSightHandle = -1;
|
||
|
|
||
|
// re-init the laser model
|
||
|
memset( &laserSightRenderEntity, 0, sizeof( laserSightRenderEntity ) );
|
||
|
laserSightRenderEntity.hModel = renderModelManager->FindModel( "_BEAM" );
|
||
|
laserSightRenderEntity.customShader = declManager->FindMaterial( "stereoRenderLaserSight" );
|
||
|
|
||
|
for ( int i=0; i<MAX_PLAYER_PDA; i++ ) {
|
||
|
savefile->ReadBool( pdaHasBeenRead[i] );
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<MAX_PLAYER_VIDEO; i++ ) {
|
||
|
savefile->ReadBool( videoHasBeenViewed[i] );
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<MAX_PLAYER_AUDIO; i++ ) {
|
||
|
for ( int j=0; j<MAX_PLAYER_AUDIO_ENTRIES; j++ ) {
|
||
|
savefile->ReadBool( audioHasBeenHeard[i][j] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Update the soul cube HUD indicator
|
||
|
if ( hud ) {
|
||
|
if ( weapon_soulcube > 0 && ( inventory.weapons & ( 1 << weapon_soulcube ) ) ) {
|
||
|
int max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
|
||
|
if ( inventory.GetInventoryAmmoForType( idWeapon::GetAmmoNumForName( "ammo_souls" ) ) >= max_souls ) {
|
||
|
hud->SetShowSoulCubeOnLoad( true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::PrepareForRestart
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::PrepareForRestart() {
|
||
|
ClearPowerUps();
|
||
|
|
||
|
if( common->IsClient() == false ) {
|
||
|
ServerSpectate( true );
|
||
|
}
|
||
|
|
||
|
forceRespawn = true;
|
||
|
|
||
|
// Confirm reset hud states
|
||
|
DropFlag();
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->SetFlagState( 0, 0 );
|
||
|
hud->SetFlagState( 1, 0 );
|
||
|
}
|
||
|
|
||
|
// we will be restarting program, clear the client entities from program-related things first
|
||
|
ShutdownThreads();
|
||
|
|
||
|
// the sound world is going to be cleared, don't keep references to emitters
|
||
|
FreeSoundEmitter( false );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Restart
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::Restart() {
|
||
|
idActor::Restart();
|
||
|
|
||
|
// client needs to setup the animation script object again
|
||
|
if ( common->IsClient() ) {
|
||
|
// Make sure the weapon spawnId gets re-linked on the next snapshot.
|
||
|
// Otherwise, its owner might not be set after the map restart, which causes asserts and crashes.
|
||
|
weapon = NULL;
|
||
|
flashlight = NULL;
|
||
|
enviroSuitLight = NULL;
|
||
|
Init();
|
||
|
} else {
|
||
|
// choose a random spot and prepare the point of view in case player is left spectating
|
||
|
assert( spectating );
|
||
|
SpawnFromSpawnSpot();
|
||
|
}
|
||
|
|
||
|
useInitialSpawns = true;
|
||
|
UpdateSkinSetup();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::ServerSpectate
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::ServerSpectate( bool spectate ) {
|
||
|
assert( !common->IsClient() );
|
||
|
|
||
|
if ( spectating != spectate ) {
|
||
|
Spectate( spectate );
|
||
|
if ( !spectate ) {
|
||
|
// When coming out of spectate, join the team with the least number of players
|
||
|
if ( gameLocal.mpGame.IsGametypeTeamBased() ) {
|
||
|
int teamCounts[2] = { 0, 0 };
|
||
|
gameLocal.mpGame.NumActualClients( false, teamCounts );
|
||
|
teamCounts[team]--;
|
||
|
if ( teamCounts[0] < teamCounts[1] ) {
|
||
|
team = 0;
|
||
|
} else if ( teamCounts[1] < teamCounts[0] ) {
|
||
|
team = 1;
|
||
|
}
|
||
|
gameLocal.mpGame.SwitchToTeam( entityNumber, -1, team );
|
||
|
}
|
||
|
if ( gameLocal.gameType == GAME_DM ) {
|
||
|
// make sure the scores are reset so you can't exploit by spectating and entering the game back
|
||
|
// other game types don't matter, as you either can't join back, or it's team scores
|
||
|
gameLocal.mpGame.ClearFrags( entityNumber );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( !spectate ) {
|
||
|
SpawnFromSpawnSpot();
|
||
|
}
|
||
|
|
||
|
// drop the flag if player was carrying it
|
||
|
if ( spectate && common->IsMultiplayer() && gameLocal.mpGame.IsGametypeFlagBased() &&
|
||
|
carryingFlag )
|
||
|
{
|
||
|
DropFlag();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idPlayer::SelectInitialSpawnPoint
|
||
|
|
||
|
Try to find a spawn point marked 'initial', otherwise
|
||
|
use normal spawn selection.
|
||
|
============
|
||
|
*/
|
||
|
void idPlayer::SelectInitialSpawnPoint( idVec3 &origin, idAngles &angles ) {
|
||
|
idEntity *spot;
|
||
|
idStr skin;
|
||
|
|
||
|
spot = gameLocal.SelectInitialSpawnPoint( this );
|
||
|
|
||
|
// set the player skin from the spawn location
|
||
|
if ( spot->spawnArgs.GetString( "skin", NULL, skin ) ) {
|
||
|
spawnArgs.Set( "spawn_skin", skin );
|
||
|
}
|
||
|
|
||
|
// activate the spawn locations targets
|
||
|
spot->PostEventMS( &EV_ActivateTargets, 0, this );
|
||
|
|
||
|
origin = spot->GetPhysics()->GetOrigin();
|
||
|
origin[2] += 4.0f + CM_BOX_EPSILON; // move up to make sure the player is at least an epsilon above the floor
|
||
|
angles = spot->GetPhysics()->GetAxis().ToAngles();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idPlayer::SpawnFromSpawnSpot
|
||
|
|
||
|
Chooses a spawn location and spawns the player
|
||
|
============
|
||
|
*/
|
||
|
void idPlayer::SpawnFromSpawnSpot() {
|
||
|
idVec3 spawn_origin;
|
||
|
idAngles spawn_angles;
|
||
|
|
||
|
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
|
||
|
SpawnToPoint( spawn_origin, spawn_angles );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idPlayer::SpawnToPoint
|
||
|
|
||
|
Called every time a client is placed fresh in the world:
|
||
|
after the first ClientBegin, and after each respawn
|
||
|
Initializes all non-persistant parts of playerState
|
||
|
|
||
|
when called here with spectating set to true, just place yourself and init
|
||
|
============
|
||
|
*/
|
||
|
void idPlayer::SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles ) {
|
||
|
idVec3 spec_origin;
|
||
|
|
||
|
assert( !common->IsClient() );
|
||
|
|
||
|
respawning = true;
|
||
|
|
||
|
Init();
|
||
|
|
||
|
fl.noknockback = false;
|
||
|
|
||
|
// stop any ragdolls being used
|
||
|
StopRagdoll();
|
||
|
|
||
|
// set back the player physics
|
||
|
SetPhysics( &physicsObj );
|
||
|
|
||
|
physicsObj.SetClipModelAxis();
|
||
|
physicsObj.EnableClip();
|
||
|
|
||
|
if ( !spectating ) {
|
||
|
SetCombatContents( true );
|
||
|
}
|
||
|
|
||
|
physicsObj.SetLinearVelocity( vec3_origin );
|
||
|
|
||
|
// setup our initial view
|
||
|
if ( !spectating ) {
|
||
|
SetOrigin( spawn_origin );
|
||
|
} else {
|
||
|
spec_origin = spawn_origin;
|
||
|
spec_origin[ 2 ] += pm_normalheight.GetFloat();
|
||
|
spec_origin[ 2 ] += SPECTATE_RAISE;
|
||
|
SetOrigin( spec_origin );
|
||
|
}
|
||
|
|
||
|
// if this is the first spawn of the map, we don't have a usercmd yet,
|
||
|
// so the delta angles won't be correct. This will be fixed on the first think.
|
||
|
viewAngles = ang_zero;
|
||
|
SetDeltaViewAngles( ang_zero );
|
||
|
SetViewAngles( spawn_angles );
|
||
|
spawnAngles = spawn_angles;
|
||
|
spawnAnglesSet = false;
|
||
|
|
||
|
legsForward = true;
|
||
|
legsYaw = 0.0f;
|
||
|
idealLegsYaw = 0.0f;
|
||
|
oldViewYaw = viewAngles.yaw;
|
||
|
|
||
|
if ( spectating ) {
|
||
|
Hide();
|
||
|
} else {
|
||
|
Show();
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
if ( !spectating ) {
|
||
|
// we may be called twice in a row in some situations. avoid a double fx and 'fly to the roof'
|
||
|
if ( lastTeleFX < gameLocal.time - 1000 ) {
|
||
|
idEntityFx::StartFx( spawnArgs.GetString( "fx_spawn" ), &spawn_origin, NULL, this, true );
|
||
|
lastTeleFX = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
AI_TELEPORT = true;
|
||
|
} else {
|
||
|
AI_TELEPORT = false;
|
||
|
}
|
||
|
|
||
|
// kill anything at the new position
|
||
|
if ( !spectating ) {
|
||
|
physicsObj.SetClipMask( MASK_PLAYERSOLID ); // the clip mask is usually maintained in Move(), but KillBox requires it
|
||
|
gameLocal.KillBox( this );
|
||
|
}
|
||
|
|
||
|
// don't allow full run speed for a bit
|
||
|
physicsObj.SetKnockBack( 100 );
|
||
|
|
||
|
// set our respawn time and buttons so that if we're killed we don't respawn immediately
|
||
|
minRespawnTime = gameLocal.time;
|
||
|
maxRespawnTime = gameLocal.time;
|
||
|
if ( !spectating ) {
|
||
|
forceRespawn = false;
|
||
|
}
|
||
|
|
||
|
Respawn_Shared();
|
||
|
|
||
|
privateCameraView = NULL;
|
||
|
|
||
|
BecomeActive( TH_THINK );
|
||
|
|
||
|
// run a client frame to drop exactly to the floor,
|
||
|
// initialize animations and other things
|
||
|
Think();
|
||
|
|
||
|
respawning = false;
|
||
|
lastManOver = false;
|
||
|
lastManPlayAgain = false;
|
||
|
isTelefragged = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Respawn_Shared
|
||
|
Called on server and client players when they respawn (including on initial spawn)
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Respawn_Shared() {
|
||
|
respawn_netEvent.Set();
|
||
|
|
||
|
serverOverridePositionTime = gameLocal.GetServerGameTimeMs();
|
||
|
|
||
|
// Remove the hud respawn message.
|
||
|
HideRespawnHudMessage();
|
||
|
|
||
|
FlashlightOff();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::SavePersistantInfo
|
||
|
|
||
|
Saves any inventory and player stats when changing levels.
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::SavePersistantInfo() {
|
||
|
idDict &playerInfo = gameLocal.persistentPlayerInfo[entityNumber];
|
||
|
|
||
|
playerInfo.Clear();
|
||
|
inventory.GetPersistantData( playerInfo );
|
||
|
playerInfo.SetInt( "health", health );
|
||
|
playerInfo.SetInt( "current_weapon", currentWeapon );
|
||
|
playerInfo.SetInt( "playedTime", playedTimeSecs );
|
||
|
|
||
|
achievementManager.SavePersistentData( playerInfo );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::RestorePersistantInfo
|
||
|
|
||
|
Restores any inventory and player stats when changing levels.
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::RestorePersistantInfo() {
|
||
|
if ( common->IsMultiplayer() || g_demoMode.GetBool() ) {
|
||
|
gameLocal.persistentPlayerInfo[entityNumber].Clear();
|
||
|
}
|
||
|
|
||
|
spawnArgs.Copy( gameLocal.persistentPlayerInfo[entityNumber] );
|
||
|
|
||
|
inventory.RestoreInventory( this, spawnArgs );
|
||
|
health = spawnArgs.GetInt( "health", "100" );
|
||
|
idealWeapon = spawnArgs.GetInt( "current_weapon", "1" );
|
||
|
|
||
|
playedTimeSecs = spawnArgs.GetInt( "playedTime" );
|
||
|
|
||
|
achievementManager.RestorePersistentData( spawnArgs );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::UpdateSkinSetup
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::UpdateSkinSetup() {
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.mpGame.IsGametypeTeamBased() ) { /* CTF */
|
||
|
skinIndex = team + 1;
|
||
|
} else {
|
||
|
// Each player will now have their Skin Index Reflect their entity number ( host = 0, client 1 = 1, client 2 = 2 etc )
|
||
|
skinIndex = entityNumber; // session->GetActingGameStateLobbyBase().GetLobbyUserSkinIndex( gameLocal.lobbyUserIDs[entityNumber] );
|
||
|
}
|
||
|
const char * baseSkinName = gameLocal.mpGame.GetSkinName( skinIndex );
|
||
|
skin = declManager->FindSkin( baseSkinName, false );
|
||
|
if ( PowerUpActive( BERSERK ) ) {
|
||
|
idStr powerSkinName = baseSkinName;
|
||
|
powerSkinName.Append( "_berserk" );
|
||
|
powerUpSkin = declManager->FindSkin( powerSkinName );
|
||
|
}
|
||
|
else if ( PowerUpActive( INVULNERABILITY ) ) {
|
||
|
idStr powerSkinName = baseSkinName;
|
||
|
powerSkinName.Append( "_invuln" );
|
||
|
powerUpSkin = declManager->FindSkin( powerSkinName );
|
||
|
}
|
||
|
else if ( PowerUpActive( INVISIBILITY ) ) {
|
||
|
const char * invisibleSkin = "";
|
||
|
spawnArgs.GetString( "skin_invisibility", "", &invisibleSkin );
|
||
|
powerUpSkin = declManager->FindSkin( invisibleSkin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateHudStats
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::UpdateHudStats( idMenuHandler_HUD * _hudManager ) {
|
||
|
|
||
|
if ( _hudManager && _hudManager->GetHud() ) {
|
||
|
|
||
|
idMenuScreen_HUD * hud = _hudManager->GetHud();
|
||
|
hud->UpdateHealthArmor( this );
|
||
|
hud->UpdateStamina( this );
|
||
|
hud->UpdateWeaponInfo( this );
|
||
|
|
||
|
if ( inventory.weaponPulse ) {
|
||
|
UpdateHudWeapon();
|
||
|
inventory.weaponPulse = false;
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.mpGame.IsGametypeFlagBased() )
|
||
|
{
|
||
|
hud->SetFlagState( 0, gameLocal.mpGame.GetFlagStatus( 0 ) );
|
||
|
hud->SetFlagState( 1, gameLocal.mpGame.GetFlagStatus( 1 ) );
|
||
|
|
||
|
hud->SetTeamScore( 0, gameLocal.mpGame.GetFlagPoints( 0 ) );
|
||
|
hud->SetTeamScore( 1, gameLocal.mpGame.GetFlagPoints( 1 ) );
|
||
|
|
||
|
hud->SetTeam( team );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateHudWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::UpdateHudWeapon( bool flashWeapon ) {
|
||
|
|
||
|
idMenuScreen_HUD * curDisplay = hud;
|
||
|
idPlayer *p = this;
|
||
|
if ( gameLocal.GetLocalClientNum() >= 0 && gameLocal.entities[ gameLocal.GetLocalClientNum() ] && gameLocal.entities[ gameLocal.GetLocalClientNum() ]->IsType( idPlayer::Type ) ) {
|
||
|
p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.GetLocalClientNum() ] );
|
||
|
if ( p->spectating && p->spectator == entityNumber ) {
|
||
|
assert( p->hud );
|
||
|
curDisplay = p->hud;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !curDisplay ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
curDisplay->UpdateWeaponStates( p, flashWeapon );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateHudWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::UpdateChattingHud() {
|
||
|
|
||
|
idMenuScreen_HUD * curDisplay = hud;
|
||
|
idPlayer *p = this;
|
||
|
if ( gameLocal.GetLocalClientNum() >= 0 && gameLocal.entities[ gameLocal.GetLocalClientNum() ] && gameLocal.entities[ gameLocal.GetLocalClientNum() ]->IsType( idPlayer::Type ) ) {
|
||
|
p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.GetLocalClientNum() ] );
|
||
|
if ( p->spectating && p->spectator == entityNumber ) {
|
||
|
assert( p->hud );
|
||
|
curDisplay = p->hud;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !curDisplay ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
curDisplay->UpdateChattingHud( p );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idMenuScreen_Scoreboard::UpdateSpectating
|
||
|
========================
|
||
|
*/
|
||
|
void idPlayer::UpdateSpectatingText() {
|
||
|
|
||
|
idSWF * spectatorMessages = mpMessages;
|
||
|
idPlayer *p = this;
|
||
|
if ( gameLocal.GetLocalClientNum() >= 0 && gameLocal.entities[ gameLocal.GetLocalClientNum() ] && gameLocal.entities[ gameLocal.GetLocalClientNum() ]->IsType( idPlayer::Type ) ) {
|
||
|
p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.GetLocalClientNum() ] );
|
||
|
if ( p && p->spectating ) {
|
||
|
spectatorMessages = p->mpMessages;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !spectatorMessages || !spectatorMessages->IsActive() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idPlayer * viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ p->spectator ] );
|
||
|
if ( viewPlayer == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idStr spectatetext[ 2 ];
|
||
|
if ( !gameLocal.mpGame.IsScoreboardActive() ) {
|
||
|
gameLocal.mpGame.GetSpectateText( p, spectatetext, false );
|
||
|
}
|
||
|
|
||
|
idSWFScriptObject & root = spectatorMessages->GetRootObject();
|
||
|
idSWFTextInstance * txtVal = root.GetNestedText( "txtSpectating" );
|
||
|
if ( txtVal != NULL ) {
|
||
|
txtVal->tooltip = true;
|
||
|
txtVal->SetText( spectatetext[0] );
|
||
|
txtVal->SetStrokeInfo( true, 0.75f, 1.75f );
|
||
|
}
|
||
|
|
||
|
txtVal = root.GetNestedText( "txtFollow" );
|
||
|
if ( txtVal != NULL ) {
|
||
|
txtVal->SetText( spectatetext[1] );
|
||
|
txtVal->SetStrokeInfo( true, 0.75f, 1.75f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateMpMessages
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::AddChatMessage( int index, int alpha, const idStr & message ) {
|
||
|
|
||
|
if ( mpMessages == NULL || !mpMessages->IsActive() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idSWFScriptObject * mpChat = mpMessages->GetRootObject().GetNestedObj( "_left", "mpChat" );
|
||
|
|
||
|
idSWFSpriteInstance * info = mpChat->GetNestedSprite( va( "info%i", index ) );
|
||
|
idSWFTextInstance * txtVal = mpChat->GetNestedText( va( "info%i", index ), "txtVal" );
|
||
|
if ( info ) {
|
||
|
info->SetVisible( true );
|
||
|
if ( alpha >= 4 ) {
|
||
|
info->SetAlpha( 1.0f );
|
||
|
} else if ( alpha == 3 ) {
|
||
|
info->SetAlpha( 0.875f );
|
||
|
} else if ( alpha == 2 ) {
|
||
|
info->SetAlpha( 0.75f );
|
||
|
} else if ( alpha == 1 ) {
|
||
|
info->SetAlpha( 0.625f );
|
||
|
} else {
|
||
|
info->SetAlpha( 0.5f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( txtVal ) {
|
||
|
txtVal->SetIgnoreColor( false );
|
||
|
txtVal->SetText( message );
|
||
|
txtVal->SetStrokeInfo( true, 0.9f, 1.75f );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateMpMessages
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::ClearChatMessage( int index ) {
|
||
|
|
||
|
if ( mpMessages == NULL || !mpMessages->IsActive() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idSWFScriptObject * mpChat = mpMessages->GetRootObject().GetNestedObj( "_left", "mpChat" );
|
||
|
|
||
|
idSWFSpriteInstance * info = mpChat->GetNestedSprite( va( "info%i", index ) );
|
||
|
idSWFTextInstance * txtVal = mpChat->GetNestedText( va( "info%i", index ), "txtVal" );
|
||
|
if ( info ) {
|
||
|
info->SetVisible( false );
|
||
|
}
|
||
|
|
||
|
if ( txtVal ) {
|
||
|
txtVal->SetText( "" );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::DrawHUD
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::DrawHUD( idMenuHandler_HUD * _hudManager ) {
|
||
|
SCOPED_PROFILE_EVENT( "idPlayer::DrawHUD" );
|
||
|
|
||
|
if ( !weapon.GetEntity() || influenceActive != INFLUENCE_NONE || privateCameraView || gameLocal.GetCamera() || !g_showHud.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
UpdateChattingHud();
|
||
|
UpdateSpectatingText();
|
||
|
}
|
||
|
|
||
|
// Always draw the local client's messages so that chat works correctly while spectating another player.
|
||
|
idPlayer * localPlayer = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.GetLocalClientNum() ] );
|
||
|
|
||
|
if ( localPlayer != NULL && localPlayer->mpMessages != NULL ) {
|
||
|
localPlayer->mpMessages->Render( renderSystem, Sys_Milliseconds() );
|
||
|
}
|
||
|
|
||
|
|
||
|
UpdateHudStats( _hudManager );
|
||
|
|
||
|
if ( spectating ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( _hudManager ) {
|
||
|
_hudManager->Update();
|
||
|
}
|
||
|
|
||
|
weapon.GetEntity()->UpdateGUI();
|
||
|
|
||
|
// weapon targeting crosshair
|
||
|
if ( !GuiActive() ) {
|
||
|
// don't show the 2D crosshair in stereo rendering, use the
|
||
|
// laser sight model instead
|
||
|
if ( _hudManager && _hudManager->GetHud() ) {
|
||
|
|
||
|
idMenuScreen_HUD * hud = _hudManager->GetHud();
|
||
|
|
||
|
if ( weapon.GetEntity()->ShowCrosshair() && !IsGameStereoRendered() ) {
|
||
|
if ( weapon.GetEntity()->GetGrabberState() == 1 || weapon.GetEntity()->GetGrabberState() == 2 ) {
|
||
|
hud->SetCursorState( this, CURSOR_GRABBER, 1 );
|
||
|
hud->SetCursorState( this, CURSOR_IN_COMBAT, 0 );
|
||
|
} else {
|
||
|
hud->SetCursorState( this, CURSOR_GRABBER, 0 );
|
||
|
hud->SetCursorState( this, CURSOR_IN_COMBAT, 1 );
|
||
|
}
|
||
|
} else {
|
||
|
hud->SetCursorState( this, CURSOR_NONE, 1 );
|
||
|
}
|
||
|
|
||
|
hud->UpdateCursorState();
|
||
|
|
||
|
}
|
||
|
} else if ( _hudManager && _hudManager->GetHud() ) {
|
||
|
|
||
|
idMenuScreen_HUD * hud = _hudManager->GetHud();
|
||
|
|
||
|
hud->SetCursorState( this, CURSOR_NONE, 1 );
|
||
|
hud->UpdateCursorState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::EnterCinematic
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::EnterCinematic() {
|
||
|
if ( PowerUpActive( HELLTIME ) ) {
|
||
|
StopHelltime();
|
||
|
}
|
||
|
|
||
|
Hide();
|
||
|
StopSound( SND_CHANNEL_PDA_AUDIO, false );
|
||
|
StopSound( SND_CHANNEL_PDA_VIDEO, false );
|
||
|
|
||
|
if ( hudManager ) {
|
||
|
hudManager->SetRadioMessage( false );
|
||
|
}
|
||
|
physicsObj.SetLinearVelocity( vec3_origin );
|
||
|
|
||
|
SetState( "EnterCinematic" );
|
||
|
UpdateScript();
|
||
|
|
||
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->EnterCinematic();
|
||
|
}
|
||
|
if ( flashlight.GetEntity() ) {
|
||
|
flashlight.GetEntity()->EnterCinematic();
|
||
|
}
|
||
|
|
||
|
AI_FORWARD = false;
|
||
|
AI_BACKWARD = false;
|
||
|
AI_STRAFE_LEFT = false;
|
||
|
AI_STRAFE_RIGHT = false;
|
||
|
AI_RUN = false;
|
||
|
AI_ATTACK_HELD = false;
|
||
|
AI_WEAPON_FIRED = false;
|
||
|
AI_JUMP = false;
|
||
|
AI_CROUCH = false;
|
||
|
AI_ONGROUND = true;
|
||
|
AI_ONLADDER = false;
|
||
|
AI_DEAD = ( health <= 0 );
|
||
|
AI_RUN = false;
|
||
|
AI_PAIN = false;
|
||
|
AI_HARDLANDING = false;
|
||
|
AI_SOFTLANDING = false;
|
||
|
AI_RELOAD = false;
|
||
|
AI_TELEPORT = false;
|
||
|
AI_TURN_LEFT = false;
|
||
|
AI_TURN_RIGHT = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::ExitCinematic
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::ExitCinematic() {
|
||
|
Show();
|
||
|
|
||
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->ExitCinematic();
|
||
|
}
|
||
|
if ( flashlight.GetEntity() ) {
|
||
|
flashlight.GetEntity()->ExitCinematic();
|
||
|
}
|
||
|
|
||
|
// long cinematics would have surpassed the healthTakeTime, causing the player to take damage
|
||
|
// immediately after the cinematic ends. Instead we start the healthTake cooldown again once
|
||
|
// the cinematic ends.
|
||
|
if ( g_skill.GetInteger() == 3 ) {
|
||
|
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
|
||
|
}
|
||
|
|
||
|
SetState( "ExitCinematic" );
|
||
|
UpdateScript();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idPlayer::UpdateConditions
|
||
|
=====================
|
||
|
*/
|
||
|
void idPlayer::UpdateConditions() {
|
||
|
idVec3 velocity;
|
||
|
float fallspeed;
|
||
|
float forwardspeed;
|
||
|
float sidespeed;
|
||
|
|
||
|
// minus the push velocity to avoid playing the walking animation and sounds when riding a mover
|
||
|
velocity = physicsObj.GetLinearVelocity() - physicsObj.GetPushedLinearVelocity();
|
||
|
fallspeed = velocity * physicsObj.GetGravityNormal();
|
||
|
|
||
|
if ( influenceActive ) {
|
||
|
AI_FORWARD = false;
|
||
|
AI_BACKWARD = false;
|
||
|
AI_STRAFE_LEFT = false;
|
||
|
AI_STRAFE_RIGHT = false;
|
||
|
} else if ( gameLocal.time - lastDmgTime < 500 ) {
|
||
|
forwardspeed = velocity * viewAxis[ 0 ];
|
||
|
sidespeed = velocity * viewAxis[ 1 ];
|
||
|
AI_FORWARD = AI_ONGROUND && ( forwardspeed > 20.01f );
|
||
|
AI_BACKWARD = AI_ONGROUND && ( forwardspeed < -20.01f );
|
||
|
AI_STRAFE_LEFT = AI_ONGROUND && ( sidespeed > 20.01f );
|
||
|
AI_STRAFE_RIGHT = AI_ONGROUND && ( sidespeed < -20.01f );
|
||
|
} else if ( xyspeed > MIN_BOB_SPEED ) {
|
||
|
AI_FORWARD = AI_ONGROUND && ( usercmd.forwardmove > 0 );
|
||
|
AI_BACKWARD = AI_ONGROUND && ( usercmd.forwardmove < 0 );
|
||
|
AI_STRAFE_LEFT = AI_ONGROUND && ( usercmd.rightmove < 0 );
|
||
|
AI_STRAFE_RIGHT = AI_ONGROUND && ( usercmd.rightmove > 0 );
|
||
|
} else {
|
||
|
AI_FORWARD = false;
|
||
|
AI_BACKWARD = false;
|
||
|
AI_STRAFE_LEFT = false;
|
||
|
AI_STRAFE_RIGHT = false;
|
||
|
}
|
||
|
|
||
|
AI_RUN = ( usercmd.buttons & BUTTON_RUN ) && ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) );
|
||
|
AI_DEAD = ( health <= 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
WeaponFireFeedback
|
||
|
|
||
|
Called when a weapon fires, generates head twitches, etc
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::WeaponFireFeedback( const idDict *weaponDef ) {
|
||
|
// force a blink
|
||
|
blink_time = 0;
|
||
|
|
||
|
// play the fire animation
|
||
|
AI_WEAPON_FIRED = true;
|
||
|
|
||
|
// update view feedback
|
||
|
playerView.WeaponFireFeedback( weaponDef );
|
||
|
|
||
|
// shake controller
|
||
|
float highMagnitude = weaponDef->GetFloat( "controllerShakeHighMag" );
|
||
|
int highDuration = weaponDef->GetInt( "controllerShakeHighTime" );
|
||
|
float lowMagnitude = weaponDef->GetFloat( "controllerShakeLowMag" );
|
||
|
int lowDuration = weaponDef->GetInt( "controllerShakeLowTime" );
|
||
|
//const char *name = weaponDef->GetString( "inv_name" );
|
||
|
|
||
|
if( IsLocallyControlled() ) {
|
||
|
SetControllerShake( highMagnitude, highDuration, lowMagnitude, lowDuration );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::StopFiring
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::StopFiring() {
|
||
|
AI_ATTACK_HELD = false;
|
||
|
AI_WEAPON_FIRED = false;
|
||
|
AI_RELOAD = false;
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->EndAttack();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::FireWeapon
|
||
|
===============
|
||
|
*/
|
||
|
idCVar g_infiniteAmmo( "g_infiniteAmmo", "0", CVAR_GAME | CVAR_BOOL, "infinite ammo" );
|
||
|
extern idCVar ui_autoSwitch;
|
||
|
void idPlayer::FireWeapon() {
|
||
|
idMat3 axis;
|
||
|
idVec3 muzzle;
|
||
|
|
||
|
if ( privateCameraView ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( g_editEntityMode.GetInteger() ) {
|
||
|
GetViewPos( muzzle, axis );
|
||
|
if ( gameLocal.editEntities->SelectEntity( muzzle, axis[0], this ) ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !hiddenWeapon && weapon.GetEntity()->IsReady() ) {
|
||
|
if ( g_infiniteAmmo.GetBool() || weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) {
|
||
|
AI_ATTACK_HELD = true;
|
||
|
weapon.GetEntity()->BeginAttack();
|
||
|
if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) ) {
|
||
|
if ( hud ) {
|
||
|
hud->UpdateSoulCube( false );
|
||
|
}
|
||
|
SelectWeapon( previousWeapon, false );
|
||
|
}
|
||
|
if( (weapon_bloodstone >= 0) && (currentWeapon == weapon_bloodstone) && inventory.weapons & ( 1 << weapon_bloodstone_active1 ) && weapon.GetEntity()->GetStatus() == WP_READY) {
|
||
|
// tell it to switch to the previous weapon. Only do this once to prevent
|
||
|
// weapon toggling messing up the previous weapon
|
||
|
if(idealWeapon == weapon_bloodstone) {
|
||
|
if(previousWeapon == weapon_bloodstone || previousWeapon == -1) {
|
||
|
NextBestWeapon();
|
||
|
} else {
|
||
|
//Since this is a toggle weapon just select itself and it will toggle to the last weapon
|
||
|
SelectWeapon( weapon_bloodstone, false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
|
||
|
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
|
||
|
lobbyUserID_t & lobbyUserID = gameLocal.lobbyUserIDs[ entityNumber ];
|
||
|
bool autoSwitch = lobby.GetLobbyUserWeaponAutoSwitch( lobbyUserID );
|
||
|
if ( !autoSwitch ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// update our ammo clip in our inventory
|
||
|
if ( ( currentWeapon >= 0 ) && ( currentWeapon < MAX_WEAPONS ) ) {
|
||
|
inventory.SetClipAmmoForWeapon( currentWeapon, weapon.GetEntity()->AmmoInClip() );
|
||
|
}
|
||
|
|
||
|
NextBestWeapon();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( tipUp ) {
|
||
|
HideTip();
|
||
|
}
|
||
|
|
||
|
if ( objectiveUp ) {
|
||
|
HideObjective();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::CacheWeapons
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::CacheWeapons() {
|
||
|
idStr weap;
|
||
|
int w;
|
||
|
|
||
|
// check if we have any weapons
|
||
|
if ( !inventory.weapons ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for( w = 0; w < MAX_WEAPONS; w++ ) {
|
||
|
if ( inventory.weapons & ( 1 << w ) ) {
|
||
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
||
|
if ( weap != "" ) {
|
||
|
idWeapon::CacheWeapon( weap );
|
||
|
} else {
|
||
|
inventory.weapons &= ~( 1 << w );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::SetQuickSlot
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::SetQuickSlot( int index, int val ) {
|
||
|
if ( index >= NUM_QUICK_SLOTS || index < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
quickSlot[ index ] = val;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GetQuickSlot
|
||
|
===============
|
||
|
*/
|
||
|
int idPlayer::GetQuickSlot( int index ) {
|
||
|
|
||
|
if ( index >= NUM_QUICK_SLOTS || index < 0 ) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
return quickSlot[ index ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Give
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::Give( const char *statname, const char *value, unsigned int giveFlags ) {
|
||
|
int amount;
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !idStr::Icmp( statname, "health" ) ) {
|
||
|
if ( health >= inventory.maxHealth ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
amount = atoi( value );
|
||
|
if ( amount ) {
|
||
|
health += amount;
|
||
|
if ( health > inventory.maxHealth ) {
|
||
|
health = inventory.maxHealth;
|
||
|
}
|
||
|
healthPulse = true;
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "stamina" ) ) {
|
||
|
if ( stamina >= 100 ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
stamina += atof( value );
|
||
|
if ( stamina > 100 ) {
|
||
|
stamina = 100;
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "heartRate" ) ) {
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
heartRate += atoi( value );
|
||
|
if ( heartRate > MAX_HEARTRATE ) {
|
||
|
heartRate = MAX_HEARTRATE;
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "air" ) ) {
|
||
|
if ( airMsec >= pm_airMsec.GetInteger() ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
airMsec += pm_airMsec.GetInteger() * atoi( value ) / 100;
|
||
|
if ( airMsec > pm_airMsec.GetInteger() ) {
|
||
|
airMsec = pm_airMsec.GetInteger();
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( statname, "enviroTime" ) ) {
|
||
|
if ( ( giveFlags & ITEM_GIVE_UPDATE_STATE ) && PowerUpActive( ENVIROTIME ) ) {
|
||
|
inventory.powerupEndTime[ ENVIROTIME ] += (atof(value) * 1000);
|
||
|
} else {
|
||
|
GivePowerUp( ENVIROTIME, atoi(value)*1000, giveFlags );
|
||
|
}
|
||
|
} else {
|
||
|
bool ret = inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true, giveFlags );
|
||
|
return ret;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveHealthPool
|
||
|
|
||
|
adds health to the player health pool
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GiveHealthPool( float amt ) {
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( health > 0 ) {
|
||
|
healthPool += amt;
|
||
|
if ( healthPool > inventory.maxHealth - health ) {
|
||
|
healthPool = inventory.maxHealth - health;
|
||
|
}
|
||
|
nextHealthPulse = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveItem
|
||
|
|
||
|
Returns false if the item shouldn't be picked up
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::GiveItem( idItem *item, unsigned int giveFlags ) {
|
||
|
int i;
|
||
|
const idKeyValue *arg;
|
||
|
idDict attr;
|
||
|
bool gave;
|
||
|
int numPickup;
|
||
|
|
||
|
if ( common->IsMultiplayer() && spectating ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( idStr::FindText( item->GetName(), "weapon_flashlight_new" ) > -1 ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( idStr::FindText( item->GetName(), "weapon_flashlight" ) > -1 ) {
|
||
|
// don't allow flashlight weapon unless classic mode is enabled
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
item->GetAttributes( attr );
|
||
|
|
||
|
gave = false;
|
||
|
numPickup = inventory.pickupItemNames.Num();
|
||
|
for( i = 0; i < attr.GetNumKeyVals(); i++ ) {
|
||
|
arg = attr.GetKeyVal( i );
|
||
|
if ( Give( arg->GetKey(), arg->GetValue(), giveFlags ) ) {
|
||
|
gave = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL );
|
||
|
if ( arg ) {
|
||
|
// We need to update the weapon hud manually, but not
|
||
|
// the armor/ammo/health because they are updated every
|
||
|
// frame no matter what
|
||
|
UpdateHudWeapon( false );
|
||
|
}
|
||
|
|
||
|
// display the pickup feedback on the hud
|
||
|
if ( gave && ( numPickup == inventory.pickupItemNames.Num() ) ) {
|
||
|
inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), this ); //_D3XP
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return gave;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::PowerUpModifier
|
||
|
===============
|
||
|
*/
|
||
|
float idPlayer::PowerUpModifier( int type ) {
|
||
|
float mod = 1.0f;
|
||
|
|
||
|
if ( PowerUpActive( BERSERK ) ) {
|
||
|
switch( type ) {
|
||
|
case SPEED: {
|
||
|
mod *= 1.7f;
|
||
|
break;
|
||
|
}
|
||
|
case PROJECTILE_DAMAGE: {
|
||
|
mod *= 2.0f;
|
||
|
break;
|
||
|
}
|
||
|
case MELEE_DAMAGE: {
|
||
|
mod *= 30.0f;
|
||
|
break;
|
||
|
}
|
||
|
case MELEE_DISTANCE: {
|
||
|
mod *= 2.0f;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() && !common->IsClient() ) {
|
||
|
if ( PowerUpActive( MEGAHEALTH ) ) {
|
||
|
if ( healthPool <= 0 ) {
|
||
|
GiveHealthPool( 100 );
|
||
|
}
|
||
|
} else {
|
||
|
healthPool = 0;
|
||
|
}
|
||
|
|
||
|
/*if( PowerUpActive( HASTE ) ) {
|
||
|
switch( type ) {
|
||
|
case SPEED: {
|
||
|
mod = 1.7f;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}*/
|
||
|
}
|
||
|
|
||
|
return mod;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::PowerUpActive
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::PowerUpActive( int powerup ) const {
|
||
|
return ( inventory.powerups & ( 1 << powerup ) ) != 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GivePowerUp
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::GivePowerUp( int powerup, int time, unsigned int giveFlags ) {
|
||
|
const char *sound;
|
||
|
|
||
|
if ( powerup >= 0 && powerup < MAX_POWERUPS ) {
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
if ( common->IsServer() ) {
|
||
|
idBitMsg msg;
|
||
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
||
|
|
||
|
msg.InitWrite( msgBuf, sizeof( msgBuf ) );
|
||
|
msg.WriteShort( powerup );
|
||
|
msg.WriteShort( time );
|
||
|
ServerSendEvent( EVENT_POWERUP, &msg, false );
|
||
|
}
|
||
|
|
||
|
if ( powerup != MEGAHEALTH ) {
|
||
|
inventory.GivePowerUp( this, powerup, time );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch( powerup ) {
|
||
|
case BERSERK: {
|
||
|
if ( giveFlags & ITEM_GIVE_FROM_WEAPON ) {
|
||
|
// Berserk is granted by the bloodstone in ROE, but we don't want any of the
|
||
|
// standard behavior (sound fx, switch to fists) when you get it this way.
