jedi-academy/codemp/game/bg_pmove.c

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2013-04-19 02:52:48 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate
#include "q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
#include "bg_strap.h"
#include "../ghoul2/G2.h"
#ifdef QAGAME
#include "g_local.h" //ahahahahhahahaha@$!$!
#endif
#define MAX_WEAPON_CHARGE_TIME 5000
#ifdef QAGAME
extern void G_CheapWeaponFire(int entNum, int ev);
extern qboolean TryGrapple(gentity_t *ent); //g_cmds.c
extern void trap_FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd, int vol, int rad );
#endif
#include "../namespace_begin.h"
extern qboolean BG_FullBodyTauntAnim( int anim );
extern float PM_WalkableGroundDistance(void);
extern qboolean PM_GroundSlideOkay( float zNormal );
extern saberInfo_t *BG_MySaber( int clientNum, int saberNum );
pmove_t *pm;
pml_t pml;
bgEntity_t *pm_entSelf = NULL;
bgEntity_t *pm_entVeh = NULL;
qboolean gPMDoSlowFall = qfalse;
qboolean pm_cancelOutZoom = qfalse;
// movement parameters
float pm_stopspeed = 100.0f;
float pm_duckScale = 0.50f;
float pm_swimScale = 0.50f;
float pm_wadeScale = 0.70f;
float pm_vehicleaccelerate = 36.0f;
float pm_accelerate = 10.0f;
float pm_airaccelerate = 1.0f;
float pm_wateraccelerate = 4.0f;
float pm_flyaccelerate = 8.0f;
float pm_friction = 6.0f;
float pm_waterfriction = 1.0f;
float pm_flightfriction = 3.0f;
float pm_spectatorfriction = 5.0f;
int c_pmove = 0;
float forceSpeedLevels[4] =
{
1, //rank 0?
1.25,
1.5,
1.75
};
int forcePowerNeeded[NUM_FORCE_POWER_LEVELS][NUM_FORCE_POWERS] =
{
{ //nothing should be usable at rank 0..
999,//FP_HEAL,//instant
999,//FP_LEVITATION,//hold/duration
999,//FP_SPEED,//duration
999,//FP_PUSH,//hold/duration
999,//FP_PULL,//hold/duration
999,//FP_TELEPATHY,//instant
999,//FP_GRIP,//hold/duration
999,//FP_LIGHTNING,//hold/duration
999,//FP_RAGE,//duration
999,//FP_PROTECT,//duration
999,//FP_ABSORB,//duration
999,//FP_TEAM_HEAL,//instant
999,//FP_TEAM_FORCE,//instant
999,//FP_DRAIN,//hold/duration
999,//FP_SEE,//duration
999,//FP_SABER_OFFENSE,
999,//FP_SABER_DEFENSE,
999//FP_SABERTHROW,
//NUM_FORCE_POWERS
},
{
65,//FP_HEAL,//instant //was 25, but that was way too little
10,//FP_LEVITATION,//hold/duration
50,//FP_SPEED,//duration
20,//FP_PUSH,//hold/duration
20,//FP_PULL,//hold/duration
20,//FP_TELEPATHY,//instant
30,//FP_GRIP,//hold/duration
1,//FP_LIGHTNING,//hold/duration
50,//FP_RAGE,//duration
50,//FP_PROTECT,//duration
50,//FP_ABSORB,//duration
50,//FP_TEAM_HEAL,//instant
50,//FP_TEAM_FORCE,//instant
20,//FP_DRAIN,//hold/duration
20,//FP_SEE,//duration
0,//FP_SABER_OFFENSE,
2,//FP_SABER_DEFENSE,
20//FP_SABERTHROW,
//NUM_FORCE_POWERS
},
{
60,//FP_HEAL,//instant
10,//FP_LEVITATION,//hold/duration
50,//FP_SPEED,//duration
20,//FP_PUSH,//hold/duration
20,//FP_PULL,//hold/duration
20,//FP_TELEPATHY,//instant
30,//FP_GRIP,//hold/duration
1,//FP_LIGHTNING,//hold/duration
50,//FP_RAGE,//duration
25,//FP_PROTECT,//duration
25,//FP_ABSORB,//duration
33,//FP_TEAM_HEAL,//instant
33,//FP_TEAM_FORCE,//instant
20,//FP_DRAIN,//hold/duration
20,//FP_SEE,//duration
0,//FP_SABER_OFFENSE,
1,//FP_SABER_DEFENSE,
20//FP_SABERTHROW,
//NUM_FORCE_POWERS
},
{
50,//FP_HEAL,//instant //You get 5 points of health.. for 50 force points!
10,//FP_LEVITATION,//hold/duration
50,//FP_SPEED,//duration
20,//FP_PUSH,//hold/duration
20,//FP_PULL,//hold/duration
20,//FP_TELEPATHY,//instant
60,//FP_GRIP,//hold/duration
1,//FP_LIGHTNING,//hold/duration
50,//FP_RAGE,//duration
10,//FP_PROTECT,//duration
10,//FP_ABSORB,//duration
25,//FP_TEAM_HEAL,//instant
25,//FP_TEAM_FORCE,//instant
20,//FP_DRAIN,//hold/duration
20,//FP_SEE,//duration
0,//FP_SABER_OFFENSE,
0,//FP_SABER_DEFENSE,
20//FP_SABERTHROW,
//NUM_FORCE_POWERS
}
};
float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =
{
32,//normal jump (+stepheight+crouchdiff = 66)
96,//(+stepheight+crouchdiff = 130)
192,//(+stepheight+crouchdiff = 226)
384//(+stepheight+crouchdiff = 418)
};
float forceJumpStrength[NUM_FORCE_POWER_LEVELS] =
{
JUMP_VELOCITY,//normal jump
420,
590,
840
};
//rww - Get a pointer to the bgEntity by the index
bgEntity_t *PM_BGEntForNum( int num )
{
bgEntity_t *ent;
if (!pm)
{
assert(!"You cannot call PM_BGEntForNum outside of pm functions!");
return NULL;
}
if (!pm->baseEnt)
{
assert(!"Base entity address not set");
return NULL;
}
if (!pm->entSize)
{
assert(!"sizeof(ent) is 0, impossible (not set?)");
return NULL;
}
assert(num >= 0 && num < MAX_GENTITIES);
ent = (bgEntity_t *)((byte *)pm->baseEnt + pm->entSize*(num));
return ent;
}
qboolean BG_SabersOff( playerState_t *ps )
{
if ( !ps->saberHolstered )
{
return qfalse;
}
if ( ps->fd.saberAnimLevelBase == SS_DUAL
|| ps->fd.saberAnimLevelBase == SS_STAFF )
{
if ( ps->saberHolstered < 2 )
{
return qfalse;
}
}
return qtrue;
}
qboolean BG_KnockDownable(playerState_t *ps)
{
if (!ps)
{ //just for safety
return qfalse;
}
if (ps->m_iVehicleNum)
{ //riding a vehicle, don't knock me down
return qfalse;
}
if (ps->emplacedIndex)
{ //using emplaced gun or eweb, can't be knocked down
return qfalse;
}
//ok, I guess?
return qtrue;
}
//I should probably just do a global inline sometime.
#ifndef __LCC__
#define PM_INLINE ID_INLINE
#else
#define PM_INLINE //none
#endif
//hacky assumption check, assume any client non-humanoid is a rocket trooper
qboolean PM_INLINE PM_IsRocketTrooper(void)
{
/*
if (pm->ps->clientNum < MAX_CLIENTS &&
pm->gametype == GT_SIEGE &&
pm->nonHumanoid)
{
return qtrue;
}
*/
return qfalse;
}
int PM_GetSaberStance(void)
{
int anim = BOTH_STAND2;
saberInfo_t *saber1 = BG_MySaber( pm->ps->clientNum, 0 );
saberInfo_t *saber2 = BG_MySaber( pm->ps->clientNum, 1 );
if (!pm->ps->saberEntityNum)
{ //lost it
return BOTH_STAND1;
}
if ( BG_SabersOff( pm->ps ) )
{
return BOTH_STAND1;
}
if ( saber1
&& saber1->readyAnim != -1 )
{
return saber1->readyAnim;
}
if ( saber2
&& saber2->readyAnim != -1 )
{
return saber2->readyAnim;
}
if ( saber1
&& saber2
&& !pm->ps->saberHolstered )
{//dual sabers, both on
return BOTH_SABERDUAL_STANCE;
}
switch ( pm->ps->fd.saberAnimLevel )
{
case SS_DUAL:
anim = BOTH_SABERDUAL_STANCE;
break;
case SS_STAFF:
anim = BOTH_SABERSTAFF_STANCE;
break;
case SS_FAST:
case SS_TAVION:
anim = BOTH_SABERFAST_STANCE;
break;
case SS_STRONG:
anim = BOTH_SABERSLOW_STANCE;
break;
case SS_NONE:
case SS_MEDIUM:
case SS_DESANN:
default:
anim = BOTH_STAND2;
break;
}
return anim;
}
qboolean PM_DoSlowFall(void)
{
if ( ( (pm->ps->legsAnim) == BOTH_WALL_RUN_RIGHT || (pm->ps->legsAnim) == BOTH_WALL_RUN_LEFT ) && pm->ps->legsTimer > 500 )
{
return qtrue;
}
return qfalse;
}
//begin vehicle functions crudely ported from sp -rww
/*
====================================================================
void pitch_roll_for_slope (edict_t *forwhom, vec3_t *slope, vec3_t storeAngles )
MG
This will adjust the pitch and roll of a monster to match
a given slope - if a non-'0 0 0' slope is passed, it will
use that value, otherwise it will use the ground underneath
the monster. If it doesn't find a surface, it does nothinh\g
and returns.
====================================================================
*/
void PM_pitch_roll_for_slope( bgEntity_t *forwhom, vec3_t pass_slope, vec3_t storeAngles )
{
vec3_t slope;
vec3_t nvf, ovf, ovr, startspot, endspot, new_angles = { 0, 0, 0 };
float pitch, mod, dot;
//if we don't have a slope, get one
if( !pass_slope || VectorCompare( vec3_origin, pass_slope ) )
{
trace_t trace;
VectorCopy( pm->ps->origin, startspot );
startspot[2] += pm->mins[2] + 4;
VectorCopy( startspot, endspot );
endspot[2] -= 300;
pm->trace( &trace, pm->ps->origin, vec3_origin, vec3_origin, endspot, forwhom->s.number, MASK_SOLID );
// if(trace_fraction>0.05&&forwhom.movetype==MOVETYPE_STEP)
// forwhom.flags(-)FL_ONGROUND;
if ( trace.fraction >= 1.0 )
return;
if( !( &trace.plane ) )
return;
if ( VectorCompare( vec3_origin, trace.plane.normal ) )
return;
VectorCopy( trace.plane.normal, slope );
}
else
{
VectorCopy( pass_slope, slope );
}
if ( forwhom->s.NPC_class == CLASS_VEHICLE )
{//special code for vehicles
Vehicle_t *pVeh = forwhom->m_pVehicle;
vec3_t tempAngles;
tempAngles[PITCH] = tempAngles[ROLL] = 0;
tempAngles[YAW] = pVeh->m_vOrientation[YAW];
AngleVectors( tempAngles, ovf, ovr, NULL );
}
else
{
AngleVectors( pm->ps->viewangles, ovf, ovr, NULL );
}
vectoangles( slope, new_angles );
pitch = new_angles[PITCH] + 90;
new_angles[ROLL] = new_angles[PITCH] = 0;
AngleVectors( new_angles, nvf, NULL, NULL );
mod = DotProduct( nvf, ovr );
if ( mod<0 )
mod = -1;
else
mod = 1;
dot = DotProduct( nvf, ovf );
if ( storeAngles )
{
storeAngles[PITCH] = dot * pitch;
storeAngles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
}
else //if ( forwhom->client )
{
float oldmins2;
pm->ps->viewangles[PITCH] = dot * pitch;
pm->ps->viewangles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
oldmins2 = pm->mins[2];
pm->mins[2] = -24 + 12 * fabs(pm->ps->viewangles[PITCH])/180.0f;
//FIXME: if it gets bigger, move up
if ( oldmins2 > pm->mins[2] )
{//our mins is now lower, need to move up
//FIXME: trace?
pm->ps->origin[2] += (oldmins2 - pm->mins[2]);
//forwhom->currentOrigin[2] = forwhom->client->ps.origin[2];
//gi.linkentity( forwhom );
}
}
/*
else
{
forwhom->currentAngles[PITCH] = dot * pitch;
forwhom->currentAngles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
}
*/
}
#define FLY_NONE 0
#define FLY_NORMAL 1
#define FLY_VEHICLE 2
#define FLY_HOVER 3
static int pm_flying = FLY_NONE;
void PM_SetSpecialMoveValues (void)
{
bgEntity_t *pEnt;
if (pm->ps->clientNum < MAX_CLIENTS)
{ //we know that real players aren't vehs
pm_flying = FLY_NONE;
return;
}
//default until we decide otherwise
pm_flying = FLY_NONE;
pEnt = pm_entSelf;
if ( pEnt )
{
if ( (pm->ps->eFlags2&EF2_FLYING) )// pm->gent->client->moveType == MT_FLYSWIM )
{
pm_flying = FLY_NORMAL;
}
else if ( pEnt->s.NPC_class == CLASS_VEHICLE )
{
if ( pEnt->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
{
pm_flying = FLY_VEHICLE;
}
else if ( pEnt->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
{
pm_flying = FLY_HOVER;
}
}
}
}
static void PM_SetVehicleAngles( vec3_t normal )
{
bgEntity_t *pEnt = pm_entSelf;
Vehicle_t *pVeh;
vec3_t vAngles;
float vehicleBankingSpeed;
float pitchBias;
int i;
if ( !pEnt || pEnt->s.NPC_class != CLASS_VEHICLE )
{
return;
}
pVeh = pEnt->m_pVehicle;
//float curVehicleBankingSpeed;
vehicleBankingSpeed = (pVeh->m_pVehicleInfo->bankingSpeed*32.0f)*pml.frametime;//0.25f
if ( vehicleBankingSpeed <= 0
|| ( pVeh->m_pVehicleInfo->pitchLimit == 0 && pVeh->m_pVehicleInfo->rollLimit == 0 ) )
{//don't bother, this vehicle doesn't bank
return;
}
//FIXME: do 3 traces to define a plane and use that... smoothes it out some, too...