|
||
|
} else {
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
inventory.AddPickupName( "#str_00100627", this );
|
||
|
|
||
|
if ( spawnArgs.GetString( "snd_berserk_third", "", &sound ) && sound[ 0 ] != '\0' ) {
|
||
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
if ( !common->IsClient() ) {
|
||
|
idealWeapon = weapon_fists;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case INVISIBILITY: {
|
||
|
if ( common->IsMultiplayer() && ( giveFlags & ITEM_GIVE_FEEDBACK ) ) {
|
||
|
inventory.AddPickupName("#str_00100628", this);
|
||
|
}
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
// remove any decals from the model
|
||
|
if ( modelDefHandle != -1 ) {
|
||
|
gameRenderWorld->RemoveDecals( modelDefHandle );
|
||
|
}
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->UpdateSkin();
|
||
|
}
|
||
|
if( flashlight.GetEntity() ) {
|
||
|
flashlight.GetEntity()->UpdateSkin();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* if ( spawnArgs.GetString( "snd_invisibility", "", &sound ) ) {
|
||
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
} */
|
||
|
break;
|
||
|
}
|
||
|
case ADRENALINE: {
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
inventory.AddPickupName("#str_00100799", this);
|
||
|
}
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
stamina = 100.0f;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case MEGAHEALTH: {
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
if( common->IsMultiplayer() ) {
|
||
|
inventory.AddPickupName("#str_00100629", this);
|
||
|
}
|
||
|
if ( spawnArgs.GetString( "snd_megahealth", "", &sound ) ) {
|
||
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
health = 200;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case HELLTIME: {
|
||
|
if ( spawnArgs.GetString( "snd_helltime_start", "", &sound ) ) {
|
||
|
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY );
|
||
|
}
|
||
|
if ( spawnArgs.GetString( "snd_helltime_loop", "", &sound ) ) {
|
||
|
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_DEMONIC );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case ENVIROSUIT: {
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
// Turn on the envirosuit sound
|
||
|
if ( gameSoundWorld ) {
|
||
|
gameSoundWorld->SetEnviroSuit( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
// Put the helmet and lights on the player
|
||
|
idDict args;
|
||
|
|
||
|
// Light
|
||
|
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
|
||
|
if ( lightDef ) {
|
||
|
idEntity *temp;
|
||
|
gameLocal.SpawnEntityDef( *lightDef, &temp, false );
|
||
|
|
||
|
idLight *eLight = static_cast<idLight *>(temp);
|
||
|
eLight->GetPhysics()->SetOrigin( firstPersonViewOrigin );
|
||
|
eLight->UpdateVisuals();
|
||
|
eLight->Present();
|
||
|
|
||
|
enviroSuitLight = eLight;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case ENVIROTIME: {
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
hudPowerup = ENVIROTIME;
|
||
|
// The HUD display bar is fixed at 60 seconds
|
||
|
hudPowerupDuration = 60000;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case INVULNERABILITY: {
|
||
|
if ( common->IsMultiplayer() && ( giveFlags & ITEM_GIVE_FEEDBACK ) ) {
|
||
|
inventory.AddPickupName("#str_00100630", this);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
UpdateSkinSetup();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
} else {
|
||
|
gameLocal.Warning( "Player given power up %i\n which is out of range", powerup );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::ClearPowerup
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::ClearPowerup( int i ) {
|
||
|
|
||
|
if ( common->IsServer() ) {
|
||
|
idBitMsg msg;
|
||
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
||
|
|
||
|
msg.InitWrite( msgBuf, sizeof( msgBuf ) );
|
||
|
msg.WriteShort( i );
|
||
|
msg.WriteShort( 0 );
|
||
|
ServerSendEvent( EVENT_POWERUP, &msg, false );
|
||
|
}
|
||
|
|
||
|
powerUpSkin = NULL;
|
||
|
inventory.powerups &= ~( 1 << i );
|
||
|
inventory.powerupEndTime[ i ] = 0;
|
||
|
switch( i ) {
|
||
|
case BERSERK: {
|
||
|
if(common->IsMultiplayer()) {
|
||
|
StopSound( SND_CHANNEL_DEMONIC, false );
|
||
|
}
|
||
|
if(!common->IsMultiplayer()) {
|
||
|
StopHealthRecharge();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case INVISIBILITY: {
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->UpdateSkin();
|
||
|
}
|
||
|
if ( flashlight.GetEntity() ) {
|
||
|
flashlight.GetEntity()->UpdateSkin();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case HELLTIME: {
|
||
|
GetAchievementManager().ResetHellTimeKills();
|
||
|
StopSound( SND_CHANNEL_DEMONIC, false );
|
||
|
break;
|
||
|
}
|
||
|
case ENVIROSUIT: {
|
||
|
|
||
|
hudPowerup = -1;
|
||
|
|
||
|
// Turn off the envirosuit sound
|
||
|
if ( gameSoundWorld ) {
|
||
|
gameSoundWorld->SetEnviroSuit( false );
|
||
|
}
|
||
|
|
||
|
// Take off the helmet and lights
|
||
|
if ( enviroSuitLight.IsValid() ) {
|
||
|
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
enviroSuitLight = NULL;
|
||
|
break;
|
||
|
}
|
||
|
case INVULNERABILITY: {
|
||
|
if(common->IsMultiplayer()) {
|
||
|
StopSound( SND_CHANNEL_DEMONIC, false );
|
||
|
}
|
||
|
}
|
||
|
/*case HASTE: {
|
||
|
if(common->IsMultiplayer()) {
|
||
|
StopSound( SND_CHANNEL_DEMONIC, false );
|
||
|
}
|
||
|
}*/
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::UpdatePowerUps
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::UpdatePowerUps() {
|
||
|
int i;
|
||
|
|
||
|
if ( !common->IsClient() ) {
|
||
|
for ( i = 0; i < MAX_POWERUPS; i++ ) {
|
||
|
if ( ( inventory.powerups & ( 1 << i ) ) && inventory.powerupEndTime[i] > gameLocal.time ) {
|
||
|
switch( i ) {
|
||
|
case ENVIROSUIT: {
|
||
|
if ( enviroSuitLight.IsValid() ) {
|
||
|
idAngles lightAng = firstPersonViewAxis.ToAngles();
|
||
|
idVec3 lightOrg = firstPersonViewOrigin;
|
||
|
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
|
||
|
|
||
|
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
|
||
|
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
|
||
|
|
||
|
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
|
||
|
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
|
||
|
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
|
||
|
lightAng.pitch += enviroAngleOffset.x;
|
||
|
lightAng.yaw += enviroAngleOffset.y;
|
||
|
lightAng.roll += enviroAngleOffset.z;
|
||
|
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
|
||
|
enviroSuitLight.GetEntity()->UpdateVisuals();
|
||
|
enviroSuitLight.GetEntity()->Present();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
default: {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( PowerUpActive( i ) && inventory.powerupEndTime[i] <= gameLocal.time ) {
|
||
|
ClearPowerup( i );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( health > 0 ) {
|
||
|
if ( powerUpSkin ) {
|
||
|
renderEntity.customSkin = powerUpSkin;
|
||
|
} else {
|
||
|
renderEntity.customSkin = skin;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( healthPool && gameLocal.time > nextHealthPulse && !AI_DEAD && health > 0 ) {
|
||
|
assert( !common->IsClient() ); // healthPool never be set on client
|
||
|
int amt = ( healthPool > 5.0f ) ? 5 : healthPool;
|
||
|
health += amt;
|
||
|
if ( health > inventory.maxHealth ) {
|
||
|
health = inventory.maxHealth;
|
||
|
healthPool = 0;
|
||
|
} else {
|
||
|
healthPool -= amt;
|
||
|
}
|
||
|
if ( healthPool < 1.0f ) {
|
||
|
healthPool = 0.0f;
|
||
|
} else {
|
||
|
nextHealthPulse = gameLocal.time + HEALTHPULSE_TIME;
|
||
|
healthPulse = true;
|
||
|
}
|
||
|
}
|
||
|
if ( !gameLocal.inCinematic && influenceActive == 0 && g_skill.GetInteger() == 3 && gameLocal.time > nextHealthTake && !AI_DEAD && health > g_healthTakeLimit.GetInteger() ) {
|
||
|
assert( !common->IsClient() ); // healthPool never be set on client
|
||
|
|
||
|
if(!PowerUpActive(INVULNERABILITY)) {
|
||
|
health -= g_healthTakeAmt.GetInteger();
|
||
|
if ( health < g_healthTakeLimit.GetInteger() ) {
|
||
|
health = g_healthTakeLimit.GetInteger();
|
||
|
}
|
||
|
}
|
||
|
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
|
||
|
healthTake = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::ClearPowerUps
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::ClearPowerUps() {
|
||
|
int i;
|
||
|
for ( i = 0; i < MAX_POWERUPS; i++ ) {
|
||
|
if ( PowerUpActive( i ) ) {
|
||
|
ClearPowerup( i );
|
||
|
}
|
||
|
}
|
||
|
inventory.ClearPowerUps();
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
if ( enviroSuitLight.IsValid() ) {
|
||
|
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveInventoryItem
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::GiveInventoryItem( idDict * item, unsigned int giveFlags ) {
|
||
|
if ( common->IsMultiplayer() && spectating ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_UPDATE_STATE ) {
|
||
|
inventory.items.Append( new (TAG_ENTITY) idDict( *item ) );
|
||
|
}
|
||
|
|
||
|
const char * itemName = item->GetString( "inv_name" );
|
||
|
|
||
|
if ( giveFlags & ITEM_GIVE_FEEDBACK ) {
|
||
|
if ( idStr::Cmpn( itemName, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
|
||
|
inventory.pickupItemNames.Append( idLocalization::GetString( itemName ) );
|
||
|
} else {
|
||
|
inventory.pickupItemNames.Append( itemName );
|
||
|
}
|
||
|
|
||
|
const char * icon = item->GetString( "inv_icon" );
|
||
|
if ( hud != NULL ) {
|
||
|
hud->ShowNewItem( itemName, icon );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// D3XP added to support powercells
|
||
|
if( ( giveFlags & ITEM_GIVE_UPDATE_STATE ) && item->GetInt("inv_powercell") && focusUI) {
|
||
|
//Reset the powercell count
|
||
|
int powerCellCount = 0;
|
||
|
for ( int j = 0; j < inventory.items.Num(); j++ ) {
|
||
|
idDict *item = inventory.items[ j ];
|
||
|
if(item->GetInt("inv_powercell")) {
|
||
|
powerCellCount++;
|
||
|
}
|
||
|
}
|
||
|
focusUI->SetStateInt( "powercell_count", powerCellCount );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::GiveInventoryItem
|
||
|
==============
|
||
|
*/
|
||
|
bool idPlayer::GiveInventoryItem( const char *name ) {
|
||
|
idDict args;
|
||
|
|
||
|
args.Set( "classname", name );
|
||
|
args.Set( "owner", this->name.c_str() );
|
||
|
gameLocal.SpawnEntityDef( args);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveObjective
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GiveObjective( const char * title, const char * text, const idMaterial * screenshot ) {
|
||
|
idObjectiveInfo & info = inventory.objectiveNames.Alloc();
|
||
|
info.title = title;
|
||
|
info.text = text;
|
||
|
info.screenshot = screenshot;
|
||
|
|
||
|
StartSound( "snd_objectiveup", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->SetupObjective( title, text, screenshot );
|
||
|
hud->ShowObjective( false );
|
||
|
objectiveUp = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::CompleteObjective
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::CompleteObjective( const char *title ) {
|
||
|
int c = inventory.objectiveNames.Num();
|
||
|
for ( int i = 0; i < c; i++ ) {
|
||
|
if ( idStr::Icmp(inventory.objectiveNames[i].title, title) == 0 ) {
|
||
|
inventory.objectiveNames.RemoveIndex( i );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
StartSound( "snd_objectiveup", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->SetupObjectiveComplete( title );
|
||
|
hud->ShowObjective( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveVideo
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GiveVideo( const idDeclVideo * video, const char * itemName ) {
|
||
|
|
||
|
if ( video == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int oldNumVideos = inventory.videos.Num();
|
||
|
inventory.videos.AddUnique( video );
|
||
|
|
||
|
if ( oldNumVideos < inventory.videos.Num() ) {
|
||
|
GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_WATCH_ALL_VIDEOS );
|
||
|
}
|
||
|
|
||
|
if ( itemName != NULL && itemName[0] != 0 ) {
|
||
|
inventory.pickupItemNames.Append( itemName );
|
||
|
}
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->DownloadVideo();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveSecurity
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GiveSecurity( const char *security ) {
|
||
|
GetPDA()->SetSecurity( security );
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->UpdatedSecurity();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveEmail
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GiveEmail( const idDeclEmail * email ) {
|
||
|
if ( email == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
inventory.emails.AddUnique( email );
|
||
|
GetPDA()->AddEmail( email );
|
||
|
|
||
|
// TODO_SPARTY: hook up new email notification in new hud
|
||
|
//if ( hud ) {
|
||
|
// hud->HandleNamedEvent( "emailPickup" );
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GivePDA
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GivePDA( const idDeclPDA * pda, const char * securityItem ) {
|
||
|
if ( common->IsMultiplayer() && spectating ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( securityItem != NULL && securityItem[0] != 0 ) {
|
||
|
inventory.pdaSecurity.AddUnique( securityItem );
|
||
|
}
|
||
|
|
||
|
// Just to make sure they want the default player spawn defined pda.
|
||
|
// Some what of a hack, so i dont have to change any map scripts that initially give
|
||
|
// the player "personal" pda.
|
||
|
if ( pda == NULL || idStr::Icmp( pda->GetName(), "personal" ) == 0 ) {
|
||
|
pda = static_cast<const idDeclPDA *>( declManager->FindType( DECL_PDA, spawnArgs.GetString( "pda_name", "personal" ) ) );
|
||
|
}
|
||
|
if ( pda == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int oldNumPDAs = inventory.pdas.Num();
|
||
|
inventory.pdas.AddUnique( pda );
|
||
|
int newNumPDAs = inventory.pdas.Num();
|
||
|
|
||
|
// Set the stat for # of PDAs...
|
||
|
// Only increment the PDA stat if we've added a new one....
|
||
|
if ( oldNumPDAs < newNumPDAs ) {
|
||
|
switch ( GetExpansionType() ) {
|
||
|
case GAME_BASE:
|
||
|
GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_PDAS_BASE );
|
||
|
break;
|
||
|
case GAME_D3XP:
|
||
|
GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_PDAS_ROE );
|
||
|
break;
|
||
|
case GAME_D3LE:
|
||
|
GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_PDAS_LE );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Copy any videos over
|
||
|
for ( int i = 0; i < pda->GetNumVideos(); i++ ) {
|
||
|
const idDeclVideo * video = pda->GetVideoByIndex( i );
|
||
|
if ( video != NULL ) {
|
||
|
inventory.videos.AddUnique( video );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This is kind of a hack, but it works nicely
|
||
|
// We don't want to display the 'you got a new pda' message during a map load
|
||
|
if ( gameLocal.GetFrameNum() > 10 ) {
|
||
|
const char * sec = pda->GetSecurity();
|
||
|
if ( hud ) {
|
||
|
hud->DownloadPDA( pda, ( sec != NULL && sec[0] != 0 ) ? true : false );
|
||
|
}
|
||
|
if ( inventory.pdas.Num() == 1 ) {
|
||
|
GetPDA()->RemoveAddedEmailsAndVideos();
|
||
|
if ( !objectiveSystemOpen ) {
|
||
|
TogglePDA();
|
||
|
}
|
||
|
//ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_firstPDA" ), true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::FindInventoryItem
|
||
|
===============
|
||
|
*/
|
||
|
idDict *idPlayer::FindInventoryItem( const char *name ) {
|
||
|
for ( int i = 0; i < inventory.items.Num(); i++ ) {
|
||
|
const char *iname = inventory.items[i]->GetString( "inv_name" );
|
||
|
if ( iname != NULL && *iname != NULL ) {
|
||
|
if ( idStr::Icmp( name, iname ) == 0 ) {
|
||
|
return inventory.items[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::FindInventoryItem
|
||
|
===============
|
||
|
*/
|
||
|
idDict * idPlayer::FindInventoryItem( int index ) {
|
||
|
if ( index <= inventory.items.Num() ) {
|
||
|
return inventory.items[ index ];
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GetNumInventoryItems
|
||
|
===============
|
||
|
*/
|
||
|
int idPlayer::GetNumInventoryItems() {
|
||
|
return inventory.items.Num();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::RemoveInventoryItem
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::RemoveInventoryItem( const char *name ) {
|
||
|
//Hack for localization
|
||
|
if(!idStr::Icmp(name, "Pwr Cell")) {
|
||
|
name = idLocalization::GetString( "#str_00101056" );
|
||
|
}
|
||
|
idDict *item = FindInventoryItem(name);
|
||
|
if ( item ) {
|
||
|
RemoveInventoryItem( item );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::RemoveInventoryItem
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::RemoveInventoryItem( idDict *item ) {
|
||
|
inventory.items.Remove( item );
|
||
|
|
||
|
if(item->GetInt("inv_powercell") && focusUI) {
|
||
|
//Reset the powercell count
|
||
|
int powerCellCount = 0;
|
||
|
for ( int j = 0; j < inventory.items.Num(); j++ ) {
|
||
|
idDict *item = inventory.items[ j ];
|
||
|
if(item->GetInt("inv_powercell")) {
|
||
|
powerCellCount++;
|
||
|
}
|
||
|
}
|
||
|
focusUI->SetStateInt( "powercell_count", powerCellCount );
|
||
|
}
|
||
|
|
||
|
delete item;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GiveItem
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GiveItem( const char *itemname ) {
|
||
|
idDict args;
|
||
|
|
||
|
args.Set( "classname", itemname );
|
||
|
args.Set( "owner", name.c_str() );
|
||
|
gameLocal.SpawnEntityDef( args );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::SlotForWeapon
|
||
|
==================
|
||
|
*/
|
||
|
int idPlayer::SlotForWeapon( const char *weaponName ) {
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
||
|
if ( !idStr::Cmp( weap, weaponName ) ) {
|
||
|
return i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// not found
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Reload
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Reload() {
|
||
|
if ( spectating || gameLocal.inCinematic || influenceActive ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( common->IsClient() && !IsLocallyControlled() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) {
|
||
|
weapon.GetEntity()->Reload();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::NextBestWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::NextBestWeapon() {
|
||
|
const char *weap;
|
||
|
int w = MAX_WEAPONS;
|
||
|
|
||
|
if ( !weaponEnabled ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
while ( w > 0 ) {
|
||
|
w--;
|
||
|
if ( w == weapon_flashlight ) {
|
||
|
continue;
|
||
|
}
|
||
|
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
||
|
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//Some weapons will report having ammo but the clip is empty and
|
||
|
//will not have enough to fill the clip (i.e. Double Barrel Shotgun with 1 round left)
|
||
|
//We need to skip these weapons because they cannot be used
|
||
|
if(inventory.HasEmptyClipCannotRefill(weap, this)) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
idealWeapon = w;
|
||
|
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
|
||
|
UpdateHudWeapon();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::NextWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::NextWeapon() {
|
||
|
|
||
|
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check if we have any weapons
|
||
|
if ( !inventory.weapons ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int w = idealWeapon.Get();
|
||
|
while( 1 ) {
|
||
|
w++;
|
||
|
if ( w >= MAX_WEAPONS ) {
|
||
|
w = 0;
|
||
|
}
|
||
|
if ( w == idealWeapon ) {
|
||
|
w = weapon_fists;
|
||
|
break;
|
||
|
}
|
||
|
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
|
||
|
continue;
|
||
|
}
|
||
|
const char * weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
||
|
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !weap[ 0 ] ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
|
||
|
idealWeapon = w;
|
||
|
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
|
||
|
UpdateHudWeapon();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::PrevWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::PrevWeapon() {
|
||
|
|
||
|
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check if we have any weapons
|
||
|
if ( !inventory.weapons ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int w = idealWeapon.Get();
|
||
|
while( 1 ) {
|
||
|
w--;
|
||
|
if ( w < 0 ) {
|
||
|
w = MAX_WEAPONS - 1;
|
||
|
}
|
||
|
if ( w == idealWeapon ) {
|
||
|
w = weapon_fists;
|
||
|
break;
|
||
|
}
|
||
|
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
|
||
|
continue;
|
||
|
}
|
||
|
const char * weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
|
||
|
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !weap[ 0 ] ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
|
||
|
idealWeapon = w;
|
||
|
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
|
||
|
UpdateHudWeapon();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::SelectWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::SelectWeapon( int num, bool force ) {
|
||
|
const char *weap;
|
||
|
|
||
|
if ( !weaponEnabled || spectating || gameLocal.inCinematic || health < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ( num < 0 ) || ( num >= MAX_WEAPONS ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( num == weapon_flashlight ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ( num != weapon_pda ) && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
|
||
|
num = weapon_fists;
|
||
|
hiddenWeapon ^= 1;
|
||
|
if ( hiddenWeapon && weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
} else {
|
||
|
weapon.GetEntity()->RaiseWeapon();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Is the weapon a toggle weapon
|
||
|
WeaponToggle_t* weaponToggle;
|
||
|
if(weaponToggles.Get(va("weapontoggle%d", num), &weaponToggle)) {
|
||
|
|
||
|
int weaponToggleIndex = 0;
|
||
|
|
||
|
//Find the current Weapon in the list
|
||
|
int currentIndex = -1;
|
||
|
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
|
||
|
if(weaponToggle->toggleList[i] == idealWeapon) {
|
||
|
currentIndex = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( currentIndex == -1 ) {
|
||
|
//Didn't find the current weapon so select the first item
|
||
|
weaponToggleIndex = weaponToggle->lastUsed;
|
||
|
} else {
|
||
|
//Roll to the next available item in the list
|
||
|
weaponToggleIndex = currentIndex;
|
||
|
weaponToggleIndex++;
|
||
|
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
|
||
|
weaponToggleIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
|
||
|
int weapNum = weaponToggle->toggleList[weaponToggleIndex];
|
||
|
//Is it available
|
||
|
if(inventory.weapons & ( 1 << weapNum)) {
|
||
|
//Do we have ammo for it
|
||
|
if ( inventory.HasAmmo( spawnArgs.GetString( va( "def_weapon%d", weapNum ) ), true, this ) || spawnArgs.GetBool( va( "weapon%d_allowempty", weapNum ) ) ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
weaponToggleIndex++;
|
||
|
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
|
||
|
weaponToggleIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
weaponToggle->lastUsed = weaponToggleIndex;
|
||
|
num = weaponToggle->toggleList[weaponToggleIndex];
|
||
|
}
|
||
|
|
||
|
weap = spawnArgs.GetString( va( "def_weapon%d", num ) );
|
||
|
if ( !weap[ 0 ] ) {
|
||
|
gameLocal.Printf( "Invalid weapon\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( force || ( inventory.weapons & ( 1 << num ) ) ) {
|
||
|
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( ( previousWeapon >= 0 ) && ( idealWeapon == num ) && ( spawnArgs.GetBool( va( "weapon%d_toggle", num ) ) ) ) {
|
||
|
weap = spawnArgs.GetString( va( "def_weapon%d", previousWeapon ) );
|
||
|
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) {
|
||
|
return;
|
||
|
}
|
||
|
idealWeapon = previousWeapon;
|
||
|
} else if ( ( weapon_pda >= 0 ) && ( num == weapon_pda ) && ( inventory.pdas.Num() == 0 ) ) {
|
||
|
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
|
||
|
return;
|
||
|
} else {
|
||
|
idealWeapon = num;
|
||
|
}
|
||
|
UpdateHudWeapon();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::DropWeapon
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::DropWeapon( bool died ) {
|
||
|
idVec3 forward, up;
|
||
|
int inclip, ammoavailable;
|
||
|
|
||
|
if( died == false ){
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
assert( !common->IsClient() );
|
||
|
|
||
|
if ( spectating || weaponGone || weapon.GetEntity() == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ( !died && !weapon.GetEntity()->IsReady() ) || weapon.GetEntity()->IsReloading() ) {
|
||
|
return;
|
||
|
}
|
||
|
// ammoavailable is how many shots we can fire
|
||
|
// inclip is which amount is in clip right now
|
||
|
ammoavailable = weapon.GetEntity()->AmmoAvailable();
|
||
|
inclip = weapon.GetEntity()->AmmoInClip();
|
||
|
|
||
|
// don't drop a grenade if we have none left
|
||
|
if ( !idStr::Icmp( idWeapon::GetAmmoNameForNum( weapon.GetEntity()->GetAmmoType() ), "ammo_grenades" ) && ( ammoavailable - inclip <= 0 ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ammoavailable += inclip;
|
||
|
|
||
|
// expect an ammo setup that makes sense before doing any dropping
|
||
|
// ammoavailable is -1 for infinite ammo, and weapons like chainsaw
|
||
|
// a bad ammo config usually indicates a bad weapon state, so we should not drop
|
||
|
// used to be an assertion check, but it still happens in edge cases
|
||
|
|
||
|
if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) {
|
||
|
common->DPrintf( "idPlayer::DropWeapon: bad ammo setup\n" );
|
||
|
return;
|
||
|
}
|
||
|
idEntity *item = NULL;
|
||
|
if ( died ) {
|
||
|
// ain't gonna throw you no weapon if I'm dead
|
||
|
item = weapon.GetEntity()->DropItem( vec3_origin, 0, WEAPON_DROP_TIME, died );
|
||
|
} else {
|
||
|
viewAngles.ToVectors( &forward, NULL, &up );
|
||
|
item = weapon.GetEntity()->DropItem( 250.0f * forward + 150.0f * up, 500, WEAPON_DROP_TIME, died );
|
||
|
}
|
||
|
if ( !item ) {
|
||
|
return;
|
||
|
}
|
||
|
// set the appropriate ammo in the dropped object
|
||
|
const idKeyValue * keyval = item->spawnArgs.MatchPrefix( "inv_ammo_" );
|
||
|
if ( keyval ) {
|
||
|
item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable );
|
||
|
idStr inclipKey = keyval->GetKey();
|
||
|
inclipKey.Insert( "inclip_", 4 );
|
||
|
inclipKey.Insert( va("%.2d", currentWeapon), 11);
|
||
|
item->spawnArgs.SetInt( inclipKey, inclip );
|
||
|
}
|
||
|
if ( !died ) {
|
||
|
// remove from our local inventory completely
|
||
|
inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 );
|
||
|
weapon.GetEntity()->ResetAmmoClip();
|
||
|
NextWeapon();
|
||
|
weapon.GetEntity()->WeaponStolen();
|
||
|
weaponGone = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::StealWeapon
|
||
|
steal the target player's current weapon
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::StealWeapon( idPlayer *player ) {
|
||
|
assert( !common->IsClient() );
|
||
|
|
||
|
// make sure there's something to steal
|
||
|
idWeapon *player_weapon = static_cast< idWeapon * >( player->weapon.GetEntity() );
|
||
|
if ( !player_weapon || !player_weapon->CanDrop() || weaponGone ) {
|
||
|
return;
|
||
|
}
|
||
|
// steal - we need to effectively force the other player to abandon his weapon
|
||
|
int newweap = player->currentWeapon;
|
||
|
if ( newweap == -1 ) {
|
||
|
return;
|
||
|
}
|
||
|
// might be just dropped - check inventory
|
||
|
if ( ! ( player->inventory.weapons & ( 1 << newweap ) ) ) {
|
||
|
return;
|
||
|
}
|
||
|
const char *weapon_classname = spawnArgs.GetString( va( "def_weapon%d", newweap ) );
|
||
|
assert( weapon_classname );
|
||
|
int ammoavailable = player->weapon.GetEntity()->AmmoAvailable();
|
||
|
int inclip = player->weapon.GetEntity()->AmmoInClip();
|
||
|
|
||
|
ammoavailable += inclip;
|
||
|
|
||
|
if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) {
|
||
|
// see DropWeapon
|
||
|
common->DPrintf( "idPlayer::StealWeapon: bad ammo setup\n" );
|
||
|
// we still steal the weapon, so let's use the default ammo levels
|
||
|
inclip = -1;
|
||
|
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname );
|
||
|
assert( decl );
|
||
|
const idKeyValue *keypair = decl->dict.MatchPrefix( "inv_ammo_" );
|
||
|
assert( keypair );
|
||
|
ammoavailable = atoi( keypair->GetValue() );
|
||
|
}
|
||
|
|
||
|
player->weapon.GetEntity()->WeaponStolen();
|
||
|
player->inventory.Drop( player->spawnArgs, NULL, newweap );
|
||
|
player->SelectWeapon( weapon_fists, false );
|
||
|
// in case the robbed player is firing rounds with a continuous fire weapon like the chaingun/plasma etc.