//pitch_roll_for_slope( pm->gent, normal, vAngles );
//FIXME: maybe have some pitch control in water and/or air?
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
{
pitchBias = 0.0f;
}
else
{
//FIXME: gravity does not matter in SPACE!!!
//center of gravity affects pitch in air/water (FIXME: what about roll?)
pitchBias = 90.0f*pVeh->m_pVehicleInfo->centerOfGravity[0];//if centerOfGravity is all the way back (-1.0f), vehicle pitches up 90 degrees when in air
}
VectorClear( vAngles );
if ( pm->waterlevel > 0 )
{//in water
//view pitch has some influence when in water
//FIXME: take center of gravity into account?
vAngles[PITCH] += (pm->ps->viewangles[PITCH]-vAngles[PITCH])*0.75f + (pitchBias*0.5);
}
else if ( normal )
{//have a valid surface below me
PM_pitch_roll_for_slope( pEnt, normal, vAngles );
if ( (pml.groundTrace.contents&(CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) )
{//on water
//view pitch has some influence when on a fluid surface
//FIXME: take center of gravity into account
vAngles[PITCH] += (pm->ps->viewangles[PITCH]-vAngles[PITCH])*0.5f + (pitchBias*0.5f);
}
}
else
{//in air, let pitch match view...?
//FIXME: take center of gravity into account
vAngles[PITCH] = pm->ps->viewangles[PITCH]*0.5f + pitchBias;
//don't bank so fast when in the air
vehicleBankingSpeed *= (0.125f*pml.frametime);
}
//NOTE: if angles are flat and we're moving through air (not on ground),
// then pitch/bank?
if ( pVeh->m_pVehicleInfo->rollLimit > 0 )
{
//roll when banking
vec3_t velocity;
float speed;
VectorCopy( pm->ps->velocity, velocity );
velocity[2] = 0.0f;
speed = VectorNormalize( velocity );
if ( speed > 32.0f || speed < -32.0f )
{
vec3_t rt, tempVAngles;
float side;
float dp;
// Magic number fun! Speed is used for banking, so modulate the speed by a sine wave
//FIXME: this banks too early
speed *= sin( (150 + pml.frametime) * 0.003 );
// Clamp to prevent harsh rolling
if ( speed > 60 )
speed = 60;
VectorCopy( pVeh->m_vOrientation, tempVAngles );
tempVAngles[ROLL] = 0;
AngleVectors( tempVAngles, NULL, rt, NULL );
dp = DotProduct( velocity, rt );
side = speed * dp;
vAngles[ROLL] -= side;
}
}
//cap
if ( pVeh->m_pVehicleInfo->pitchLimit != -1 )
{
if ( vAngles[PITCH] > pVeh->m_pVehicleInfo->pitchLimit )
{
vAngles[PITCH] = pVeh->m_pVehicleInfo->pitchLimit;
}
else if ( vAngles[PITCH] < -pVeh->m_pVehicleInfo->pitchLimit )
{
vAngles[PITCH] = -pVeh->m_pVehicleInfo->pitchLimit;
}
}
if ( vAngles[ROLL] > pVeh->m_pVehicleInfo->rollLimit )
{
vAngles[ROLL] = pVeh->m_pVehicleInfo->rollLimit;
}
else if ( vAngles[ROLL] < -pVeh->m_pVehicleInfo->rollLimit )
{
vAngles[ROLL] = -pVeh->m_pVehicleInfo->rollLimit;
}
//do it
for ( i = 0; i < 3; i++ )
{
if ( i == YAW )
{//yawing done elsewhere
continue;
}
//bank faster the higher the difference is
/*
else if ( i == PITCH )
{
curVehicleBankingSpeed = vehicleBankingSpeed*fabs(AngleNormalize180(AngleSubtract( vAngles[PITCH], pVeh->m_vOrientation[PITCH] )))/(g_vehicleInfo[pm->ps->vehicleIndex].pitchLimit/2.0f);
}
else if ( i == ROLL )
{
curVehicleBankingSpeed = vehicleBankingSpeed*fabs(AngleNormalize180(AngleSubtract( vAngles[ROLL], pVeh->m_vOrientation[ROLL] )))/(g_vehicleInfo[pm->ps->vehicleIndex].rollLimit/2.0f);
}
if ( curVehicleBankingSpeed )
*/
{
if ( pVeh->m_vOrientation[i] >= vAngles[i] + vehicleBankingSpeed )
{
pVeh->m_vOrientation[i] -= vehicleBankingSpeed;
}
else if ( pVeh->m_vOrientation[i] <= vAngles[i] - vehicleBankingSpeed )
{
pVeh->m_vOrientation[i] += vehicleBankingSpeed;
}
else
{
pVeh->m_vOrientation[i] = vAngles[i];
}
}
}
}
#ifndef QAGAME
extern vmCvar_t cg_paused;
#endif
void BG_ExternThisSoICanRecompileInDebug( Vehicle_t *pVeh, playerState_t *riderPS )
{
/*
float pitchSubtract, pitchDelta, yawDelta;
//Com_Printf( S_COLOR_RED"PITCH: %4.2f, YAW: %4.2f, ROLL: %4.2f\n", riderPS->viewangles[0],riderPS->viewangles[1],riderPS->viewangles[2]);
yawDelta = AngleSubtract(riderPS->viewangles[YAW],pVeh->m_vPrevRiderViewAngles[YAW]);
#ifndef QAGAME
if ( !cg_paused.integer )
{
//Com_Printf( "%d - yawDelta %4.2f\n", pm->cmd.serverTime, yawDelta );
}
#endif
yawDelta *= (4.0f*pVeh->m_fTimeModifier);
pVeh->m_vOrientation[ROLL] -= yawDelta;
pitchDelta = AngleSubtract(riderPS->viewangles[PITCH],pVeh->m_vPrevRiderViewAngles[PITCH]);
pitchDelta *= (2.0f*pVeh->m_fTimeModifier);
pitchSubtract = pitchDelta * (fabs(pVeh->m_vOrientation[ROLL])/90.0f);
pVeh->m_vOrientation[PITCH] += pitchDelta-pitchSubtract;
if ( pVeh->m_vOrientation[ROLL] > 0 )
{
pVeh->m_vOrientation[YAW] += pitchSubtract;
}
else
{
pVeh->m_vOrientation[YAW] -= pitchSubtract;
}
pVeh->m_vOrientation[PITCH] = AngleNormalize180( pVeh->m_vOrientation[PITCH] );
pVeh->m_vOrientation[YAW] = AngleNormalize360( pVeh->m_vOrientation[YAW] );
pVeh->m_vOrientation[ROLL] = AngleNormalize180( pVeh->m_vOrientation[ROLL] );
VectorCopy( riderPS->viewangles, pVeh->m_vPrevRiderViewAngles );
*/
}
void BG_VehicleTurnRateForSpeed( Vehicle_t *pVeh, float speed, float *mPitchOverride, float *mYawOverride )
{
if ( pVeh && pVeh->m_pVehicleInfo )
{
float speedFrac = 1.0f;
if ( pVeh->m_pVehicleInfo->speedDependantTurning )
{
if ( pVeh->m_LandTrace.fraction >= 1.0f
|| pVeh->m_LandTrace.plane.normal[2] < MIN_LANDING_SLOPE )
{
speedFrac = (speed/(pVeh->m_pVehicleInfo->speedMax*0.75f));
if ( speedFrac < 0.25f )
{
speedFrac = 0.25f;
}
else if ( speedFrac > 1.0f )
{
speedFrac = 1.0f;
}
}
}
if ( pVeh->m_pVehicleInfo->mousePitch )
{
*mPitchOverride = pVeh->m_pVehicleInfo->mousePitch*speedFrac;
}
if ( pVeh->m_pVehicleInfo->mouseYaw )
{
*mYawOverride = pVeh->m_pVehicleInfo->mouseYaw*speedFrac;
}
}
}
#include "../namespace_end.h"
// Following couple things don't belong in the DLL namespace!
#ifdef QAGAME
typedef struct gentity_s gentity_t;
gentity_t *G_PlayEffectID(const int fxID, vec3_t org, vec3_t ang);
#endif
#include "../namespace_begin.h"
static void PM_GroundTraceMissed( void );
void PM_HoverTrace( void )
{
Vehicle_t *pVeh;
float hoverHeight;
vec3_t point, vAng, fxAxis[3];
trace_t *trace;
float relativeWaterLevel;
bgEntity_t *pEnt = pm_entSelf;
if ( !pEnt || pEnt->s.NPC_class != CLASS_VEHICLE )
{
return;
}
pVeh = pEnt->m_pVehicle;
hoverHeight = pVeh->m_pVehicleInfo->hoverHeight;
trace = &pml.groundTrace;
pml.groundPlane = qfalse;
//relativeWaterLevel = (pm->ps->waterheight - (pm->ps->origin[2]+pm->mins[2]));
relativeWaterLevel = pm->waterlevel; //I.. guess this works
if ( pm->waterlevel && relativeWaterLevel >= 0 )
{//in water
if ( pVeh->m_pVehicleInfo->bouyancy <= 0.0f )
{//sink like a rock
}
else
{//rise up
float floatHeight = (pVeh->m_pVehicleInfo->bouyancy * ((pm->maxs[2]-pm->mins[2])*0.5f)) - (hoverHeight*0.5f);//1.0f should make you float half-in, half-out of water
if ( relativeWaterLevel > floatHeight )
{//too low, should rise up
pm->ps->velocity[2] += (relativeWaterLevel - floatHeight) * pVeh->m_fTimeModifier;
}
}
//if ( pm->ps->waterheight < pm->ps->origin[2]+pm->maxs[2] )
if (pm->waterlevel <= 1)
{//part of us is sticking out of water
if ( fabs(pm->ps->velocity[0]) + fabs(pm->ps->velocity[1]) > 100 )
{//moving at a decent speed
if ( Q_irand( pml.frametime, 100 ) >= 50 )
{//splash
vec3_t wakeOrg;
vAng[PITCH] = vAng[ROLL] = 0;
vAng[YAW] = pVeh->m_vOrientation[YAW];
AngleVectors( vAng, fxAxis[2], fxAxis[1], fxAxis[0] );
VectorCopy( pm->ps->origin, wakeOrg );
//wakeOrg[2] = pm->ps->waterheight;
if (pm->waterlevel >= 2)
{
wakeOrg[2] = pm->ps->origin[2]+16;
}
else
{
wakeOrg[2] = pm->ps->origin[2];
}
#ifdef QAGAME //yeah, this is kind of crappy and makes no use of prediction whatsoever
if ( pVeh->m_pVehicleInfo->iWakeFX )
{
//G_PlayEffectID( pVeh->m_pVehicleInfo->iWakeFX, wakeOrg, fxAxis[0] );
//tempent use bad!
G_AddEvent((gentity_t *)pEnt, EV_PLAY_EFFECT_ID, pVeh->m_pVehicleInfo->iWakeFX);
}
#endif
}
}
}
}
else
{
int traceContents;
float minNormal = (float)MIN_WALK_NORMAL;
minNormal = pVeh->m_pVehicleInfo->maxSlope;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - hoverHeight;
//FIXME: check for water, too? If over water, go slower and make wave effect
// If *in* water, go really slow and use bouyancy stat to determine how far below surface to float
//NOTE: if bouyancy is 2.0f or higher, you float over water like it's solid ground.
// if it's 1.0f, you sink halfway into water. If it's 0, you sink...
traceContents = pm->tracemask;
if ( pVeh->m_pVehicleInfo->bouyancy >= 2.0f )
{//sit on water
traceContents |= (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA);
}
pm->trace( trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, traceContents );
if (trace->plane.normal[0] > 0.5f || trace->plane.normal[0] < -0.5f ||
trace->plane.normal[1] > 0.5f || trace->plane.normal[1] < -0.5f)
{ //steep slanted hill, don't go up it.
float d = fabs(trace->plane.normal[0]);
float e = fabs(trace->plane.normal[1]);
if (e > d)
{
d = e;
}
pm->ps->velocity[2] = -300.0f*d;
}
else if ( trace->plane.normal[2] >= minNormal )
{//not a steep slope, so push us up
if ( trace->fraction < 1.0f )
{//push up off ground
float hoverForce = pVeh->m_pVehicleInfo->hoverStrength;
if ( trace->fraction > 0.5f )
{
pm->ps->velocity[2] += (1.0f-trace->fraction)*hoverForce*pVeh->m_fTimeModifier;
}
else
{
pm->ps->velocity[2] += (0.5f-(trace->fraction*trace->fraction))*hoverForce*2.0f*pVeh->m_fTimeModifier;
}
if ( (trace->contents&(CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) )
{//hovering on water, make a spash if moving
if ( fabs(pm->ps->velocity[0]) + fabs(pm->ps->velocity[1]) > 100 )
{//moving at a decent speed
if ( Q_irand( pml.frametime, 100 ) >= 50 )
{//splash
vAng[PITCH] = vAng[ROLL] = 0;
vAng[YAW] = pVeh->m_vOrientation[YAW];
AngleVectors( vAng, fxAxis[2], fxAxis[1], fxAxis[0] );
#ifdef QAGAME
if ( pVeh->m_pVehicleInfo->iWakeFX )
{
G_PlayEffectID( pVeh->m_pVehicleInfo->iWakeFX, trace->endpos, fxAxis[0] );
}
#endif
}
}
}
pml.groundPlane = qtrue;
}
}
}
if ( pml.groundPlane )
{
PM_SetVehicleAngles( pml.groundTrace.plane.normal );
// We're on the ground.
pVeh->m_ulFlags &= ~VEH_FLYING;
pVeh->m_vAngularVelocity = 0.0f;
}
else
{
PM_SetVehicleAngles( NULL );
// We're flying in the air.
pVeh->m_ulFlags |= VEH_FLYING;
//groundTrace
if (pVeh->m_vAngularVelocity==0.0f)
{
pVeh->m_vAngularVelocity = pVeh->m_vOrientation[YAW] - pVeh->m_vPrevOrientation[YAW];
if (pVeh->m_vAngularVelocity<-15.0f)
{
pVeh->m_vAngularVelocity = -15.0f;
}
if (pVeh->m_vAngularVelocity> 15.0f)
{
pVeh->m_vAngularVelocity = 15.0f;
}
}
//pVeh->m_vAngularVelocity *= 0.95f; // Angular Velocity Decays Over Time
if (pVeh->m_vAngularVelocity > 0.0f)
{
pVeh->m_vAngularVelocity -= pml.frametime;
if (pVeh->m_vAngularVelocity < 0.0f)
{
pVeh->m_vAngularVelocity = 0.0f;
}
}
else if (pVeh->m_vAngularVelocity < 0.0f)
{
pVeh->m_vAngularVelocity += pml.frametime;
if (pVeh->m_vAngularVelocity > 0.0f)
{
pVeh->m_vAngularVelocity = 0.0f;
}
}
}
PM_GroundTraceMissed();
}
//end vehicle functions crudely ported from sp -rww
/*
===============
PM_AddEvent
===============
*/
void PM_AddEvent( int newEvent ) {
BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
}
void PM_AddEventWithParm( int newEvent, int parm )
{
BG_AddPredictableEventToPlayerstate( newEvent, parm, pm->ps );
}
/*
===============
PM_AddTouchEnt
===============
*/
void PM_AddTouchEnt( int entityNum ) {
int i;
if ( entityNum == ENTITYNUM_WORLD ) {
return;
}
if ( pm->numtouch == MAXTOUCH ) {
return;
}
// see if it is already added
for ( i = 0 ; i < pm->numtouch ; i++ ) {
if ( pm->touchents[ i ] == entityNum ) {
return;
}
}
// add it
pm->touchents[pm->numtouch] = entityNum;
pm->numtouch++;
}
/*
==================
PM_ClipVelocity
Slide off of the impacting surface
==================
*/
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
float backoff;
float change;
float oldInZ;
int i;
if ( (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
{//no sliding!
VectorCopy( in, out );
return;
}
oldInZ = in[2];
backoff = DotProduct (in, normal);
if ( backoff < 0 ) {
backoff *= overbounce;
} else {
backoff /= overbounce;
}
for ( i=0 ; i<3 ; i++ ) {
change = normal[i]*backoff;
out[i] = in[i] - change;
}
if ( pm->stepSlideFix )
{
if ( pm->ps->clientNum < MAX_CLIENTS//normal player
&& pm->ps->groundEntityNum != ENTITYNUM_NONE//on the ground
&& normal[2] < MIN_WALK_NORMAL )//sliding against a steep slope
{//if walking on the ground, don't slide up slopes that are too steep to walk on
out[2] = oldInZ;
}
}
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
static void PM_Friction( void ) {
vec3_t vec;
float *vel;
float speed, newspeed, control;
float drop;
bgEntity_t *pEnt = NULL;
vel = pm->ps->velocity;
VectorCopy( vel, vec );
if ( pml.walking ) {
vec[2] = 0; // ignore slope movement
}
speed = VectorLength(vec);
if (speed < 1) {
vel[0] = 0;
vel[1] = 0; // allow sinking underwater
if (pm->ps->pm_type == PM_SPECTATOR)
{
vel[2] = 0;
}
// FIXME: still have z friction underwater?
return;
}
drop = 0;
if (pm->ps->clientNum >= MAX_CLIENTS)
{
pEnt = pm_entSelf;
}
// apply ground friction, even if on ladder
if (pm_flying != FLY_VEHICLE &&
pEnt &&
pEnt->s.NPC_class == CLASS_VEHICLE &&
pEnt->m_pVehicle &&
pEnt->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL &&
pEnt->m_pVehicle->m_pVehicleInfo->type != VH_WALKER &&
pEnt->m_pVehicle->m_pVehicleInfo->friction )
{
float friction = pEnt->m_pVehicle->m_pVehicleInfo->friction;
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) /*&& !(pm->ps->pm_flags & PMF_TIME_NOFRICTION)*/ )
{
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
/*
if ( Flying == FLY_HOVER )
{
if ( pm->cmd.rightmove )
{//if turning, increase friction
control *= 2.0f;
}
if ( pm->ps->groundEntityNum < ENTITYNUM_NONE )
{//on the ground
drop += control*friction*pml.frametime;
}
else if ( pml.groundPlane )
{//on a slope
drop += control*friction*2.0f*pml.frametime;
}
else
{//in air
drop += control*2.0f*friction*pml.frametime;
}
}
*/
}
}
else if ( pm_flying != FLY_NORMAL && pm_flying != FLY_VEHICLE )
{
// apply ground friction
if ( pm->waterlevel <= 1 ) {
if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
// if getting knocked back, no friction
if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*pm_friction*pml.frametime;
}
}
}
}
if ( pm_flying == FLY_VEHICLE )
{
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) )
{
control = speed;// < pm_stopspeed ? pm_stopspeed : speed;
drop += control*pm_friction*pml.frametime;
}
}
// apply water friction even if just wading
if ( pm->waterlevel ) {
drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
}
// If on a client then there is no friction
else if ( pm->ps->groundEntityNum < MAX_CLIENTS )
{
drop = 0;
}
if ( pm->ps->pm_type == PM_SPECTATOR || pm->ps->pm_type == PM_FLOAT )
{
if (pm->ps->pm_type == PM_FLOAT)
{ //almost no friction while floating
drop += speed*0.1*pml.frametime;
}
else
{
drop += speed*pm_spectatorfriction*pml.frametime;
}
}
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0) {
newspeed = 0;
}
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
vel[2] = vel[2] * newspeed;
}
/*
==============
PM_Accelerate
Handles user intended acceleration
==============
*/
static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel )
{
if (pm->gametype != GT_SIEGE
|| pm->ps->m_iVehicleNum
|| pm->ps->clientNum >= MAX_CLIENTS
|| pm->ps->pm_type != PM_NORMAL)
{ //standard method, allows "bunnyhopping" and whatnot
int i;
float addspeed, accelspeed, currentspeed;
currentspeed = DotProduct (pm->ps->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0 && pm->ps->clientNum < MAX_CLIENTS) {
return;
}
if (addspeed < 0)
{
accelspeed = (-accel)*pml.frametime*wishspeed;
if (accelspeed < addspeed) {
accelspeed = addspeed;
}
}
else
{
accelspeed = accel*pml.frametime*wishspeed;
if (accelspeed > addspeed) {
accelspeed = addspeed;
}
}
for (i=0 ; i<3 ; i++) {
pm->ps->velocity[i] += accelspeed*wishdir[i];
}
}
else
{ //use the proper way for siege
vec3_t wishVelocity;
vec3_t pushDir;
float pushLen;
float canPush;
VectorScale( wishdir, wishspeed, wishVelocity );
VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
pushLen = VectorNormalize( pushDir );
canPush = accel*pml.frametime*wishspeed;
if (canPush > pushLen) {
canPush = pushLen;
}
VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
}
}
/*
============
PM_CmdScale
Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
static float PM_CmdScale( usercmd_t *cmd ) {
int max;
float total;
float scale;
int umove = 0; //cmd->upmove;
//don't factor upmove into scaling speed
max = abs( cmd->forwardmove );
if ( abs( cmd->rightmove ) > max ) {
max = abs( cmd->rightmove );
}
if ( abs( umove ) > max ) {
max = abs( umove );
}
if ( !max ) {
return 0;
}
total = sqrt( (float)(cmd->forwardmove * cmd->forwardmove
+ cmd->rightmove * cmd->rightmove + umove * umove) );
scale = (float)pm->ps->speed * max / ( 127.0 * total );
return scale;
}
/*
================
PM_SetMovementDir
Determine the rotation of the legs reletive
to the facing dir
================
*/
static void PM_SetMovementDir( void ) {
if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 0;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 1;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 2;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 3;
} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 4;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 5;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 6;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 7;
}
} else {
// if they aren't actively going directly sideways,
// change the animation to the diagonal so they
// don't stop too crooked
if ( pm->ps->movementDir == 2 ) {
pm->ps->movementDir = 1;
} else if ( pm->ps->movementDir == 6 ) {
pm->ps->movementDir = 7;
}
}
}
#define METROID_JUMP 1
qboolean PM_ForceJumpingUp(void)
{
if ( !(pm->ps->fd.forcePowersActive&(1<<FP_LEVITATION)) && pm->ps->fd.forceJumpCharge )
{//already jumped and let go
return qfalse;
}
if ( BG_InSpecialJump( pm->ps->legsAnim ) )
{
return qfalse;
}
if (BG_SaberInSpecial(pm->ps->saberMove))
{
return qfalse;
}
if (BG_SaberInSpecialAttack(pm->ps->legsAnim))
{
return qfalse;
}
if (BG_HasYsalamiri(pm->gametype, pm->ps))
{
return qfalse;
}
if (!BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION))
{
return qfalse;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && //in air
(pm->ps->pm_flags & PMF_JUMP_HELD) && //jumped
pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && //force-jump capable
pm->ps->velocity[2] > 0 )//going up
{
return qtrue;
}
return qfalse;
}
static void PM_JumpForDir( void )
{
int anim = BOTH_JUMP1;
if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_JUMP1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_JUMPBACK1;
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_JUMPRIGHT1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_JUMPLEFT1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else
{
anim = BOTH_JUMP1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
if(!BG_InDeathAnim(pm->ps->legsAnim))
{
PM_SetAnim(SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE, 100);
}
}
void PM_SetPMViewAngle(playerState_t *ps, vec3_t angle, usercmd_t *ucmd)
{
int i;
for (i=0 ; i<3 ; i++)
{ // set the delta angle
int cmdAngle;
cmdAngle = ANGLE2SHORT(angle[i]);
ps->delta_angles[i] = cmdAngle - ucmd->angles[i];
}
VectorCopy (angle, ps->viewangles);
}
qboolean PM_AdjustAngleForWallRun( playerState_t *ps, usercmd_t *ucmd, qboolean doMove )
{
if (( (ps->legsAnim) == BOTH_WALL_RUN_RIGHT || (ps->legsAnim) == BOTH_WALL_RUN_LEFT ) && ps->legsTimer > 500 )
{//wall-running and not at end of anim
//stick to wall, if there is one
vec3_t fwd, rt, traceTo, mins, maxs, fwdAngles;
trace_t trace;
float dist, yawAdjust;
VectorSet(mins, -15, -15, 0);