|
||
|
// this will ensure the firing actually stops
|
||
|
player->weaponGone = true;
|
||
|
|
||
|
// give weapon, setup the ammo count
|
||
|
Give( "weapon", weapon_classname, ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE );
|
||
|
ammo_t ammo_i = player->inventory.AmmoIndexForWeaponClass( weapon_classname, NULL );
|
||
|
idealWeapon = newweap;
|
||
|
const int currentAmmo = inventory.GetInventoryAmmoForType( ammo_i );
|
||
|
inventory.SetInventoryAmmoForType( ammo_i, currentAmmo + ammoavailable );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::ActiveGui
|
||
|
===============
|
||
|
*/
|
||
|
idUserInterface *idPlayer::ActiveGui() {
|
||
|
if ( objectiveSystemOpen ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
return focusUI;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Weapon_Combat
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Weapon_Combat() {
|
||
|
if ( influenceActive || !weaponEnabled || gameLocal.inCinematic || privateCameraView ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
weapon.GetEntity()->RaiseWeapon();
|
||
|
if ( weapon.GetEntity()->IsReloading() ) {
|
||
|
if ( !AI_RELOAD ) {
|
||
|
AI_RELOAD = true;
|
||
|
SetState( "ReloadWeapon" );
|
||
|
UpdateScript();
|
||
|
}
|
||
|
} else {
|
||
|
AI_RELOAD = false;
|
||
|
}
|
||
|
|
||
|
if ( idealWeapon == weapon_soulcube && soulCubeProjectile.GetEntity() != NULL ) {
|
||
|
idealWeapon = currentWeapon;
|
||
|
}
|
||
|
|
||
|
if ( idealWeapon != currentWeapon && idealWeapon.Get() < MAX_WEAPONS ) {
|
||
|
if ( weaponCatchup ) {
|
||
|
assert( common->IsClient() );
|
||
|
|
||
|
currentWeapon = idealWeapon.Get();
|
||
|
weaponGone = false;
|
||
|
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
||
|
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.GetClipAmmoForWeapon( currentWeapon ) );
|
||
|
animPrefix.Strip( "weapon_" );
|
||
|
|
||
|
weapon.GetEntity()->NetCatchup();
|
||
|
const function_t *newstate = GetScriptFunction( "NetCatchup" );
|
||
|
if ( newstate ) {
|
||
|
SetState( newstate );
|
||
|
UpdateScript();
|
||
|
}
|
||
|
weaponCatchup = false;
|
||
|
} else {
|
||
|
if ( weapon.GetEntity()->IsReady() ) {
|
||
|
weapon.GetEntity()->PutAway();
|
||
|
}
|
||
|
|
||
|
if ( weapon.GetEntity()->IsHolstered() ) {
|
||
|
assert( idealWeapon.Get() >= 0 );
|
||
|
assert( idealWeapon.Get() < MAX_WEAPONS );
|
||
|
|
||
|
if ( currentWeapon != weapon_pda && !spawnArgs.GetBool( va( "weapon%d_toggle", currentWeapon ) ) ) {
|
||
|
previousWeapon = currentWeapon;
|
||
|
}
|
||
|
currentWeapon = idealWeapon.Get();
|
||
|
weaponGone = false;
|
||
|
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
||
|
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.GetClipAmmoForWeapon( currentWeapon ) );
|
||
|
animPrefix.Strip( "weapon_" );
|
||
|
|
||
|
weapon.GetEntity()->Raise();
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
weaponGone = false; // if you drop and re-get weap, you may miss the = false above
|
||
|
if ( weapon.GetEntity()->IsHolstered() ) {
|
||
|
if ( !weapon.GetEntity()->AmmoAvailable() ) {
|
||
|
// weapons can switch automatically if they have no more ammo
|
||
|
NextBestWeapon();
|
||
|
} else {
|
||
|
weapon.GetEntity()->Raise();
|
||
|
state = GetScriptFunction( "RaiseWeapon" );
|
||
|
if ( state ) {
|
||
|
SetState( state );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check for attack
|
||
|
AI_WEAPON_FIRED = false;
|
||
|
if ( !influenceActive ) {
|
||
|
if ( ( usercmd.buttons & BUTTON_ATTACK ) && !weaponGone ) {
|
||
|
FireWeapon();
|
||
|
} else if ( oldButtons & BUTTON_ATTACK ) {
|
||
|
AI_ATTACK_HELD = false;
|
||
|
weapon.GetEntity()->EndAttack();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// update our ammo clip in our inventory
|
||
|
if ( ( currentWeapon >= 0 ) && ( currentWeapon < MAX_WEAPONS ) ) {
|
||
|
inventory.SetClipAmmoForWeapon( currentWeapon, weapon.GetEntity()->AmmoInClip() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Weapon_NPC
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Weapon_NPC() {
|
||
|
if ( idealWeapon != currentWeapon ) {
|
||
|
Weapon_Combat();
|
||
|
}
|
||
|
StopFiring();
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
|
||
|
bool wasDown = ( oldButtons & (BUTTON_ATTACK|BUTTON_USE) ) != 0;
|
||
|
bool isDown = ( usercmd.buttons & (BUTTON_ATTACK|BUTTON_USE) ) != 0;
|
||
|
if ( isDown && !wasDown ) {
|
||
|
buttonMask |= BUTTON_ATTACK;
|
||
|
focusCharacter->TalkTo( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::LowerWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::LowerWeapon() {
|
||
|
if ( weapon.GetEntity() && !weapon.GetEntity()->IsHidden() ) {
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::RaiseWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::RaiseWeapon() {
|
||
|
if ( weapon.GetEntity() && weapon.GetEntity()->IsHidden() ) {
|
||
|
weapon.GetEntity()->RaiseWeapon();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::WeaponLoweringCallback
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::WeaponLoweringCallback() {
|
||
|
SetState( "LowerWeapon" );
|
||
|
UpdateScript();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::WeaponRisingCallback
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::WeaponRisingCallback() {
|
||
|
SetState( "RaiseWeapon" );
|
||
|
UpdateScript();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Weapon_GUI
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Weapon_GUI() {
|
||
|
|
||
|
if ( !objectiveSystemOpen ) {
|
||
|
if ( idealWeapon != currentWeapon ) {
|
||
|
Weapon_Combat();
|
||
|
}
|
||
|
StopFiring();
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
}
|
||
|
|
||
|
// disable click prediction for the GUIs. handy to check the state sync does the right thing
|
||
|
if ( common->IsClient() && !net_clientPredictGUI.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bool wasDown = ( oldButtons & (BUTTON_ATTACK|BUTTON_USE) ) != 0;
|
||
|
bool isDown = ( usercmd.buttons & (BUTTON_ATTACK|BUTTON_USE) ) != 0;
|
||
|
if ( isDown != wasDown ) {
|
||
|
const char * command = NULL;
|
||
|
idUserInterface * ui = ActiveGui();
|
||
|
if ( ui ) {
|
||
|
bool updateVisuals = false;
|
||
|
sysEvent_t ev = sys->GenerateMouseButtonEvent( 1, isDown );
|
||
|
command = ui->HandleEvent( &ev, gameLocal.time, &updateVisuals );
|
||
|
if ( updateVisuals && focusGUIent && ui == focusUI ) {
|
||
|
focusGUIent->UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
if ( common->IsClient() ) {
|
||
|
// we predict enough, but don't want to execute commands
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// HACK - Check to see who is activating the frag chamber. Im sorry.
|
||
|
if( common->IsMultiplayer() && focusGUIent ) {
|
||
|
if( strcmp( focusGUIent->GetName(), "chamber_gui_console" ) == 0 && strcmp( command, " ; runScript chamber_trigger" ) == 0 ){
|
||
|
gameLocal.playerActivateFragChamber = this;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( focusGUIent ) {
|
||
|
HandleGuiCommands( focusGUIent, command );
|
||
|
} else {
|
||
|
HandleGuiCommands( this, command );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::UpdateWeapon() {
|
||
|
if ( health <= 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
assert( !spectating );
|
||
|
|
||
|
if ( common->IsClient() ) {
|
||
|
// clients need to wait till the weapon and it's world model entity
|
||
|
// are present and synchronized ( weapon.worldModel idEntityPtr to idAnimatedEntity )
|
||
|
if ( !weapon.GetEntity()->IsWorldModelReady() ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// always make sure the weapon is correctly setup before accessing it
|
||
|
if ( !weapon.GetEntity()->IsLinked() ) {
|
||
|
if ( idealWeapon != -1 ) {
|
||
|
animPrefix = spawnArgs.GetString( va( "def_weapon%d", idealWeapon.Get() ) );
|
||
|
int ammoInClip = inventory.GetClipAmmoForWeapon( idealWeapon.Get() );
|
||
|
if ( common->IsMultiplayer() && respawning ) {
|
||
|
// Do not load ammo into the clip here on MP respawn, as it will be done
|
||
|
// elsewhere. If we take ammo out here then the player will end up losing
|
||
|
// a clip of ammo for their initial weapon upon respawn.
|
||
|
ammoInClip = 0;
|
||
|
}
|
||
|
weapon.GetEntity()->GetWeaponDef( animPrefix, ammoInClip );
|
||
|
assert( weapon.GetEntity()->IsLinked() );
|
||
|
} else {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( hiddenWeapon && tipUp && usercmd.buttons & BUTTON_ATTACK ) {
|
||
|
HideTip();
|
||
|
}
|
||
|
|
||
|
if ( g_dragEntity.GetBool() ) {
|
||
|
StopFiring();
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
dragEntity.Update( this );
|
||
|
} else if ( ActiveGui() ) {
|
||
|
// gui handling overrides weapon use
|
||
|
Weapon_GUI();
|
||
|
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
|
||
|
Weapon_NPC();
|
||
|
} else {
|
||
|
Weapon_Combat();
|
||
|
}
|
||
|
|
||
|
if ( hiddenWeapon ) {
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
}
|
||
|
|
||
|
// update weapon state, particles, dlights, etc
|
||
|
weapon.GetEntity()->PresentWeapon( CanShowWeaponViewmodel() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateFlashLight
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::UpdateFlashlight() {
|
||
|
if ( idealWeapon == weapon_flashlight ) {
|
||
|
// force classic flashlight to go away
|
||
|
NextWeapon();
|
||
|
}
|
||
|
|
||
|
if ( !flashlight.IsValid() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !flashlight.GetEntity()->GetOwner() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Don't update the flashlight if dead in MP.
|
||
|
// Otherwise you can see a floating flashlight worldmodel near player's skeletons.
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
if ( health < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Flashlight has an infinite battery in multiplayer.
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
if ( flashlight.GetEntity()->lightOn ) {
|
||
|
if ( flashlight_batteryDrainTimeMS.GetInteger() > 0 ) {
|
||
|
flashlightBattery -= ( gameLocal.time - gameLocal.previousTime );
|
||
|
if ( flashlightBattery < 0 ) {
|
||
|
FlashlightOff();
|
||
|
flashlightBattery = 0;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
if ( flashlightBattery < flashlight_batteryDrainTimeMS.GetInteger() ) {
|
||
|
flashlightBattery += ( gameLocal.time - gameLocal.previousTime ) * Max( 1, ( flashlight_batteryDrainTimeMS.GetInteger() / flashlight_batteryChargeTimeMS.GetInteger() ) );
|
||
|
if ( flashlightBattery > flashlight_batteryDrainTimeMS.GetInteger() ) {
|
||
|
flashlightBattery = flashlight_batteryDrainTimeMS.GetInteger();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->UpdateFlashlight( this );
|
||
|
}
|
||
|
|
||
|
if ( common->IsClient() ) {
|
||
|
// clients need to wait till the weapon and it's world model entity
|
||
|
// are present and synchronized ( weapon.worldModel idEntityPtr to idAnimatedEntity )
|
||
|
if ( !flashlight.GetEntity()->IsWorldModelReady() ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// always make sure the weapon is correctly setup before accessing it
|
||
|
if ( !flashlight.GetEntity()->IsLinked() ) {
|
||
|
flashlight.GetEntity()->GetWeaponDef( "weapon_flashlight_new", 0 );
|
||
|
flashlight.GetEntity()->SetIsPlayerFlashlight( true );
|
||
|
|
||
|
// adjust position / orientation of flashlight
|
||
|
idAnimatedEntity *worldModel = flashlight.GetEntity()->GetWorldModel();
|
||
|
worldModel->BindToJoint( this, "Chest", true );
|
||
|
// Don't interpolate the flashlight world model in mp, let it bind like normal.
|
||
|
worldModel->SetUseClientInterpolation( false );
|
||
|
|
||
|
assert( flashlight.GetEntity()->IsLinked() );
|
||
|
}
|
||
|
|
||
|
// this positions the third person flashlight model! (as seen in the mirror)
|
||
|
idAnimatedEntity *worldModel = flashlight.GetEntity()->GetWorldModel();
|
||
|
static const idVec3 fl_pos = idVec3( 3.0f, 9.0f, 2.0f );
|
||
|
worldModel->GetPhysics()->SetOrigin( fl_pos );
|
||
|
static float fl_pitch = 0.0f;
|
||
|
static float fl_yaw = 0.0f;
|
||
|
static float fl_roll = 0.0f;
|
||
|
static idAngles ang = ang_zero;
|
||
|
ang.Set( fl_pitch, fl_yaw, fl_roll );
|
||
|
worldModel->GetPhysics()->SetAxis( ang.ToMat3() );
|
||
|
|
||
|
if ( flashlight.GetEntity()->lightOn ) {
|
||
|
if ( ( flashlightBattery < flashlight_batteryChargeTimeMS.GetInteger() / 2 ) && ( gameLocal.random.RandomFloat() < flashlight_batteryFlickerPercent.GetFloat() ) ) {
|
||
|
flashlight.GetEntity()->RemoveMuzzleFlashlight();
|
||
|
} else {
|
||
|
flashlight.GetEntity()->MuzzleFlashLight();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
flashlight.GetEntity()->PresentWeapon( true );
|
||
|
|
||
|
if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || gameLocal.inCinematic || spectating || fl.hidden ) {
|
||
|
worldModel->Hide();
|
||
|
} else {
|
||
|
worldModel->Show();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::FlashlightOn
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::FlashlightOn() {
|
||
|
if ( !flashlight.IsValid() ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( flashlightBattery < idMath::Ftoi( flashlight_minActivatePercent.GetFloat() * flashlight_batteryDrainTimeMS.GetFloat() ) ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( gameLocal.inCinematic ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( flashlight.GetEntity()->lightOn ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( health <= 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( spectating ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
flashlight->FlashlightOn();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::FlashlightOff
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::FlashlightOff() {
|
||
|
if ( !flashlight.IsValid() ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( !flashlight.GetEntity()->lightOn ) {
|
||
|
return;
|
||
|
}
|
||
|
flashlight->FlashlightOff();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::SpectateFreeFly
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::SpectateFreeFly( bool force ) {
|
||
|
idPlayer *player;
|
||
|
idVec3 newOrig;
|
||
|
idVec3 spawn_origin;
|
||
|
idAngles spawn_angles;
|
||
|
|
||
|
player = gameLocal.GetClientByNum( spectator );
|
||
|
if ( force || gameLocal.time > lastSpectateChange ) {
|
||
|
spectator = entityNumber;
|
||
|
if ( player != NULL && player != this && !player->spectating && !player->IsInTeleport() ) {
|
||
|
newOrig = player->GetPhysics()->GetOrigin();
|
||
|
if ( player->physicsObj.IsCrouching() ) {
|
||
|
newOrig[ 2 ] += pm_crouchviewheight.GetFloat();
|
||
|
} else {
|
||
|
newOrig[ 2 ] += pm_normalviewheight.GetFloat();
|
||
|
}
|
||
|
newOrig[ 2 ] += SPECTATE_RAISE;
|
||
|
idBounds b = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
|
||
|
idVec3 start = player->GetPhysics()->GetOrigin();
|
||
|
start[2] += pm_spectatebbox.GetFloat() * 0.5f;
|
||
|
trace_t t;
|
||
|
// assuming spectate bbox is inside stand or crouch box
|
||
|
gameLocal.clip.TraceBounds( t, start, newOrig, b, MASK_PLAYERSOLID, player );
|
||
|
newOrig.Lerp( start, newOrig, t.fraction );
|
||
|
SetOrigin( newOrig );
|
||
|
idAngles angle = player->viewAngles;
|
||
|
angle[ 2 ] = 0;
|
||
|
SetViewAngles( angle );
|
||
|
} else {
|
||
|
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
|
||
|
spawn_origin[ 2 ] += pm_normalviewheight.GetFloat();
|
||
|
spawn_origin[ 2 ] += SPECTATE_RAISE;
|
||
|
SetOrigin( spawn_origin );
|
||
|
SetViewAngles( spawn_angles );
|
||
|
// This may happen during GAMESTATE_STARTUP in mp, so we must set the spawnAngles too.
|
||
|
spawnAngles = spawn_angles;
|
||
|
|
||
|
if( force == false ) {
|
||
|
// only do this if they hit the cycle button.
|
||
|
if ( common->IsServer() ) {
|
||
|
if( player != NULL ) {
|
||
|
idBitMsg msg;
|
||
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
||
|
|
||
|
msg.InitWrite( msgBuf, sizeof( msgBuf ) );
|
||
|
msg.WriteFloat( GetPhysics()->GetOrigin()[0] );
|
||
|
msg.WriteFloat( GetPhysics()->GetOrigin()[1] );
|
||
|
msg.WriteFloat( GetPhysics()->GetOrigin()[2] );
|
||
|
msg.WriteFloat( viewAngles[0] );
|
||
|
msg.WriteFloat( viewAngles[1] );
|
||
|
msg.WriteFloat( viewAngles[2] );
|
||
|
|
||
|
ServerSendEvent( idPlayer::EVENT_FORCE_ORIGIN, &msg, false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
lastSpectateChange = gameLocal.time + 500;
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::SpectateCycle
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::SpectateCycle() {
|
||
|
idPlayer *player;
|
||
|
|
||
|
if ( gameLocal.time > lastSpectateChange ) {
|
||
|
int latchedSpectator = spectator;
|
||
|
spectator = gameLocal.GetNextClientNum( spectator );
|
||
|
player = gameLocal.GetClientByNum( spectator );
|
||
|
assert( player ); // never call here when the current spectator is wrong
|
||
|
// ignore other spectators
|
||
|
while ( latchedSpectator != spectator && player->spectating ) {
|
||
|
spectator = gameLocal.GetNextClientNum( spectator );
|
||
|
player = gameLocal.GetClientByNum( spectator );
|
||
|
}
|
||
|
lastSpectateChange = gameLocal.time + 500;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdateSpectating
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::UpdateSpectating() {
|
||
|
assert( spectating );
|
||
|
assert( !common->IsClient() );
|
||
|
assert( IsHidden() );
|
||
|
idPlayer *player;
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
return;
|
||
|
}
|
||
|
player = gameLocal.GetClientByNum( spectator );
|
||
|
if ( !player || ( player->spectating && player != this ) ) {
|
||
|
SpectateFreeFly( true );
|
||
|
} else if ( usercmd.buttons & BUTTON_JUMP ) {
|
||
|
SpectateFreeFly( false );
|
||
|
} else if ( usercmd.buttons & BUTTON_USE ) {
|
||
|
SpectateCycle();
|
||
|
} else if ( usercmd.buttons & BUTTON_ATTACK ) {
|
||
|
wantSpectate = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::HandleSingleGuiCommand
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::HandleSingleGuiCommand( idEntity *entityGui, idLexer *src ) {
|
||
|
idToken token;
|
||
|
|
||
|
if ( !src->ReadToken( &token ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( token == ";" ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( token.Icmp( "addhealth" ) == 0 ) {
|
||
|
if ( entityGui && health < 100 ) {
|
||
|
int _health = entityGui->spawnArgs.GetInt( "gui_parm1" );
|
||
|
int amt = ( _health >= HEALTH_PER_DOSE ) ? HEALTH_PER_DOSE : _health;
|
||
|
_health -= amt;
|
||
|
entityGui->spawnArgs.SetInt( "gui_parm1", _health );
|
||
|
if ( entityGui->GetRenderEntity() && entityGui->GetRenderEntity()->gui[ 0 ] ) {
|
||
|
entityGui->GetRenderEntity()->gui[ 0 ]->SetStateInt( "gui_parm1", _health );
|
||
|
}
|
||
|
health += amt;
|
||
|
if ( health > 100 ) {
|
||
|
health = 100;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
src->UnreadToken( &token );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::PlayAudioLog
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::PlayAudioLog( const idSoundShader * shader ) {
|
||
|
EndVideoDisk();
|
||
|
if ( name.Length() > 0 ) {
|
||
|
int ms;
|
||
|
StartSoundShader( shader, SND_CHANNEL_PDA_AUDIO, 0, false, &ms );
|
||
|
CancelEvents( &EV_Player_StopAudioLog );
|
||
|
PostEventMS( &EV_Player_StopAudioLog, ms + 150 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::EndAudioLog
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::EndAudioLog() {
|
||
|
StopSound( SND_CHANNEL_PDA_AUDIO, false );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::PlayVideoDisk
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::PlayVideoDisk( const idDeclVideo * decl ) {
|
||
|
EndAudioLog();
|
||
|
pdaVideoMat = decl->GetRoq();
|
||
|
if ( pdaVideoMat ) {
|
||
|
int c = pdaVideoMat->GetNumStages();
|
||
|
for ( int i = 0; i < c; i++ ) {
|
||
|
const shaderStage_t *stage = pdaVideoMat->GetStage( i );
|
||
|
if ( stage != NULL && stage->texture.cinematic ) {
|
||
|
stage->texture.cinematic->ResetTime( Sys_Milliseconds() );
|
||
|
}
|
||
|
}
|
||
|
if ( decl->GetWave() != NULL ) {
|
||
|
StartSoundShader( decl->GetWave(), SND_CHANNEL_PDA_VIDEO, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::EndVideoDisk
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::EndVideoDisk() {
|
||
|
pdaVideoMat = NULL;
|
||
|
StopSound( SND_CHANNEL_PDA_VIDEO, false );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Collide
|
||
|
==============
|
||
|
*/
|
||
|
bool idPlayer::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||
|
idEntity *other;
|
||
|
|
||
|
if ( common->IsClient() && spectating == false ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
other = gameLocal.entities[ collision.c.entityNum ];
|
||
|
if ( other ) {
|
||
|
other->Signal( SIG_TOUCH );
|
||
|
if ( !spectating ) {
|
||
|
if ( other->RespondsTo( EV_Touch ) ) {
|
||
|
other->ProcessEvent( &EV_Touch, this, &collision );
|
||
|
}
|
||
|
} else {
|
||
|
if ( other->RespondsTo( EV_SpectatorTouch ) ) {
|
||
|
other->ProcessEvent( &EV_SpectatorTouch, this, &collision );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::UpdateLocation
|
||
|
|
||
|
Searches nearby locations
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::UpdateLocation() {
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->UpdateLocation( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::ClearFocus
|
||
|
|
||
|
Clears the focus cursor
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::ClearFocus() {
|
||
|
focusCharacter = NULL;
|
||
|
focusGUIent = NULL;
|
||
|
focusUI = NULL;
|
||
|
focusVehicle = NULL;
|
||
|
talkCursor = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::UpdateFocus
|
||
|
|
||
|
Searches nearby entities for interactive guis, possibly making one of them
|
||
|
the focus and sending it a mouse move event
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::UpdateFocus() {
|
||
|
idClipModel *clipModelList[ MAX_GENTITIES ];
|
||
|
idClipModel *clip;
|
||
|
int listedClipModels;
|
||
|
idEntity *oldFocus;
|
||
|
idEntity *ent;
|
||
|
idUserInterface *oldUI;
|
||
|
idAI *oldChar;
|
||
|
int oldTalkCursor;
|
||
|
idAFEntity_Vehicle *oldVehicle;
|
||
|
int i, j;
|
||
|
idVec3 start, end;
|
||
|
bool allowFocus;
|
||
|
const char *command;
|
||
|
trace_t trace;
|
||
|
guiPoint_t pt;
|
||
|
const idKeyValue *kv;
|
||
|
sysEvent_t ev;
|
||
|
idUserInterface *ui;
|
||
|
|
||
|
if ( gameLocal.inCinematic ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// only update the focus character when attack button isn't pressed so players
|
||
|
// can still chainsaw NPC's
|
||
|
if ( common->IsMultiplayer() || ( !focusCharacter && ( usercmd.buttons & BUTTON_ATTACK ) ) ) {
|
||
|
allowFocus = false;
|
||
|
} else {
|
||
|
allowFocus = true;
|
||
|
}
|
||
|
|
||
|
oldFocus = focusGUIent;
|
||
|
oldUI = focusUI;
|
||
|
oldChar = focusCharacter;
|
||
|
oldTalkCursor = talkCursor;
|
||
|
oldVehicle = focusVehicle;
|
||
|
|
||
|
if ( focusTime <= gameLocal.time ) {
|
||
|
ClearFocus();
|
||
|
}
|
||
|
|
||
|
// don't let spectators interact with GUIs
|
||
|
if ( spectating ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
start = GetEyePosition();
|
||
|
end = start + firstPersonViewAxis[0] * 80.0f;
|
||
|
|
||
|
// player identification -> names to the hud
|
||
|
if ( common->IsMultiplayer() && IsLocallyControlled() ) {
|
||
|
idVec3 end = start + viewAngles.ToForward() * 768.0f;
|
||
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_BOUNDINGBOX, this );
|
||
|
int iclient = -1;
|
||
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum < MAX_CLIENTS ) ) {
|
||
|
iclient = trace.c.entityNum;
|
||
|
}
|
||
|
if ( MPAim != iclient ) {
|
||
|
lastMPAim = MPAim;
|
||
|
MPAim = iclient;
|
||
|
lastMPAimTime = gameLocal.realClientTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idBounds bounds( start );
|
||
|
bounds.AddPoint( end );
|
||
|
|
||
|
listedClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
|
||
|
|
||
|
// no pretense at sorting here, just assume that there will only be one active
|
||
|
// gui within range along the trace
|
||
|
for ( i = 0; i < listedClipModels; i++ ) {
|
||
|
clip = clipModelList[ i ];
|
||
|
ent = clip->GetEntity();
|
||
|
|
||
|
if ( ent->IsHidden() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( allowFocus ) {
|
||
|
if ( ent->IsType( idAFAttachment::Type ) ) {
|
||
|
idEntity *body = static_cast<idAFAttachment *>( ent )->GetBody();
|
||
|
if ( body != NULL && body->IsType( idAI::Type ) && ( static_cast<idAI *>( body )->GetTalkState() >= TALK_OK ) ) {
|
||
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
||
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
|
||
|
ClearFocus();
|
||
|
focusCharacter = static_cast<idAI *>( body );
|
||
|
talkCursor = 1;
|
||
|
focusTime = gameLocal.time + FOCUS_TIME;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( ent->IsType( idAI::Type ) ) {
|
||
|
if ( static_cast<idAI *>( ent )->GetTalkState() >= TALK_OK ) {
|
||
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
||
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
|
||
|
ClearFocus();
|
||
|
focusCharacter = static_cast<idAI *>( ent );
|
||
|
talkCursor = 1;
|
||
|
focusTime = gameLocal.time + FOCUS_TIME;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( ent->IsType( idAFEntity_Vehicle::Type ) ) {
|
||
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
||
|
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
|
||
|
ClearFocus();
|
||
|
focusVehicle = static_cast<idAFEntity_Vehicle *>( ent );
|
||
|
focusTime = gameLocal.time + FOCUS_TIME;
|
||
|
break;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !ent->GetRenderEntity() || !ent->GetRenderEntity()->gui[ 0 ] || !ent->GetRenderEntity()->gui[ 0 ]->IsInteractive() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( ent->spawnArgs.GetBool( "inv_item" ) ) {
|
||
|
// don't allow guis on pickup items focus
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
pt = gameRenderWorld->GuiTrace( ent->GetModelDefHandle(), start, end );
|
||
|
if ( pt.x != -1 ) {
|
||
|
// we have a hit
|
||
|
renderEntity_t *focusGUIrenderEntity = ent->GetRenderEntity();
|
||
|
if ( !focusGUIrenderEntity ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( pt.guiId == 1 ) {
|
||
|
ui = focusGUIrenderEntity->gui[ 0 ];
|
||
|
} else if ( pt.guiId == 2 ) {
|
||
|
ui = focusGUIrenderEntity->gui[ 1 ];
|
||
|
} else {
|
||
|
ui = focusGUIrenderEntity->gui[ 2 ];
|
||
|
}
|
||
|
|
||
|
if ( ui == NULL ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
ClearFocus();
|
||
|
focusGUIent = ent;
|
||
|
focusUI = ui;
|
||
|
|
||
|
if ( oldFocus != ent ) {
|
||
|
// new activation
|
||
|
// going to see if we have anything in inventory a gui might be interested in
|
||
|
// need to enumerate inventory items
|
||
|
focusUI->SetStateInt( "inv_count", inventory.items.Num() );