VectorSet(maxs, 15, 15, 24);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0);
AngleVectors( fwdAngles, fwd, rt, NULL );
if ( (ps->legsAnim) == BOTH_WALL_RUN_RIGHT )
{
dist = 128;
yawAdjust = -90;
}
else
{
dist = -128;
yawAdjust = 90;
}
VectorMA( ps->origin, dist, rt, traceTo );
pm->trace( &trace, ps->origin, mins, maxs, traceTo, ps->clientNum, MASK_PLAYERSOLID );
if ( trace.fraction < 1.0f
&& (trace.plane.normal[2] >= 0.0f && trace.plane.normal[2] <= 0.4f) )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
{
trace_t trace2;
vec3_t traceTo2;
vec3_t wallRunFwd, wallRunAngles;
VectorClear( wallRunAngles );
wallRunAngles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
AngleVectors( wallRunAngles, wallRunFwd, NULL, NULL );
VectorMA( pm->ps->origin, 32, wallRunFwd, traceTo2 );
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceTo2, pm->ps->clientNum, MASK_PLAYERSOLID );
if ( trace2.fraction < 1.0f && DotProduct( trace2.plane.normal, wallRunFwd ) <= -0.999f )
{//wall we can't run on in front of us
trace.fraction = 1.0f;//just a way to get it to kick us off the wall below
}
}
if ( trace.fraction < 1.0f
&& (trace.plane.normal[2] >= 0.0f&&trace.plane.normal[2] <= 0.4f/*MAX_WALL_RUN_Z_NORMAL*/) )
{//still a wall there
if ( (ps->legsAnim) == BOTH_WALL_RUN_RIGHT )
{
ucmd->rightmove = 127;
}
else
{
ucmd->rightmove = -127;
}
if ( ucmd->upmove < 0 )
{
ucmd->upmove = 0;
}
//make me face perpendicular to the wall
ps->viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
PM_SetPMViewAngle(ps, ps->viewangles, ucmd);
ucmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] ) - ps->delta_angles[YAW];
if ( doMove )
{
//push me forward
float zVel = ps->velocity[2];
if ( ps->legsTimer > 500 )
{//not at end of anim yet
float speed = 175;
if ( ucmd->forwardmove < 0 )
{//slower
speed = 100;
}
else if ( ucmd->forwardmove > 0 )
{
speed = 250;//running speed
}
VectorScale( fwd, speed, ps->velocity );
}
ps->velocity[2] = zVel;//preserve z velocity
//pull me toward the wall, too
VectorMA( ps->velocity, dist, rt, ps->velocity );
}
ucmd->forwardmove = 0;
return qtrue;
}
else if ( doMove )
{//stop it
if ( (ps->legsAnim) == BOTH_WALL_RUN_RIGHT )
{
PM_SetAnim(SETANIM_BOTH, BOTH_WALL_RUN_RIGHT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
}
else if ( (ps->legsAnim) == BOTH_WALL_RUN_LEFT )
{
PM_SetAnim(SETANIM_BOTH, BOTH_WALL_RUN_LEFT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
}
}
}
return qfalse;
}
qboolean PM_AdjustAnglesForWallRunUpFlipAlt( usercmd_t *ucmd )
{
// ucmd->angles[PITCH] = ANGLE2SHORT( pm->ps->viewangles[PITCH] ) - pm->ps->delta_angles[PITCH];
// ucmd->angles[YAW] = ANGLE2SHORT( pm->ps->viewangles[YAW] ) - pm->ps->delta_angles[YAW];
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, ucmd);
return qtrue;
}
qboolean PM_AdjustAngleForWallRunUp( playerState_t *ps, usercmd_t *ucmd, qboolean doMove )
{
if ( ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START )
{//wall-running up
//stick to wall, if there is one
vec3_t fwd, traceTo, mins, maxs, fwdAngles;
trace_t trace;
float dist = 128;
VectorSet(mins, -15,-15,0);
VectorSet(maxs, 15,15,24);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0);
AngleVectors( fwdAngles, fwd, NULL, NULL );
VectorMA( ps->origin, dist, fwd, traceTo );
pm->trace( &trace, ps->origin, mins, maxs, traceTo, ps->clientNum, MASK_PLAYERSOLID );
if ( trace.fraction > 0.5f )
{//hmm, some room, see if there's a floor right here
trace_t trace2;
vec3_t top, bottom;
VectorCopy( trace.endpos, top );
top[2] += (pm->mins[2]*-1) + 4.0f;
VectorCopy( top, bottom );
bottom[2] -= 64.0f;
pm->trace( &trace2, top, pm->mins, pm->maxs, bottom, ps->clientNum, MASK_PLAYERSOLID );
if ( !trace2.allsolid
&& !trace2.startsolid
&& trace2.fraction < 1.0f
&& trace2.plane.normal[2] > 0.7f )//slope we can stand on
{//cool, do the alt-flip and land on whetever it is we just scaled up
VectorScale( fwd, 100, pm->ps->velocity );
pm->ps->velocity[2] += 400;
PM_SetAnim(SETANIM_BOTH, BOTH_FORCEWALLRUNFLIP_ALT, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
pm->ps->pm_flags |= PMF_JUMP_HELD;
//ent->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
//ent->client->ps.forcePowersActive |= (1<<FP_LEVITATION);
//G_AddEvent( ent, EV_JUMP, 0 );
PM_AddEvent(EV_JUMP);
ucmd->upmove = 0;
return qfalse;
}
}
if ( //ucmd->upmove <= 0 &&
ps->legsTimer > 0 &&
ucmd->forwardmove > 0 &&
trace.fraction < 1.0f &&
(trace.plane.normal[2] >= 0.0f&&trace.plane.normal[2]<=0.4f/*MAX_WALL_RUN_Z_NORMAL*/) )
{//still a vertical wall there
//make sure there's not a ceiling above us!
trace_t trace2;
VectorCopy( ps->origin, traceTo );
traceTo[2] += 64;
pm->trace( &trace2, ps->origin, mins, maxs, traceTo, ps->clientNum, MASK_PLAYERSOLID );
if ( trace2.fraction < 1.0f )
{//will hit a ceiling, so force jump-off right now
//NOTE: hits any entity or clip brush in the way, too, not just architecture!
}
else
{//all clear, keep going
//FIXME: don't pull around 90 turns
//FIXME: simulate stepping up steps here, somehow?
ucmd->forwardmove = 127;
if ( ucmd->upmove < 0 )
{
ucmd->upmove = 0;
}
//make me face the wall
ps->viewangles[YAW] = vectoyaw( trace.plane.normal )+180;
PM_SetPMViewAngle(ps, ps->viewangles, ucmd);
/*
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, ent->client->ps.viewangles );
}
*/
ucmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] ) - ps->delta_angles[YAW];
//if ( ent->s.number || !player_locked )
if (1) //aslkfhsakf
{
if ( doMove )
{
//pull me toward the wall
VectorScale( trace.plane.normal, -dist*trace.fraction, ps->velocity );
//push me up
if ( ps->legsTimer > 200 )
{//not at end of anim yet
float speed = 300;
/*
if ( ucmd->forwardmove < 0 )
{//slower
speed = 100;
}
else if ( ucmd->forwardmove > 0 )
{
speed = 250;//running speed
}
*/
ps->velocity[2] = speed;//preserve z velocity
}
}
}
ucmd->forwardmove = 0;
return qtrue;
}
}
//failed!
if ( doMove )
{//stop it
VectorScale( fwd, -300.0f, ps->velocity );
ps->velocity[2] += 200;
//NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRUNFLIP_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
//why?!?#?#@!%$R@$KR#F:Hdl;asfm
PM_SetAnim(SETANIM_BOTH, BOTH_FORCEWALLRUNFLIP_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
ps->pm_flags |= PMF_JUMP_HELD;
//ent->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
//FIXME do I need this in mp?
//ent->client->ps.forcePowersActive |= (1<<FP_LEVITATION);
PM_AddEvent(EV_JUMP);
ucmd->upmove = 0;
//return qtrue;
}
}
return qfalse;
}
#define JUMP_OFF_WALL_SPEED 200.0f
//nice...
static float BG_ForceWallJumpStrength( void )
{
return (forceJumpStrength[FORCE_LEVEL_3]/2.5f);
}
qboolean PM_AdjustAngleForWallJump( playerState_t *ps, usercmd_t *ucmd, qboolean doMove )
{
if ( ( ( BG_InReboundJump( ps->legsAnim ) || BG_InReboundHold( ps->legsAnim ) )
&& ( BG_InReboundJump( ps->torsoAnim ) || BG_InReboundHold( ps->torsoAnim ) ) )
|| (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
{//hugging wall, getting ready to jump off
//stick to wall, if there is one
vec3_t checkDir, traceTo, mins, maxs, fwdAngles;
trace_t trace;
float dist = 128.0f, yawAdjust;
VectorSet(mins, pm->mins[0],pm->mins[1],0);
VectorSet(maxs, pm->maxs[0],pm->maxs[1],24);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0);
switch ( ps->legsAnim )
{
case BOTH_FORCEWALLREBOUND_RIGHT:
case BOTH_FORCEWALLHOLD_RIGHT:
AngleVectors( fwdAngles, NULL, checkDir, NULL );
yawAdjust = -90;
break;
case BOTH_FORCEWALLREBOUND_LEFT:
case BOTH_FORCEWALLHOLD_LEFT:
AngleVectors( fwdAngles, NULL, checkDir, NULL );
VectorScale( checkDir, -1, checkDir );
yawAdjust = 90;
break;
case BOTH_FORCEWALLREBOUND_FORWARD:
case BOTH_FORCEWALLHOLD_FORWARD:
AngleVectors( fwdAngles, checkDir, NULL, NULL );
yawAdjust = 180;
break;
case BOTH_FORCEWALLREBOUND_BACK:
case BOTH_FORCEWALLHOLD_BACK:
AngleVectors( fwdAngles, checkDir, NULL, NULL );
VectorScale( checkDir, -1, checkDir );
yawAdjust = 0;
break;
default:
//WTF???
pm->ps->pm_flags &= ~PMF_STUCK_TO_WALL;
return qfalse;
break;
}
if ( pm->debugMelee )
{//uber-skillz
if ( ucmd->upmove > 0 )
{//hold on until you let go manually
if ( BG_InReboundHold( ps->legsAnim ) )
{//keep holding
if ( ps->legsTimer < 150 )
{
ps->legsTimer = 150;
}
}
else
{//if got to hold part of anim, play hold anim
if ( ps->legsTimer <= 300 )
{
ps->saberHolstered = 2;
PM_SetAnim( SETANIM_BOTH, BOTH_FORCEWALLRELEASE_FORWARD+(ps->legsAnim-BOTH_FORCEWALLHOLD_FORWARD), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
ps->legsTimer = ps->torsoTimer = 150;
}
}
}
}
VectorMA( ps->origin, dist, checkDir, traceTo );
pm->trace( &trace, ps->origin, mins, maxs, traceTo, ps->clientNum, MASK_PLAYERSOLID );
if ( //ucmd->upmove <= 0 &&
ps->legsTimer > 100 &&
trace.fraction < 1.0f &&
fabs(trace.plane.normal[2]) <= 0.2f/*MAX_WALL_GRAB_SLOPE*/ )
{//still a vertical wall there
//FIXME: don't pull around 90 turns
/*
if ( ent->s.number || !player_locked )
{
ucmd->forwardmove = 127;
}
*/
if ( ucmd->upmove < 0 )
{
ucmd->upmove = 0;
}
//align me to the wall
ps->viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
PM_SetPMViewAngle(ps, ps->viewangles, ucmd);
/*
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
{//don't clamp angles when looking through a viewEntity
SetClientViewAngle( ent, ent->client->ps.viewangles );
}
*/
ucmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] ) - ps->delta_angles[YAW];
//if ( ent->s.number || !player_locked )
if (1)
{
if ( doMove )
{
//pull me toward the wall
VectorScale( trace.plane.normal, -128.0f, ps->velocity );
}
}
ucmd->upmove = 0;
ps->pm_flags |= PMF_STUCK_TO_WALL;
return qtrue;
}
else if ( doMove
&& (ps->pm_flags&PMF_STUCK_TO_WALL))
{//jump off
//push off of it!
ps->pm_flags &= ~PMF_STUCK_TO_WALL;
ps->velocity[0] = ps->velocity[1] = 0;
VectorScale( checkDir, -JUMP_OFF_WALL_SPEED, ps->velocity );
ps->velocity[2] = BG_ForceWallJumpStrength();
ps->pm_flags |= PMF_JUMP_HELD;//PMF_JUMPING|PMF_JUMP_HELD;
//G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
ps->fd.forceJumpSound = 1; //this is a stupid thing, i should fix it.
//ent->client->ps.forcePowersActive |= (1<<FP_LEVITATION);
if (ps->origin[2] < ps->fd.forceJumpZStart)
{
ps->fd.forceJumpZStart = ps->origin[2];
}
//FIXME do I need this?
BG_ForcePowerDrain( ps, FP_LEVITATION, 10 );
//no control for half a second
ps->pm_flags |= PMF_TIME_KNOCKBACK;
ps->pm_time = 500;
ucmd->forwardmove = 0;
ucmd->rightmove = 0;
ucmd->upmove = 127;
if ( BG_InReboundHold( ps->legsAnim ) )
{//if was in hold pose, release now
PM_SetAnim( SETANIM_BOTH, BOTH_FORCEWALLRELEASE_FORWARD+(ps->legsAnim-BOTH_FORCEWALLHOLD_FORWARD), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
}
else
{
//PM_JumpForDir();
PM_SetAnim(SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART, 0);
}
//return qtrue;
}
}
ps->pm_flags &= ~PMF_STUCK_TO_WALL;
return qfalse;
}
//Set the height for when a force jump was started. If it's 0, nuge it up (slight hack to prevent holding jump over slopes)
void PM_SetForceJumpZStart(float value)
{
pm->ps->fd.forceJumpZStart = value;
if (!pm->ps->fd.forceJumpZStart)
{
pm->ps->fd.forceJumpZStart -= 0.1;
}
}
float forceJumpHeightMax[NUM_FORCE_POWER_LEVELS] =
{
66,//normal jump (32+stepheight(18)+crouchdiff(24) = 74)
130,//(96+stepheight(18)+crouchdiff(24) = 138)
226,//(192+stepheight(18)+crouchdiff(24) = 234)
418//(384+stepheight(18)+crouchdiff(24) = 426)
};
void PM_GrabWallForJump( int anim )
{//NOTE!!! assumes an appropriate anim is being passed in!!!