|
||
|
for ( j = 0; j < inventory.items.Num(); j++ ) {
|
||
|
idDict *item = inventory.items[ j ];
|
||
|
const char *iname = item->GetString( "inv_name" );
|
||
|
const char *iicon = item->GetString( "inv_icon" );
|
||
|
const char *itext = item->GetString( "inv_text" );
|
||
|
|
||
|
focusUI->SetStateString( va( "inv_name_%i", j), iname );
|
||
|
focusUI->SetStateString( va( "inv_icon_%i", j), iicon );
|
||
|
focusUI->SetStateString( va( "inv_text_%i", j), itext );
|
||
|
kv = item->MatchPrefix("inv_id", NULL);
|
||
|
if ( kv ) {
|
||
|
focusUI->SetStateString( va( "inv_id_%i", j ), kv->GetValue() );
|
||
|
}
|
||
|
focusUI->SetStateInt( iname, 1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
for( j = 0; j < inventory.pdaSecurity.Num(); j++ ) {
|
||
|
const char *p = inventory.pdaSecurity[ j ];
|
||
|
if ( p && *p ) {
|
||
|
focusUI->SetStateInt( p, 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int powerCellCount = 0;
|
||
|
for ( j = 0; j < inventory.items.Num(); j++ ) {
|
||
|
idDict *item = inventory.items[ j ];
|
||
|
if(item->GetInt("inv_powercell")) {
|
||
|
powerCellCount++;
|
||
|
}
|
||
|
}
|
||
|
focusUI->SetStateInt( "powercell_count", powerCellCount );
|
||
|
|
||
|
int staminapercentage = ( int )( 100.0f * stamina / pm_stamina.GetFloat() );
|
||
|
focusUI->SetStateString( "player_health", va("%i", health ) );
|
||
|
focusUI->SetStateString( "player_stamina", va( "%i%%", staminapercentage ) );
|
||
|
focusUI->SetStateString( "player_armor", va( "%i%%", inventory.armor ) );
|
||
|
|
||
|
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", NULL );
|
||
|
while ( kv ) {
|
||
|
focusUI->SetStateString( kv->GetKey(), kv->GetValue() );
|
||
|
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", kv );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clamp the mouse to the corner
|
||
|
ev = sys->GenerateMouseMoveEvent( -2000, -2000 );
|
||
|
command = focusUI->HandleEvent( &ev, gameLocal.time );
|
||
|
HandleGuiCommands( focusGUIent, command );
|
||
|
|
||
|
// move to an absolute position
|
||
|
ev = sys->GenerateMouseMoveEvent( pt.x * SCREEN_WIDTH, pt.y * SCREEN_HEIGHT );
|
||
|
command = focusUI->HandleEvent( &ev, gameLocal.time );
|
||
|
HandleGuiCommands( focusGUIent, command );
|
||
|
focusTime = gameLocal.time + FOCUS_GUI_TIME;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( focusGUIent && focusUI ) {
|
||
|
if ( !oldFocus || oldFocus != focusGUIent ) {
|
||
|
command = focusUI->Activate( true, gameLocal.time );
|
||
|
HandleGuiCommands( focusGUIent, command );
|
||
|
StartSound( "snd_guienter", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
// HideTip();
|
||
|
// HideObjective();
|
||
|
}
|
||
|
} else if ( oldFocus && oldUI ) {
|
||
|
command = oldUI->Activate( false, gameLocal.time );
|
||
|
HandleGuiCommands( oldFocus, command );
|
||
|
StartSound( "snd_guiexit", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->SetCursorState( this, CURSOR_TALK, talkCursor );
|
||
|
}
|
||
|
|
||
|
if ( oldChar != focusCharacter && hud ) {
|
||
|
if ( focusCharacter ) {
|
||
|
hud->SetCursorText( "#str_02036", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) );
|
||
|
hud->UpdateCursorState();
|
||
|
} else {
|
||
|
hud->SetCursorText( "", "" );
|
||
|
hud->UpdateCursorState();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::CrashLand
|
||
|
|
||
|
Check for hard landings that generate sound events
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity ) {
|
||
|
idVec3 origin, velocity;
|
||
|
idVec3 gravityVector, gravityNormal;
|
||
|
float delta;
|
||
|
float hardDelta, fatalDelta, softDelta;
|
||
|
float dist;
|
||
|
float vel, acc;
|
||
|
float t;
|
||
|
float a, b, c, den;
|
||
|
waterLevel_t waterLevel;
|
||
|
bool noDamage;
|
||
|
|
||
|
AI_SOFTLANDING = false;
|
||
|
AI_HARDLANDING = false;
|
||
|
|
||
|
// if the player is not on the ground
|
||
|
if ( !physicsObj.HasGroundContacts() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gravityNormal = physicsObj.GetGravityNormal();
|
||
|
|
||
|
// if the player wasn't going down
|
||
|
if ( ( oldVelocity * -gravityNormal ) >= 0.0f ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
waterLevel = physicsObj.GetWaterLevel();
|
||
|
|
||
|
// never take falling damage if completely underwater
|
||
|
if ( waterLevel == WATERLEVEL_HEAD ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// no falling damage if touching a nodamage surface
|
||
|
noDamage = false;
|
||
|
for ( int i = 0; i < physicsObj.GetNumContacts(); i++ ) {
|
||
|
const contactInfo_t &contact = physicsObj.GetContact( i );
|
||
|
if ( contact.material->GetSurfaceFlags() & SURF_NODAMAGE ) {
|
||
|
noDamage = true;
|
||
|
StartSound( "snd_land_hard", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
origin = GetPhysics()->GetOrigin();
|
||
|
gravityVector = physicsObj.GetGravity();
|
||
|
|
||
|
// calculate the exact velocity on landing
|
||
|
dist = ( origin - oldOrigin ) * -gravityNormal;
|
||
|
vel = oldVelocity * -gravityNormal;
|
||
|
acc = -gravityVector.Length();
|
||
|
|
||
|
a = acc / 2.0f;
|
||
|
b = vel;
|
||
|
c = -dist;
|
||
|
|
||
|
den = b * b - 4.0f * a * c;
|
||
|
if ( den < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
t = ( -b - idMath::Sqrt( den ) ) / ( 2.0f * a );
|
||
|
|
||
|
delta = vel + t * acc;
|
||
|
delta = delta * delta * 0.0001;
|
||
|
|
||
|
// reduce falling damage if there is standing water
|
||
|
if ( waterLevel == WATERLEVEL_WAIST ) {
|
||
|
delta *= 0.25f;
|
||
|
}
|
||
|
if ( waterLevel == WATERLEVEL_FEET ) {
|
||
|
delta *= 0.5f;
|
||
|
}
|
||
|
|
||
|
if ( delta < 1.0f ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// allow falling a bit further for multiplayer
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
fatalDelta = 75.0f;
|
||
|
hardDelta = 50.0f;
|
||
|
softDelta = 45.0f;
|
||
|
} else {
|
||
|
fatalDelta = 65.0f;
|
||
|
hardDelta = 45.0f;
|
||
|
softDelta = 30.0f;
|
||
|
}
|
||
|
|
||
|
if ( delta > fatalDelta ) {
|
||
|
AI_HARDLANDING = true;
|
||
|
landChange = -32;
|
||
|
landTime = gameLocal.time;
|
||
|
if ( !noDamage ) {
|
||
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
||
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_fatalfall", 1.0f, 0 );
|
||
|
}
|
||
|
} else if ( delta > hardDelta ) {
|
||
|
AI_HARDLANDING = true;
|
||
|
landChange = -24;
|
||
|
landTime = gameLocal.time;
|
||
|
if ( !noDamage ) {
|
||
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
||
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_hardfall", 1.0f, 0 );
|
||
|
}
|
||
|
} else if ( delta > softDelta ) {
|
||
|
AI_HARDLANDING = true;
|
||
|
landChange = -16;
|
||
|
landTime = gameLocal.time;
|
||
|
if ( !noDamage ) {
|
||
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
||
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_softfall", 1.0f, 0 );
|
||
|
}
|
||
|
} else if ( delta > 7 ) {
|
||
|
AI_SOFTLANDING = true;
|
||
|
landChange = -8;
|
||
|
landTime = gameLocal.time;
|
||
|
} else if ( delta > 3 ) {
|
||
|
// just walk on
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::BobCycle
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::BobCycle( const idVec3 &pushVelocity ) {
|
||
|
float bobmove;
|
||
|
int old, deltaTime;
|
||
|
idVec3 vel, gravityDir, velocity;
|
||
|
idMat3 viewaxis;
|
||
|
float bob;
|
||
|
float delta;
|
||
|
float speed;
|
||
|
float f;
|
||
|
|
||
|
//
|
||
|
// calculate speed and cycle to be used for
|
||
|
// all cyclic walking effects
|
||
|
//
|
||
|
velocity = physicsObj.GetLinearVelocity() - pushVelocity;
|
||
|
|
||
|
gravityDir = physicsObj.GetGravityNormal();
|
||
|
vel = velocity - ( velocity * gravityDir ) * gravityDir;
|
||
|
xyspeed = vel.LengthFast();
|
||
|
|
||
|
// do not evaluate the bob for other clients
|
||
|
// when doing a spectate follow, don't do any weapon bobbing
|
||
|
if ( common->IsClient() && !IsLocallyControlled() ) {
|
||
|
viewBobAngles.Zero();
|
||
|
viewBob.Zero();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !physicsObj.HasGroundContacts() || influenceActive == INFLUENCE_LEVEL2 || ( common->IsMultiplayer() && spectating ) ) {
|
||
|
// airborne
|
||
|
bobCycle = 0;
|
||
|
bobFoot = 0;
|
||
|
bobfracsin = 0;
|
||
|
} else if ( ( !usercmd.forwardmove && !usercmd.rightmove ) || ( xyspeed <= MIN_BOB_SPEED ) ) {
|
||
|
// start at beginning of cycle again
|
||
|
bobCycle = 0;
|
||
|
bobFoot = 0;
|
||
|
bobfracsin = 0;
|
||
|
} else {
|
||
|
if ( physicsObj.IsCrouching() ) {
|
||
|
bobmove = pm_crouchbob.GetFloat();
|
||
|
// ducked characters never play footsteps
|
||
|
} else {
|
||
|
// vary the bobbing based on the speed of the player
|
||
|
bobmove = pm_walkbob.GetFloat() * ( 1.0f - bobFrac ) + pm_runbob.GetFloat() * bobFrac;
|
||
|
}
|
||
|
|
||
|
// check for footstep / splash sounds
|
||
|
old = bobCycle;
|
||
|
bobCycle = (int)( old + bobmove * ( gameLocal.time - gameLocal.previousTime ) ) & 255;
|
||
|
bobFoot = ( bobCycle & 128 ) >> 7;
|
||
|
bobfracsin = idMath::Fabs( sin( ( bobCycle & 127 ) / 127.0 * idMath::PI ) );
|
||
|
}
|
||
|
|
||
|
// calculate angles for view bobbing
|
||
|
viewBobAngles.Zero();
|
||
|
|
||
|
viewaxis = viewAngles.ToMat3() * physicsObj.GetGravityAxis();
|
||
|
|
||
|
// add angles based on velocity
|
||
|
delta = velocity * viewaxis[0];
|
||
|
viewBobAngles.pitch += delta * pm_runpitch.GetFloat();
|
||
|
|
||
|
delta = velocity * viewaxis[1];
|
||
|
viewBobAngles.roll -= delta * pm_runroll.GetFloat();
|
||
|
|
||
|
// add angles based on bob
|
||
|
// make sure the bob is visible even at low speeds
|
||
|
speed = xyspeed > 200 ? xyspeed : 200;
|
||
|
|
||
|
delta = bobfracsin * pm_bobpitch.GetFloat() * speed;
|
||
|
if ( physicsObj.IsCrouching() ) {
|
||
|
delta *= 3; // crouching
|
||
|
}
|
||
|
viewBobAngles.pitch += delta;
|
||
|
delta = bobfracsin * pm_bobroll.GetFloat() * speed;
|
||
|
if ( physicsObj.IsCrouching() ) {
|
||
|
delta *= 3; // crouching accentuates roll
|
||
|
}
|
||
|
if ( bobFoot & 1 ) {
|
||
|
delta = -delta;
|
||
|
}
|
||
|
viewBobAngles.roll += delta;
|
||
|
|
||
|
// calculate position for view bobbing
|
||
|
viewBob.Zero();
|
||
|
|
||
|
if ( physicsObj.HasSteppedUp() ) {
|
||
|
|
||
|
// check for stepping up before a previous step is completed
|
||
|
deltaTime = gameLocal.time - stepUpTime;
|
||
|
if ( deltaTime < STEPUP_TIME ) {
|
||
|
stepUpDelta = stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME + physicsObj.GetStepUp();
|
||
|
} else {
|
||
|
stepUpDelta = physicsObj.GetStepUp();
|
||
|
}
|
||
|
if ( stepUpDelta > 2.0f * pm_stepsize.GetFloat() ) {
|
||
|
stepUpDelta = 2.0f * pm_stepsize.GetFloat();
|
||
|
}
|
||
|
stepUpTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
idVec3 gravity = physicsObj.GetGravityNormal();
|
||
|
|
||
|
// if the player stepped up recently
|
||
|
deltaTime = gameLocal.time - stepUpTime;
|
||
|
if ( deltaTime < STEPUP_TIME ) {
|
||
|
viewBob += gravity * ( stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME );
|
||
|
}
|
||
|
|
||
|
// add bob height after any movement smoothing
|
||
|
bob = bobfracsin * xyspeed * pm_bobup.GetFloat();
|
||
|
if ( bob > 6 ) {
|
||
|
bob = 6;
|
||
|
}
|
||
|
viewBob[2] += bob;
|
||
|
|
||
|
// add fall height
|
||
|
delta = gameLocal.time - landTime;
|
||
|
if ( delta < LAND_DEFLECT_TIME ) {
|
||
|
f = delta / LAND_DEFLECT_TIME;
|
||
|
viewBob -= gravity * ( landChange * f );
|
||
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
||
|
delta -= LAND_DEFLECT_TIME;
|
||
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
||
|
viewBob -= gravity * ( landChange * f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::UpdateDeltaViewAngles
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::UpdateDeltaViewAngles( const idAngles &angles ) {
|
||
|
// set the delta angle
|
||
|
idAngles delta;
|
||
|
for( int i = 0; i < 3; i++ ) {
|
||
|
delta[ i ] = angles[ i ] - SHORT2ANGLE( usercmd.angles[ i ] );
|
||
|
}
|
||
|
SetDeltaViewAngles( delta );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::SetViewAngles
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::SetViewAngles( const idAngles &angles ) {
|
||
|
UpdateDeltaViewAngles( angles );
|
||
|
viewAngles = angles;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::UpdateViewAngles
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::UpdateViewAngles() {
|
||
|
int i;
|
||
|
idAngles delta;
|
||
|
|
||
|
if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 || objectiveSystemOpen ) ) {
|
||
|
// no view changes at all, but we still want to update the deltas or else when
|
||
|
// we get out of this mode, our view will snap to a kind of random angle
|
||
|
UpdateDeltaViewAngles( viewAngles );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if dead
|
||
|
if ( health <= 0 ) {
|
||
|
if ( pm_thirdPersonDeath.GetBool() ) {
|
||
|
viewAngles.roll = 0.0f;
|
||
|
viewAngles.pitch = 30.0f;
|
||
|
} else {
|
||
|
viewAngles.roll = 40.0f;
|
||
|
viewAngles.pitch = -15.0f;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
|
||
|
// circularly clamp the angles with deltas
|
||
|
for ( i = 0; i < 3; i++ ) {
|
||
|
cmdAngles[i] = SHORT2ANGLE( usercmd.angles[i] );
|
||
|
if ( influenceActive == INFLUENCE_LEVEL3 ) {
|
||
|
viewAngles[i] += idMath::ClampFloat( -1.0f, 1.0f, idMath::AngleDelta( idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] ) , viewAngles[i] ) );
|
||
|
} else {
|
||
|
viewAngles[i] = idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] );
|
||
|
}
|
||
|
}
|
||
|
if ( !centerView.IsDone( gameLocal.time ) ) {
|
||
|
viewAngles.pitch = centerView.GetCurrentValue(gameLocal.time);
|
||
|
}
|
||
|
|
||
|
// clamp the pitch
|
||
|
if ( noclip ) {
|
||
|
if ( viewAngles.pitch > 89.0f ) {
|
||
|
// don't let the player look down more than 89 degrees while noclipping
|
||
|
viewAngles.pitch = 89.0f;
|
||
|
} else if ( viewAngles.pitch < -89.0f ) {
|
||
|
// don't let the player look up more than 89 degrees while noclipping
|
||
|
viewAngles.pitch = -89.0f;
|
||
|
}
|
||
|
} else if ( mountedObject ) {
|
||
|
int yaw_min, yaw_max, varc;
|
||
|
|
||
|
mountedObject->GetAngleRestrictions( yaw_min, yaw_max, varc );
|
||
|
|
||
|
if ( yaw_min < yaw_max ) {
|
||
|
viewAngles.yaw = idMath::ClampFloat( yaw_min, yaw_max, viewAngles.yaw );
|
||
|
} else {
|
||
|
if ( viewAngles.yaw < 0 ) {
|
||
|
viewAngles.yaw = idMath::ClampFloat( -180.f, yaw_max, viewAngles.yaw );
|
||
|
} else {
|
||
|
viewAngles.yaw = idMath::ClampFloat( yaw_min, 180.f, viewAngles.yaw );
|
||
|
}
|
||
|
}
|
||
|
viewAngles.pitch = idMath::ClampFloat( -varc, varc, viewAngles.pitch );
|
||
|
} else {
|
||
|
// don't let the player look up or down more than 90 degrees normally
|
||
|
const float restrict = 1.0f;
|
||
|
|
||
|
viewAngles.pitch = std::min( viewAngles.pitch, pm_maxviewpitch.GetFloat() * restrict );
|
||
|
viewAngles.pitch = std::max( viewAngles.pitch, pm_minviewpitch.GetFloat() * restrict );
|
||
|
}
|
||
|
|
||
|
UpdateDeltaViewAngles( viewAngles );
|
||
|
|
||
|
// orient the model towards the direction we're looking
|
||
|
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
|
||
|
|
||
|
// save in the log for analyzing weapon angle offsets
|
||
|
loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ] = viewAngles;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::AdjustHeartRate
|
||
|
|
||
|
Player heartrate works as follows
|
||
|
|
||
|
DEF_HEARTRATE is resting heartrate
|
||
|
|
||
|
Taking damage when health is above 75 adjusts heart rate by 1 beat per second
|
||
|
Taking damage when health is below 75 adjusts heart rate by 5 beats per second
|
||
|
Maximum heartrate from damage is MAX_HEARTRATE
|
||
|
|
||
|
Firing a weapon adds 1 beat per second up to a maximum of COMBAT_HEARTRATE
|
||
|
|
||
|
Being at less than 25% stamina adds 5 beats per second up to ZEROSTAMINA_HEARTRATE
|
||
|
|
||
|
All heartrates are target rates.. the heart rate will start falling as soon as there have been no adjustments for 5 seconds
|
||
|
Once it starts falling it always tries to get to DEF_HEARTRATE
|
||
|
|
||
|
The exception to the above rule is upon death at which point the rate is set to DYING_HEARTRATE and starts falling
|
||
|
immediately to zero
|
||
|
|
||
|
Heart rate volumes go from zero ( -40 db for DEF_HEARTRATE to 5 db for MAX_HEARTRATE ) the volume is
|
||
|
scaled linearly based on the actual rate
|
||
|
|
||
|
Exception to the above rule is once the player is dead, the dying heart rate starts at either the current volume if
|
||
|
it is audible or -10db and scales to 8db on the last few beats
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool force ) {
|
||
|
|
||
|
if ( heartInfo.GetEndValue() == target ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( AI_DEAD && !force ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
lastHeartAdjust = gameLocal.time;
|
||
|
|
||
|
heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::GetBaseHeartRate
|
||
|
==============
|
||
|
*/
|
||
|
int idPlayer::GetBaseHeartRate() {
|
||
|
int base = idMath::Ftoi( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float)health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
|
||
|
int rate = idMath::Ftoi( base + ( ZEROSTAMINA_HEARTRATE - base ) * ( 1.0f - stamina / pm_stamina.GetFloat() ) );
|
||
|
int diff = ( lastDmgTime ) ? gameLocal.time - lastDmgTime : 99999;
|
||
|
rate += ( diff < 5000 ) ? ( diff < 2500 ) ? ( diff < 1000 ) ? 15 : 10 : 5 : 0;
|
||
|
return rate;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::SetCurrentHeartRate
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::SetCurrentHeartRate() {
|
||
|
|
||
|
int base = idMath::Ftoi( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float) health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
|
||
|
|
||
|
if ( PowerUpActive( ADRENALINE )) {
|
||
|
heartRate = 135;
|
||
|
} else {
|
||
|
heartRate = idMath::Ftoi( heartInfo.GetCurrentValue( gameLocal.time ) );
|
||
|
int currentRate = GetBaseHeartRate();
|
||
|
if ( health >= 0 && gameLocal.time > lastHeartAdjust + 2500 ) {
|
||
|
AdjustHeartRate( currentRate, 2.5f, 0.0f, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int bps = idMath::Ftoi( 60.0f / heartRate * 1000.0f );
|
||
|
if ( gameLocal.time - lastHeartBeat > bps ) {
|
||
|
int dmgVol = DMG_VOLUME;
|
||
|
int deathVol = DEATH_VOLUME;
|
||
|
int zeroVol = ZERO_VOLUME;
|
||
|
float pct = 0.0;
|
||
|
if ( heartRate > BASE_HEARTRATE && health > 0 ) {
|
||
|
pct = (float)(heartRate - base) / (MAX_HEARTRATE - base);
|
||
|
pct *= ((float)dmgVol - (float)zeroVol);
|
||
|
} else if ( health <= 0 ) {
|
||
|
pct = (float)(heartRate - DYING_HEARTRATE) / (BASE_HEARTRATE - DYING_HEARTRATE);
|
||
|
if ( pct > 1.0f ) {
|
||
|
pct = 1.0f;
|
||
|
} else if (pct < 0.0f) {
|
||
|
pct = 0.0f;
|
||
|
}
|
||
|
pct *= ((float)deathVol - (float)zeroVol);
|
||
|
}
|
||
|
|
||
|
pct += (float)zeroVol;
|
||
|
|
||
|
if ( pct != zeroVol ) {
|
||
|
StartSound( "snd_heartbeat", SND_CHANNEL_HEART, SSF_PRIVATE_SOUND, false, NULL );
|
||
|
// modify just this channel to a custom volume
|
||
|
soundShaderParms_t parms;
|
||
|
memset( &parms, 0, sizeof( parms ) );
|
||
|
parms.volume = pct;
|
||
|
refSound.referenceSound->ModifySound( SND_CHANNEL_HEART, &parms );
|
||
|
}
|
||
|
|
||
|
lastHeartBeat = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::UpdateAir
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::UpdateAir() {
|
||
|
if ( health <= 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// see if the player is connected to the info_vacuum
|
||
|
bool newAirless = false;
|
||
|
|
||
|
if ( gameLocal.vacuumAreaNum != -1 ) {
|
||
|
int num = GetNumPVSAreas();
|
||
|
if ( num > 0 ) {
|
||
|
int areaNum;
|
||
|
|
||
|
// if the player box spans multiple areas, get the area from the origin point instead,
|
||
|
// otherwise a rotating player box may poke into an outside area
|
||
|
if ( num == 1 ) {
|
||
|
const int *pvsAreas = GetPVSAreas();
|
||
|
areaNum = pvsAreas[0];
|
||
|
} else {
|
||
|
areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( PowerUpActive( ENVIROTIME ) ) {
|
||
|
newAirless = false;
|
||
|
}
|
||
|
|
||
|
if ( newAirless ) {
|
||
|
if ( !airless ) {
|
||
|
StartSound( "snd_decompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
|
||
|
StartSound( "snd_noAir", SND_CHANNEL_BODY2, 0, false, NULL );
|
||
|
}
|
||
|
airMsec -= ( gameLocal.time - gameLocal.previousTime );
|
||
|
if ( airMsec < 0 ) {
|
||
|
airMsec = 0;
|
||
|
// check for damage
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( "damage_noair", false );
|
||
|
int dmgTiming = 1000 * ((damageDef) ? damageDef->GetFloat( "delay", "3.0" ) : 3.0f );
|
||
|
if ( gameLocal.time > lastAirDamage + dmgTiming ) {
|
||
|
Damage( NULL, NULL, vec3_origin, "damage_noair", 1.0f, 0 );
|
||
|
lastAirDamage = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
if ( airless ) {
|
||
|
StartSound( "snd_recompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
|
||
|
StopSound( SND_CHANNEL_BODY2, false );
|
||
|
}
|
||
|
airMsec += ( gameLocal.time - gameLocal.previousTime ); // regain twice as fast as lose
|
||
|
if ( airMsec > pm_airMsec.GetInteger() ) {
|
||
|
airMsec = pm_airMsec.GetInteger();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
airless = newAirless;
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->UpdateOxygen( airless, 100 * airMsec / pm_airMsec.GetInteger() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idPlayer::UpdatePowerupHud() {
|
||
|
|
||
|
if ( health <= 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( lastHudPowerup != hudPowerup ) {
|
||
|
|
||
|
if( hudPowerup == -1 ) {
|
||
|
//The powerup hud should be turned off
|
||
|
// TODO_SPARTY: powerups??
|
||
|
//if ( hud ) {
|
||
|
// hud->HandleNamedEvent( "noPowerup" );
|
||
|
//}
|
||
|
} else {
|
||
|
//Turn the pwoerup hud on
|
||
|
// TODO_SPARTY: powerups??
|
||
|
//if ( hud ) {
|
||
|
// hud->HandleNamedEvent( "Powerup" );
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
lastHudPowerup = hudPowerup;
|
||
|
}
|
||
|
|
||
|
if ( hudPowerup != -1 && hudPowerup < MAX_POWERUPS ) {
|
||
|
if ( PowerUpActive( hudPowerup ) ) {
|
||
|
//int remaining = inventory.powerupEndTime[ hudPowerup ] - gameLocal.time;
|
||
|
//int filledbar = idMath::ClampInt( 0, hudPowerupDuration, remaining );
|
||
|
|
||
|
// TODO_SPARTY: powerups??
|
||
|
//if ( hud ) {
|
||
|
// hud->SetStateInt( "player_powerup", 100 * filledbar / hudPowerupDuration );
|
||
|
// hud->SetStateInt( "player_poweruptime", remaining / 1000 );
|
||
|
//}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::GetPDA
|
||
|
==============
|
||
|
*/
|
||
|
const idDeclPDA * idPlayer::GetPDA() const {
|
||
|
if ( inventory.pdas.Num() > 0 ) {
|
||
|
return inventory.pdas[ 0 ];
|
||
|
} else {
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::GetVideo
|
||
|
==============
|
||
|
*/
|
||
|
const idDeclVideo *idPlayer::GetVideo( int index ) {
|
||
|
if ( index >= 0 && index < inventory.videos.Num() ) {
|
||
|
return inventory.videos[index];
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::TogglePDA
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::TogglePDA() {
|
||
|
|
||
|
if ( inventory.pdas.Num() == 0 ) {
|
||
|
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pdaMenu != NULL ) {
|
||
|
objectiveSystemOpen = !objectiveSystemOpen;
|
||
|
pdaMenu->ActivateMenu( objectiveSystemOpen );
|
||
|
|
||
|
if ( objectiveSystemOpen ) {
|
||
|
if ( hud ) {
|
||
|
hud->ClearNewPDAInfo();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Spectate
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::Spectate( bool spectate, bool force ) {
|
||
|
spectating = spectate;
|
||
|
|
||
|
if ( spectating ) {
|
||
|
// join the spectators
|
||
|
ClearPowerUps();
|
||
|
spectator = this->entityNumber;
|
||
|
Init();
|
||
|
StopRagdoll();
|
||
|
SetPhysics( &physicsObj );
|
||
|
physicsObj.DisableClip();
|
||
|
FlashlightOff();
|
||
|
Hide();
|
||
|
Event_DisableWeapon();
|
||
|
|
||
|
// Raise me up by a little bit. if i'm the local client.
|
||
|
if( IsLocallyControlled() ) {
|
||
|
SetSpectateOrigin();
|
||
|
}
|
||
|
|
||
|
HideRespawnHudMessage();
|
||
|
|
||
|
idLib::Printf( "DMP _ GENERAL :> Player %d Spectating \n", entityNumber );
|
||
|
} else {
|
||
|
// put everything back together again
|
||
|
currentWeapon = -1; // to make sure the def will be loaded if necessary
|
||
|
Show();
|
||
|
Event_EnableWeapon();
|
||
|
idLib::Printf( "DMP _ GENERAL :> Player %d Not Spectating \n", entityNumber );
|
||
|
SetEyeHeight( pm_normalviewheight.GetFloat() );
|
||
|
}
|
||
|
SetClipModel();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::SetClipModel
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::SetClipModel() {
|
||
|
idBounds bounds;
|
||
|
|
||
|
if ( spectating ) {
|
||
|
bounds = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
|
||
|
} else {
|
||
|
bounds[0].Set( -pm_bboxwidth.GetFloat() * 0.5f, -pm_bboxwidth.GetFloat() * 0.5f, 0 );
|
||
|
bounds[1].Set( pm_bboxwidth.GetFloat() * 0.5f, pm_bboxwidth.GetFloat() * 0.5f, pm_normalheight.GetFloat() );
|
||
|
}
|
||
|
// the origin of the clip model needs to be set before calling SetClipModel
|
||
|
// otherwise our physics object's current origin value gets reset to 0
|
||
|
idClipModel *newClip;
|
||
|
if ( pm_usecylinder.GetBool() ) {
|
||
|
newClip = new (TAG_PHYSICS_CLIP_ENTITY) idClipModel( idTraceModel( bounds, 8 ) );
|
||
|
newClip->Translate( physicsObj.PlayerGetOrigin() );
|
||
|
physicsObj.SetClipModel( newClip, 1.0f );
|
||
|
} else {
|
||
|
newClip = new (TAG_PHYSICS_CLIP_ENTITY) idClipModel( idTraceModel( bounds ) );
|
||
|
newClip->Translate( physicsObj.PlayerGetOrigin() );
|
||
|
physicsObj.SetClipModel( newClip, 1.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::UseVehicle
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::UseVehicle() {
|
||
|
trace_t trace;
|
||
|
idVec3 start, end;
|
||
|
idEntity *ent;
|
||
|
|
||
|
if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
|
||
|
Show();
|
||
|
static_cast<idAFEntity_Vehicle*>(GetBindMaster())->Use( this );
|
||
|
} else {
|
||
|
start = GetEyePosition();
|
||
|
end = start + viewAngles.ToForward() * 80.0f;
|
||
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
|
||
|
if ( trace.fraction < 1.0f ) {
|
||
|
ent = gameLocal.entities[ trace.c.entityNum ];
|
||
|
if ( ent && ent->IsType( idAFEntity_Vehicle::Type ) ) {
|
||
|
Hide();
|
||
|
static_cast<idAFEntity_Vehicle*>(ent)->Use( this );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::PerformImpulse
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::PerformImpulse( int impulse ) {
|
||
|
bool isIntroMap = ( idStr::FindText( gameLocal.GetMapFileName(), "mars_city1" ) >= 0 );
|
||
|
|
||
|
// Normal 1 - 0 Keys.