PM_SetAnim( SETANIM_BOTH, anim, SETANIM_FLAG_RESTART|SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
PM_AddEvent( EV_JUMP );//make sound for grab
pm->ps->pm_flags |= PMF_STUCK_TO_WALL;
}
/*
=============
PM_CheckJump
=============
*/
static qboolean PM_CheckJump( void )
{
qboolean allowFlips = qtrue;
if (pm->ps->clientNum >= MAX_CLIENTS)
{
bgEntity_t *pEnt = pm_entSelf;
if (pEnt->s.eType == ET_NPC &&
pEnt->s.NPC_class == CLASS_VEHICLE)
{ //no!
return qfalse;
}
}
if (pm->ps->forceHandExtend == HANDEXTEND_KNOCKDOWN ||
pm->ps->forceHandExtend == HANDEXTEND_PRETHROWN ||
pm->ps->forceHandExtend == HANDEXTEND_POSTTHROWN)
{
return qfalse;
}
if (pm->ps->pm_type == PM_JETPACK)
{ //there's no actual jumping while we jetpack
return qfalse;
}
//Don't allow jump until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse;
}
if ( PM_InKnockDown( pm->ps ) || BG_InRoll( pm->ps, pm->ps->legsAnim ) )
{//in knockdown
return qfalse;
}
if ( pm->ps->weapon == WP_SABER )
{
saberInfo_t *saber1 = BG_MySaber( pm->ps->clientNum, 0 );
saberInfo_t *saber2 = BG_MySaber( pm->ps->clientNum, 1 );
if ( saber1
&& (saber1->saberFlags&SFL_NO_FLIPS) )
{
allowFlips = qfalse;
}
if ( saber2
&& (saber2->saberFlags&SFL_NO_FLIPS) )
{
allowFlips = qfalse;
}
}
if (pm->ps->groundEntityNum != ENTITYNUM_NONE || pm->ps->origin[2] < pm->ps->fd.forceJumpZStart)
{
pm->ps->fd.forcePowersActive &= ~(1<<FP_LEVITATION);
}
if (pm->ps->fd.forcePowersActive & (1 << FP_LEVITATION))
{ //Force jump is already active.. continue draining power appropriately until we land.
if (pm->ps->fd.forcePowerDebounce[FP_LEVITATION] < pm->cmd.serverTime)
{
if ( pm->gametype == GT_DUEL
|| pm->gametype == GT_POWERDUEL )
{//jump takes less power
BG_ForcePowerDrain( pm->ps, FP_LEVITATION, 1 );
}
else
{
BG_ForcePowerDrain( pm->ps, FP_LEVITATION, 5 );
}
if (pm->ps->fd.forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_2)
{
pm->ps->fd.forcePowerDebounce[FP_LEVITATION] = pm->cmd.serverTime + 300;
}
else
{
pm->ps->fd.forcePowerDebounce[FP_LEVITATION] = pm->cmd.serverTime + 200;
}
}
}
if (pm->ps->forceJumpFlip)
{ //Forced jump anim
int anim = BOTH_FORCEINAIR1;
int parts = SETANIM_BOTH;
if ( allowFlips )
{
if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_FLIP_F;
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_FLIP_B;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_FLIP_R;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_FLIP_L;
}
}
else
{
if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_FORCEINAIR1;
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_FORCEINAIRBACK1;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_FORCEINAIRRIGHT1;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_FORCEINAIRLEFT1;
}
}
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 );
pm->ps->forceJumpFlip = qfalse;
return qtrue;
}
#if METROID_JUMP
if ( pm->waterlevel < 2 )
{
if ( pm->ps->gravity > 0 )
{//can't do this in zero-G
if ( PM_ForceJumpingUp() )
{//holding jump in air
float curHeight = pm->ps->origin[2] - pm->ps->fd.forceJumpZStart;
//check for max force jump level and cap off & cut z vel
if ( ( curHeight<=forceJumpHeight[0] ||//still below minimum jump height
(pm->ps->fd.forcePower&&pm->cmd.upmove>=10) ) &&////still have force power available and still trying to jump up
curHeight < forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]] &&
pm->ps->fd.forceJumpZStart)//still below maximum jump height
{//can still go up
if ( curHeight > forceJumpHeight[0] )
{//passed normal jump height *2?
if ( !(pm->ps->fd.forcePowersActive&(1<<FP_LEVITATION)) )//haven't started forcejump yet
{
//start force jump
pm->ps->fd.forcePowersActive |= (1<<FP_LEVITATION);
pm->ps->fd.forceJumpSound = 1;
//play flip
if ((pm->cmd.forwardmove || pm->cmd.rightmove) && //pushing in a dir
(pm->ps->legsAnim) != BOTH_FLIP_F &&//not already flipping
(pm->ps->legsAnim) != BOTH_FLIP_B &&
(pm->ps->legsAnim) != BOTH_FLIP_R &&
(pm->ps->legsAnim) != BOTH_FLIP_L
&& allowFlips )
{
int anim = BOTH_FORCEINAIR1;
int parts = SETANIM_BOTH;
if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_FLIP_F;
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_FLIP_B;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_FLIP_R;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_FLIP_L;
}
if ( pm->ps->weaponTime )
{
parts = SETANIM_LEGS;
}
PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 );
}
else if ( pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{
vec3_t facingFwd, facingRight, facingAngles;
int anim = -1;
float dotR, dotF;
VectorSet(facingAngles, 0, pm->ps->viewangles[YAW], 0);
AngleVectors( facingAngles, facingFwd, facingRight, NULL );
dotR = DotProduct( facingRight, pm->ps->velocity );
dotF = DotProduct( facingFwd, pm->ps->velocity );
if ( fabs(dotR) > fabs(dotF) * 1.5 )
{
if ( dotR > 150 )
{
anim = BOTH_FORCEJUMPRIGHT1;
}
else if ( dotR < -150 )
{
anim = BOTH_FORCEJUMPLEFT1;
}
}
else
{
if ( dotF > 150 )
{
anim = BOTH_FORCEJUMP1;
}
else if ( dotF < -150 )
{
anim = BOTH_FORCEJUMPBACK1;
}
}
if ( anim != -1 )
{
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 );
}
}
}
else
{ //jump is already active (the anim has started)
if ( pm->ps->legsTimer < 1 )
{//not in the middle of a legsAnim
int anim = (pm->ps->legsAnim);
int newAnim = -1;
switch ( anim )
{
case BOTH_FORCEJUMP1:
newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1;
break;
case BOTH_FORCEJUMPBACK1:
newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1;
break;
case BOTH_FORCEJUMPLEFT1:
newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1;
break;
case BOTH_FORCEJUMPRIGHT1:
newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1;
break;
}
if ( newAnim != -1 )
{
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{
parts = SETANIM_LEGS;
}
PM_SetAnim( parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 );
}
}
}
}
//need to scale this down, start with height velocity (based on max force jump height) and scale down to regular jump vel
pm->ps->velocity[2] = (forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]]-curHeight)/forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]]*forceJumpStrength[pm->ps->fd.forcePowerLevel[FP_LEVITATION]];//JUMP_VELOCITY;
pm->ps->velocity[2] /= 10;
pm->ps->velocity[2] += JUMP_VELOCITY;
pm->ps->pm_flags |= PMF_JUMP_HELD;
}
else if ( curHeight > forceJumpHeight[0] && curHeight < forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]] - forceJumpHeight[0] )
{//still have some headroom, don't totally stop it
if ( pm->ps->velocity[2] > JUMP_VELOCITY )
{
pm->ps->velocity[2] = JUMP_VELOCITY;
}
}
else
{
//pm->ps->velocity[2] = 0;
//rww - changed for the sake of balance in multiplayer
if ( pm->ps->velocity[2] > JUMP_VELOCITY )
{
pm->ps->velocity[2] = JUMP_VELOCITY;
}
}
pm->cmd.upmove = 0;
return qfalse;
}
}
}
#endif
//Not jumping
if ( pm->cmd.upmove < 10 && pm->ps->groundEntityNum != ENTITYNUM_NONE) {
return qfalse;
}
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD )
{
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
return qfalse;
}
if ( pm->ps->gravity <= 0 )
{//in low grav, you push in the dir you're facing as long as there is something behind you to shove off of
vec3_t forward, back;
trace_t trace;
AngleVectors( pm->ps->viewangles, forward, NULL, NULL );
VectorMA( pm->ps->origin, -8, forward, back );
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, back, pm->ps->clientNum, pm->tracemask );
if ( trace.fraction <= 1.0f )
{
VectorMA( pm->ps->velocity, JUMP_VELOCITY*2, forward, pm->ps->velocity );
PM_SetAnim(SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART, 150);
}//else no surf close enough to push off of
pm->cmd.upmove = 0;
}
else if ( pm->cmd.upmove > 0 && pm->waterlevel < 2 &&
pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 &&
!(pm->ps->pm_flags&PMF_JUMP_HELD) &&
(pm->ps->weapon == WP_SABER || pm->ps->weapon == WP_MELEE) &&
!PM_IsRocketTrooper() &&
!BG_HasYsalamiri(pm->gametype, pm->ps) &&
BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION) )
{
qboolean allowWallRuns = qtrue;
qboolean allowWallFlips = qtrue;
qboolean allowFlips = qtrue;
qboolean allowWallGrabs = qtrue;
if ( pm->ps->weapon == WP_SABER )
{
saberInfo_t *saber1 = BG_MySaber( pm->ps->clientNum, 0 );
saberInfo_t *saber2 = BG_MySaber( pm->ps->clientNum, 1 );
if ( saber1
&& (saber1->saberFlags&SFL_NO_WALL_RUNS) )
{
allowWallRuns = qfalse;
}
if ( saber2
&& (saber2->saberFlags&SFL_NO_WALL_RUNS) )
{
allowWallRuns = qfalse;
}
if ( saber1
&& (saber1->saberFlags&SFL_NO_WALL_FLIPS) )
{
allowWallFlips = qfalse;
}
if ( saber2
&& (saber2->saberFlags&SFL_NO_WALL_FLIPS) )
{
allowWallFlips = qfalse;
}
if ( saber1
&& (saber1->saberFlags&SFL_NO_FLIPS) )
{
allowFlips = qfalse;
}
if ( saber2
&& (saber2->saberFlags&SFL_NO_FLIPS) )
{
allowFlips = qfalse;
}
if ( saber1
&& (saber1->saberFlags&SFL_NO_WALL_GRAB) )
{
allowWallGrabs = qfalse;
}
if ( saber2
&& (saber2->saberFlags&SFL_NO_WALL_GRAB) )
{
allowWallGrabs = qfalse;
}
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//on the ground
//check for left-wall and right-wall special jumps
int anim = -1;
float vertPush = 0;
if ( pm->cmd.rightmove > 0 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//strafing right
if ( pm->cmd.forwardmove > 0 )
{//wall-run
if ( allowWallRuns )
{
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
anim = BOTH_WALL_RUN_RIGHT;
}
}
else if ( pm->cmd.forwardmove == 0 )
{//wall-flip
if ( allowWallFlips )
{
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_RIGHT;
}
}
}
else if ( pm->cmd.rightmove < 0 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//strafing left
if ( pm->cmd.forwardmove > 0 )
{//wall-run
if ( allowWallRuns )
{
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
anim = BOTH_WALL_RUN_LEFT;
}
}
else if ( pm->cmd.forwardmove == 0 )
{//wall-flip
if ( allowWallFlips )
{
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_LEFT;
}
}
}
else if ( pm->cmd.forwardmove < 0 && !(pm->cmd.buttons&BUTTON_ATTACK) )
{//backflip
if ( allowFlips )
{
vertPush = JUMP_VELOCITY;
anim = BOTH_FLIP_BACK1;//BG_PickAnim( BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 );
}
}
vertPush += 128; //give them an extra shove
if ( anim != -1 )
{
vec3_t fwd, right, traceto, mins, maxs, fwdAngles;
vec3_t idealNormal={0}, wallNormal={0};
trace_t trace;
qboolean doTrace = qfalse;
int contents = MASK_SOLID;//MASK_PLAYERSOLID;
VectorSet(mins, pm->mins[0],pm->mins[1],0);
VectorSet(maxs, pm->maxs[0],pm->maxs[1],24);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0);
memset(&trace, 0, sizeof(trace)); //to shut the compiler up
AngleVectors( fwdAngles, fwd, right, NULL );
//trace-check for a wall, if necc.
switch ( anim )
{
case BOTH_WALL_FLIP_LEFT:
//NOTE: purposely falls through to next case!
case BOTH_WALL_RUN_LEFT:
doTrace = qtrue;
VectorMA( pm->ps->origin, -16, right, traceto );
break;
case BOTH_WALL_FLIP_RIGHT:
//NOTE: purposely falls through to next case!
case BOTH_WALL_RUN_RIGHT:
doTrace = qtrue;
VectorMA( pm->ps->origin, 16, right, traceto );
break;
case BOTH_WALL_FLIP_BACK1:
doTrace = qtrue;
VectorMA( pm->ps->origin, 16, fwd, traceto );
break;
}
if ( doTrace )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
VectorCopy( trace.plane.normal, wallNormal );
VectorNormalize( wallNormal );
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
}
if ( !doTrace || (trace.fraction < 1.0f && (trace.entityNum < MAX_CLIENTS || DotProduct(wallNormal,idealNormal) > 0.7)) )
{//there is a wall there.. or hit a client
if ( (anim != BOTH_WALL_RUN_LEFT
&& anim != BOTH_WALL_RUN_RIGHT
&& anim != BOTH_FORCEWALLRUNFLIP_START)
|| (wallNormal[2] >= 0.0f&&wallNormal[2]<=0.4f/*MAX_WALL_RUN_Z_NORMAL*/) )
{//wall-runs can only run on perfectly flat walls, sorry.