|
||
|
if ( impulse >= IMPULSE_0 && impulse <= IMPULSE_12 && !isIntroMap ) {
|
||
|
SelectWeapon( impulse, false );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// DPAD Weapon Quick Select
|
||
|
if ( impulse >= IMPULSE_28 && impulse <= IMPULSE_31 && !isIntroMap ) {
|
||
|
SelectWeapon( impulse, false );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch( impulse ) {
|
||
|
case IMPULSE_13: {
|
||
|
Reload();
|
||
|
break;
|
||
|
}
|
||
|
case IMPULSE_14: {
|
||
|
if ( !isIntroMap ) {
|
||
|
NextWeapon();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case IMPULSE_15: {
|
||
|
if ( !isIntroMap ) {
|
||
|
PrevWeapon();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case IMPULSE_16: {
|
||
|
if( flashlight.IsValid() ) {
|
||
|
if ( flashlight.GetEntity()->lightOn ) {
|
||
|
FlashlightOff();
|
||
|
} else if ( !spectating && weaponEnabled && !hiddenWeapon && !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
|
||
|
FlashlightOn();
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case IMPULSE_19: {
|
||
|
// when we're not in single player, IMPULSE_19 is used for showScores
|
||
|
// otherwise it opens the pda
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
#if !defined(ID_RETAIL) && !defined(ID_RETAIL_INTERNAL)
|
||
|
if ( !common->KeyState( 56 ) ) { // don't toggle PDA when LEFT ALT is down
|
||
|
#endif
|
||
|
if ( objectiveSystemOpen ) {
|
||
|
TogglePDA();
|
||
|
} else if ( weapon_pda >= 0 ) {
|
||
|
SelectWeapon( weapon_pda, true );
|
||
|
}
|
||
|
#if !defined(ID_RETAIL) && !defined(ID_RETAIL_INTERNAL)
|
||
|
}
|
||
|
#endif
|
||
|
} else {
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
gameLocal.mpGame.SetScoreboardActive( true );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case IMPULSE_22: {
|
||
|
if ( common->IsClient() || IsLocallyControlled() ) {
|
||
|
gameLocal.mpGame.ToggleSpectate();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case IMPULSE_25: {
|
||
|
if ( common->IsServer() && gameLocal.mpGame.IsGametypeFlagBased() && (gameLocal.serverInfo.GetInt( "si_midnight" ) == 2) ) {
|
||
|
if ( enviroSuitLight.IsValid() ) {
|
||
|
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
|
||
|
enviroSuitLight = NULL;
|
||
|
} else {
|
||
|
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
|
||
|
if ( lightDef ) {
|
||
|
idEntity *temp = static_cast<idEntity *>(enviroSuitLight.GetEntity());
|
||
|
idAngles lightAng = firstPersonViewAxis.ToAngles();
|
||
|
idVec3 lightOrg = firstPersonViewOrigin;
|
||
|
|
||
|
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
|
||
|
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
|
||
|
|
||
|
gameLocal.SpawnEntityDef( *lightDef, &temp, false );
|
||
|
enviroSuitLight = static_cast<idLight *>(temp);
|
||
|
|
||
|
enviroSuitLight.GetEntity()->fl.networkSync = true;
|
||
|
|
||
|
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
|
||
|
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
|
||
|
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
|
||
|
lightAng.pitch += enviroAngleOffset.x;
|
||
|
lightAng.yaw += enviroAngleOffset.y;
|
||
|
lightAng.roll += enviroAngleOffset.z;
|
||
|
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
|
||
|
|
||
|
enviroSuitLight.GetEntity()->UpdateVisuals();
|
||
|
enviroSuitLight.GetEntity()->Present();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
//Hack so the chainsaw will work in MP
|
||
|
case IMPULSE_27: {
|
||
|
SelectWeapon(18, false);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::EvaluateControls
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::EvaluateControls() {
|
||
|
// check for respawning
|
||
|
if ( health <= 0 && !g_testDeath.GetBool() ) {
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
// in MP, idMultiplayerGame decides spawns
|
||
|
if ( ( gameLocal.time > minRespawnTime ) && ( usercmd.buttons & BUTTON_ATTACK ) ) {
|
||
|
forceRespawn = true;
|
||
|
} else if ( gameLocal.time > maxRespawnTime ) {
|
||
|
forceRespawn = true;
|
||
|
}
|
||
|
} else {
|
||
|
// in single player, we let the session handle restarting the level or loading a game
|
||
|
if ( gameLocal.time > minRespawnTime ) {
|
||
|
gameLocal.sessionCommand = "died";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( usercmd.impulseSequence != oldImpulseSequence ) {
|
||
|
PerformImpulse( usercmd.impulse );
|
||
|
}
|
||
|
|
||
|
if ( forceScoreBoard ) {
|
||
|
gameLocal.mpGame.SetScoreboardActive( true );
|
||
|
}
|
||
|
|
||
|
oldImpulseSequence = usercmd.impulseSequence;
|
||
|
|
||
|
AdjustSpeed();
|
||
|
|
||
|
// update the viewangles
|
||
|
UpdateViewAngles();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::AdjustSpeed
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::AdjustSpeed() {
|
||
|
float speed;
|
||
|
float rate;
|
||
|
|
||
|
if ( spectating ) {
|
||
|
speed = pm_spectatespeed.GetFloat();
|
||
|
bobFrac = 0.0f;
|
||
|
} else if ( noclip ) {
|
||
|
speed = pm_noclipspeed.GetFloat();
|
||
|
bobFrac = 0.0f;
|
||
|
} else if ( !physicsObj.OnLadder() && ( usercmd.buttons & BUTTON_RUN ) && ( usercmd.forwardmove || usercmd.rightmove ) && !( usercmd.buttons & BUTTON_CROUCH ) ) {
|
||
|
if ( !common->IsMultiplayer() && !physicsObj.IsCrouching() && !PowerUpActive( ADRENALINE ) ) {
|
||
|
stamina -= MS2SEC( gameLocal.time - gameLocal.previousTime );
|
||
|
}
|
||
|
if ( stamina < 0 ) {
|
||
|
stamina = 0;
|
||
|
}
|
||
|
if ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) ) {
|
||
|
bobFrac = 1.0f;
|
||
|
} else if ( pm_staminathreshold.GetFloat() <= 0.0001f ) {
|
||
|
bobFrac = 0.0f;
|
||
|
} else {
|
||
|
bobFrac = stamina / pm_staminathreshold.GetFloat();
|
||
|
}
|
||
|
speed = pm_walkspeed.GetFloat() * ( 1.0f - bobFrac ) + pm_runspeed.GetFloat() * bobFrac;
|
||
|
} else {
|
||
|
rate = pm_staminarate.GetFloat();
|
||
|
|
||
|
// increase 25% faster when not moving
|
||
|
if ( ( usercmd.forwardmove == 0 ) && ( usercmd.rightmove == 0 ) && ( !physicsObj.OnLadder() || ( ( usercmd.buttons & (BUTTON_CROUCH|BUTTON_JUMP) ) == 0 ) ) ) {
|
||
|
rate *= 1.25f;
|
||
|
}
|
||
|
|
||
|
stamina += rate * MS2SEC( gameLocal.time - gameLocal.previousTime );
|
||
|
if ( stamina > pm_stamina.GetFloat() ) {
|
||
|
stamina = pm_stamina.GetFloat();
|
||
|
}
|
||
|
speed = pm_walkspeed.GetFloat();
|
||
|
bobFrac = 0.0f;
|
||
|
}
|
||
|
|
||
|
speed *= PowerUpModifier(SPEED);
|
||
|
|
||
|
if ( influenceActive == INFLUENCE_LEVEL3 ) {
|
||
|
speed *= 0.33f;
|
||
|
}
|
||
|
|
||
|
physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::AdjustBodyAngles
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::AdjustBodyAngles() {
|
||
|
idMat3 lookAxis;
|
||
|
idMat3 legsAxis;
|
||
|
bool blend;
|
||
|
float diff;
|
||
|
float frac;
|
||
|
float upBlend;
|
||
|
float forwardBlend;
|
||
|
float downBlend;
|
||
|
|
||
|
if ( health < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
blend = true;
|
||
|
|
||
|
if ( !physicsObj.HasGroundContacts() ) {
|
||
|
idealLegsYaw = 0.0f;
|
||
|
legsForward = true;
|
||
|
} else if ( usercmd.forwardmove < 0 ) {
|
||
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( -usercmd.forwardmove, usercmd.rightmove, 0.0f ).ToYaw() );
|
||
|
legsForward = false;
|
||
|
} else if ( usercmd.forwardmove > 0 ) {
|
||
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( usercmd.forwardmove, -usercmd.rightmove, 0.0f ).ToYaw() );
|
||
|
legsForward = true;
|
||
|
} else if ( ( usercmd.rightmove != 0 ) && physicsObj.IsCrouching() ) {
|
||
|
if ( !legsForward ) {
|
||
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), usercmd.rightmove, 0.0f ).ToYaw() );
|
||
|
} else {
|
||
|
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), -usercmd.rightmove, 0.0f ).ToYaw() );
|
||
|
}
|
||
|
} else if ( usercmd.rightmove != 0 ) {
|
||
|
idealLegsYaw = 0.0f;
|
||
|
legsForward = true;
|
||
|
} else {
|
||
|
legsForward = true;
|
||
|
diff = idMath::Fabs( idealLegsYaw - legsYaw );
|
||
|
idealLegsYaw = idealLegsYaw - idMath::AngleNormalize180( viewAngles.yaw - oldViewYaw );
|
||
|
if ( diff < 0.1f ) {
|
||
|
legsYaw = idealLegsYaw;
|
||
|
blend = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !physicsObj.IsCrouching() ) {
|
||
|
legsForward = true;
|
||
|
}
|
||
|
|
||
|
oldViewYaw = viewAngles.yaw;
|
||
|
|
||
|
AI_TURN_LEFT = false;
|
||
|
AI_TURN_RIGHT = false;
|
||
|
if ( idealLegsYaw < -45.0f ) {
|
||
|
idealLegsYaw = 0;
|
||
|
AI_TURN_RIGHT = true;
|
||
|
blend = true;
|
||
|
} else if ( idealLegsYaw > 45.0f ) {
|
||
|
idealLegsYaw = 0;
|
||
|
AI_TURN_LEFT = true;
|
||
|
blend = true;
|
||
|
}
|
||
|
|
||
|
if ( blend ) {
|
||
|
legsYaw = legsYaw * 0.9f + idealLegsYaw * 0.1f;
|
||
|
}
|
||
|
legsAxis = idAngles( 0.0f, legsYaw, 0.0f ).ToMat3();
|
||
|
animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis );
|
||
|
|
||
|
// calculate the blending between down, straight, and up
|
||
|
frac = viewAngles.pitch / 90.0f;
|
||
|
if ( frac > 0.0f ) {
|
||
|
downBlend = frac;
|
||
|
forwardBlend = 1.0f - frac;
|
||
|
upBlend = 0.0f;
|
||
|
} else {
|
||
|
downBlend = 0.0f;
|
||
|
forwardBlend = 1.0f + frac;
|
||
|
upBlend = -frac;
|
||
|
}
|
||
|
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend );
|
||
|
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, downBlend );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, forwardBlend );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 2, upBlend );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::InitAASLocation
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::InitAASLocation() {
|
||
|
int i;
|
||
|
int num;
|
||
|
idVec3 size;
|
||
|
idBounds bounds;
|
||
|
idAAS *aas;
|
||
|
idVec3 origin;
|
||
|
|
||
|
GetFloorPos( 64.0f, origin );
|
||
|
|
||
|
num = gameLocal.NumAAS();
|
||
|
aasLocation.SetGranularity( 1 );
|
||
|
aasLocation.SetNum( num );
|
||
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
||
|
aasLocation[ i ].areaNum = 0;
|
||
|
aasLocation[ i ].pos = origin;
|
||
|
aas = gameLocal.GetAAS( i );
|
||
|
if ( aas != NULL && aas->GetSettings() ) {
|
||
|
size = aas->GetSettings()->boundingBoxes[0][1];
|
||
|
bounds[0] = -size;
|
||
|
size.z = 32.0f;
|
||
|
bounds[1] = size;
|
||
|
|
||
|
aasLocation[ i ].areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::SetAASLocation
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::SetAASLocation() {
|
||
|
int i;
|
||
|
int areaNum;
|
||
|
idVec3 size;
|
||
|
idBounds bounds;
|
||
|
idAAS *aas;
|
||
|
idVec3 origin;
|
||
|
|
||
|
if ( !GetFloorPos( 64.0f, origin ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
||
|
aas = gameLocal.GetAAS( i );
|
||
|
if ( !aas ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
size = aas->GetSettings()->boundingBoxes[0][1];
|
||
|
bounds[0] = -size;
|
||
|
size.z = 32.0f;
|
||
|
bounds[1] = size;
|
||
|
|
||
|
areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
|
||
|
if ( areaNum ) {
|
||
|
aasLocation[ i ].pos = origin;
|
||
|
aasLocation[ i ].areaNum = areaNum;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::GetAASLocation
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const {
|
||
|
int i;
|
||
|
|
||
|
if ( aas != NULL ) {
|
||
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
||
|
if ( aas == gameLocal.GetAAS( i ) ) {
|
||
|
areaNum = aasLocation[ i ].areaNum;
|
||
|
pos = aasLocation[ i ].pos;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
areaNum = 0;
|
||
|
pos = physicsObj.GetOrigin();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Move_Interpolated
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::Move_Interpolated( float fraction ) {
|
||
|
|
||
|
float newEyeOffset;
|
||
|
idVec3 oldOrigin;
|
||
|
idVec3 oldVelocity;
|
||
|
idVec3 pushVelocity;
|
||
|
|
||
|
// save old origin and velocity for crashlanding
|
||
|
oldOrigin = physicsObj.GetOrigin();
|
||
|
oldVelocity = physicsObj.GetLinearVelocity();
|
||
|
pushVelocity = physicsObj.GetPushedLinearVelocity();
|
||
|
|
||
|
// set physics variables
|
||
|
physicsObj.SetMaxStepHeight( pm_stepsize.GetFloat() );
|
||
|
physicsObj.SetMaxJumpHeight( pm_jumpheight.GetFloat() );
|
||
|
|
||
|
if ( noclip ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetMovementType( PM_NOCLIP );
|
||
|
} else if ( spectating ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetMovementType( PM_SPECTATOR );
|
||
|
} else if ( health <= 0 ) {
|
||
|
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
|
||
|
physicsObj.SetMovementType( PM_DEAD );
|
||
|
} else if ( gameLocal.inCinematic || gameLocal.GetCamera() || privateCameraView || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
|
||
|
physicsObj.SetContents( CONTENTS_BODY );
|
||
|
physicsObj.SetMovementType( PM_FREEZE );
|
||
|
} else if ( mountedObject ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetMovementType( PM_FREEZE );
|
||
|
} else {
|
||
|
physicsObj.SetContents( CONTENTS_BODY );
|
||
|
physicsObj.SetMovementType( PM_NORMAL );
|
||
|
}
|
||
|
|
||
|
if ( spectating ) {
|
||
|
physicsObj.SetClipMask( MASK_DEADSOLID );
|
||
|
} else if ( health <= 0 ) {
|
||
|
physicsObj.SetClipMask( MASK_DEADSOLID );
|
||
|
} else {
|
||
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
||
|
}
|
||
|
|
||
|
physicsObj.SetDebugLevel( g_debugMove.GetBool() );
|
||
|
|
||
|
{
|
||
|
idVec3 org;
|
||
|
idMat3 axis;
|
||
|
GetViewPos( org, axis );
|
||
|
|
||
|
physicsObj.SetPlayerInput( usercmd, axis[0] );
|
||
|
}
|
||
|
|
||
|
// FIXME: physics gets disabled somehow
|
||
|
BecomeActive( TH_PHYSICS );
|
||
|
InterpolatePhysics( fraction );
|
||
|
|
||
|
// update our last valid AAS location for the AI
|
||
|
SetAASLocation();
|
||
|
|
||
|
if ( spectating ) {
|
||
|
newEyeOffset = 0.0f;
|
||
|
} else if ( health <= 0 ) {
|
||
|
newEyeOffset = pm_deadviewheight.GetFloat();
|
||
|
} else if ( physicsObj.IsCrouching() ) {
|
||
|
newEyeOffset = pm_crouchviewheight.GetFloat();
|
||
|
} else if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
|
||
|
newEyeOffset = 0.0f;
|
||
|
} else {
|
||
|
newEyeOffset = pm_normalviewheight.GetFloat();
|
||
|
}
|
||
|
|
||
|
if ( EyeHeight() != newEyeOffset ) {
|
||
|
if ( spectating ) {
|
||
|
SetEyeHeight( newEyeOffset );
|
||
|
} else {
|
||
|
// smooth out duck height changes
|
||
|
SetEyeHeight( EyeHeight() * pm_crouchrate.GetFloat() + newEyeOffset * ( 1.0f - pm_crouchrate.GetFloat() ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( AI_JUMP ) {
|
||
|
// bounce the view weapon
|
||
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||
|
currentLoggedAccel++;
|
||
|
acc->time = gameLocal.time;
|
||
|
acc->dir[2] = 200;
|
||
|
acc->dir[0] = acc->dir[1] = 0;
|
||
|
}
|
||
|
|
||
|
if ( AI_ONLADDER ) {
|
||
|
int old_rung = oldOrigin.z / LADDER_RUNG_DISTANCE;
|
||
|
int new_rung = physicsObj.GetOrigin().z / LADDER_RUNG_DISTANCE;
|
||
|
|
||
|
if ( old_rung != new_rung ) {
|
||
|
StartSound( "snd_stepladder", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BobCycle( pushVelocity );
|
||
|
CrashLand( oldOrigin, oldVelocity );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Move
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::Move() {
|
||
|
float newEyeOffset;
|
||
|
idVec3 oldOrigin;
|
||
|
idVec3 oldVelocity;
|
||
|
idVec3 pushVelocity;
|
||
|
|
||
|
// save old origin and velocity for crashlanding
|
||
|
oldOrigin = physicsObj.GetOrigin();
|
||
|
oldVelocity = physicsObj.GetLinearVelocity();
|
||
|
pushVelocity = physicsObj.GetPushedLinearVelocity();
|
||
|
|
||
|
// set physics variables
|
||
|
physicsObj.SetMaxStepHeight( pm_stepsize.GetFloat() );
|
||
|
physicsObj.SetMaxJumpHeight( pm_jumpheight.GetFloat() );
|
||
|
|
||
|
if ( noclip ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetMovementType( PM_NOCLIP );
|
||
|
} else if ( spectating ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetMovementType( PM_SPECTATOR );
|
||
|
} else if ( health <= 0 ) {
|
||
|
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
|
||
|
physicsObj.SetMovementType( PM_DEAD );
|
||
|
} else if ( gameLocal.inCinematic || gameLocal.GetCamera() || privateCameraView || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
|
||
|
physicsObj.SetContents( CONTENTS_BODY );
|
||
|
physicsObj.SetMovementType( PM_FREEZE );
|
||
|
} else if ( mountedObject ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetMovementType( PM_FREEZE );
|
||
|
} else {
|
||
|
physicsObj.SetContents( CONTENTS_BODY );
|
||
|
physicsObj.SetMovementType( PM_NORMAL );
|
||
|
}
|
||
|
|
||
|
if ( spectating ) {
|
||
|
physicsObj.SetClipMask( MASK_DEADSOLID );
|
||
|
} else if ( health <= 0 ) {
|
||
|
physicsObj.SetClipMask( MASK_DEADSOLID );
|
||
|
} else {
|
||
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
||
|
}
|
||
|
|
||
|
physicsObj.SetDebugLevel( g_debugMove.GetBool() );
|
||
|
|
||
|
{
|
||
|
idVec3 org;
|
||
|
idMat3 axis;
|
||
|
GetViewPos( org, axis );
|
||
|
|
||
|
physicsObj.SetPlayerInput( usercmd, axis[0] );
|
||
|
}
|
||
|
|
||
|
// FIXME: physics gets disabled somehow
|
||
|
BecomeActive( TH_PHYSICS );
|
||
|
RunPhysics();
|
||
|
|
||
|
// update our last valid AAS location for the AI
|
||
|
SetAASLocation();
|
||
|
|
||
|
if ( spectating ) {
|
||
|
newEyeOffset = 0.0f;
|
||
|
} else if ( health <= 0 ) {
|
||
|
newEyeOffset = pm_deadviewheight.GetFloat();
|
||
|
} else if ( physicsObj.IsCrouching() ) {
|
||
|
newEyeOffset = pm_crouchviewheight.GetFloat();
|
||
|
} else if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
|
||
|
newEyeOffset = 0.0f;
|
||
|
} else {
|
||
|
newEyeOffset = pm_normalviewheight.GetFloat();
|
||
|
}
|
||
|
|
||
|
if ( EyeHeight() != newEyeOffset ) {
|
||
|
if ( spectating ) {
|
||
|
SetEyeHeight( newEyeOffset );
|
||
|
} else {
|
||
|
// smooth out duck height changes
|
||
|
SetEyeHeight( EyeHeight() * pm_crouchrate.GetFloat() + newEyeOffset * ( 1.0f - pm_crouchrate.GetFloat() ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( noclip || gameLocal.inCinematic || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
|
||
|
AI_CROUCH = false;
|
||
|
AI_ONGROUND = ( influenceActive == INFLUENCE_LEVEL2 );
|
||
|
AI_ONLADDER = false;
|
||
|
AI_JUMP = false;
|
||
|
} else {
|
||
|
AI_CROUCH = physicsObj.IsCrouching();
|
||
|
AI_ONGROUND = physicsObj.HasGroundContacts();
|
||
|
AI_ONLADDER = physicsObj.OnLadder();
|
||
|
AI_JUMP = physicsObj.HasJumped();
|
||
|
|
||
|
// check if we're standing on top of a monster and give a push if we are
|
||
|
idEntity *groundEnt = physicsObj.GetGroundEntity();
|
||
|
if ( groundEnt != NULL && groundEnt->IsType( idAI::Type ) ) {
|
||
|
idVec3 vel = physicsObj.GetLinearVelocity();
|
||
|
if ( vel.ToVec2().LengthSqr() < 0.1f ) {
|
||
|
vel.ToVec2() = physicsObj.GetOrigin().ToVec2() - groundEnt->GetPhysics()->GetAbsBounds().GetCenter().ToVec2();
|
||
|
vel.ToVec2().NormalizeFast();
|
||
|
vel.ToVec2() *= pm_walkspeed.GetFloat();
|
||
|
} else {
|
||
|
// give em a push in the direction they're going
|
||
|
vel *= 1.1f;
|
||
|
}
|
||
|
physicsObj.SetLinearVelocity( vel );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( AI_JUMP ) {
|
||
|
// bounce the view weapon
|
||
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||
|
currentLoggedAccel++;
|
||
|
acc->time = gameLocal.time;
|
||
|
acc->dir[2] = 200;
|
||
|
acc->dir[0] = acc->dir[1] = 0;
|
||
|
}
|
||
|
|
||
|
if ( AI_ONLADDER ) {
|
||
|
int old_rung = oldOrigin.z / LADDER_RUNG_DISTANCE;
|
||
|
int new_rung = physicsObj.GetOrigin().z / LADDER_RUNG_DISTANCE;
|
||
|
|
||
|
if ( old_rung != new_rung ) {
|
||
|
StartSound( "snd_stepladder", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BobCycle( pushVelocity );
|
||
|
CrashLand( oldOrigin, oldVelocity );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idPlayer::AllowClientAuthPhysics
|
||
|
========================
|
||
|
*/
|
||
|
bool idPlayer::AllowClientAuthPhysics() {
|
||
|
// note respawn count > 1: respawn should be called twice - once for initial spawn and once for actual respawn by game mode
|
||
|
// TODO: I don't think doom 3 will need to care about the respawn count.
|
||
|
return ( usercmd.serverGameMilliseconds > serverOverridePositionTime && commonLocal.GetUCmdMgr().HasUserCmdForPlayer( entityNumber ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idPlayer::RunPhysics_RemoteClientCorrection
|
||
|
========================
|
||
|
*/
|
||
|
void idPlayer::RunPhysics_RemoteClientCorrection() {
|
||
|
|
||
|
if ( !AllowClientAuthPhysics() ) {
|
||
|
// We are still overriding client's position
|
||
|
if ( pm_clientAuthoritative_debug.GetBool() ) {
|
||
|
//clientGame->renderWorld->DebugPoint( idColor::colorRed, GetOrigin() );
|
||
|
idLib::Printf("[%d]Ignoring client auth: cmd.serverTime: %d overrideTime: %d \n", entityNumber, usercmd.serverGameMilliseconds, serverOverridePositionTime );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Client is on a pusher... ignore him so he doesn't lag behind
|
||
|
bool becameUnlocked = false;
|
||
|
if ( physicsObj.ClientPusherLocked( becameUnlocked ) ) {
|
||
|
|
||
|
// Check and see how far we've diverged.
|
||
|
idVec3 cmdPos( usercmd.pos[0], usercmd.pos[1], usercmd.pos[2] );
|
||
|
idVec3 newOrigin = physicsObj.GetOrigin();
|
||
|
|
||
|
idVec3 divergeVec = cmdPos - newOrigin;
|
||
|
idLib::Printf( "Client Divergence: %s Length: %2f\n", divergeVec.ToString( 3 ), divergeVec.Length() );
|
||
|
|
||
|
// if the client Diverges over a certain amount, snap him back
|
||
|
if( divergeVec.Length() < pm_clientAuthoritative_Divergence.GetFloat() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
if ( becameUnlocked ) {
|
||
|
// Client just got off of a mover, wait before listening to him
|
||
|
serverOverridePositionTime = gameLocal.GetServerGameTimeMs();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Correction
|
||
|
{
|
||
|
idVec3 newOrigin = physicsObj.GetOrigin();
|
||
|
idVec3 cmdPos( usercmd.pos[0], usercmd.pos[1], usercmd.pos[2] );
|
||
|
idVec3 desiredPos = cmdPos;
|
||
|
|
||
|
float delta = ( desiredPos - newOrigin ).Length();
|
||
|
// ignore small differences in Z: this can cause player to not have proper ground contacts which messes up
|
||
|
// velocity/acceleration calculation. If this hack doesn't work out, will may need more precision for at least
|
||
|
// the Z component of the client's origin.
|
||
|
if ( idMath::Fabs( desiredPos.z - newOrigin.z ) < pm_clientAuthoritative_minDistZ.GetFloat() ) {
|
||
|
if ( pm_clientAuthoritative_debug.GetBool() ) {
|
||
|
//idLib::Printf("[%d]Remote client physics: ignore small z delta: %f\n", usercmd.clientGameFrame, ( desiredPos.z - newOrigin.z ) );
|
||
|
}
|
||
|
desiredPos.z = newOrigin.z;
|
||
|
}
|
||
|
|
||
|
// Origin
|
||
|
if ( delta > pm_clientAuthoritative_minDist.GetFloat() ) {
|
||
|
|
||
|
if ( pm_clientAuthoritative_Lerp.GetFloat() > 0.0f ) {
|
||
|
desiredPos.x = idMath::LerpToWithScale( newOrigin.x, desiredPos.x, pm_clientAuthoritative_Lerp.GetFloat() );
|
||
|
desiredPos.y = idMath::LerpToWithScale( newOrigin.y, desiredPos.y, pm_clientAuthoritative_Lerp.GetFloat() );
|
||
|
}
|
||
|
|
||
|
// Set corrected position immediately if non deferred
|
||
|
physicsObj.SetOrigin( desiredPos );
|
||
|
|
||
|
if ( pm_clientAuthoritative_debug.GetBool() && delta > pm_clientAuthoritative_warnDist.GetFloat() ) {
|
||
|
idLib::Warning("Remote client player physics: delta movement for frame was %f units", delta );
|
||
|
gameRenderWorld->DebugLine( colorRed, newOrigin, desiredPos );
|
||
|
}
|
||
|
}
|
||
|
if ( pm_clientAuthoritative_debug.GetBool() ) {
|
||
|
//idLib::Printf( "[%d]Remote client player physics delta: %.2f. forward: %d pos <%.2f, %.2f, %.2f> \n", usercmd.clientGameFrame, delta, (int)usercmd.forwardmove, desiredPos.x, desiredPos.y, desiredPos.z );
|
||
|
gameRenderWorld->DebugLine( colorRed, newOrigin, desiredPos );
|
||
|
//gameRenderWorld->DebugPoint( colorBlue, cmdPos );
|
||
|
}
|
||
|
|
||
|
// Set velocity if significantly different than client.
|
||
|
const float serverSpeedSquared = physicsObj.GetLinearVelocity().LengthSqr();
|
||
|
const float clientSpeedSquared = usercmd.speedSquared;
|
||
|
|
||
|
if ( std::abs( serverSpeedSquared - clientSpeedSquared ) > pm_clientAuthoritative_minSpeedSquared.GetFloat() ) {
|
||
|
idVec3 normalizedVelocity = physicsObj.GetLinearVelocity();
|
||
|
|
||
|
const float VELOCITY_EPSILON = 0.001f;
|
||
|
if ( normalizedVelocity.LengthSqr() > VELOCITY_EPSILON ) {
|
||
|
normalizedVelocity.Normalize();
|
||
|
}
|
||
|
|
||
|
physicsObj.SetLinearVelocity( normalizedVelocity * idMath::Sqrt( clientSpeedSquared ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idPlayer::GetPhysicsTimeStep
|
||
|
|
||
|
Uses the time from the usercmd in case the server is running at a slower engineHz
|
||
|
than the client.
|
||
|
========================
|
||
|
*/
|
||
|
int idPlayer::GetPhysicsTimeStep() const {
|
||
|
// if the ucDeltaMillisecond value looks wrong, use the game delta milliseconds
|
||
|
// This can happen if the user brings up the pause menu in SP
|
||
|
const int ucDeltaMilliseconds = usercmd.clientGameMilliseconds - oldCmd.clientGameMilliseconds;
|
||
|
if ( ucDeltaMilliseconds < 1 || ucDeltaMilliseconds > 20 ) {
|
||
|
return gameLocal.time - gameLocal.previousTime;
|
||
|
} else {
|
||
|
return ucDeltaMilliseconds;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::ShowRespawnHudMessage
|
||
|
|
||
|
Called once when the minimum respawn time has passed after a player has died
|
||
|
so that we can display a message to the user.
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::ShowRespawnHudMessage() {
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
hud->ShowRespawnMessage( true );
|
||
|
} else {
|
||
|
// Clients show the hud message through a reliable message.
|
||
|
idBitMsg outMsg;
|
||
|
byte dummyData[1];
|
||
|
outMsg.InitWrite( dummyData, sizeof( dummyData ) );
|
||
|
outMsg.BeginWriting();
|
||
|
outMsg.WriteByte( 0 );
|
||
|
session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[entityNumber], GAME_RELIABLE_MESSAGE_RESPAWN_AVAILABLE, outMsg );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::HideRespawnHudMessage
|
||
|
|
||
|
Called once when we should remove the respawn message from the hud,
|
||
|
for example, when a player does respawn.
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::HideRespawnHudMessage() {
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
hud->ShowRespawnMessage( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::UpdateHud
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::UpdateHud() {
|
||
|
idPlayer *aimed;
|
||
|
|
||
|
if ( !hud ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !IsLocallyControlled() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int c = inventory.pickupItemNames.Num();
|
||
|
if ( c > 0 ) {
|
||
|
if ( hud != NULL && hud->IsPickupListReady() ) {
|
||
|
if ( inventory.nextItemPickup && gameLocal.time - inventory.nextItemPickup > 2000 ) {
|
||
|
inventory.nextItemNum = 1;
|
||
|
}
|
||
|
int i;
|
||
|
|
||
|
int count = 5;
|
||
|
bool showNewPickups = false;
|
||
|
for ( i = 0; i < count; i++ ) { //_D3XP
|
||
|
if ( i < c ) {
|
||
|
hud->UpdatePickupInfo( i, inventory.pickupItemNames[0] );
|
||
|
inventory.nextItemNum++;
|
||
|
showNewPickups = true;
|
||
|
} else {
|
||
|
hud->UpdatePickupInfo( i, "" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
inventory.nextItemPickup = gameLocal.time + 2500;
|
||
|
inventory.pickupItemNames.RemoveIndex( 0 );
|
||
|
}
|
||
|
|
||
|
if ( showNewPickups ) {
|
||
|
hud->ShowPickups();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.realClientTime == lastMPAimTime ) {
|
||
|
if ( MPAim != -1 && gameLocal.mpGame.IsGametypeTeamBased() /* CTF */
|
||
|
&& gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type )
|
||
|
&& static_cast< idPlayer * >( gameLocal.entities[ MPAim ] )->team == team ) {
|
||
|
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
|
||
|
|
||
|
hud->TriggerHitTarget( true, session->GetActingGameStateLobbyBase().GetLobbyUserName( gameLocal.lobbyUserIDs[ MPAim ] ), aimed->team + 1 );
|
||
|
MPAimHighlight = true;
|
||
|
MPAimFadeTime = 0; // no fade till loosing focus
|
||
|
} else if ( MPAimHighlight ) {
|
||
|
hud->TriggerHitTarget( false, "" );
|
||
|
MPAimFadeTime = gameLocal.realClientTime;
|
||
|
MPAimHighlight = false;
|
||
|
}
|
||
|
}
|
||
|
if ( MPAimFadeTime ) {
|
||
|
assert( !MPAimHighlight );
|
||
|
if ( gameLocal.realClientTime - MPAimFadeTime > 2000 ) {
|
||
|
MPAimFadeTime = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() && IsLocallyControlled() ) {
|
||
|
|
||
|
hud->ToggleLagged( isLagged );
|
||
|
|
||
|
// TODO_SPARTY: what is this projectile stuff for
|
||
|
//hud->SetStateInt( "g_showProjectilePct", g_showProjectilePct.GetInteger() );
|
||
|
//if ( numProjectilesFired ) {
|
||
|
// hud->SetStateString( "projectilepct", va( "Hit %% %.1f", ( (float) numProjectileHits / numProjectilesFired ) * 100 ) );
|
||
|
//} else {
|
||
|
// hud->SetStateString( "projectilepct", "Hit % 0.0" );
|
||
|
//}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::UpdateDeathSkin
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::UpdateDeathSkin( bool state_hitch ) {
|
||
|
if ( !( common->IsMultiplayer() || g_testDeath.GetBool() ) ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( health <= 0 ) {
|
||
|
if ( !doingDeathSkin ) {
|
||
|
deathClearContentsTime = spawnArgs.GetInt( "deathSkinTime" );
|
||
|
doingDeathSkin = true;
|
||
|
renderEntity.noShadow = true;
|
||
|
if ( state_hitch ) {
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f - 2.0f;
|
||
|
} else {
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
|
||
|
}
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
// wait a bit before switching off the content
|
||
|
if ( deathClearContentsTime && gameLocal.time > deathClearContentsTime ) {
|
||
|
SetCombatContents( false );
|
||
|
deathClearContentsTime = 0;
|
||
|
}
|
||
|
} else {
|
||
|
renderEntity.noShadow = false;
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = 0.0f;
|
||
|
UpdateVisuals();
|
||
|
doingDeathSkin = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::StartFxOnBone
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::StartFxOnBone( const char *fx, const char *bone ) {
|
||
|
idVec3 offset;
|
||
|
idMat3 axis;
|
||
|
jointHandle_t jointHandle = GetAnimator()->GetJointHandle( bone );
|
||
|
|
||
|
if ( jointHandle == INVALID_JOINT ) {
|
||
|
gameLocal.Printf( "Cannot find bone %s\n", bone );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( GetAnimator()->GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
|
||
|
offset = GetPhysics()->GetOrigin() + offset * GetPhysics()->GetAxis();
|
||
|
axis = axis * GetPhysics()->GetAxis();
|
||
|
}
|
||
|
|
||
|
idEntityFx::StartFx( fx, &offset, &axis, this, true );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::HandleGuiEvents
|
||
|
==============
|
||
|
*/
|
||
|
bool idPlayer::HandleGuiEvents( const sysEvent_t * ev ) {
|
||
|
|
||
|
bool handled = false;
|
||
|
|
||
|
if ( hudManager != NULL && hudManager->IsActive() ) {
|
||
|
handled = hudManager->HandleGuiEvent( ev );
|
||
|
}
|
||
|
|
||
|
if ( pdaMenu != NULL && pdaMenu->IsActive() ) {
|
||
|
handled = pdaMenu->HandleGuiEvent( ev );
|
||
|
}
|
||
|
|
||
|
return handled;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::UpdateLaserSight
|
||
|
==============
|
||
|
*/
|
||
|
idCVar g_laserSightWidth( "g_laserSightWidth", "2.0", CVAR_FLOAT | CVAR_ARCHIVE, "laser sight beam width" );
|
||
|
idCVar g_laserSightLength( "g_laserSightLength", "250", CVAR_FLOAT | CVAR_ARCHIVE, "laser sight beam length" );
|
||
|
|
||
|
void idPlayer::UpdateLaserSight() {
|
||
|
idVec3 muzzleOrigin;
|
||
|
idMat3 muzzleAxis;
|
||
|
|
||
|
// In Multiplayer, weapon might not have been spawned yet.
|
||
|
if( weapon.GetEntity() == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !IsGameStereoRendered() ||
|
||
|
!weapon.GetEntity()->ShowCrosshair() ||
|
||
|
AI_DEAD ||
|
||
|
weapon->IsHidden() ||
|
||
|
!weapon->GetMuzzlePositionWithHacks( muzzleOrigin, muzzleAxis ) ) {
|
||
|
// hide it
|
||
|
laserSightRenderEntity.allowSurfaceInViewID = -1;
|
||
|
if ( laserSightHandle == -1 ) {
|
||
|
laserSightHandle = gameRenderWorld->AddEntityDef( &laserSightRenderEntity );
|
||
|
} else {
|
||
|
gameRenderWorld->UpdateEntityDef( laserSightHandle, &laserSightRenderEntity );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// program the beam model
|
||
|
|
||
|
// only show in the player's view
|
||
|
laserSightRenderEntity.allowSurfaceInViewID = entityNumber+1;
|
||
|
laserSightRenderEntity.axis.Identity();
|
||
|
|
||
|
laserSightRenderEntity.origin = muzzleOrigin - muzzleAxis[0] * 2.0f;
|
||
|
idVec3 &target = *reinterpret_cast<idVec3 *>( &laserSightRenderEntity.shaderParms[SHADERPARM_BEAM_END_X] );
|
||
|
target = muzzleOrigin + muzzleAxis[0] * g_laserSightLength.GetFloat();
|
||
|
|
||
|
laserSightRenderEntity.shaderParms[SHADERPARM_BEAM_WIDTH] = g_laserSightWidth.GetFloat();
|
||
|
|
||
|
if ( IsGameStereoRendered() && laserSightHandle == -1 ) {
|
||
|
laserSightHandle = gameRenderWorld->AddEntityDef( &laserSightRenderEntity );
|
||
|
} else {
|
||
|
gameRenderWorld->UpdateEntityDef( laserSightHandle, &laserSightRenderEntity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Think
|
||
|
|
||
|
Called every tic for each player
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::Think() {
|
||
|
playedTimeResidual += ( gameLocal.time - gameLocal.previousTime );
|
||
|
playedTimeSecs += playedTimeResidual / 1000;
|
||
|
playedTimeResidual = playedTimeResidual % 1000;
|
||
|
|
||
|
aimAssist.Update();
|
||
|
|
||
|
UpdatePlayerIcons();
|
||
|
|
||
|
UpdateSkinSetup();
|
||
|
|
||
|
buttonMask &= usercmd.buttons;
|
||
|
usercmd.buttons &= ~buttonMask;
|
||
|
|
||
|
// clear the ik before we do anything else so the skeleton doesn't get updated twice
|
||
|
walkIK.ClearJointMods();
|
||
|
|
||
|
// if this is the very first frame of the map, set the delta view angles
|
||
|
// based on the usercmd angles
|
||
|
if ( !spawnAnglesSet && ( gameLocal.GameState() != GAMESTATE_STARTUP ) ) {
|
||
|
spawnAnglesSet = true;
|
||
|
SetViewAngles( spawnAngles );
|
||
|
oldImpulseSequence = usercmd.impulseSequence;
|
||
|
}
|
||
|
|
||
|
if ( mountedObject ) {
|
||
|
usercmd.forwardmove = 0;
|
||
|
usercmd.rightmove = 0;
|
||
|
usercmd.buttons &= ~(BUTTON_JUMP|BUTTON_CROUCH);
|
||
|
}
|
||
|
|
||
|
if ( objectiveSystemOpen || gameLocal.inCinematic || influenceActive ) {
|
||
|
if ( objectiveSystemOpen && AI_PAIN ) {
|
||
|
TogglePDA();
|
||
|
}
|
||
|
usercmd.forwardmove = 0;
|
||
|
usercmd.rightmove = 0;
|
||
|
usercmd.buttons &= ~(BUTTON_JUMP|BUTTON_CROUCH);
|
||
|
}
|
||
|
|
||
|
// log movement changes for weapon bobbing effects
|
||
|
if ( usercmd.forwardmove != oldCmd.forwardmove ) {
|
||
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||
|
currentLoggedAccel++;
|
||
|
acc->time = gameLocal.time;
|
||
|
acc->dir[0] = usercmd.forwardmove - oldCmd.forwardmove;
|
||
|
acc->dir[1] = acc->dir[2] = 0;
|
||
|
}
|
||
|
|
||
|
if ( usercmd.rightmove != oldCmd.rightmove ) {
|
||
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
||
|
currentLoggedAccel++;
|
||
|
acc->time = gameLocal.time;
|
||
|
acc->dir[1] = usercmd.rightmove - oldCmd.rightmove;
|
||
|
acc->dir[0] = acc->dir[2] = 0;
|
||
|
}
|
||
|
|
||
|
// zooming
|
||
|
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_ZOOM ) {
|
||
|
if ( ( usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ) {
|
||
|
zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() );
|
||
|
} else {
|
||
|
zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we have an active gui, we will unrotate the view angles as
|
||
|
// we turn the mouse movements into gui events
|
||
|
idUserInterface *gui = ActiveGui();
|
||
|
if ( gui && gui != focusUI ) {
|
||
|
RouteGuiMouse( gui );
|
||
|
}
|
||
|
|
||
|
// set the push velocity on the weapon before running the physics
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->SetPushVelocity( physicsObj.GetPushedLinearVelocity() );
|
||
|
}
|
||
|
|
||
|
EvaluateControls();
|
||
|
|
||
|
if ( !af.IsActive() ) {
|
||
|
AdjustBodyAngles();
|
||
|
CopyJointsFromBodyToHead();
|
||
|
}
|
||
|
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
// Local player on the server. Do normal movement.
|
||
|
Move();
|
||
|
} else {
|
||
|
// Server is processing a client. Run client's commands like normal...
|
||
|
Move();
|
||
|
|
||
|
// ...then correct if needed.
|
||
|
RunPhysics_RemoteClientCorrection();
|
||
|
}
|
||
|
|
||
|
if ( !g_stopTime.GetBool() ) {
|
||
|
|
||
|
if ( !noclip && !spectating && ( health > 0 ) && !IsHidden() ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
// not done on clients for various reasons. don't do it on server and save the sound channel for other things
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
SetCurrentHeartRate();
|
||
|
float scale = new_g_damageScale;
|
||
|
if ( g_useDynamicProtection.GetBool() && scale < 1.0f && gameLocal.time - lastDmgTime > 500 ) {
|
||
|
if ( scale < 1.0f ) {
|
||
|
scale += 0.05f;
|
||
|
}
|
||
|
if ( scale > 1.0f ) {
|
||
|
scale = 1.0f;
|
||
|
}
|
||
|
new_g_damageScale = scale;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// update GUIs, Items, and character interactions
|
||
|
UpdateFocus();
|
||
|
|
||
|
UpdateLocation();
|
||
|
|
||
|
// update player script
|
||
|
UpdateScript();
|
||
|
|
||
|
// service animations
|
||
|
if ( !spectating && !af.IsActive() && !gameLocal.inCinematic ) {
|
||
|
UpdateConditions();
|
||
|
UpdateAnimState();
|
||
|
CheckBlink();
|
||
|
}
|
||
|
|
||
|
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
|
||
|
AI_PAIN = false;
|
||
|
}
|
||
|
|
||
|
// calculate the exact bobbed view position, which is used to
|
||
|
// position the view weapon, among other things
|
||
|
CalculateFirstPersonView();
|
||
|
|
||
|
// this may use firstPersonView, or a thirdPeroson / camera view
|
||
|
CalculateRenderView();
|
||
|
|
||
|
inventory.UpdateArmor();
|
||
|
|
||
|
if ( spectating ) {
|
||
|
UpdateSpectating();
|
||
|
} else if ( health > 0 ) {
|
||
|
UpdateWeapon();
|
||
|
}
|
||
|
|
||
|
UpdateFlashlight();
|
||
|
|
||
|
UpdateAir();
|
||
|
|
||
|
UpdatePowerupHud();
|
||
|
|
||
|
UpdateHud();
|
||
|
|
||
|
UpdatePowerUps();
|
||
|
|
||
|
UpdateDeathSkin( false );
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
DrawPlayerIcons();
|
||
|
|
||
|
if ( enviroSuitLight.IsValid() ) {
|
||
|
idAngles lightAng = firstPersonViewAxis.ToAngles();
|
||
|
idVec3 lightOrg = firstPersonViewOrigin;
|
||
|
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
|
||
|
|
||
|
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
|
||
|
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
|
||
|
|
||
|
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
|
||
|
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
|
||
|
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
|
||
|
lightAng.pitch += enviroAngleOffset.x;
|
||
|
lightAng.yaw += enviroAngleOffset.y;
|
||
|
lightAng.roll += enviroAngleOffset.z;
|
||
|
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
|
||
|
enviroSuitLight.GetEntity()->UpdateVisuals();
|
||
|
enviroSuitLight.GetEntity()->Present();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
renderEntity_t * headRenderEnt = NULL;
|
||
|
if ( head.GetEntity() ) {
|
||
|
headRenderEnt = head.GetEntity()->GetRenderEntity();
|
||
|
}
|
||
|
if ( headRenderEnt ) {
|
||
|
if ( influenceSkin ) {
|
||
|
headRenderEnt->customSkin = influenceSkin;
|
||
|
} else {
|
||
|
headRenderEnt->customSkin = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() || g_showPlayerShadow.GetBool() ) {
|
||
|
renderEntity.suppressShadowInViewID = 0;
|
||
|
if ( headRenderEnt ) {
|
||
|
headRenderEnt->suppressShadowInViewID = 0;
|
||
|
}
|
||
|
} else {
|
||
|
renderEntity.suppressShadowInViewID = entityNumber+1;
|
||
|
if ( headRenderEnt ) {
|
||
|
headRenderEnt->suppressShadowInViewID = entityNumber+1;
|
||
|
}
|
||
|
}
|
||
|
// never cast shadows from our first-person muzzle flashes
|
||
|
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
||
|
if ( headRenderEnt ) {
|
||
|
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
||
|
}
|
||
|
|
||
|
if ( !g_stopTime.GetBool() ) {
|
||
|
UpdateAnimation();
|
||
|
|
||
|
Present();
|
||
|
|
||
|
UpdateDamageEffects();
|
||
|
|
||
|
LinkCombat();
|
||
|
|
||
|
playerView.CalculateShake();
|
||
|
}
|
||
|
|
||
|
if ( !( thinkFlags & TH_THINK ) ) {
|
||
|
gameLocal.Printf( "player %d not thinking?\n", entityNumber );
|
||
|
}
|
||
|
|
||
|
if ( g_showEnemies.GetBool() ) {
|
||
|
idActor *ent;
|
||
|
int num = 0;
|
||
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
||
|
gameLocal.Printf( "enemy (%d)'%s'\n", ent->entityNumber, ent->name.c_str() );
|
||
|
gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds().Expand( 2 ), ent->GetPhysics()->GetOrigin() );
|
||
|
num++;
|
||
|
}
|
||
|
gameLocal.Printf( "%d: enemies\n", num );
|
||
|
}
|
||
|
|
||
|
inventory.RechargeAmmo(this);
|
||
|
|
||
|
if(healthRecharge) {
|
||
|
int elapsed = gameLocal.time - lastHealthRechargeTime;
|
||
|
if(elapsed >= rechargeSpeed) {
|
||
|
int intervals = (gameLocal.time - lastHealthRechargeTime)/rechargeSpeed;
|
||
|
Give("health", va("%d", intervals), ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE );
|
||
|
lastHealthRechargeTime += intervals*rechargeSpeed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// determine if portal sky is in pvs
|
||
|
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( gameLocal.GetPlayerPVS(), GetPhysics()->GetOrigin() );
|
||
|
|
||
|
// stereo rendering laser sight that replaces the crosshair
|
||
|
UpdateLaserSight();
|
||
|
|
||
|
// Show the respawn hud message if necessary.
|
||
|
if ( common->IsMultiplayer() && ( minRespawnTime != maxRespawnTime ) ) {
|
||
|
if ( gameLocal.previousTime < minRespawnTime && minRespawnTime <= gameLocal.time ) {
|
||
|
// Server will show the hud message directly.
|
||
|
ShowRespawnHudMessage();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Make sure voice groups are set to the right team
|
||
|
if ( common->IsMultiplayer() && session->GetState() >= idSession::INGAME && entityNumber < MAX_CLIENTS ) { // The entityNumber < MAX_CLIENTS seems to quiet the static analyzer
|
||
|
// Make sure we're on the right team (at the lobby level)
|
||
|
const int voiceTeam = spectating ? LOBBY_SPECTATE_TEAM_FOR_VOICE_CHAT : team;
|
||
|
|
||
|
//idLib::Printf( "SERVER: Sending voice %i / %i\n", entityNumber, voiceTeam );
|
||
|
|
||
|
// Update lobby team
|
||
|
session->GetActingGameStateLobbyBase().SetLobbyUserTeam( gameLocal.lobbyUserIDs[ entityNumber ], voiceTeam );
|
||
|
|
||
|
// Update voice groups to match in case something changed
|
||
|
session->SetVoiceGroupsToTeams();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::StartHealthRecharge
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::StartHealthRecharge(int speed) {
|
||
|
lastHealthRechargeTime = gameLocal.time;
|
||
|
healthRecharge = true;
|
||
|
rechargeSpeed = speed;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::StopHealthRecharge
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::StopHealthRecharge() {
|
||
|
healthRecharge = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::GetCurrentWeapon
|
||
|
=================
|
||
|
*/
|
||
|
idStr idPlayer::GetCurrentWeapon() {
|
||
|
const char *weapon;
|
||
|
|
||
|
if ( currentWeapon >= 0 ) {
|
||
|
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
||
|
return weapon;
|
||
|
} else {
|
||
|
return "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::CanGive
|
||
|
=================
|
||
|
*/
|
||
|
bool idPlayer::CanGive( const char *statname, const char *value ) {
|
||
|
if ( AI_DEAD ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !idStr::Icmp( statname, "health" ) ) {
|
||
|
if ( health >= inventory.maxHealth ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
} else if ( !idStr::Icmp( statname, "stamina" ) ) {
|
||
|
if ( stamina >= 100 ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
|
||
|
} else if ( !idStr::Icmp( statname, "heartRate" ) ) {
|
||
|
return true;
|
||
|
|
||
|
} else if ( !idStr::Icmp( statname, "air" ) ) {
|
||
|
if ( airMsec >= pm_airMsec.GetInteger() ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
} else {
|
||
|
return inventory.CanGive( this, spawnArgs, statname, value );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::StopHelltime
|
||
|
|
||
|
provides a quick non-ramping way of stopping helltime
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::StopHelltime( bool quick ) {
|
||
|
if ( !PowerUpActive( HELLTIME ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// take away the powerups
|
||
|
if ( PowerUpActive( INVULNERABILITY ) ) {
|
||
|
ClearPowerup( INVULNERABILITY );
|
||
|
}
|
||
|
|
||
|
if ( PowerUpActive( BERSERK ) ) {
|
||
|
ClearPowerup( BERSERK );
|
||
|
}
|
||
|
|
||
|
if ( PowerUpActive( HELLTIME ) ) {
|
||
|
ClearPowerup( HELLTIME );
|
||
|
}
|
||
|
|
||
|
// stop the looping sound
|
||
|
StopSound( SND_CHANNEL_DEMONIC, false );
|
||
|
|
||
|
// reset the game vars
|
||
|
if ( quick ) {
|
||
|
gameLocal.QuickSlowmoReset();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::Event_ToggleBloom
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::Event_ToggleBloom( int on ) {
|
||
|
if ( on ) {
|
||
|
bloomEnabled = true;
|
||
|
}
|
||
|
else {
|
||
|
bloomEnabled = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::Event_SetBloomParms
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::Event_SetBloomParms( float speed, float intensity ) {
|
||
|
bloomSpeed = speed;
|
||
|
bloomIntensity = intensity;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::PlayHelltimeStopSound
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::PlayHelltimeStopSound() {
|
||
|
const char* sound;
|
||
|
|
||
|
if ( spawnArgs.GetString( "snd_helltime_stop", "", &sound ) ) {
|
||
|
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::RouteGuiMouse
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::RouteGuiMouse( idUserInterface *gui ) {
|
||
|
sysEvent_t ev;
|
||
|
const char *command;
|
||
|
|
||
|
if ( usercmd.mx != oldMouseX || usercmd.my != oldMouseY ) {
|
||
|
ev = sys->GenerateMouseMoveEvent( usercmd.mx - oldMouseX, usercmd.my - oldMouseY );
|
||
|
command = gui->HandleEvent( &ev, gameLocal.time );
|
||
|
oldMouseX = usercmd.mx;
|
||
|
oldMouseY = usercmd.my;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::LookAtKiller
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::LookAtKiller( idEntity *inflictor, idEntity *attacker ) {
|
||
|
idVec3 dir;
|
||
|
|
||
|
if ( attacker && attacker != this ) {
|
||
|
dir = attacker->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
||
|
} else if ( inflictor && inflictor != this ) {
|
||
|
dir = inflictor->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
||
|
} else {
|
||
|
dir = viewAxis[ 0 ];
|
||
|
}
|
||
|
|
||
|
idAngles ang( 0, dir.ToYaw(), 0 );
|
||
|
SetViewAngles( ang );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::Kill
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::Kill( bool delayRespawn, bool nodamage ) {
|
||
|
if ( spectating ) {
|
||
|
SpectateFreeFly( false );
|
||
|
} else if ( health > 0 ) {
|
||
|
godmode = false;
|
||
|
if ( nodamage ) {
|
||
|
ServerSpectate( true );
|
||
|
idLib::Printf( "TOURNEY Kill :> Player %d On Deck \n", entityNumber );
|
||
|
forceRespawn = true;
|
||
|
} else {
|
||
|
Damage( this, this, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT );
|
||
|
if ( delayRespawn ) {
|
||
|
forceRespawn = false;
|
||
|
int delay = spawnArgs.GetFloat( "respawn_delay" );
|
||
|
minRespawnTime = gameLocal.time + SEC2MS( delay );
|
||
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Killed
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
float delay;
|
||
|
|
||
|
assert( !common->IsClient() );
|
||
|
|
||
|
// stop taking knockback once dead
|
||
|
fl.noknockback = true;
|
||
|
if ( health < -999 ) {
|
||
|
health = -999;
|
||
|
}
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
AI_PAIN = true;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
heartInfo.Init( 0, 0, 0, BASE_HEARTRATE );
|
||
|
AdjustHeartRate( DEAD_HEARTRATE, 10.0f, 0.0f, true );
|
||
|
|
||
|
if ( !g_testDeath.GetBool() && !common->IsMultiplayer() ) {
|
||
|
playerView.Fade( colorBlack, 3000 );
|
||
|
}
|
||
|
|
||
|
AI_DEAD = true;
|
||
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
|
||
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
|
||
|
SetWaitState( "" );
|
||
|
|
||
|
animator.ClearAllJoints();
|
||
|
|
||
|
if ( StartRagdoll() ) {
|
||
|
pm_modelView.SetInteger( 0 );
|
||
|
minRespawnTime = gameLocal.time + RAGDOLL_DEATH_TIME;
|
||
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
||
|
} else {
|
||
|
// don't allow respawn until the death anim is done
|
||
|
// g_forcerespawn may force spawning at some later time
|
||
|
delay = spawnArgs.GetFloat( "respawn_delay" );
|
||
|
minRespawnTime = gameLocal.time + SEC2MS( delay );
|
||
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
||
|
}
|
||
|
|
||
|
physicsObj.SetMovementType( PM_DEAD );
|
||
|
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
StopSound( SND_CHANNEL_BODY2, false );
|
||
|
|
||
|
fl.takedamage = true; // can still be gibbed
|
||
|
|
||
|
// get rid of weapon
|
||
|
weapon.GetEntity()->OwnerDied();
|
||
|
|
||
|
// In multiplayer, get rid of the flashlight, or other players
|
||
|
// will see it floating after the player is dead.
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
FlashlightOff();
|
||
|
if ( flashlight.GetEntity() ) {
|
||
|
flashlight.GetEntity()->OwnerDied();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// drop the weapon as an item
|
||
|
DropWeapon( true );
|
||
|
|
||
|
// drop the flag if player was carrying it
|
||
|
if ( common->IsMultiplayer() && gameLocal.mpGame.IsGametypeFlagBased() && carryingFlag ) {
|
||
|
DropFlag();
|
||
|
}
|
||
|
|
||
|
if ( !g_testDeath.GetBool() ) {
|
||
|
LookAtKiller( inflictor, attacker );
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() || g_testDeath.GetBool() ) {
|
||
|
idPlayer *killer = NULL;
|
||
|
// no gibbing in MP. Event_Gib will early out in MP
|
||
|
if ( attacker->IsType( idPlayer::Type ) ) {
|
||
|
killer = static_cast<idPlayer*>(attacker);
|
||
|
if ( health < -20 || killer->PowerUpActive( BERSERK ) ) {
|
||
|
gibDeath = true;
|
||
|
gibsDir = dir;
|
||
|
gibsLaunched = false;
|
||
|
}
|
||
|
}
|
||
|
gameLocal.mpGame.PlayerDeath( this, killer, isTelefragged );
|
||
|
} else {
|
||
|
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
|
||
|
}
|
||
|
|
||
|
ClearPowerUps();
|
||
|
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idPlayer::GetAIAimTargets
|
||
|
|
||
|
Returns positions for the AI to aim at.
|
||
|
=====================
|
||
|
*/
|
||
|
void idPlayer::GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ) {
|
||
|
idVec3 offset;
|
||
|
idMat3 axis;
|
||
|
idVec3 origin;
|
||
|
|
||
|
origin = lastSightPos - physicsObj.GetOrigin();
|
||
|
|
||
|
GetJointWorldTransform( chestJoint, gameLocal.time, offset, axis );
|
||
|
headPos = offset + origin;
|
||
|
|
||
|
GetJointWorldTransform( headJoint, gameLocal.time, offset, axis );
|
||
|
chestPos = offset + origin;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::DamageFeedback
|
||
|
|
||
|
callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage ) {
|
||
|
// Since we're predicting projectiles on the client now, we might actually get here
|
||
|
// (used be an assert for clients).
|
||
|
if ( common->IsClient() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damage *= PowerUpModifier( BERSERK );
|
||
|
if ( damage && ( victim != this ) && ( victim->IsType( idActor::Type ) || victim->IsType( idDamagable::Type ) ) ) {
|
||
|
|
||
|
idPlayer *victimPlayer = NULL;
|
||
|
|
||
|
/* No damage feedback sound for hitting friendlies in CTF */
|
||
|
if ( victim->IsType( idPlayer::Type ) ) {
|
||
|
victimPlayer = static_cast<idPlayer*>(victim);
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.mpGame.IsGametypeFlagBased() && victimPlayer && this->team == victimPlayer->team ) {
|
||
|
/* Do nothing ... */
|
||
|
} else {
|
||
|
SetLastHitTime( gameLocal.time );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayer::CalcDamagePoints
|
||
|
|
||
|
Calculates how many health and armor points will be inflicted, but
|
||
|
doesn't actually do anything with them. This is used to tell when an attack
|
||
|
would have killed the player, possibly allowing a "saving throw"
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayer::CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef,
|
||
|
const float damageScale, const int location, int *health, int *armor ) {
|
||
|
int damage;
|
||
|
int armorSave;
|
||
|
|
||
|
damageDef->GetInt( "damage", "20", damage );
|
||
|
damage = GetDamageForLocation( damage, location );
|
||
|
|
||
|
idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast<idPlayer*>(attacker) : NULL;
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
if ( inflictor != gameLocal.world ) {
|
||
|
switch ( g_skill.GetInteger() ) {
|
||
|
case 0:
|
||
|
damage *= 0.50f;
|
||
|
if ( damage < 1 ) {
|
||
|
damage = 1;
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
damage *= 1.70f;
|
||
|
break;
|
||
|
case 3:
|
||
|
damage *= 3.5f;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
damage *= damageScale;
|
||
|
|
||
|
// always give half damage if hurting self
|
||
|
if ( attacker == this ) {
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
// only do this in mp so single player plasma and rocket splash is very dangerous in close quarters
|
||
|
damage *= damageDef->GetFloat( "selfDamageScale", "0.5" );
|
||
|
} else {
|
||
|
damage *= damageDef->GetFloat( "selfDamageScale", "1" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check for completely getting out of the damage
|
||
|
if ( !damageDef->GetBool( "noGod" ) ) {
|
||
|
// check for godmode
|
||
|
if ( godmode ) {
|
||
|
damage = 0;
|
||
|
}
|
||
|
//Invulnerability is just like god mode
|
||
|
if( PowerUpActive( INVULNERABILITY ) ) {
|
||
|
damage = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// inform the attacker that they hit someone
|
||
|
attacker->DamageFeedback( this, inflictor, damage );
|
||
|
|
||
|
// save some from armor
|
||
|
if ( !damageDef->GetBool( "noArmor" ) ) {
|
||
|
float armor_protection;
|
||
|
|
||
|
armor_protection = ( common->IsMultiplayer() ) ? g_armorProtectionMP.GetFloat() : g_armorProtection.GetFloat();
|
||
|
|
||
|
armorSave = ceil( damage * armor_protection );
|
||
|
if ( armorSave >= inventory.armor ) {
|
||
|
armorSave = inventory.armor;
|
||
|
}
|
||
|
|
||
|
if ( !damage ) {
|
||
|
armorSave = 0;
|
||
|
} else if ( armorSave >= damage ) {
|
||
|
armorSave = damage - 1;
|
||
|
damage = 1;
|
||
|
} else {
|
||
|
damage -= armorSave;
|
||
|
}
|
||
|
} else {
|
||
|
armorSave = 0;
|
||
|
}
|
||
|
|
||
|
// check for team damage
|
||
|
if ( gameLocal.mpGame.IsGametypeTeamBased() /* CTF */
|
||
|
&& !gameLocal.serverInfo.GetBool( "si_teamDamage" )
|
||
|
&& !damageDef->GetBool( "noTeam" )
|
||
|
&& player
|
||
|
&& player != this // you get self damage no matter what
|
||
|
&& player->team == team ) {
|
||
|
damage = 0;
|
||
|
}
|
||
|
|
||
|
*health = damage;
|
||
|
*armor = armorSave;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idPlayer::ControllerShakeFromDamage
|
||
|
============
|
||
|
*/
|
||
|
void idPlayer::ControllerShakeFromDamage( int damage ) {
|
||
|
|
||
|
// If the player is local. SHAkkkkkkeeee!
|
||
|
if( common->IsMultiplayer() && IsLocallyControlled() ) {
|
||
|
|
||
|
int maxMagScale = pm_controllerShake_damageMaxMag.GetFloat();
|
||
|
int maxDurScale = pm_controllerShake_damageMaxDur.GetFloat();
|
||
|
|
||
|
// determine rumble
|
||
|
// >= 100 damage - will be 300 Mag
|
||
|
float highMag = ( Max( damage, 100 ) / 100.0f ) * maxMagScale;
|
||
|
int highDuration = idMath::Ftoi( ( Max( damage, 100 ) / 100.0f ) * maxDurScale );
|
||
|
float lowMag = highMag * 0.75f;
|
||
|
int lowDuration = idMath::Ftoi( highDuration );
|
||
|
|
||
|
SetControllerShake( highMag, highDuration, lowMag, lowDuration );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
AdjustDamageAmount
|
||
|
|
||
|
Modifies the previously calculated damage to adjust for more factors.
|
||
|
============
|
||
|
*/
|
||
|
int idPlayer::AdjustDamageAmount( const int inputDamage ) {
|
||
|
int outputDamage = inputDamage;
|
||
|
|
||
|
if ( inputDamage > 0 ) {
|
||
|
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
float scale = new_g_damageScale;
|
||
|
if ( g_useDynamicProtection.GetBool() && g_skill.GetInteger() < 2 ) {
|
||
|
if ( gameLocal.time > lastDmgTime + 500 && scale > 0.25f ) {
|
||
|
scale -= 0.05f;
|
||
|
new_g_damageScale = scale;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( scale > 0.0f ) {
|
||
|
outputDamage *= scale;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( g_demoMode.GetBool() ) {
|
||
|
outputDamage /= 2;
|
||
|
}
|
||
|
|
||
|
if ( outputDamage < 1 ) {
|
||
|
outputDamage = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return outputDamage;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
ServerDealDamage
|
||
|
|
||
|
Only called on the server and in singleplayer. This is where
|
||
|
the player's health is actually modified, but the visual and
|
||
|
sound effects happen elsewhere so that clients can get instant
|
||
|
feedback and hide lag.
|
||
|
============
|
||
|
*/
|
||
|
void idPlayer::ServerDealDamage( int damage, idEntity & inflictor, idEntity & attacker, const idVec3 & dir, const char * damageDefName, const int location ) {
|
||
|
assert( !common->IsClient() );
|
||
|
|
||
|
const idDeclEntityDef *damageDef = gameLocal.FindEntityDef( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
gameLocal.Warning( "Unknown damageDef '%s'", damageDefName );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// move the world direction vector to local coordinates
|
||
|
idVec3 damage_from;
|
||
|
idVec3 localDamageVector;
|
||
|
|
||
|
damage_from = dir;
|
||
|
damage_from.Normalize();
|
||
|
|
||
|
viewAxis.ProjectVector( damage_from, localDamageVector );
|
||
|
|
||
|
// add to the damage inflicted on a player this frame
|
||
|
// the total will be turned into screen blends and view angle kicks
|
||
|
// at the end of the frame
|
||
|
if ( health > 0 ) {
|
||
|
playerView.DamageImpulse( localDamageVector, &damageDef->dict );
|
||
|
}
|
||
|
|
||
|
// do the damage
|
||
|
if ( damage > 0 ) {
|
||
|
GetAchievementManager().SetPlayerTookDamage( true );
|
||
|
|
||
|
int oldHealth = health;
|
||
|
health -= damage;
|
||
|
|
||
|
if ( health <= 0 ) {
|
||
|
|
||
|
if ( health < -999 ) {
|
||
|
health = -999;
|
||
|
}
|
||
|
|
||
|
// HACK - A - LICIOUS - Check to see if we are being damaged by the frag chamber.
|
||
|
if ( oldHealth > 0 && strcmp( gameLocal.GetMapName(), "maps/game/mp/d3dm3.map" ) == 0 && strcmp( damageDefName, "damage_triggerhurt_1000_chamber" ) == 0 ) {
|
||
|
idPlayer * fragChamberActivator = gameLocal.playerActivateFragChamber;
|
||
|
if ( fragChamberActivator != NULL ) {
|
||
|
fragChamberActivator->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_CATCH_ENEMY_IN_ROFC );
|
||
|
}
|
||
|
gameLocal.playerActivateFragChamber = NULL;
|
||
|
}
|
||
|
|
||
|
isTelefragged = damageDef->dict.GetBool( "telefrag" );
|
||
|
|
||
|
lastDmgTime = gameLocal.time;
|
||
|
Killed( &inflictor, &attacker, damage, dir, location );
|
||
|
} else {
|
||
|
if ( !g_testDeath.GetBool() ) {
|
||
|
lastDmgTime = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
// don't accumulate impulses
|
||
|
if ( af.IsLoaded() ) {
|
||
|
// clear impacts
|
||
|
af.Rest();
|
||
|
|
||
|
// physics is turned off by calling af.Rest()
|
||
|
BecomeActive( TH_PHYSICS );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Damage
|
||
|
|
||
|
this entity that is being damaged
|
||
|
inflictor entity that is causing the damage
|
||
|
attacker entity that caused the inflictor to damage targ
|
||
|
example: this=monster, inflictor=rocket, attacker=player
|
||
|
|
||
|
dir direction of the attack for knockback in global space
|
||
|
|
||
|
damageDef an idDict with all the options for damage effects
|
||
|
|
||
|
inflictor, attacker, dir, and point can be NULL for environmental effects
|
||
|
============
|
||
|
*/
|
||
|
void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
|
||
|
const char *damageDefName, const float damageScale, const int location ) {
|
||
|
idVec3 kick;
|
||
|
int damage;
|
||
|
int armorSave;
|
||
|
|
||
|
SetTimeState ts( timeGroup );
|
||
|
|
||
|
if ( !fl.takedamage || noclip || spectating || gameLocal.inCinematic ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !inflictor ) {
|
||
|
inflictor = gameLocal.world;
|
||
|
}
|
||
|
if ( !attacker ) {
|
||
|
attacker = gameLocal.world;
|
||
|
}
|
||
|
|
||
|
if ( attacker->IsType( idAI::Type ) ) {
|
||
|
if ( PowerUpActive( BERSERK ) ) {
|
||
|
return;
|
||
|
}
|
||
|
// don't take damage from monsters during influences
|
||
|
if ( influenceActive != 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const idDeclEntityDef *damageDef = gameLocal.FindEntityDef( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
gameLocal.Warning( "Unknown damageDef '%s'", damageDefName );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( damageDef->dict.GetBool( "ignore_player" ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// determine knockback
|
||
|
int knockback = 0;
|
||
|
damageDef->dict.GetInt( "knockback", "20", knockback );
|
||
|
|
||
|
if ( knockback != 0 && !fl.noknockback ) {
|
||
|
float attackerPushScale = 0.0f;
|
||
|
|
||
|
if ( attacker == this ) {
|
||
|
damageDef->dict.GetFloat( "attackerPushScale", "0", attackerPushScale );
|
||
|
} else {
|
||
|
attackerPushScale = 1.0f;
|
||
|
}
|
||
|
|
||
|
idVec3 kick = dir;
|
||
|
kick.Normalize();
|
||
|
kick *= g_knockback.GetFloat() * knockback * attackerPushScale / 200.0f;
|
||
|
physicsObj.SetLinearVelocity( physicsObj.GetLinearVelocity() + kick );
|
||
|
|
||
|
// set the timer so that the player can't cancel out the movement immediately
|
||
|
physicsObj.SetKnockBack( idMath::ClampInt( 50, 200, knockback * 2 ) );
|
||
|
|
||
|
if ( common->IsServer() ) {
|
||
|
idBitMsg msg;
|
||
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
||
|
|
||
|
msg.InitWrite( msgBuf, sizeof( msgBuf ) );
|
||
|
msg.WriteFloat( physicsObj.GetLinearVelocity()[0] );
|
||
|
msg.WriteFloat( physicsObj.GetLinearVelocity()[1] );
|
||
|
msg.WriteFloat( physicsObj.GetLinearVelocity()[2] );
|
||
|
msg.WriteByte( idMath::ClampInt( 50, 200, knockback * 2 ) );
|
||
|
ServerSendEvent( idPlayer::EVENT_KNOCKBACK, &msg, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If this is a locally controlled MP client, don't apply damage effects predictively here.
|
||
|
// Local clients will see the damage feedback (view kick, etc) when their health changes
|
||
|
// in a snapshot. This ensures that any feedback the local player sees is in sync with
|
||
|
// his actual health reported by the server.
|
||
|
if( common->IsMultiplayer() && common->IsClient() && IsLocallyControlled() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CalcDamagePoints( inflictor, attacker, &damageDef->dict, damageScale, location, &damage, &armorSave );
|
||
|
|
||
|
// give feedback on the player view and audibly when armor is helping
|
||
|
if ( armorSave ) {
|
||
|
inventory.armor -= armorSave;
|
||
|
|
||
|
if ( gameLocal.time > lastArmorPulse + 200 ) {
|
||
|
StartSound( "snd_hitArmor", SND_CHANNEL_ITEM, 0, false, NULL );
|
||
|
}
|
||
|
lastArmorPulse = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
if ( damageDef->dict.GetBool( "burn" ) ) {
|
||
|
StartSound( "snd_burn", SND_CHANNEL_BODY3, 0, false, NULL );
|
||
|
} else if ( damageDef->dict.GetBool( "no_air" ) ) {
|
||
|
if ( !armorSave && health > 0 ) {
|
||
|
StartSound( "snd_airGasp", SND_CHANNEL_ITEM, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( g_debugDamage.GetInteger() ) {
|
||
|
gameLocal.Printf( "client:%02d\tdamage type:%s\t\thealth:%03d\tdamage:%03d\tarmor:%03d\n", entityNumber, damageDef->GetName(), health, damage, armorSave );
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() && IsLocallyControlled() ) {
|
||
|
ControllerShakeFromDamage( damage );
|
||
|
}
|
||
|
|
||
|
// The client needs to know the final damage amount for predictive pain animations.
|
||
|
const int finalDamage = AdjustDamageAmount( damage );
|
||
|
|
||
|
if ( health > 0 ) {
|
||
|
// force a blink
|
||
|
blink_time = 0;
|
||
|
|
||
|
// let the anim script know we took damage
|
||
|
AI_PAIN = Pain( inflictor, attacker, damage, dir, location );
|
||
|
}
|
||
|
|
||
|
// Only actually deal the damage here in singleplayer and for locally controlled servers.
|
||
|
if ( !common->IsMultiplayer() || common->IsServer() ) {
|
||
|
// Server will deal his damage normally
|
||
|
ServerDealDamage( finalDamage, *inflictor, *attacker, dir, damageDefName, location );
|
||
|
} else if ( attacker->GetEntityNumber() == gameLocal.GetLocalClientNum() ) {
|
||
|
// Clients send a reliable message to the server with the parameters of the hit. The
|
||
|
// server should make sure the client still has line-of-sight to its target before
|
||
|
// actually applying the damage.