int parts;
//move me to side
if ( anim == BOTH_WALL_FLIP_LEFT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
}
else if ( anim == BOTH_WALL_FLIP_RIGHT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
}
else if ( anim == BOTH_FLIP_BACK1
|| anim == BOTH_FLIP_BACK2
|| anim == BOTH_FLIP_BACK3
|| anim == BOTH_WALL_FLIP_BACK1 )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
}
/*
if ( doTrace && anim != BOTH_WALL_RUN_LEFT && anim != BOTH_WALL_RUN_RIGHT )
{
if (trace.entityNum < MAX_CLIENTS)
{
pm->ps->forceKickFlip = trace.entityNum+1; //let the server know that this person gets kicked by this client
}
}
*/
//up
if ( vertPush )
{
pm->ps->velocity[2] = vertPush;
pm->ps->fd.forcePowersActive |= (1 << FP_LEVITATION);
}
//animate me
parts = SETANIM_LEGS;
if ( anim == BOTH_BUTTERFLY_LEFT )
{
parts = SETANIM_BOTH;
pm->cmd.buttons&=~BUTTON_ATTACK;
pm->ps->saberMove = LS_NONE;
}
else if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
if ( anim == BOTH_BUTTERFLY_LEFT )
{
pm->ps->weaponTime = pm->ps->torsoTimer;
}
PM_SetForceJumpZStart(pm->ps->origin[2]);//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->cmd.upmove = 0;
pm->ps->fd.forceJumpSound = 1;
}
}
}
}
else
{//in the air
int legsAnim = pm->ps->legsAnim;
if ( legsAnim == BOTH_WALL_RUN_LEFT || legsAnim == BOTH_WALL_RUN_RIGHT )
{//running on a wall
vec3_t right, traceto, mins, maxs, fwdAngles;
trace_t trace;
int anim = -1;
VectorSet(mins, pm->mins[0], pm->mins[0], 0);
VectorSet(maxs, pm->maxs[0], pm->maxs[0], 24);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0);
AngleVectors( fwdAngles, NULL, right, NULL );
if ( legsAnim == BOTH_WALL_RUN_LEFT )
{
if ( pm->ps->legsTimer > 400 )
{//not at the end of the anim
float animLen = PM_AnimLength( 0, (animNumber_t)BOTH_WALL_RUN_LEFT );
if ( pm->ps->legsTimer < animLen - 400 )
{//not at start of anim
VectorMA( pm->ps->origin, -16, right, traceto );
anim = BOTH_WALL_RUN_LEFT_FLIP;
}
}
}
else if ( legsAnim == BOTH_WALL_RUN_RIGHT )
{
if ( pm->ps->legsTimer > 400 )
{//not at the end of the anim
float animLen = PM_AnimLength( 0, (animNumber_t)BOTH_WALL_RUN_RIGHT );
if ( pm->ps->legsTimer < animLen - 400 )
{//not at start of anim
VectorMA( pm->ps->origin, 16, right, traceto );
anim = BOTH_WALL_RUN_RIGHT_FLIP;
}
}
}
if ( anim != -1 )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
if ( trace.fraction < 1.0f )
{//flip off wall
int parts = 0;
if ( anim == BOTH_WALL_RUN_LEFT_FLIP )
{
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
}
else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP )
{
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
}
parts = SETANIM_LEGS;
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
pm->cmd.upmove = 0;
}
}
if ( pm->cmd.upmove != 0 )
{//jump failed, so don't try to do normal jump code, just return
return qfalse;
}
}
//NEW JKA
else if ( pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START )
{
vec3_t fwd, traceto, mins, maxs, fwdAngles;
trace_t trace;
int anim = -1;
float animLen;
VectorSet(mins, pm->mins[0], pm->mins[0], 0.0f);
VectorSet(maxs, pm->maxs[0], pm->maxs[0], 24.0f);
//hmm, did you mean [1] and [1]?
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0.0f);
AngleVectors( fwdAngles, fwd, NULL, NULL );
assert(pm_entSelf); //null pm_entSelf would be a Bad Thing<tm>
animLen = BG_AnimLength( pm_entSelf->localAnimIndex, BOTH_FORCEWALLRUNFLIP_START );
if ( pm->ps->legsTimer < animLen - 400 )
{//not at start of anim
VectorMA( pm->ps->origin, 16, fwd, traceto );
anim = BOTH_FORCEWALLRUNFLIP_END;
}
if ( anim != -1 )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
if ( trace.fraction < 1.0f )
{//flip off wall
int parts = SETANIM_LEGS;
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, -300, fwd, pm->ps->velocity );
pm->ps->velocity[2] += 200;
if ( !pm->ps->weaponTime )
{//not attacking, set anim on both
parts = SETANIM_BOTH;
}
PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
//FIXME: do damage to traceEnt, like above?
//pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
//ha ha, so silly with your silly jumpy fally flags.
pm->cmd.upmove = 0;
PM_AddEvent( EV_JUMP );
}
}
if ( pm->cmd.upmove != 0 )
{//jump failed, so don't try to do normal jump code, just return
return qfalse;
}
}
/*
else if ( pm->cmd.forwardmove > 0 //pushing forward
&& pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
&& pm->ps->velocity[2] > 200
&& PM_GroundDistance() <= 80 //unfortunately we do not have a happy ground timer like SP (this would use up more bandwidth if we wanted prediction workign right), so we'll just use the actual ground distance.
&& !BG_InSpecialJump(pm->ps->legsAnim))
{//run up wall, flip backwards
vec3_t fwd, traceto, mins, maxs, fwdAngles;
trace_t trace;
vec3_t idealNormal;
VectorSet(mins, pm->mins[0],pm->mins[1],pm->mins[2]);
VectorSet(maxs, pm->maxs[0],pm->maxs[1],pm->maxs[2]);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0);
AngleVectors( fwdAngles, fwd, NULL, NULL );
VectorMA( pm->ps->origin, 32, fwd, traceto );
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, MASK_PLAYERSOLID );//FIXME: clip brushes too?
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
if ( trace.fraction < 1.0f )
{//there is a wall there
int parts = SETANIM_LEGS;
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
pm->ps->velocity[2] += 128;
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( parts, BOTH_WALL_FLIP_BACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
pm->ps->legsTimer -= 600; //I force this anim to play to the end to prevent landing on your head and suddenly flipping over.
//It is a bit too long at the end though, so I'll just shorten it.
PM_SetForceJumpZStart(pm->ps->origin[2]);//so we don't take damage if we land at same height
pm->cmd.upmove = 0;
pm->ps->fd.forceJumpSound = 1;
BG_ForcePowerDrain( pm->ps, FP_LEVITATION, 5 );
if (trace.entityNum < MAX_CLIENTS)
{
pm->ps->forceKickFlip = trace.entityNum+1; //let the server know that this person gets kicked by this client
}
}
}
*/
else if ( pm->cmd.forwardmove > 0 //pushing forward
&& pm->ps->fd.forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
&& PM_WalkableGroundDistance() <= 80 //unfortunately we do not have a happy ground timer like SP (this would use up more bandwidth if we wanted prediction workign right), so we'll just use the actual ground distance.
&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 ) )//not in a flip or spin or anything
{//run up wall, flip backwards
if ( allowWallRuns )
{
//FIXME: have to be moving... make sure it's opposite the wall... or at least forward?
int wallWalkAnim = BOTH_WALL_FLIP_BACK1;
int parts = SETANIM_LEGS;
int contents = MASK_SOLID;//MASK_PLAYERSOLID;//CONTENTS_SOLID;
//qboolean kick = qtrue;
if ( pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
{
wallWalkAnim = BOTH_FORCEWALLRUNFLIP_START;
parts = SETANIM_BOTH;
//kick = qfalse;
}
else
{
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
}
//if ( PM_HasAnimation( pm->gent, wallWalkAnim ) )
if (1) //sure, we have it! Because I SAID SO.
{
vec3_t fwd, traceto, mins, maxs, fwdAngles;
trace_t trace;
vec3_t idealNormal;
bgEntity_t *traceEnt;
VectorSet(mins, pm->mins[0], pm->mins[1], 0.0f);
VectorSet(maxs, pm->maxs[0], pm->maxs[1], 24.0f);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0.0f);
AngleVectors( fwdAngles, fwd, NULL, NULL );
VectorMA( pm->ps->origin, 32, fwd, traceto );
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );//FIXME: clip brushes too?
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
traceEnt = PM_BGEntForNum(trace.entityNum);
if ( trace.fraction < 1.0f
&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
{//there is a wall there
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
if ( wallWalkAnim == BOTH_FORCEWALLRUNFLIP_START )
{
pm->ps->velocity[2] = forceJumpStrength[FORCE_LEVEL_3]/2.0f;
}
else
{
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
pm->ps->velocity[2] += 150.0f;
}
//animate me
PM_SetAnim( parts, wallWalkAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
// pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
//again with the flags!
//G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
//yucky!
PM_SetForceJumpZStart(pm->ps->origin[2]);//so we don't take damage if we land at same height
pm->cmd.upmove = 0;
pm->ps->fd.forceJumpSound = 1;
BG_ForcePowerDrain( pm->ps, FP_LEVITATION, 5 );
//kick if jumping off an ent
/*
if ( kick && traceEnt && (traceEnt->s.eType == ET_PLAYER || traceEnt->s.eType == ET_NPC) )
{ //kick that thang!
pm->ps->forceKickFlip = traceEnt->s.number+1;
}
*/
pm->cmd.rightmove = pm->cmd.forwardmove= 0;
}
}
}
}
else if ( (!BG_InSpecialJump( legsAnim )//not in a special jump anim
||BG_InReboundJump( legsAnim )//we're already in a rebound
||BG_InBackFlip( legsAnim ) )//a backflip (needed so you can jump off a wall behind you)
//&& pm->ps->velocity[2] <= 0
&& pm->ps->velocity[2] > -1200 //not falling down very fast
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)//have to have released jump since last press
&& (pm->cmd.forwardmove||pm->cmd.rightmove)//pushing in a direction
//&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2//level 3 jump or better
//&& WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 10 )//have enough force power to do another one
&& BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION)
&& (pm->ps->origin[2]-pm->ps->fd.forceJumpZStart) < (forceJumpHeightMax[FORCE_LEVEL_3]-(BG_ForceWallJumpStrength()/2.0f)) //can fit at least one more wall jump in (yes, using "magic numbers"... for now)
//&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 ) )//not in a flip or spin or anything
)
{//see if we're pushing at a wall and jump off it if so
if ( allowWallGrabs )
{
//FIXME: make sure we have enough force power
//FIXME: check to see if we can go any higher
//FIXME: limit to a certain number of these in a row?
//FIXME: maybe don't require a ucmd direction, just check all 4?
//FIXME: should stick to the wall for a second, then push off...
vec3_t checkDir, traceto, mins, maxs, fwdAngles;
trace_t trace;
vec3_t idealNormal;
int anim = -1;
VectorSet(mins, pm->mins[0], pm->mins[1], 0.0f);
VectorSet(maxs, pm->maxs[0], pm->maxs[1], 24.0f);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0.0f);
if ( pm->cmd.rightmove )
{
if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_FORCEWALLREBOUND_RIGHT;
AngleVectors( fwdAngles, NULL, checkDir, NULL );
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_FORCEWALLREBOUND_LEFT;
AngleVectors( fwdAngles, NULL, checkDir, NULL );
VectorScale( checkDir, -1, checkDir );
}
}
else if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_FORCEWALLREBOUND_FORWARD;
AngleVectors( fwdAngles, checkDir, NULL, NULL );
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_FORCEWALLREBOUND_BACK;
AngleVectors( fwdAngles, checkDir, NULL, NULL );
VectorScale( checkDir, -1, checkDir );
}
if ( anim != -1 )
{//trace in the dir we're pushing in and see if there's a vertical wall there
bgEntity_t *traceEnt;
VectorMA( pm->ps->origin, 8, checkDir, traceto );
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );//FIXME: clip brushes too?
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
traceEnt = PM_BGEntForNum(trace.entityNum);
if ( trace.fraction < 1.0f
&&fabs(trace.plane.normal[2]) <= 0.2f/*MAX_WALL_GRAB_SLOPE*/
&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
{//there is a wall there
float dot = DotProduct( pm->ps->velocity, trace.plane.normal );
if ( dot < 1.0f )
{//can't be heading *away* from the wall!
//grab it!
PM_GrabWallForJump( anim );
}
}
}
}
}
else
{
//FIXME: if in a butterfly, kick people away?