|
||
|
|
||
|
byte msgBuffer[MAX_GAME_MESSAGE_SIZE];
|
||
|
idBitMsg msg;
|
||
|
|
||
|
msg.InitWrite( msgBuffer, sizeof( msgBuffer ) );
|
||
|
msg.BeginWriting();
|
||
|
|
||
|
msg.WriteShort( attacker->GetEntityNumber() );
|
||
|
msg.WriteShort( GetEntityNumber() ); // victim
|
||
|
msg.WriteVectorFloat( dir );
|
||
|
msg.WriteLong( damageDef->Index() );
|
||
|
msg.WriteFloat( damageScale );
|
||
|
msg.WriteLong( location );
|
||
|
|
||
|
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
|
||
|
lobby.SendReliableToHost( GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT, msg );
|
||
|
}
|
||
|
|
||
|
lastDamageDef = damageDef->Index();
|
||
|
lastDamageDir = dir;
|
||
|
lastDamageDir.Normalize();
|
||
|
lastDamageLocation = location;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idPlayer::Teleport
|
||
|
============
|
||
|
*/
|
||
|
void idPlayer::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) {
|
||
|
idVec3 org;
|
||
|
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->LowerWeapon();
|
||
|
}
|
||
|
|
||
|
SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
||
|
if ( !common->IsMultiplayer() && GetFloorPos( 16.0f, org ) ) {
|
||
|
SetOrigin( org );
|
||
|
}
|
||
|
|
||
|
// clear the ik heights so model doesn't appear in the wrong place
|
||
|
walkIK.EnableAll();
|
||
|
|
||
|
GetPhysics()->SetLinearVelocity( vec3_origin );
|
||
|
|
||
|
SetViewAngles( angles );
|
||
|
|
||
|
legsYaw = 0.0f;
|
||
|
idealLegsYaw = 0.0f;
|
||
|
oldViewYaw = viewAngles.yaw;
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
playerView.Flash( colorWhite, 140 );
|
||
|
}
|
||
|
|
||
|
UpdateVisuals();
|
||
|
|
||
|
teleportEntity = destination;
|
||
|
|
||
|
if ( !common->IsClient() && !noclip ) {
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
// kill anything at the new position or mark for kill depending on immediate or delayed teleport
|
||
|
gameLocal.KillBox( this, destination != NULL );
|
||
|
} else {
|
||
|
// kill anything at the new position
|
||
|
gameLocal.KillBox( this, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( PowerUpActive( HELLTIME ) ) {
|
||
|
StopHelltime();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
idPlayer::SetPrivateCameraView
|
||
|
====================
|
||
|
*/
|
||
|
void idPlayer::SetPrivateCameraView( idCamera *camView ) {
|
||
|
privateCameraView = camView;
|
||
|
if ( camView ) {
|
||
|
StopFiring();
|
||
|
Hide();
|
||
|
} else {
|
||
|
if ( !spectating ) {
|
||
|
Show();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
idPlayer::DefaultFov
|
||
|
|
||
|
Returns the base FOV
|
||
|
====================
|
||
|
*/
|
||
|
float idPlayer::DefaultFov() const {
|
||
|
float fov;
|
||
|
|
||
|
fov = g_fov.GetFloat();
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
if ( fov < 80.0f ) {
|
||
|
return 80.0f;
|
||
|
} else if ( fov > 120.0f ) {
|
||
|
return 120.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return fov;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
idPlayer::CalcFov
|
||
|
|
||
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
||
|
====================
|
||
|
*/
|
||
|
float idPlayer::CalcFov( bool honorZoom ) {
|
||
|
float fov;
|
||
|
|
||
|
if ( fxFov ) {
|
||
|
return DefaultFov() + 10.0f + cos( ( gameLocal.time + 2000 ) * 0.01 ) * 10.0f;
|
||
|
}
|
||
|
|
||
|
if ( influenceFov ) {
|
||
|
return influenceFov;
|
||
|
}
|
||
|
|
||
|
if ( zoomFov.IsDone( gameLocal.time ) ) {
|
||
|
fov = ( honorZoom && usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov();
|
||
|
} else {
|
||
|
fov = zoomFov.GetCurrentValue( gameLocal.time );
|
||
|
}
|
||
|
|
||
|
// bound normal viewsize
|
||
|
if ( fov < 1 ) {
|
||
|
fov = 1;
|
||
|
} else if ( fov > 179 ) {
|
||
|
fov = 179;
|
||
|
}
|
||
|
|
||
|
return fov;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::GunTurningOffset
|
||
|
|
||
|
generate a rotational offset for the gun based on the view angle
|
||
|
history in loggedViewAngles
|
||
|
==============
|
||
|
*/
|
||
|
idAngles idPlayer::GunTurningOffset() {
|
||
|
idAngles a;
|
||
|
|
||
|
a.Zero();
|
||
|
|
||
|
if ( gameLocal.framenum < NUM_LOGGED_VIEW_ANGLES ) {
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
idAngles current = loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ];
|
||
|
|
||
|
idAngles av, base;
|
||
|
int weaponAngleOffsetAverages;
|
||
|
float weaponAngleOffsetScale, weaponAngleOffsetMax;
|
||
|
|
||
|
weapon.GetEntity()->GetWeaponAngleOffsets( &weaponAngleOffsetAverages, &weaponAngleOffsetScale, &weaponAngleOffsetMax );
|
||
|
|
||
|
av = current;
|
||
|
|
||
|
// calcualte this so the wrap arounds work properly
|
||
|
for ( int j = 1 ; j < weaponAngleOffsetAverages ; j++ ) {
|
||
|
idAngles a2 = loggedViewAngles[ ( gameLocal.framenum - j ) & (NUM_LOGGED_VIEW_ANGLES-1) ];
|
||
|
|
||
|
idAngles delta = a2 - current;
|
||
|
|
||
|
if ( delta[1] > 180 ) {
|
||
|
delta[1] -= 360;
|
||
|
} else if ( delta[1] < -180 ) {
|
||
|
delta[1] += 360;
|
||
|
}
|
||
|
|
||
|
av += delta * ( 1.0f / weaponAngleOffsetAverages );
|
||
|
}
|
||
|
|
||
|
a = ( av - current ) * weaponAngleOffsetScale;
|
||
|
|
||
|
for ( int i = 0 ; i < 3 ; i++ ) {
|
||
|
if ( a[i] < -weaponAngleOffsetMax ) {
|
||
|
a[i] = -weaponAngleOffsetMax;
|
||
|
} else if ( a[i] > weaponAngleOffsetMax ) {
|
||
|
a[i] = weaponAngleOffsetMax;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::GunAcceleratingOffset
|
||
|
|
||
|
generate a positional offset for the gun based on the movement
|
||
|
history in loggedAccelerations
|
||
|
==============
|
||
|
*/
|
||
|
idVec3 idPlayer::GunAcceleratingOffset() {
|
||
|
idVec3 ofs;
|
||
|
|
||
|
float weaponOffsetTime, weaponOffsetScale;
|
||
|
|
||
|
ofs.Zero();
|
||
|
|
||
|
weapon.GetEntity()->GetWeaponTimeOffsets( &weaponOffsetTime, &weaponOffsetScale );
|
||
|
|
||
|
int stop = currentLoggedAccel - NUM_LOGGED_ACCELS;
|
||
|
if ( stop < 0 ) {
|
||
|
stop = 0;
|
||
|
}
|
||
|
for ( int i = currentLoggedAccel-1 ; i > stop ; i-- ) {
|
||
|
loggedAccel_t *acc = &loggedAccel[i&(NUM_LOGGED_ACCELS-1)];
|
||
|
|
||
|
float f;
|
||
|
float t = gameLocal.time - acc->time;
|
||
|
if ( t >= weaponOffsetTime ) {
|
||
|
break; // remainder are too old to care about
|
||
|
}
|
||
|
|
||
|
f = t / weaponOffsetTime;
|
||
|
f = ( cos( f * 2.0f * idMath::PI ) - 1.0f ) * 0.5f;
|
||
|
ofs += f * weaponOffsetScale * acc->dir;
|
||
|
}
|
||
|
|
||
|
return ofs;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idPlayer::CalculateViewWeaponPos
|
||
|
|
||
|
Calculate the bobbing position of the view weapon
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis ) {
|
||
|
float scale;
|
||
|
float fracsin;
|
||
|
idAngles angles;
|
||
|
int delta;
|
||
|
|
||
|
// CalculateRenderView must have been called first
|
||
|
const idVec3 &viewOrigin = firstPersonViewOrigin;
|
||
|
const idMat3 &viewAxis = firstPersonViewAxis;
|
||
|
|
||
|
// these cvars are just for hand tweaking before moving a value to the weapon def
|
||
|
idVec3 gunpos( g_gun_x.GetFloat(), g_gun_y.GetFloat(), g_gun_z.GetFloat() );
|
||
|
|
||
|
// as the player changes direction, the gun will take a small lag
|
||
|
idVec3 gunOfs = GunAcceleratingOffset();
|
||
|
origin = viewOrigin + ( gunpos + gunOfs ) * viewAxis;
|
||
|
|
||
|
// on odd legs, invert some angles
|
||
|
if ( bobCycle & 128 ) {
|
||
|
scale = -xyspeed;
|
||
|
} else {
|
||
|
scale = xyspeed;
|
||
|
}
|
||
|
|
||
|
// gun angles from bobbing
|
||
|
angles.roll = scale * bobfracsin * 0.005f;
|
||
|
angles.yaw = scale * bobfracsin * 0.01f;
|
||
|
angles.pitch = xyspeed * bobfracsin * 0.005f;
|
||
|
|
||
|
// gun angles from turning
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
idAngles offset = GunTurningOffset();
|
||
|
offset *= g_mpWeaponAngleScale.GetFloat();
|
||
|
angles += offset;
|
||
|
} else {
|
||
|
angles += GunTurningOffset();
|
||
|
}
|
||
|
|
||
|
idVec3 gravity = physicsObj.GetGravityNormal();
|
||
|
|
||
|
// drop the weapon when landing after a jump / fall
|
||
|
delta = gameLocal.time - landTime;
|
||
|
if ( delta < LAND_DEFLECT_TIME ) {
|
||
|
origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME );
|
||
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
||
|
origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME );
|
||
|
}
|
||
|
|
||
|
// speed sensitive idle drift
|
||
|
scale = xyspeed + 40.0f;
|
||
|
fracsin = scale * sin( MS2SEC( gameLocal.time ) ) * 0.01f;
|
||
|
angles.roll += fracsin;
|
||
|
angles.yaw += fracsin;
|
||
|
angles.pitch += fracsin;
|
||
|
|
||
|
// decoupled weapon aiming in head mounted displays
|
||
|
angles.pitch += independentWeaponPitchAngle;
|
||
|
|
||
|
const idMat3 anglesMat = angles.ToMat3();
|
||
|
const idMat3 scaledMat = anglesMat * g_gunScale.GetFloat();
|
||
|
|
||
|
axis = scaledMat * viewAxis;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::OffsetThirdPersonView
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::OffsetThirdPersonView( float angle, float range, float height, bool clip ) {
|
||
|
idVec3 view;
|
||
|
idVec3 focusAngles;
|
||
|
trace_t trace;
|
||
|
idVec3 focusPoint;
|
||
|
float focusDist;
|
||
|
float forwardScale, sideScale;
|
||
|
idVec3 origin;
|
||
|
idAngles angles;
|
||
|
idMat3 axis;
|
||
|
idBounds bounds;
|
||
|
|
||
|
angles = viewAngles;
|
||
|
GetViewPos( origin, axis );
|
||
|
|
||
|
if ( angle ) {
|
||
|
angles.pitch = 0.0f;
|
||
|
}
|
||
|
|
||
|
if ( angles.pitch > 45.0f ) {
|
||
|
angles.pitch = 45.0f; // don't go too far overhead
|
||
|
}
|
||
|
|
||
|
focusPoint = origin + angles.ToForward() * THIRD_PERSON_FOCUS_DISTANCE;
|
||
|
focusPoint.z += height;
|
||
|
view = origin;
|
||
|
view.z += 8 + height;
|
||
|
|
||
|
angles.pitch *= 0.5f;
|
||
|
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
||
|
|
||
|
idMath::SinCos( DEG2RAD( angle ), sideScale, forwardScale );
|
||
|
view -= range * forwardScale * renderView->viewaxis[ 0 ];
|
||
|
view += range * sideScale * renderView->viewaxis[ 1 ];
|
||
|
|
||
|
if ( clip ) {
|
||
|
// trace a ray from the origin to the viewpoint to make sure the view isn't
|
||
|
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
|
||
|
bounds = idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) );
|
||
|
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
|
||
|
if ( trace.fraction != 1.0f ) {
|
||
|
view = trace.endpos;
|
||
|
view.z += ( 1.0f - trace.fraction ) * 32.0f;
|
||
|
|
||
|
// try another trace to this position, because a tunnel may have the ceiling
|
||
|
// close enough that this is poking out
|
||
|
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
|
||
|
view = trace.endpos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// select pitch to look at focus point from vieword
|
||
|
focusPoint -= view;
|
||
|
focusDist = idMath::Sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
|
||
|
if ( focusDist < 1.0f ) {
|
||
|
focusDist = 1.0f; // should never happen
|
||
|
}
|
||
|
|
||
|
angles.pitch = - RAD2DEG( atan2( focusPoint.z, focusDist ) );
|
||
|
angles.yaw -= angle;
|
||
|
|
||
|
renderView->vieworg = view;
|
||
|
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
||
|
renderView->viewID = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GetEyePosition
|
||
|
===============
|
||
|
*/
|
||
|
idVec3 idPlayer::GetEyePosition() const {
|
||
|
idVec3 org;
|
||
|
|
||
|
// use the smoothed origin if spectating another player in multiplayer
|
||
|
if ( common->IsClient() && !IsLocallyControlled() ) {
|
||
|
org = smoothedOrigin;
|
||
|
} else {
|
||
|
org = GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
return org + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::GetViewPos
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
|
||
|
idAngles angles;
|
||
|
|
||
|
// if dead, fix the angle and don't add any kick
|
||
|
if ( health <= 0 ) {
|
||
|
angles.yaw = viewAngles.yaw;
|
||
|
angles.roll = 40;
|
||
|
angles.pitch = -15;
|
||
|
axis = angles.ToMat3();
|
||
|
origin = GetEyePosition();
|
||
|
} else {
|
||
|
origin = GetEyePosition() + viewBob;
|
||
|
angles = viewAngles + viewBobAngles + playerView.AngleOffset();
|
||
|
|
||
|
axis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
||
|
|
||
|
// Move pivot point down so looking straight ahead is a no-op on the Z
|
||
|
const idVec3 & gravityVector = physicsObj.GetGravityNormal();
|
||
|
origin += gravityVector * g_viewNodalZ.GetFloat();
|
||
|
|
||
|
// adjust the origin based on the camera nodal distance (eye distance from neck)
|
||
|
origin += axis[0] * g_viewNodalX.GetFloat() + axis[2] * g_viewNodalZ.GetFloat();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::CalculateFirstPersonView
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::CalculateFirstPersonView() {
|
||
|
if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) && ( health <= 0 ) ) ) {
|
||
|
// Displays the view from the point of view of the "camera" joint in the player model
|
||
|
|
||
|
idMat3 axis;
|
||
|
idVec3 origin;
|
||
|
idAngles ang;
|
||
|
|
||
|
ang = viewBobAngles + playerView.AngleOffset();
|
||
|
ang.yaw += viewAxis[ 0 ].ToYaw();
|
||
|
|
||
|
jointHandle_t joint = animator.GetJointHandle( "camera" );
|
||
|
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
|
||
|
firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob;
|
||
|
firstPersonViewAxis = axis * ang.ToMat3() * physicsObj.GetGravityAxis();
|
||
|
} else {
|
||
|
// offset for local bobbing and kicks
|
||
|
GetViewPos( firstPersonViewOrigin, firstPersonViewAxis );
|
||
|
#if 0
|
||
|
// shakefrom sound stuff only happens in first person
|
||
|
firstPersonViewAxis = firstPersonViewAxis * playerView.ShakeAxis();
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::GetRenderView
|
||
|
|
||
|
Returns the renderView that was calculated for this tic
|
||
|
==================
|
||
|
*/
|
||
|
renderView_t *idPlayer::GetRenderView() {
|
||
|
return renderView;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::CalculateRenderView
|
||
|
|
||
|
create the renderView for the current tic
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::CalculateRenderView() {
|
||
|
int i;
|
||
|
float range;
|
||
|
|
||
|
if ( !renderView ) {
|
||
|
renderView = new (TAG_ENTITY) renderView_t;
|
||
|
}
|
||
|
memset( renderView, 0, sizeof( *renderView ) );
|
||
|
|
||
|
// copy global shader parms
|
||
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
||
|
renderView->shaderParms[ i ] = gameLocal.globalShaderParms[ i ];
|
||
|
}
|
||
|
renderView->globalMaterial = gameLocal.GetGlobalMaterial();
|
||
|
|
||
|
renderView->time[0] = gameLocal.slow.time;
|
||
|
renderView->time[1] = gameLocal.fast.time;
|
||
|
|
||
|
renderView->viewID = 0;
|
||
|
|
||
|
// check if we should be drawing from a camera's POV
|
||
|
if ( !noclip && (gameLocal.GetCamera() || privateCameraView) ) {
|
||
|
// get origin, axis, and fov
|
||
|
if ( privateCameraView ) {
|
||
|
privateCameraView->GetViewParms( renderView );
|
||
|
} else {
|
||
|
gameLocal.GetCamera()->GetViewParms( renderView );
|
||
|
}
|
||
|
} else {
|
||
|
if ( g_stopTime.GetBool() ) {
|
||
|
renderView->vieworg = firstPersonViewOrigin;
|
||
|
renderView->viewaxis = firstPersonViewAxis;
|
||
|
|
||
|
if ( !pm_thirdPerson.GetBool() ) {
|
||
|
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
|
||
|
// allow the right player view weapons
|
||
|
renderView->viewID = entityNumber + 1;
|
||
|
}
|
||
|
} else if ( pm_thirdPerson.GetBool() ) {
|
||
|
OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), pm_thirdPersonRange.GetFloat(), pm_thirdPersonHeight.GetFloat(), pm_thirdPersonClip.GetBool() );
|
||
|
} else if ( pm_thirdPersonDeath.GetBool() ) {
|
||
|
range = gameLocal.time < minRespawnTime ? ( gameLocal.time + RAGDOLL_DEATH_TIME - minRespawnTime ) * ( 120.0f / RAGDOLL_DEATH_TIME ) : 120.0f;
|
||
|
OffsetThirdPersonView( 0.0f, 20.0f + range, 0.0f, false );
|
||
|
} else {
|
||
|
renderView->vieworg = firstPersonViewOrigin;
|
||
|
renderView->viewaxis = firstPersonViewAxis;
|
||
|
|
||
|
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
|
||
|
// allow the right player view weapons
|
||
|
renderView->viewID = entityNumber + 1;
|
||
|
}
|
||
|
|
||
|
gameLocal.CalcFov( CalcFov( true ), renderView->fov_x, renderView->fov_y );
|
||
|
}
|
||
|
|
||
|
if ( renderView->fov_y == 0 ) {
|
||
|
common->Error( "renderView->fov_y == 0" );
|
||
|
}
|
||
|
|
||
|
if ( g_showviewpos.GetBool() ) {
|
||
|
gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::AddAIKill
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::AddAIKill() {
|
||
|
int max_souls;
|
||
|
int ammo_souls;
|
||
|
|
||
|
if ( ( weapon_soulcube < 0 ) || ( inventory.weapons & ( 1 << weapon_soulcube ) ) == 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ammo_souls = idWeapon::GetAmmoNumForName( "ammo_souls" );
|
||
|
max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
|
||
|
const int currentSoulAmmo = inventory.GetInventoryAmmoForType( ammo_souls );
|
||
|
if ( currentSoulAmmo < max_souls ) {
|
||
|
inventory.SetInventoryAmmoForType( ammo_souls, currentSoulAmmo + 1 );
|
||
|
if ( inventory.GetInventoryAmmoForType( ammo_souls ) >= max_souls ) {
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->UpdateSoulCube( true );
|
||
|
}
|
||
|
StartSound( "snd_soulcube_ready", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::SetSoulCubeProjectile
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::SetSoulCubeProjectile( idProjectile *projectile ) {
|
||
|
soulCubeProjectile = projectile;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::AddProjectilesFired
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::AddProjectilesFired( int count ) {
|
||
|
numProjectilesFired += count;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::AddProjectileHites
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::AddProjectileHits( int count ) {
|
||
|
numProjectileHits += count;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::SetLastHitTime
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::SetLastHitTime( int time ) {
|
||
|
idPlayer *aimed = NULL;
|
||
|
|
||
|
if ( time && lastHitTime != time ) {
|
||
|
lastHitToggle ^= 1;
|
||
|
}
|
||
|
lastHitTime = time;
|
||
|
if ( !time ) {
|
||
|
// level start and inits
|
||
|
return;
|
||
|
}
|
||
|
if ( common->IsMultiplayer() && ( time - lastSndHitTime ) > 10 ) {
|
||
|
lastSndHitTime = time;
|
||
|
StartSound( "snd_hit_feedback", SND_CHANNEL_ANY, SSF_PRIVATE_SOUND, false, NULL );
|
||
|
}
|
||
|
|
||
|
if ( hud ) {
|
||
|
hud->CombatCursorFlash();
|
||
|
}
|
||
|
|
||
|
if ( MPAim != -1 ) {
|
||
|
if ( gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type ) ) {
|
||
|
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
|
||
|
}
|
||
|
assert( aimed );
|
||
|
// full highlight, no fade till loosing aim
|
||
|
|
||
|
if ( hud ) {
|
||
|
int color = 0;
|
||
|
if ( aimed ) {
|
||
|
color = aimed->team + 1;
|
||
|
}
|
||
|
hud->TriggerHitTarget( true, session->GetActingGameStateLobbyBase().GetLobbyUserName( gameLocal.lobbyUserIDs[ MPAim ] ), color );
|
||
|
}
|
||
|
MPAimHighlight = true;
|
||
|
MPAimFadeTime = 0;
|
||
|
} else if ( lastMPAim != -1 ) {
|
||
|
if ( gameLocal.entities[ lastMPAim ] && gameLocal.entities[ lastMPAim ]->IsType( idPlayer::Type ) ) {
|
||
|
aimed = static_cast< idPlayer * >( gameLocal.entities[ lastMPAim ] );
|
||
|
}
|
||
|
assert( aimed );
|
||
|
// start fading right away
|
||
|
if ( hud ) {
|
||
|
int color = 0;
|
||
|
if ( aimed ) {
|
||
|
color = aimed->team + 1;
|
||
|
}
|
||
|
hud->TriggerHitTarget( true, session->GetActingGameStateLobbyBase().GetLobbyUserName( gameLocal.lobbyUserIDs[ lastMPAim ] ), color );
|
||
|
hud->TriggerHitTarget( false, "" );
|
||
|
}
|
||
|
MPAimHighlight = false;
|
||
|
MPAimFadeTime = gameLocal.realClientTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::SetInfluenceLevel
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::SetInfluenceLevel( int level ) {
|
||
|
if ( level != influenceActive ) {
|
||
|
if ( level ) {
|
||
|
for ( idEntity *ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
if ( ent->IsType( idProjectile::Type ) ) {
|
||
|
// remove all projectiles
|
||
|
ent->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->EnterCinematic();
|
||
|
}
|
||
|
} else {
|
||
|
physicsObj.SetLinearVelocity( vec3_origin );
|
||
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->ExitCinematic();
|
||
|
}
|
||
|
}
|
||
|
influenceActive = level;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::SetInfluenceView
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::SetInfluenceView( const char *mtr, const char *skinname, float radius, idEntity *ent ) {
|
||
|
influenceMaterial = NULL;
|
||
|
influenceEntity = NULL;
|
||
|
influenceSkin = NULL;
|
||
|
if ( mtr && *mtr ) {
|
||
|
influenceMaterial = declManager->FindMaterial( mtr );
|
||
|
}
|
||
|
if ( skinname && *skinname ) {
|
||
|
influenceSkin = declManager->FindSkin( skinname );
|
||
|
if ( head.GetEntity() ) {
|
||
|
head.GetEntity()->GetRenderEntity()->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
}
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
influenceRadius = radius;
|
||
|
if ( radius > 0.0f ) {
|
||
|
influenceEntity = ent;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idPlayer::SetInfluenceFov
|
||
|
=============
|
||
|
*/
|
||
|
void idPlayer::SetInfluenceFov( float fov ) {
|
||
|
influenceFov = fov;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::OnLadder
|
||
|
================
|
||
|
*/
|
||
|
bool idPlayer::OnLadder() const {
|
||
|
return physicsObj.OnLadder();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_GetButtons
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_GetButtons() {
|
||
|
idThread::ReturnInt( usercmd.buttons );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_GetMove
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_GetMove() {
|
||
|
int upmove = ( ( usercmd.buttons & BUTTON_JUMP ) ? 127 : 0 ) - ( ( usercmd.buttons & BUTTON_CROUCH ) ? 127 : 0 );
|
||
|
idVec3 move( usercmd.forwardmove, usercmd.rightmove, upmove );
|
||
|
idThread::ReturnVector( move );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::Event_GetViewAngles
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::Event_GetViewAngles() {
|
||
|
idThread::ReturnVector( idVec3( viewAngles[0], viewAngles[1], viewAngles[2] ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_StopFxFov
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_StopFxFov() {
|
||
|
fxFov = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::StartFxFov
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::StartFxFov( float duration ) {
|
||
|
fxFov = true;
|
||
|
PostEventSec( &EV_Player_StopFxFov, duration );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_EnableWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_EnableWeapon() {
|
||
|
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
|
||
|
weaponEnabled = true;
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->ExitCinematic();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_DisableWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_DisableWeapon() {
|
||
|
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
|
||
|
weaponEnabled = false;
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->EnterCinematic();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_GiveInventoryItem
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_GiveInventoryItem( const char* name ) {
|
||
|
GiveInventoryItem(name);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_RemoveInventoryItem
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_RemoveInventoryItem( const char* name ) {
|
||
|
RemoveInventoryItem(name);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_GetIdealWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_GetIdealWeapon() {
|
||
|
const char *weapon;
|
||
|
|
||
|
if ( idealWeapon.Get() >= 0 ) {
|
||
|
weapon = spawnArgs.GetString( va( "def_weapon%d", idealWeapon.Get() ) );
|
||
|
idThread::ReturnString( weapon );
|
||
|
} else {
|
||
|
idThread::ReturnString( "" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_SetPowerupTime
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_SetPowerupTime( int powerup, int time ) {
|
||
|
if ( time > 0 ) {
|
||
|
GivePowerUp( powerup, time, ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE );
|
||
|
} else {
|
||
|
ClearPowerup( powerup );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_IsPowerupActive
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_IsPowerupActive( int powerup ) {
|
||
|
idThread::ReturnInt(this->PowerUpActive(powerup) ? 1 : 0);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_StartWarp
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_StartWarp() {
|
||
|
playerView.AddWarp( idVec3( 0, 0, 0 ), SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 100, 1000 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_StopHelltime
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_StopHelltime( int mode ) {
|
||
|
if ( mode == 1 ) {
|
||
|
StopHelltime( true );
|
||
|
}
|
||
|
else {
|
||
|
StopHelltime( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_WeaponAvailable
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_WeaponAvailable( const char* name ) {
|
||
|
|
||
|
idThread::ReturnInt( WeaponAvailable(name) ? 1 : 0 );
|
||
|
}
|
||
|
|
||
|
bool idPlayer::WeaponAvailable( const char* name ) {
|
||
|
for( int i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
if ( inventory.weapons & ( 1 << i ) ) {
|
||
|
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
||
|
if ( !idStr::Cmp( weap, name ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_GetCurrentWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_GetCurrentWeapon() {
|
||
|
const char *weapon;
|
||
|
|
||
|
if ( currentWeapon >= 0 ) {
|
||
|
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
||
|
idThread::ReturnString( weapon );
|
||
|
} else {
|
||
|
idThread::ReturnString( "" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_GetPreviousWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_GetPreviousWeapon() {
|
||
|
const char *weapon;
|
||
|
|
||
|
if ( previousWeapon >= 0 ) {
|
||
|
int pw = ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) ? 0 : previousWeapon;
|
||
|
weapon = spawnArgs.GetString( va( "def_weapon%d", pw) );
|
||
|
idThread::ReturnString( weapon );
|
||
|
} else {
|
||
|
idThread::ReturnString( spawnArgs.GetString( "def_weapon0" ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_SelectWeapon
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_SelectWeapon( const char *weaponName ) {
|
||
|
int i;
|
||
|
int weaponNum;
|
||
|
|
||
|
if ( common->IsClient() ) {
|
||
|
gameLocal.Warning( "Cannot switch weapons from script in multiplayer" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( hiddenWeapon && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
|
||
|
idealWeapon = weapon_fists;
|
||
|
weapon.GetEntity()->HideWeapon();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
weaponNum = -1;
|
||
|
for( i = 0; i < MAX_WEAPONS; i++ ) {
|
||
|
if ( inventory.weapons & ( 1 << i ) ) {
|
||
|
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
|
||
|
if ( !idStr::Cmp( weap, weaponName ) ) {
|
||
|
weaponNum = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( weaponNum < 0 ) {
|
||
|
gameLocal.Warning( "%s is not carrying weapon '%s'", name.c_str(), weaponName );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
hiddenWeapon = false;
|
||
|
idealWeapon = weaponNum;
|
||
|
|
||
|
UpdateHudWeapon();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_GetWeaponEntity
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_GetWeaponEntity() {
|
||
|
idThread::ReturnEntity( weapon.GetEntity() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_OpenPDA
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_OpenPDA() {
|
||
|
if ( !common->IsMultiplayer() ) {
|
||
|
TogglePDA();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_InPDA
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_InPDA() {
|
||
|
idThread::ReturnInt( objectiveSystemOpen );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::TeleportDeath
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::TeleportDeath( int killer ) {
|
||
|
teleportKiller = killer;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_ExitTeleporter
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_ForceOrigin( idVec3 & origin, idAngles & angles ) {
|
||
|
SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
||
|
//SetViewAngles( angles );
|
||
|
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayer::Event_ExitTeleporter
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayer::Event_ExitTeleporter() {
|
||
|
idEntity *exitEnt;
|
||
|
float pushVel;
|
||
|
|
||
|
// verify and setup
|
||
|
exitEnt = teleportEntity.GetEntity();
|
||
|
if ( !exitEnt ) {
|
||
|
common->DPrintf( "Event_ExitTeleporter player %d while not being teleported\n", entityNumber );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
pushVel = exitEnt->spawnArgs.GetFloat( "push", "300" );
|
||
|
|
||
|
if ( common->IsServer() ) {
|
||
|
ServerSendEvent( EVENT_EXIT_TELEPORTER, NULL, false );
|
||
|
}
|
||
|
|
||
|
SetPrivateCameraView( NULL );
|
||
|
// setup origin and push according to the exit target
|
||
|
SetOrigin( exitEnt->GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
||
|
SetViewAngles( exitEnt->GetPhysics()->GetAxis().ToAngles() );
|
||
|
physicsObj.SetLinearVelocity( exitEnt->GetPhysics()->GetAxis()[ 0 ] * pushVel );
|
||
|
physicsObj.ClearPushedVelocity();
|
||
|
// teleport fx
|
||
|
playerView.Flash( colorWhite, 120 );
|
||
|
|
||
|
// clear the ik heights so model doesn't appear in the wrong place
|
||
|
walkIK.EnableAll();
|
||
|
|
||
|
UpdateVisuals();
|
||
|
|
||
|
StartSound( "snd_teleport_exit", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
|
||
|
if ( teleportKiller != -1 ) {
|
||
|
// we got killed while being teleported
|
||
|
Damage( gameLocal.entities[ teleportKiller ], gameLocal.entities[ teleportKiller ], vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
|
||
|
teleportKiller = -1;
|
||
|
} else {
|
||
|
// kill anything that would have waited at teleport exit
|
||
|
gameLocal.KillBox( this );
|
||
|
}
|
||
|
teleportEntity = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::ClientThink
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::ClientThink( const int curTime, const float fraction, const bool predict ) {
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
aimAssist.Update();
|
||
|
}
|
||
|
|
||
|
UpdateSkinSetup();
|
||
|
|
||
|
if ( !IsLocallyControlled() ) {
|
||
|
// ignore attack button of other clients. that's no good for predictions
|
||
|
usercmd.buttons &= ~BUTTON_ATTACK;
|
||
|
}
|
||
|
|
||
|
buttonMask &= usercmd.buttons;
|
||
|
usercmd.buttons &= ~buttonMask;
|
||
|
|
||
|
buttonMask &= usercmd.buttons;
|
||
|
usercmd.buttons &= ~buttonMask;
|
||
|
|
||
|
if ( mountedObject ) {
|
||
|
usercmd.forwardmove = 0;
|
||
|
usercmd.rightmove = 0;
|
||
|
usercmd.buttons &= ~(BUTTON_JUMP|BUTTON_CROUCH);
|
||
|
}
|
||
|
|
||
|
if ( objectiveSystemOpen ) {
|
||
|
usercmd.forwardmove = 0;
|
||
|
usercmd.rightmove = 0;
|
||
|
usercmd.buttons &= ~(BUTTON_JUMP|BUTTON_CROUCH);
|
||
|
}
|
||
|
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
// zooming
|
||
|
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_ZOOM ) {
|
||
|
if ( ( usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ) {
|
||
|
zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() );
|
||
|
} else {
|
||
|
zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clear the ik before we do anything else so the skeleton doesn't get updated twice
|
||
|
walkIK.ClearJointMods();
|
||
|
|
||
|
if ( gameLocal.isNewFrame ) {
|
||
|
if ( usercmd.impulseSequence != oldImpulseSequence ) {
|
||
|
PerformImpulse( usercmd.impulse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( forceScoreBoard ) {
|
||
|
gameLocal.mpGame.SetScoreboardActive( true );
|
||
|
}
|
||
|
|
||
|
AdjustSpeed();
|
||
|
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
UpdateViewAngles();
|
||
|
} else {
|
||
|
idQuat interpolatedAngles = Slerp( previousViewQuat, nextViewQuat, fraction );
|
||
|
viewAngles = interpolatedAngles.ToAngles();
|
||
|
}
|
||
|
|
||
|
smoothedOriginUpdated = false;
|
||
|
|
||
|
if ( !af.IsActive() ) {
|
||
|
AdjustBodyAngles();
|
||
|
}
|
||
|
|
||
|
if ( !isLagged ) {
|
||
|
// don't allow client to move when lagged
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
// Locally-controlled clients are authoritative on their positions, so they can move normally.
|
||
|
Move();
|
||
|
usercmd.pos = physicsObj.GetOrigin();
|
||
|
} else {
|
||
|
// Non-locally controlled players are interpolated.
|
||
|
Move_Interpolated(fraction);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !g_stopTime.GetBool() ) {
|
||
|
if ( !noclip && !spectating && ( health > 0 ) && !IsHidden() ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// update GUIs, Items, and character interactions
|
||
|
UpdateFocus();
|
||
|
|
||
|
// service animations
|
||
|
if ( !spectating && !af.IsActive() ) {
|
||
|
UpdateConditions();
|
||
|
UpdateAnimState();
|
||
|
CheckBlink();
|
||
|
}
|
||
|
|
||
|
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
|
||
|
AI_PAIN = false;
|
||
|
|
||
|
UpdateLocation();
|
||
|
|
||
|
// calculate the exact bobbed view position, which is used to
|
||
|
// position the view weapon, among other things
|
||
|
CalculateFirstPersonView();
|
||
|
|
||
|
// this may use firstPersonView, or a thirdPerson / camera view
|
||
|
CalculateRenderView();
|
||
|
|
||
|
if ( !gameLocal.inCinematic && weapon.GetEntity() && ( health > 0 ) && !( common->IsMultiplayer() && spectating ) ) {
|
||
|
UpdateWeapon();
|
||
|
}
|
||
|
|
||
|
UpdateFlashlight();
|
||
|
|
||
|
UpdateHud();
|
||
|
|
||
|
if ( gameLocal.isNewFrame ) {
|
||
|
UpdatePowerUps();
|
||
|
}
|
||
|
|
||
|
UpdateDeathSkin( false );
|
||
|
|
||
|
renderEntity_t * headRenderEnt = NULL;
|
||
|
if ( head.GetEntity() ) {
|
||
|
headRenderEnt = head.GetEntity()->GetRenderEntity();
|
||
|
}
|
||
|
|
||
|
if ( headRenderEnt ) {
|
||
|
if ( influenceSkin ) {
|
||
|
headRenderEnt->customSkin = influenceSkin;
|
||
|
} else {
|
||
|
headRenderEnt->customSkin = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() || g_showPlayerShadow.GetBool() ) {
|
||
|
renderEntity.suppressShadowInViewID = 0;
|
||
|
if ( headRenderEnt ) {
|
||
|
headRenderEnt->suppressShadowInViewID = 0;
|
||
|
}
|
||
|
} else {
|
||
|
renderEntity.suppressShadowInViewID = entityNumber+1;
|
||
|
if ( headRenderEnt ) {
|
||
|
headRenderEnt->suppressShadowInViewID = entityNumber+1;
|
||
|
}
|
||
|
}
|
||
|
// never cast shadows from our first-person muzzle flashes
|
||
|
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
||
|
if ( headRenderEnt ) {
|
||
|
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.inCinematic ) {
|
||
|
UpdateAnimation();
|
||
|
}
|
||
|
|
||
|
if ( enviroSuitLight.IsValid() ) {
|
||
|
idAngles lightAng = firstPersonViewAxis.ToAngles();
|
||
|
idVec3 lightOrg = firstPersonViewOrigin;
|
||
|
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
|
||
|
|
||
|
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
|
||
|
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
|
||
|
|
||
|
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
|
||
|
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
|
||
|
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
|
||
|
lightAng.pitch += enviroAngleOffset.x;
|
||
|
lightAng.yaw += enviroAngleOffset.y;
|
||
|
lightAng.roll += enviroAngleOffset.z;
|
||
|
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
|
||
|
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
|
||
|
enviroSuitLight.GetEntity()->UpdateVisuals();
|
||
|
enviroSuitLight.GetEntity()->Present();
|
||
|
}
|
||
|
|
||
|
if ( common->IsMultiplayer() ) {
|
||
|
DrawPlayerIcons();
|
||
|
}
|
||
|
|
||
|
Present();
|
||
|
|
||
|
UpdateDamageEffects();
|
||
|
|
||
|
LinkCombat();
|
||
|
|
||
|
// stereo rendering laser sight that replaces the crosshair
|
||
|
UpdateLaserSight();
|
||
|
|
||
|
if ( gameLocal.isNewFrame && IsLocallyControlled() ) {
|
||
|
playerView.CalculateShake();
|
||
|
}
|
||
|
|
||
|
// determine if portal sky is in pvs
|
||
|
pvsHandle_t clientPVS = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );
|
||
|
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( clientPVS, GetPhysics()->GetOrigin() );
|
||
|
gameLocal.pvs.FreeCurrentPVS( clientPVS );
|
||
|
|
||
|
//InterpolatePhysics( fraction );
|
||
|
|
||
|
// Make sure voice groups are set to the right team
|
||
|
if ( common->IsMultiplayer() && session->GetState() >= idSession::INGAME && entityNumber < MAX_CLIENTS ) { // The entityNumber < MAX_CLIENTS seems to quiet the static analyzer
|
||
|
// Make sure we're on the right team (at the lobby level)
|
||
|
const int voiceTeam = spectating ? LOBBY_SPECTATE_TEAM_FOR_VOICE_CHAT : team;
|
||
|
|
||
|
//idLib::Printf( "CLIENT: Sending voice %i / %i\n", entityNumber, voiceTeam );
|
||
|
|
||
|
// Update lobby team
|
||
|
session->GetActingGameStateLobbyBase().SetLobbyUserTeam( gameLocal.lobbyUserIDs[ entityNumber ], voiceTeam );
|
||
|
|
||
|
// Update voice groups to match in case something changed
|
||
|
session->SetVoiceGroupsToTeams();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::GetPhysicsToVisualTransform
|
||
|
================
|
||
|
*/
|
||
|
bool idPlayer::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
if ( af.IsActive() ) {
|
||
|
af.GetPhysicsToVisualTransform( origin, axis );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// smoothen the rendered origin and angles of other clients
|
||
|
// smooth self origin if snapshots are telling us prediction is off
|
||
|
if ( common->IsClient() && gameLocal.framenum >= smoothedFrame && ( !IsLocallyControlled() || selfSmooth ) ) {
|
||
|
// render origin and axis
|
||
|
idMat3 renderAxis = viewAxis * GetPhysics()->GetAxis();
|
||
|
idVec3 renderOrigin = GetPhysics()->GetOrigin() + modelOffset * renderAxis;
|
||
|
|
||
|
// update the smoothed origin
|
||
|
if ( !smoothedOriginUpdated ) {
|
||
|
idVec2 originDiff = renderOrigin.ToVec2() - smoothedOrigin.ToVec2();
|
||
|
if ( originDiff.LengthSqr() < Square( 100.0f ) ) {
|
||
|
// smoothen by pushing back to the previous position
|
||
|
if ( selfSmooth ) {
|
||
|
assert( IsLocallyControlled() );
|
||
|
renderOrigin.ToVec2() -= net_clientSelfSmoothing.GetFloat() * originDiff;
|
||
|
} else {
|
||
|
renderOrigin.ToVec2() -= gameLocal.clientSmoothing * originDiff;
|
||
|
}
|
||
|
}
|
||
|
smoothedOrigin = renderOrigin;
|
||
|
|
||
|
smoothedFrame = gameLocal.framenum;
|
||
|
smoothedOriginUpdated = true;
|
||
|
}
|
||
|
|
||
|
axis = idAngles( 0.0f, viewAngles.yaw, 0.0f ).ToMat3();
|
||
|
origin = ( smoothedOrigin - GetPhysics()->GetOrigin() ) * axis.Transpose();
|
||
|
|
||
|
} else {
|
||
|
|
||
|
axis = viewAxis;
|
||
|
origin = modelOffset;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::GetPhysicsToSoundTransform
|
||
|
================
|
||
|
*/
|
||
|
bool idPlayer::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
idCamera *camera;
|
||
|
|
||
|
if ( privateCameraView ) {
|
||
|
camera = privateCameraView;
|
||
|
} else {
|
||
|
camera = gameLocal.GetCamera();
|
||
|
}
|
||
|
|
||
|
if ( camera ) {
|
||
|
renderView_t view;
|
||
|
|
||
|
memset( &view, 0, sizeof( view ) );
|
||
|
camera->GetViewParms( &view );
|
||
|
origin = view.vieworg;
|
||
|
axis = view.viewaxis;
|
||
|
return true;
|
||
|
} else {
|
||
|
return idActor::GetPhysicsToSoundTransform( origin, axis );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::HandleUserCmds
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::HandleUserCmds( const usercmd_t & newcmd ) {
|
||
|
// latch button actions
|
||
|
oldButtons = usercmd.buttons;
|
||
|
|
||
|
// grab out usercmd
|
||
|
oldCmd = usercmd;
|
||
|
oldImpulseSequence = usercmd.impulseSequence;
|
||
|
usercmd = newcmd;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::WriteToSnapshot( idBitMsg &msg ) const {
|
||
|
physicsObj.WriteToSnapshot( msg );
|
||
|
WriteBindToSnapshot( msg );
|
||
|
// Only remote players will use these actual viewangles.
|
||
|
idCQuat snapViewCQuat( viewAngles.ToQuat().ToCQuat() );
|
||
|
msg.WriteFloat( snapViewCQuat.x );
|
||
|
msg.WriteFloat( snapViewCQuat.y );
|
||
|
msg.WriteFloat( snapViewCQuat.z );
|
||
|
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[0] );
|
||
|
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[1] );
|
||
|
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[2] );
|
||
|
msg.WriteShort( health );
|
||
|
msg.WriteBits( gameLocal.ServerRemapDecl( -1, DECL_ENTITYDEF, lastDamageDef ), gameLocal.entityDefBits );
|
||
|
msg.WriteDir( lastDamageDir, 9 );
|
||
|
msg.WriteShort( lastDamageLocation );
|
||
|
msg.WriteBits( idealWeapon.Get(), idMath::BitsForInteger( MAX_WEAPONS ) );
|
||
|
msg.WriteBits( inventory.weapons, MAX_WEAPONS );
|
||
|
msg.WriteBits( weapon.GetSpawnId(), 32 );
|
||
|
msg.WriteBits( flashlight.GetSpawnId(), 32 );
|
||
|
msg.WriteBits( spectator, idMath::BitsForInteger( MAX_CLIENTS ) );
|
||
|
msg.WriteBits( lastHitToggle, 1 );
|
||
|
msg.WriteBits( weaponGone, 1 );
|
||
|
msg.WriteBits( isLagged, 1 );
|
||
|
msg.WriteShort( team );
|
||
|
WriteToBitMsg( respawn_netEvent, msg );
|
||
|
|
||
|
/* Needed for the scoreboard */
|
||
|
msg.WriteBits( carryingFlag, 1 );
|
||
|
msg.WriteBits( enviroSuitLight.GetSpawnId(), 32 );
|
||
|
|
||
|
msg.WriteBits( AI_CROUCH, 1 );
|
||
|
msg.WriteBits( AI_ONGROUND, 1 );
|
||
|
msg.WriteBits( AI_ONLADDER, 1 );
|
||
|
msg.WriteBits( AI_JUMP, 1 );
|
||
|
msg.WriteBits( AI_WEAPON_FIRED, 1 );
|
||
|
msg.WriteBits( AI_ATTACK_HELD, 1 );
|
||
|
|
||
|
msg.WriteByte( usercmd.buttons );
|
||
|
msg.WriteBits( usercmd.forwardmove, -8 );
|
||
|
msg.WriteBits( usercmd.rightmove, -8 );
|
||
|
|
||
|
msg.WriteBool( spectating );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::ReadFromSnapshot( const idBitMsg &msg ) {
|
||
|
int oldHealth, newIdealWeapon, weaponSpawnId;
|
||
|
int flashlightSpawnId;
|
||
|
bool newHitToggle;
|
||
|
|
||
|
oldHealth = health;
|
||
|
|
||
|
physicsObj.ReadFromSnapshot( msg );
|
||
|
ReadBindFromSnapshot( msg );
|
||
|
|
||
|
// The remote players get updated view angles from the snapshot.
|
||
|
idCQuat snapViewCQuat;
|
||
|
snapViewCQuat.x = msg.ReadFloat();
|
||
|
snapViewCQuat.y = msg.ReadFloat();
|
||
|
snapViewCQuat.z = msg.ReadFloat();
|
||
|
|
||
|
idAngles tempDeltaViewAngles;
|
||
|
tempDeltaViewAngles[0] = msg.ReadDeltaFloat( 0.0f );
|
||
|
tempDeltaViewAngles[1] = msg.ReadDeltaFloat( 0.0f );
|
||
|
tempDeltaViewAngles[2] = msg.ReadDeltaFloat( 0.0f );
|
||
|
|
||
|
deltaViewAngles = tempDeltaViewAngles;
|
||
|
|
||
|
health = msg.ReadShort();
|
||
|
lastDamageDef = gameLocal.ClientRemapDecl( DECL_ENTITYDEF, msg.ReadBits( gameLocal.entityDefBits ) );
|
||
|
lastDamageDir = msg.ReadDir( 9 );
|
||
|
lastDamageLocation = msg.ReadShort();
|
||
|
newIdealWeapon = msg.ReadBits( idMath::BitsForInteger( MAX_WEAPONS ) );
|
||
|
inventory.weapons = msg.ReadBits( MAX_WEAPONS );
|
||
|
weaponSpawnId = msg.ReadBits( 32 );
|
||
|
flashlightSpawnId = msg.ReadBits( 32 );
|
||
|
spectator = msg.ReadBits( idMath::BitsForInteger( MAX_CLIENTS ) );
|
||
|
newHitToggle = msg.ReadBits( 1 ) != 0;
|
||
|
weaponGone = msg.ReadBits( 1 ) != 0;
|
||
|
isLagged = msg.ReadBits( 1 ) != 0;
|
||
|
team = msg.ReadShort();
|
||
|
ReadFromBitMsg( respawn_netEvent, msg );
|
||
|
|
||
|
carryingFlag = msg.ReadBits( 1 ) != 0;
|
||
|
int enviroSpawnId;
|
||
|
enviroSpawnId = msg.ReadBits( 32 );
|
||
|
enviroSuitLight.SetSpawnId( enviroSpawnId );
|
||
|
|
||
|
bool snapshotCrouch = msg.ReadBool();
|
||
|
bool snapshotOnGround = msg.ReadBool();
|
||
|
bool snapshotOnLadder = msg.ReadBool();
|
||
|
bool snapshotJump = msg.ReadBool();
|
||
|
bool snapShotFired = msg.ReadBool();
|
||
|
bool snapShotAttackHeld = msg.ReadBool();
|
||
|
|
||
|
byte snapshotButtons = msg.ReadByte();
|
||
|
signed char snapshotForward = msg.ReadBits( -8 );
|
||
|
signed char snapshotRight = msg.ReadBits( -8 );
|
||
|
|
||
|
const bool snapshotSpectating = msg.ReadBool();
|
||
|
|
||
|
// no msg reading below this
|
||
|
|
||
|
// Update remote remote player state.
|
||
|
if ( !IsLocallyControlled() ) {
|
||
|
previousViewQuat = nextViewQuat;
|
||
|
nextViewQuat = snapViewCQuat.ToQuat();
|
||
|
|
||
|
AI_CROUCH = snapshotCrouch;
|
||
|
AI_ONGROUND = snapshotOnGround;
|
||
|
AI_ONLADDER = snapshotOnLadder;
|
||
|
AI_JUMP = snapshotJump;
|
||
|
AI_WEAPON_FIRED = snapShotFired;
|
||
|
AI_ATTACK_HELD = snapShotAttackHeld;
|
||
|
|
||
|
oldCmd = usercmd;
|
||
|
|
||
|
usercmd.buttons = snapshotButtons;
|
||
|
usercmd.forwardmove = snapshotForward;
|
||
|
usercmd.rightmove = snapshotRight;
|
||
|
}
|
||
|
|
||
|
if ( weapon.SetSpawnId( weaponSpawnId ) ) {
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
// maintain ownership locally
|
||
|
weapon.GetEntity()->SetOwner( this );
|
||
|
}
|
||
|
currentWeapon = -1;
|
||
|
}
|
||
|
|
||
|
if ( flashlight.SetSpawnId( flashlightSpawnId ) ) {
|
||
|
if ( flashlight.GetEntity() ) {
|
||
|
flashlight.GetEntity()->SetFlashlightOwner( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// if not a local client
|
||
|
if ( !IsLocallyControlled() ) {
|
||
|
// assume the client has all ammo types
|
||
|
inventory.SetRemoteClientAmmo( GetEntityNumber() );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// Update spectating state
|
||
|
const bool wasSpectating = spectating;
|
||
|
spectating = snapshotSpectating;
|
||
|
|
||
|
if ( spectating != wasSpectating ) {
|
||
|
Spectate( spectating, false );
|
||
|
}
|
||
|
|
||
|
if ( oldHealth > 0 && health <= 0 ) {
|
||
|
if ( snapshotStale ) {
|
||
|
// so we just hide and don't show a death skin
|
||
|
UpdateDeathSkin( true );
|
||
|
}
|
||
|
// die
|
||
|
AI_DEAD = true;
|
||
|
ClearPowerUps();
|
||
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
|
||
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
|
||
|
SetWaitState( "" );
|
||
|
animator.ClearAllJoints();
|
||
|
StartRagdoll();
|
||
|
physicsObj.SetMovementType( PM_DEAD );
|
||
|
if ( !snapshotStale ) {
|
||
|
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
}
|
||
|
if ( weapon.GetEntity() ) {
|
||
|
weapon.GetEntity()->OwnerDied();
|
||
|
}
|
||
|
if ( flashlight.GetEntity() ) {
|
||
|
FlashlightOff();
|
||
|
flashlight.GetEntity()->OwnerDied();
|
||
|
}
|
||
|
|
||
|
if( IsLocallyControlled() ) {
|
||
|
ControllerShakeFromDamage( oldHealth - health );
|
||
|
}
|
||
|
|
||
|
} else if ( health < oldHealth && health > 0 ) {
|
||
|
if ( snapshotStale ) {
|
||
|
lastDmgTime = gameLocal.time;
|
||
|
} else {
|
||
|
// damage feedback
|
||
|
const idDeclEntityDef *def = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_ENTITYDEF, lastDamageDef, false ) );
|
||
|
if ( def ) {
|
||
|
if ( IsLocallyControlled() ) {
|
||
|
playerView.DamageImpulse( lastDamageDir * viewAxis.Transpose(), &def->dict );
|
||
|
AI_PAIN = Pain( NULL, NULL, oldHealth - health, lastDamageDir, lastDamageLocation );
|
||
|
}
|
||
|
lastDmgTime = gameLocal.time;
|
||
|
} else {
|
||
|
common->Warning( "NET: no damage def for damage feedback '%d'\n", lastDamageDef );
|
||
|
}
|
||
|
|
||
|
if( IsLocallyControlled() ) {
|
||
|
ControllerShakeFromDamage( oldHealth - health );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
} else if ( health > oldHealth && PowerUpActive( MEGAHEALTH ) && !snapshotStale ) {
|
||
|
// just pulse, for any health raise
|
||
|
healthPulse = true;
|
||
|
}
|
||
|
|
||
|
// handle respawns
|
||
|
if ( respawn_netEvent.Get() ) {
|
||
|
Init();
|
||
|
StopRagdoll();
|
||
|
SetPhysics( &physicsObj );
|
||
|
// Explicitly set the current origin, since locally-controlled clients
|
||
|
// don't interpolate. Reading the physics object from the snapshot only
|
||
|
// updates the next state, not the current state.
|
||
|
physicsObj.SnapToNextState();
|
||
|
physicsObj.EnableClip();
|
||
|
SetCombatContents( true );
|
||
|
if ( flashlight.GetEntity() ) {
|
||
|
flashlight.GetEntity()->Show();
|
||
|
}
|
||
|
Respawn_Shared();
|
||
|
}
|
||
|
|
||
|
// If the player is alive, restore proper physics object
|
||
|
if ( health > 0 && IsActiveAF() ) {
|
||
|
StopRagdoll();
|
||
|
SetPhysics( &physicsObj );
|
||
|
physicsObj.EnableClip();
|
||
|
SetCombatContents( true );
|
||
|
}
|
||
|
|
||
|
const int oldIdealWeapon = idealWeapon.Get();
|
||
|
idealWeapon.UpdateFromSnapshot( newIdealWeapon, GetEntityNumber() );
|
||
|
|
||
|
if ( oldIdealWeapon != idealWeapon.Get() ) {
|
||
|
if ( snapshotStale ) {
|
||
|
weaponCatchup = true;
|
||
|
}
|
||
|
UpdateHudWeapon();
|
||
|
}
|
||
|
|
||
|
if ( lastHitToggle != newHitToggle ) {
|
||
|
SetLastHitTime( gameLocal.realClientTime );
|
||
|
}
|
||
|
|
||
|
if ( msg.HasChanged() ) {
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::WritePlayerStateToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::WritePlayerStateToSnapshot( idBitMsg &msg ) const {
|
||
|
msg.WriteByte( bobCycle );
|
||
|
msg.WriteLong( stepUpTime );
|
||
|
msg.WriteFloat( stepUpDelta );
|
||
|
msg.WriteLong( inventory.weapons );
|
||
|
msg.WriteByte( inventory.armor );
|
||
|
|
||
|
inventory.WriteAmmoToSnapshot( msg );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::ReadPlayerStateFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::ReadPlayerStateFromSnapshot( const idBitMsg &msg ) {
|
||
|
int newBobCycle = 0;
|
||
|
int newStepUpTime = 0;
|
||
|
int newStepUpDelta = 0;
|
||
|
|
||
|
newBobCycle = msg.ReadByte();
|
||
|
newStepUpTime = msg.ReadLong();
|
||
|
newStepUpDelta = msg.ReadFloat();
|
||
|
|
||
|
inventory.weapons = msg.ReadLong();
|
||
|
inventory.armor = msg.ReadByte();
|
||
|
|
||
|
inventory.ReadAmmoFromSnapshot( msg, GetEntityNumber() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::ServerReceiveEvent
|
||
|
================
|
||
|
*/
|
||
|
bool idPlayer::ServerReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||
|
|
||
|
if ( idEntity::ServerReceiveEvent( event, time, msg ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::ClientReceiveEvent
|
||
|
================
|
||
|
*/
|
||
|
bool idPlayer::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||
|
switch ( event ) {
|
||
|
case EVENT_EXIT_TELEPORTER:
|
||
|
Event_ExitTeleporter();
|
||
|
return true;
|
||
|
case EVENT_ABORT_TELEPORTER:
|
||
|
SetPrivateCameraView( NULL );
|
||
|
return true;
|
||
|
case EVENT_POWERUP: {
|
||
|
int powerup = msg.ReadShort();
|
||
|
int powertime = msg.ReadShort();
|
||
|
if ( powertime > 0 ) {
|
||
|
GivePowerUp( powerup, powertime, ITEM_GIVE_UPDATE_STATE );
|
||
|
} else {
|
||
|
ClearPowerup( powerup );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
case EVENT_PICKUPNAME: {
|
||
|
char buf[MAX_EVENT_PARAM_SIZE];
|
||
|
msg.ReadString(buf, MAX_EVENT_PARAM_SIZE);
|
||
|
inventory.AddPickupName(buf, this); //_D3XP
|
||
|
return true;
|
||
|
}
|
||
|
case EVENT_SPECTATE: {
|
||
|
bool spectate = ( msg.ReadBits( 1 ) != 0 );
|
||
|
Spectate( spectate, true );
|
||
|
return true;
|
||
|
}
|
||
|
case EVENT_ADD_DAMAGE_EFFECT: {
|
||
|
if ( spectating ) {
|
||
|
// if we're spectating, ignore
|
||
|
// happens if the event and the spectate change are written on the server during the same frame (fraglimit)
|
||
|
return true;
|
||
|
}
|
||
|
return idActor::ClientReceiveEvent( event, time, msg );
|
||
|
}
|
||
|
case EVENT_FORCE_ORIGIN: {
|
||
|
|
||
|
idVec3 forceOrigin = ReadFloatArray< idVec3 >( msg );
|
||
|
idAngles forceAngles;
|
||
|
forceAngles[0] = msg.ReadFloat();
|
||
|
forceAngles[1] = msg.ReadFloat();
|
||
|
forceAngles[2] = msg.ReadFloat();
|
||
|
|
||
|
Event_ForceOrigin( forceOrigin, forceAngles );
|
||
|
return true;
|
||
|
}
|
||
|
case EVENT_KNOCKBACK: {
|
||
|
idVec3 linearVelocity = ReadFloatArray< idVec3 >( msg );
|
||
|
int knockbacktime = msg.ReadByte();
|
||
|
physicsObj.SetLinearVelocity( linearVelocity );
|
||
|
physicsObj.SetKnockBack( knockbacktime );
|
||
|
return true;
|
||
|
}
|
||
|
default: {
|
||
|
return idActor::ClientReceiveEvent( event, time, msg );
|
||
|
}
|
||
|
}
|
||
|
// return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::Hide
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::Hide() {
|
||
|
idWeapon *weap;
|
||
|
|
||
|
idActor::Hide();
|
||
|
weap = weapon.GetEntity();
|
||
|
if ( weap ) {
|
||
|
weap->HideWorldModel();
|
||
|
}
|
||
|
idWeapon * flash = flashlight.GetEntity();
|
||
|
if( flash ) {
|
||
|
flash->HideWorldModel();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPlayer::Show
|
||
|
================
|
||
|
*/
|
||
|
void idPlayer::Show() {
|
||
|
idWeapon *weap;
|
||
|
|
||
|
idActor::Show();
|
||
|
weap = weapon.GetEntity();
|
||
|
if ( weap ) {
|
||
|
weap->ShowWorldModel();
|
||
|
}
|
||
|
idWeapon * flash = flashlight.GetEntity();
|
||
|
if( flash ) {
|
||
|
flash->ShowWorldModel();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::IsSoundChannelPlaying
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::IsSoundChannelPlaying( const s_channelType channel ) {
|
||
|
if ( GetSoundEmitter() != NULL ) {
|
||
|
return GetSoundEmitter()->CurrentlyPlaying( channel );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::ShowTip
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::ShowTip( const char *title, const char *tip, bool autoHide ) {
|
||
|
if ( tipUp ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( hudManager ) {
|
||
|
hudManager->ShowTip( title, tip, autoHide );
|
||
|
}
|
||
|
tipUp = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::HideTip
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::HideTip() {
|
||
|
if ( hudManager ) {
|
||
|
hudManager->HideTip();
|
||
|
}
|
||
|
tipUp = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Event_HideTip
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Event_HideTip() {
|
||
|
HideTip();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::HideObjective
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::HideObjective() {
|
||
|
|
||
|
StartSound( "snd_objectivedown", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
|
||
|
if ( hud ) {
|
||
|
if ( objectiveUp ) {
|
||
|
hud->HideObjective( false );
|
||
|
objectiveUp = false;
|
||
|
} else {
|
||
|
hud->HideObjective( true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Event_StopAudioLog
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Event_StopAudioLog() {
|
||
|
//EndAudioLog();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::SetSpectateOrigin
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::SetSpectateOrigin() {
|
||
|
idVec3 neworig;
|
||
|
|
||
|
neworig = GetPhysics()->GetOrigin();
|
||
|
neworig[ 2 ] += pm_normalviewheight.GetFloat();
|
||
|
neworig[ 2 ] += SPECTATE_RAISE;
|
||
|
SetOrigin( neworig );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::RemoveWeapon
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::RemoveWeapon( const char *weap ) {
|
||
|
if ( weap && *weap ) {
|
||
|
inventory.Drop( spawnArgs, spawnArgs.GetString( weap ), -1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::RemoveAllButEssentialWeapons
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::RemoveAllButEssentialWeapons() {
|
||
|
const idKeyValue * kv = spawnArgs.MatchPrefix( "def_weapon", NULL );
|
||
|
for ( ; kv != NULL; kv = spawnArgs.MatchPrefix( "def_weapon", kv ) ) {
|
||
|
// This list probably ought to be placed int the player's def
|
||
|
if ( kv->GetValue() == "weapon_fists" || kv->GetValue() == "weapon_soulcube" || kv->GetValue() == "weapon_pda"
|
||
|
|| kv->GetValue() == "weapon_flashlight" || kv->GetValue() == "weapon_flashlight_new" ) {
|
||
|
continue;
|
||
|
}
|
||
|
inventory.Drop( spawnArgs, kv->GetValue(), -1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::CanShowWeaponViewmodel
|
||
|
===============
|
||
|
*/
|
||
|
bool idPlayer::CanShowWeaponViewmodel() const {
|
||
|
return ui_showGun.GetBool();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::SetLevelTrigger
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::SetLevelTrigger( const char *levelName, const char *triggerName ) {
|
||
|
if ( levelName && *levelName && triggerName && *triggerName ) {
|
||
|
idLevelTriggerInfo lti;
|
||
|
lti.levelName = levelName;
|
||
|
lti.triggerName = triggerName;
|
||
|
inventory.levelTriggers.Append( lti );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Event_LevelTrigger
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Event_LevelTrigger() {
|
||
|
idStr mapName = gameLocal.GetMapName();
|
||
|
mapName.StripPath();
|
||
|
mapName.StripFileExtension();
|
||
|
for ( int i = inventory.levelTriggers.Num() - 1; i >= 0; i-- ) {
|
||
|
if ( idStr::Icmp( mapName, inventory.levelTriggers[i].levelName) == 0 ){
|
||
|
idEntity *ent = gameLocal.FindEntity( inventory.levelTriggers[i].triggerName );
|
||
|
if ( ent ) {
|
||
|
ent->PostEventMS( &EV_Activate, 1, this );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::Event_Gibbed
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::Event_Gibbed() {
|
||
|
// do nothing
|
||
|
}
|
||
|
|
||
|
extern idCVar net_clientMaxPrediction;
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::UpdatePlayerIcons
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::UpdatePlayerIcons() {
|
||
|
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
|
||
|
int lastPacketTime = lobby.GetPeerTimeSinceLastPacket( lobby.PeerIndexFromLobbyUser( gameLocal.lobbyUserIDs[entityNumber] ) );
|
||
|
isLagged = ( lastPacketTime > net_clientMaxPrediction.GetInteger() );
|
||
|
//isChatting = ( ( usercmd.buttons & BUTTON_CHATTING ) && ( health > 0 ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::DrawPlayerIcons
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::DrawPlayerIcons() {
|
||
|
if ( !NeedsIcon() ) {
|
||
|
playerIcon.FreeIcon();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Never draw icons for hidden players.
|
||
|
if ( this->IsHidden() )
|
||
|
return;
|
||
|
|
||
|
playerIcon.Draw( this, headJoint );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::HidePlayerIcons
|
||
|
===============
|
||
|
*/
|
||
|
void idPlayer::HidePlayerIcons() {
|
||
|
playerIcon.FreeIcon();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::NeedsIcon
|
||
|
==============
|
||
|
*/
|
||
|
bool idPlayer::NeedsIcon() {
|
||
|
// local clients don't render their own icons... they're only info for other clients
|
||
|
// always draw icons in CTF games
|
||
|
return !IsLocallyControlled() && ( ( g_CTFArrows.GetBool() && gameLocal.mpGame.IsGametypeFlagBased() && !IsHidden() && !AI_DEAD ) || ( isLagged ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPlayer::DropFlag()
|
||
|
==============
|
||
|
*/
|
||
|
void idPlayer::DropFlag() {
|
||
|
if ( !carryingFlag || !common->IsMultiplayer() || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
|
||
|
return;
|
||
|
|
||
|
idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - team );
|
||
|
if ( entity ) {
|
||
|
idItemTeam * item = static_cast<idItemTeam*>(entity);
|
||
|
|
||
|
if ( item->carried && !item->dropped ) {
|
||
|
item->Drop( health <= 0 );
|
||
|
carryingFlag = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void idPlayer::ReturnFlag() {
|
||
|
|
||
|
if ( !carryingFlag || !common->IsMultiplayer() || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
|
||
|
return;
|
||
|
|
||
|
idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - team );
|
||
|
if ( entity ) {
|
||
|
idItemTeam * item = static_cast<idItemTeam*>(entity);
|
||
|
|
||
|
if ( item->carried && !item->dropped ) {
|
||
|
item->Return();
|
||
|
carryingFlag = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idPlayer::FreeModelDef() {
|
||
|
idAFEntity_Base::FreeModelDef();
|
||
|
if ( common->IsMultiplayer() && gameLocal.mpGame.IsGametypeFlagBased() )
|
||
|
playerIcon.FreeIcon();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idView::SetControllerShake
|
||
|
========================
|
||
|
*/
|
||
|
void idPlayer::SetControllerShake( float highMagnitude, int highDuration, float lowMagnitude, int lowDuration ) {
|
||
|
|
||
|
// the main purpose of having these buffer is so multiple, individual shake events can co-exist with each other,
|
||
|
// for instance, a constant low rumble from the chainsaw when it's idle and a harsh rumble when it's being used.
|
||
|
|
||
|
// find active buffer with similar magnitude values
|
||
|
int activeBufferWithSimilarMags = -1;
|
||
|
int inactiveBuffer = -1;
|
||
|
for ( int i=0; i<MAX_SHAKE_BUFFER; i++ ) {
|
||
|
if ( gameLocal.GetTime() <= controllerShakeHighTime[i] || gameLocal.GetTime() <= controllerShakeLowTime[i] ) {
|
||
|
if ( idMath::Fabs( highMagnitude - controllerShakeHighMag[i] ) <= 0.1f && idMath::Fabs( lowMagnitude - controllerShakeLowMag[i] ) <= 0.1f ) {
|
||
|
activeBufferWithSimilarMags = i;
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
if ( inactiveBuffer == -1 ) {
|
||
|
inactiveBuffer = i; // first, inactive buffer..
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( activeBufferWithSimilarMags > -1 ) {
|
||
|
// average the magnitudes and adjust the time
|
||
|
controllerShakeHighMag[ activeBufferWithSimilarMags ] += highMagnitude;
|
||
|
controllerShakeHighMag[ activeBufferWithSimilarMags ] *= 0.5f;
|
||
|
|
||
|
controllerShakeLowMag[ activeBufferWithSimilarMags ] += lowMagnitude;
|
||
|
controllerShakeLowMag[ activeBufferWithSimilarMags ] *= 0.5f;
|
||
|
|
||
|
controllerShakeHighTime[ activeBufferWithSimilarMags ] = gameLocal.GetTime() + highDuration;
|
||
|
controllerShakeLowTime[ activeBufferWithSimilarMags ] = gameLocal.GetTime() + lowDuration;
|
||
|
controllerShakeTimeGroup = gameLocal.selectedGroup;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( inactiveBuffer == -1 ) {
|
||
|
inactiveBuffer = 0; // FIXME: probably want to use the oldest buffer..
|
||
|
}
|
||
|
|
||
|
controllerShakeHighMag[ inactiveBuffer ] = highMagnitude;
|
||
|
controllerShakeLowMag[ inactiveBuffer ] = lowMagnitude;
|
||
|
controllerShakeHighTime[ inactiveBuffer ] = gameLocal.GetTime() + highDuration;
|
||
|
controllerShakeLowTime[ inactiveBuffer ] = gameLocal.GetTime() + lowDuration;
|
||
|
controllerShakeTimeGroup = gameLocal.selectedGroup;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idView::ResetControllerShake
|
||
|
========================
|
||
|
*/
|
||
|
void idPlayer::ResetControllerShake() {
|
||
|
for ( int i=0; i<MAX_SHAKE_BUFFER; i++ ) {
|
||
|
controllerShakeHighTime[i] = 0;
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<MAX_SHAKE_BUFFER; i++ ) {
|
||
|
controllerShakeHighMag[i] = 0.0f;
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<MAX_SHAKE_BUFFER; i++ ) {
|
||
|
controllerShakeLowTime[i] = 0;
|
||
|
}
|
||
|
|
||
|
for ( int i=0; i<MAX_SHAKE_BUFFER; i++ ) {
|
||
|
controllerShakeLowMag[i] = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idPlayer::GetControllerShake
|
||
|
========================
|
||
|
*/
|
||
|
void idPlayer::GetControllerShake( int & highMagnitude, int & lowMagnitude ) const {
|
||
|
|
||
|
if ( gameLocal.inCinematic ) {
|
||
|
// no controller shake during cinematics
|
||
|
highMagnitude = 0;
|
||
|
lowMagnitude = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float lowMag = 0.0f;
|
||
|
float highMag = 0.0f;
|
||
|
|
||
|
lowMagnitude = 0;
|
||
|
highMagnitude = 0;
|
||
|
|
||
|
// use highest values from active buffers
|
||
|
for ( int i=0; i<MAX_SHAKE_BUFFER; i++ ) {
|
||
|
if ( gameLocal.GetTimeGroupTime( controllerShakeTimeGroup ) < controllerShakeLowTime[i] ) {
|
||
|
if ( controllerShakeLowMag[i] > lowMag ) {
|
||
|
lowMag = controllerShakeLowMag[i];
|
||
|
}
|
||
|
}
|
||
|
if ( gameLocal.GetTimeGroupTime( controllerShakeTimeGroup ) < controllerShakeHighTime[i] ) {
|
||
|
if ( controllerShakeHighMag[i] > highMag ) {
|
||
|
highMag = controllerShakeHighMag[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
lowMagnitude = idMath::Ftoi( lowMag * 65535.0f );
|
||
|
highMagnitude = idMath::Ftoi( highMag * 65535.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idPlayer::GetExpansionType
|
||
|
========================
|
||
|
*/
|
||
|
gameExpansionType_t idPlayer::GetExpansionType() const {
|
||
|
const char * expansion = spawnArgs.GetString( "player_expansion", "d3" );
|
||
|
if ( idStr::Icmp( expansion, "d3" ) == 0 ) {
|
||
|
return GAME_BASE;
|
||
|
}
|
||
|
if ( idStr::Icmp( expansion, "d3xp" ) == 0 ) {
|
||
|
return GAME_D3XP;
|
||
|
}
|
||
|
if ( idStr::Icmp( expansion, "d3le" ) == 0 ) {
|
||
|
return GAME_D3LE;
|
||
|
}
|
||
|
return GAME_UNKNOWN;
|
||
|
}
|