}
//END NEW JKA
}
}
/*
if ( pm->cmd.upmove > 0
&& (pm->ps->weapon == WP_SABER || pm->ps->weapon == WP_MELEE)
&& !PM_IsRocketTrooper()
&& (pm->ps->weaponTime > 0||pm->cmd.buttons&BUTTON_ATTACK) )
{//okay, we just jumped and we're in an attack
if ( !BG_InRoll( pm->ps, pm->ps->legsAnim )
&& !PM_InKnockDown( pm->ps )
&& !BG_InDeathAnim(pm->ps->legsAnim)
&& !BG_FlippingAnim( pm->ps->legsAnim )
&& !PM_SpinningAnim( pm->ps->legsAnim )
&& !BG_SaberInSpecialAttack( pm->ps->torsoAnim )
&& ( BG_SaberInAttack( pm->ps->saberMove ) ) )
{//not in an anim we shouldn't interrupt
//see if it's not too late to start a special jump-attack
float animLength = PM_AnimLength( 0, (animNumber_t)pm->ps->torsoAnim );
if ( animLength - pm->ps->torsoTimer < 500 )
{//just started the saberMove
//check for special-case jump attacks
if ( pm->ps->fd.saberAnimLevel == FORCE_LEVEL_2 )
{//using medium attacks
if (PM_GroundDistance() < 32 &&
!BG_InSpecialJump(pm->ps->legsAnim))
{ //FLIP AND DOWNWARD ATTACK
//trace_t tr;
//if (PM_SomeoneInFront(&tr))
{
PM_SetSaberMove(PM_SaberFlipOverAttackMove());
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
VectorClear(pml.groundTrace.plane.normal);
pm->ps->weaponTime = pm->ps->torsoTimer;
}
}
}
else if ( pm->ps->fd.saberAnimLevel == FORCE_LEVEL_3 )
{//using strong attacks
if ( pm->cmd.forwardmove > 0 && //going forward
(pm->cmd.buttons & BUTTON_ATTACK) && //must be holding attack still
PM_GroundDistance() < 32 &&
!BG_InSpecialJump(pm->ps->legsAnim))
{//strong attack: jump-hack
PM_SetSaberMove( PM_SaberJumpAttackMove() );
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
VectorClear(pml.groundTrace.plane.normal);
pm->ps->weaponTime = pm->ps->torsoTimer;
}
}
}
}
}
*/
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{
return qfalse;
}
if ( pm->cmd.upmove > 0 )
{//no special jumps
pm->ps->velocity[2] = JUMP_VELOCITY;
PM_SetForceJumpZStart(pm->ps->origin[2]);//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMP_HELD;
}
//Jumping
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
PM_SetForceJumpZStart(pm->ps->origin[2]);
PM_AddEvent( EV_JUMP );
//Set the animations
if ( pm->ps->gravity > 0 && !BG_InSpecialJump( pm->ps->legsAnim ) )
{
PM_JumpForDir();
}
return qtrue;
}
/*
=============
PM_CheckWaterJump
=============
*/
static qboolean PM_CheckWaterJump( void ) {
vec3_t spot;
int cont;
vec3_t flatforward;
if (pm->ps->pm_time) {
return qfalse;
}
// check for water jump
if ( pm->waterlevel != 2 ) {
return qfalse;
}
flatforward[0] = pml.forward[0];
flatforward[1] = pml.forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pm->ps->origin, 30, flatforward, spot);
spot[2] += 4;
cont = pm->pointcontents (spot, pm->ps->clientNum );
if ( !(cont & CONTENTS_SOLID) ) {
return qfalse;
}
spot[2] += 16;
cont = pm->pointcontents (spot, pm->ps->clientNum );
if ( cont ) {
return qfalse;
}
// jump out of water
VectorScale (pml.forward, 200, pm->ps->velocity);
pm->ps->velocity[2] = 350;
pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
pm->ps->pm_time = 2000;
return qtrue;
}
//============================================================================
/*
===================
PM_WaterJumpMove
Flying out of the water
===================
*/
static void PM_WaterJumpMove( void ) {
// waterjump has no control, but falls
PM_StepSlideMove( qtrue );
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
if (pm->ps->velocity[2] < 0) {
// cancel as soon as we are falling down again
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
}
}
/*
===================
PM_WaterMove
===================
*/
static void PM_WaterMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float vel;
if ( PM_CheckWaterJump() ) {
PM_WaterJumpMove();
return;
}
#if 0
// jump = head for surface
if ( pm->cmd.upmove >= 10 ) {
if (pm->ps->velocity[2] > -300) {
if ( pm->watertype == CONTENTS_WATER ) {
pm->ps->velocity[2] = 100;
} else if (pm->watertype == CONTENTS_SLIME) {
pm->ps->velocity[2] = 80;
} else {
pm->ps->velocity[2] = 50;
}
}
}
#endif
PM_Friction ();
scale = PM_CmdScale( &pm->cmd );
//
// user intentions
//
if ( !scale ) {
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = -60; // sink towards bottom
} else {
for (i=0 ; i<3 ; i++)
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if ( wishspeed > pm->ps->speed * pm_swimScale ) {
wishspeed = pm->ps->speed * pm_swimScale;
}
PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);
// make sure we can go up slopes easily under water
if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
PM_SlideMove( qfalse );
}
/*
===================
PM_FlyVehicleMove
===================
*/
static void PM_FlyVehicleMove( void )
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float zVel;
float fmove = 0.0f, smove = 0.0f;
// We don't use these here because we pre-calculate the movedir in the vehicle update anyways, and if
// you leave this, you get strange motion during boarding (the player can move the vehicle).
//fmove = pm->cmd.forwardmove;
//smove = pm->cmd.rightmove;
// normal slowdown
if ( pm->ps->gravity && pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//falling
zVel = pm->ps->velocity[2];
PM_Friction ();
pm->ps->velocity[2] = zVel;
}
else
{
PM_Friction ();
if ( pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
pm->ps->velocity[2] = 0; // ignore slope movement
}
}
scale = PM_CmdScale( &pm->cmd );
// Get The WishVel And WishSpeed
//-------------------------------
if ( pm->ps->clientNum >= MAX_CLIENTS )
{//NPC
// If The UCmds Were Set, But Never Converted Into A MoveDir, Then Make The WishDir From UCmds
//--------------------------------------------------------------------------------------------
if ((fmove!=0.0f || smove!=0.0f) && VectorCompare(pm->ps->moveDir, vec3_origin))
{
//gi.Printf("Generating MoveDir\n");
for ( i = 0 ; i < 3 ; i++ )
{
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
}
// Otherwise, Use The Move Dir
//-----------------------------
else
{
wishspeed = pm->ps->speed;
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
VectorCopy( pm->ps->moveDir, wishdir );
}
}
else
{
for ( i = 0 ; i < 3 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
// when going up or down slopes the wish velocity should Not be zero
// wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
}
// Handle negative speed.
if ( wishspeed < 0 )
{
wishspeed = wishspeed * -1.0f;
VectorScale( wishvel, -1.0f, wishvel );
VectorScale( wishdir, -1.0f, wishdir );
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
PM_Accelerate( wishdir, wishspeed, 100 );
PM_StepSlideMove( 1 );
}
/*
===================
PM_FlyMove
Only with the flight powerup
===================
*/
static void PM_FlyMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
// normal slowdown
PM_Friction ();
scale = PM_CmdScale( &pm->cmd );
if ( pm->ps->pm_type == PM_SPECTATOR && pm->cmd.buttons & BUTTON_ALT_ATTACK) {
//turbo boost
scale *= 10;
}
//
// user intentions
//
if ( !scale ) {
wishvel[0] = 0;
wishvel[1] = 0;
wishvel[2] = pm->ps->speed * (pm->cmd.upmove/127.0f);
} else {
for (i=0 ; i<3 ; i++) {
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
}
wishvel[2] += scale * pm->cmd.upmove;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate);
PM_StepSlideMove( qfalse );
}
/*
===================
PM_AirMove
===================
*/
static void PM_AirMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
float accelerate;
usercmd_t cmd;
Vehicle_t *pVeh = NULL;
if (pm->ps->clientNum >= MAX_CLIENTS)
{
bgEntity_t *pEnt = pm_entSelf;
if ( pEnt && pEnt->s.NPC_class == CLASS_VEHICLE )
{
pVeh = pEnt->m_pVehicle;
}
}
if (pm->ps->pm_type != PM_SPECTATOR)
{
#if METROID_JUMP
PM_CheckJump();
#else
if (pm->ps->fd.forceJumpZStart &&
pm->ps->forceJumpFlip)
{
PM_CheckJump();
}
#endif
}
PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
if ( pVeh && pVeh->m_pVehicleInfo->hoverHeight > 0 )
{//in a hovering vehicle, have air control
if ( 1 )
{
wishspeed = pm->ps->speed;
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
VectorCopy( pm->ps->moveDir, wishdir );
scale = 1.0f;
}
#if 0
else
{
float controlMod = 1.0f;
if ( pml.groundPlane )
{//on a slope of some kind, shouldn't have much control and should slide a lot
controlMod = pml.groundTrace.plane.normal[2];
}
vec3_t vfwd, vrt;
vec3_t vAngles;
VectorCopy( pVeh->m_vOrientation, vAngles );
vAngles[ROLL] = 0;//since we're a hovercraft, we really don't want to stafe up into the air if we're banking
AngleVectors( vAngles, vfwd, vrt, NULL );
float speed = pm->ps->speed;
float strafeSpeed = 0;
if ( fmove < 0 )
{//going backwards
if ( speed < 0 )
{//speed is negative, but since our command is reverse, make speed positive
speed = fabs( speed );
/*
if ( pml.groundPlane )
{//on a slope, still have some control
speed = fabs( speed );
}
else
{//can't reverse in air
speed = 0;
}
*/
}
else if ( speed > 0 )
{//trying to move back but speed is still positive, so keep moving forward (we'll slow down eventually)
speed = 0;
}
}
if ( pm->ps->clientNum < MAX_CLIENTS )
{//do normal adding to wishvel
VectorScale( vfwd, speed*controlMod*(fmove/127.0f), wishvel );
//just add strafing
if ( pVeh->m_pVehicleInfo->strafePerc )
{//we can strafe
if ( smove )
{//trying to strafe
float minSpeed = pVeh->m_pVehicleInfo->speedMax * 0.5f * pVeh->m_pVehicleInfo->strafePerc;
strafeSpeed = fabs(DotProduct( pm->ps->velocity, vfwd ))*pVeh->m_pVehicleInfo->strafePerc;
if ( strafeSpeed < minSpeed )
{
strafeSpeed = minSpeed;
}
strafeSpeed *= controlMod*((float)(smove))/127.0f;
if ( strafeSpeed < 0 )
{//pm_accelerate does not understand negative numbers
strafeSpeed *= -1;
VectorScale( vrt, -1, vrt );
}
//now just add it to actual velocity
PM_Accelerate( vrt, strafeSpeed, pVeh->m_pVehicleInfo->traction );
}
}
}
else
{
if ( pVeh->m_pVehicleInfo->strafePerc )
{//we can strafe
if ( pm->ps->clientNum )
{//alternate control scheme: can strafe
if ( smove )
{
/*
if ( fmove > 0 )
{//actively accelerating
strafeSpeed = pm->ps->speed;
}
else
{//not stepping on accelerator, only strafe based on magnitude of current forward velocity
strafeSpeed = fabs(DotProduct( pm->ps->velocity, vfwd ));
}
*/
strafeSpeed = ((float)(smove))/127.0f;
}
}
}
//strafing takes away from forward speed
VectorScale( vfwd, (fmove/127.0f)*(1.0f-pVeh->m_pVehicleInfo->strafePerc), wishvel );
if ( strafeSpeed )
{
VectorMA( wishvel, strafeSpeed*pVeh->m_pVehicleInfo->strafePerc, vrt, wishvel );
}
VectorNormalize( wishvel );
VectorScale( wishvel, speed*controlMod, wishvel );
}
}
#endif
}
else if ( gPMDoSlowFall )
{//no air-control
VectorClear( wishvel );
}
else if (pm->ps->pm_type == PM_JETPACK)
{ //reduced air control while not jetting
for ( i = 0 ; i < 2 ; i++ )
{
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
wishvel[2] = 0;
if (pm->cmd.upmove <= 0)
{
VectorScale(wishvel, 0.8f, wishvel);
}
else
{ //if we are jetting then we have more control than usual
VectorScale(wishvel, 2.0f, wishvel);
}
}
else
{
for ( i = 0 ; i < 2 ; i++ )
{
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
wishvel[2] = 0;
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
accelerate = pm_airaccelerate;
if ( pVeh && pVeh->m_pVehicleInfo->type == VH_SPEEDER )
{//speeders have more control in air
//in mid-air
accelerate = pVeh->m_pVehicleInfo->traction;
if ( pml.groundPlane )
{//on a slope of some kind, shouldn't have much control and should slide a lot
accelerate *= 0.5f;
}
}
// not on ground, so little effect on velocity
PM_Accelerate (wishdir, wishspeed, accelerate);
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
if ( pml.groundPlane )
{
if ( !(pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
{//don't slide when stuck to a wall
if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
{
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
}
}
if ( (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
{//no grav when stuck to wall
PM_StepSlideMove( qfalse );
}
else
{
PM_StepSlideMove( qtrue );
}
}
/*
===================
PM_WalkMove
===================
*/
static void PM_WalkMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed = 0.0f;
float scale;
usercmd_t cmd;
float accelerate;
float vel;
qboolean npcMovement = qfalse;
if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
// begin swimming
PM_WaterMove();
return;
}
if (pm->ps->pm_type != PM_SPECTATOR)
{
if ( PM_CheckJump () ) {
// jumped away
if ( pm->waterlevel > 1 ) {
PM_WaterMove();
} else {
PM_AirMove();
}
return;
}
}
PM_Friction ();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
// project the forward and right directions onto the ground plane
PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
//
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
// Get The WishVel And WishSpeed
//-------------------------------
if ( pm->ps->clientNum >= MAX_CLIENTS && !VectorCompare( pm->ps->moveDir, vec3_origin ) )
{//NPC
bgEntity_t *pEnt = pm_entSelf;
if (pEnt && pEnt->s.NPC_class == CLASS_VEHICLE)
{
// If The UCmds Were Set, But Never Converted Into A MoveDir, Then Make The WishDir From UCmds
//--------------------------------------------------------------------------------------------
if ((fmove!=0.0f || smove!=0.0f) && VectorCompare(pm->ps->moveDir, vec3_origin))
{
//gi.Printf("Generating MoveDir\n");
for ( i = 0 ; i < 3 ; i++ )
{
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
}
// Otherwise, Use The Move Dir
//-----------------------------
else
{
//wishspeed = pm->ps->speed;
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
}
npcMovement = qtrue;
}
}
if (!npcMovement)
{
for ( i = 0 ; i < 3 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
// when going up or down slopes the wish velocity should Not be zero
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
}
// clamp the speed lower if ducking
if ( pm->ps->pm_flags & PMF_DUCKED ) {
if ( wishspeed > pm->ps->speed * pm_duckScale ) {
wishspeed = pm->ps->speed * pm_duckScale;
}
}
else if ( (pm->ps->pm_flags & PMF_ROLLING) && !BG_InRoll(pm->ps, pm->ps->legsAnim) &&
!PM_InRollComplete(pm->ps, pm->ps->legsAnim))
{
if ( wishspeed > pm->ps->speed * pm_duckScale ) {
wishspeed = pm->ps->speed * pm_duckScale;
}
}
// clamp the speed lower if wading or walking on the bottom
if ( pm->waterlevel ) {
float waterScale;
waterScale = pm->waterlevel / 3.0;
waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
if ( wishspeed > pm->ps->speed * waterScale ) {
wishspeed = pm->ps->speed * waterScale;
}
}
// when a player gets hit, they temporarily lose
// full control, which allows them to be moved a bit
if ( pm_flying == FLY_HOVER )
{
accelerate = pm_vehicleaccelerate;
}
else if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK )
{
accelerate = pm_airaccelerate;
}
else
{
accelerate = pm_accelerate;
}
PM_Accelerate (wishdir, wishspeed, accelerate);
/*
if (pm->ps->clientNum >= MAX_CLIENTS)
{
#ifdef QAGAME
Com_Printf("^1S: %f, %f\n", wishspeed, pm->ps->speed);
#else
Com_Printf("^2C: %f, %f\n", wishspeed, pm->ps->speed);
#endif
}
*/
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK )
{
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
}
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
// don't decrease velocity when going up or down a slope
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
// don't do anything if standing still
if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
return;
}
PM_StepSlideMove( qfalse );
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
}
/*
==============
PM_DeadMove
==============
*/
static void PM_DeadMove( void ) {
float forward;
if ( !pml.walking ) {
return;
}
// extra friction
forward = VectorLength (pm->ps->velocity);
forward -= 20;
if ( forward <= 0 ) {
VectorClear (pm->ps->velocity);
} else {
VectorNormalize (pm->ps->velocity);
VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
}
}
/*
===============
PM_NoclipMove
===============
*/
static void PM_NoclipMove( void ) {
float speed, drop, friction, control, newspeed;
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
// friction
speed = VectorLength (pm->ps->velocity);
if (speed < 1)
{
VectorCopy (vec3_origin, pm->ps->velocity);
}
else
{
drop = 0;
friction = pm_friction*1.5; // extra friction
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
}
// accelerate
scale = PM_CmdScale( &pm->cmd );
if (pm->cmd.buttons & BUTTON_ATTACK) { //turbo boost
scale *= 10;
}
if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost
scale *= 10;
}
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
for (i=0 ; i<3 ; i++)
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
wishvel[2] += pm->cmd.upmove;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
PM_Accelerate( wishdir, wishspeed, pm_accelerate );
// move
VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
}
//============================================================================
/*
================
PM_FootstepForSurface
Returns an event number apropriate for the groundsurface
================
*/
static int PM_FootstepForSurface( void )
{
if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS )
{
return 0;
}
return ( pml.groundTrace.surfaceFlags & MATERIAL_MASK );
}
extern qboolean PM_CanRollFromSoulCal( playerState_t *ps );
static int PM_TryRoll( void )
{
trace_t trace;
int anim = -1;
vec3_t fwd, right, traceto, mins, maxs, fwdAngles;
if ( BG_SaberInAttack( pm->ps->saberMove ) || BG_SaberInSpecialAttack( pm->ps->torsoAnim )
|| BG_SpinningSaberAnim( pm->ps->legsAnim )
|| PM_SaberInStart( pm->ps->saberMove ) )
{//attacking or spinning (or, if player, starting an attack)
if ( PM_CanRollFromSoulCal( pm->ps ) )
{//hehe
}
else
{
return 0;
}
}
if ((pm->ps->weapon != WP_SABER && pm->ps->weapon != WP_MELEE) ||
PM_IsRocketTrooper() ||
BG_HasYsalamiri(pm->gametype, pm->ps) ||
!BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION))
{ //Not using saber, or can't use jump
return 0;
}
if ( pm->ps->weapon == WP_SABER )
{
saberInfo_t *saber = BG_MySaber( pm->ps->clientNum, 0 );
if ( saber
&& (saber->saberFlags&SFL_NO_ROLLS) )
{
return 0;
}
saber = BG_MySaber( pm->ps->clientNum, 1 );
if ( saber
&& (saber->saberFlags&SFL_NO_ROLLS) )
{
return 0;
}
}
VectorSet(mins, pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE);
VectorSet(maxs, pm->maxs[0],pm->maxs[1],pm->ps->crouchheight);
VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0);
AngleVectors( fwdAngles, fwd, right, NULL );
if ( pm->cmd.forwardmove )
{ //check forward/backward rolls
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
anim = BOTH_ROLL_B;
VectorMA( pm->ps->origin, -64, fwd, traceto );
}
else
{
anim = BOTH_ROLL_F;
VectorMA( pm->ps->origin, 64, fwd, traceto );
}
}
else if ( pm->cmd.rightmove > 0 )
{ //right
anim = BOTH_ROLL_R;
VectorMA( pm->ps->origin, 64, right, traceto );
}
else if ( pm->cmd.rightmove < 0 )
{ //left
anim = BOTH_ROLL_L;
VectorMA( pm->ps->origin, -64, right, traceto );
}
if ( anim != -1 )
{ //We want to roll. Perform a trace to see if we can, and if so, send us into one.
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );
if ( trace.fraction >= 1.0f )
{
pm->ps->saberMove = LS_NONE;
return anim;
}
}
return 0;
}
#ifdef QAGAME
static void PM_CrashLandEffect( void )
{
float delta;
if ( pm->waterlevel )
{
return;
}
delta = fabs(pml.previous_velocity[2])/10;//VectorLength( pml.previous_velocity );?
if ( delta >= 30 )
{
vec3_t bottom;
int effectID = -1;
int material = (pml.groundTrace.surfaceFlags&MATERIAL_MASK);
VectorSet( bottom, pm->ps->origin[0],pm->ps->origin[1],pm->ps->origin[2]+pm->mins[2]+1 );
switch ( material )
{
case MATERIAL_MUD:
effectID = EFFECT_LANDING_MUD;
break;
case MATERIAL_SAND:
effectID = EFFECT_LANDING_SAND;
break;
case MATERIAL_DIRT:
effectID = EFFECT_LANDING_DIRT;
break;
case MATERIAL_SNOW:
effectID = EFFECT_LANDING_SNOW;
break;
case MATERIAL_GRAVEL:
effectID = EFFECT_LANDING_GRAVEL;
break;
}
if ( effectID != -1 )
{
G_PlayEffect( effectID, bottom, pml.groundTrace.plane.normal );
}
}
}
#endif
/*
=================
PM_CrashLand
Check for hard landings that generate sound events
=================
*/
static void PM_CrashLand( void ) {
float delta;
float dist;
float vel, acc;
float t;
float a, b, c, den;
qboolean didRoll = qfalse;
// calculate the exact velocity on landing
dist = pm->ps->origin[2] - pml.previous_origin[2];
vel = pml.previous_velocity[2];
acc = -pm->ps->gravity;
a = acc / 2;
b = vel;
c = -dist;
den = b * b - 4 * a * c;
if ( den < 0 ) {
pm->ps->inAirAnim = qfalse;
return;
}
t = (-b - sqrt( den ) ) / ( 2 * a );
delta = vel + t * acc;
delta = delta*delta * 0.0001;
#ifdef QAGAME
PM_CrashLandEffect();
#endif
// ducking while falling doubles damage
if ( pm->ps->pm_flags & PMF_DUCKED ) {
delta *= 2;
}
if (pm->ps->legsAnim == BOTH_A7_KICK_F_AIR ||
pm->ps->legsAnim == BOTH_A7_KICK_B_AIR ||
pm->ps->legsAnim == BOTH_A7_KICK_R_AIR ||
pm->ps->legsAnim == BOTH_A7_KICK_L_AIR)
{
int landAnim = -1;
switch ( pm->ps->legsAnim )
{
case BOTH_A7_KICK_F_AIR:
landAnim = BOTH_FORCELAND1;
break;
case BOTH_A7_KICK_B_AIR:
landAnim = BOTH_FORCELANDBACK1;
break;
case BOTH_A7_KICK_R_AIR:
landAnim = BOTH_FORCELANDRIGHT1;
break;
case BOTH_A7_KICK_L_AIR:
landAnim = BOTH_FORCELANDLEFT1;
break;
}
if ( landAnim != -1 )
{
if ( pm->ps->torsoAnim == pm->ps->legsAnim )
{
PM_SetAnim(SETANIM_BOTH, landAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
}
else
{
PM_SetAnim(SETANIM_LEGS, landAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
}
}
}
else if (pm->ps->legsAnim == BOTH_FORCEJUMPLEFT1 ||
pm->ps->legsAnim == BOTH_FORCEJUMPRIGHT1 ||
pm->ps->legsAnim == BOTH_FORCEJUMPBACK1 ||
pm->ps->legsAnim == BOTH_FORCEJUMP1)
{
int fjAnim;
switch (pm->ps->legsAnim)
{
case BOTH_FORCEJUMPLEFT1:
fjAnim = BOTH_LANDLEFT1;
break;
case BOTH_FORCEJUMPRIGHT1:
fjAnim = BOTH_LANDRIGHT1;
break;
case BOTH_FORCEJUMPBACK1:
fjAnim = BOTH_LANDBACK1;
break;
default:
fjAnim = BOTH_LAND1;
break;
}
PM_SetAnim(SETANIM_BOTH, fjAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
}
// decide which landing animation to use
else if (!BG_InRoll(pm->ps, pm->ps->legsAnim) && pm->ps->inAirAnim && !pm->ps->m_iVehicleNum)
{ //only play a land animation if we transitioned into an in-air animation while off the ground
if (!BG_SaberInSpecial(pm->ps->saberMove))
{
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) {
PM_ForceLegsAnim( BOTH_LANDBACK1 );
} else {
PM_ForceLegsAnim( BOTH_LAND1 );
}
}
}
if (pm->ps->weapon != WP_SABER && pm->ps->weapon != WP_MELEE && !PM_IsRocketTrooper())
{ //saber handles its own anims
//This will push us back into our weaponready stance from the land anim.
if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1)
{
PM_StartTorsoAnim( TORSO_WEAPONREADY4 );
}
else
{
if (pm->ps->weapon == WP_EMPLACED_GUN)
{
PM_StartTorsoAnim( BOTH_GUNSIT1 );
}
else
{
PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] );
}
}
}
if (!BG_InSpecialJump(pm->ps->legsAnim) ||
pm->ps->legsTimer < 1 ||
(pm->ps->legsAnim) == BOTH_WALL_RUN_LEFT ||
(pm->ps->legsAnim) == BOTH_WALL_RUN_RIGHT)
{ //Only set the timer if we're in an anim that can be interrupted (this would not be, say, a flip)
if (!BG_InRoll(pm->ps, pm->ps->legsAnim) && pm->ps->inAirAnim)
{
if (!BG_SaberInSpecial(pm->ps->saberMove) || pm->ps->weapon != WP_SABER)
{
if (pm->ps->legsAnim != BOTH_FORCELAND1 &&
pm->ps->legsAnim != BOTH_FORCELANDBACK1 &&
pm->ps->legsAnim != BOTH_FORCELANDRIGHT1 &&
pm->ps->legsAnim != BOTH_FORCELANDLEFT1)
{ //don't override if we have started a force land
pm->ps->legsTimer = TIMER_LAND;
}
}
}
}
pm->ps->inAirAnim = qfalse;
if (pm->ps->m_iVehicleNum)
{ //don't do fall stuff while on a vehicle
return;
}
// never take falling damage if completely underwater
if ( pm->waterlevel == 3 ) {
return;
}
// reduce falling damage if there is standing water
if ( pm->waterlevel == 2 ) {
delta *= 0.25;
}
if ( pm->waterlevel == 1 ) {
delta *= 0.5;
}
if ( delta < 1 ) {
return;
}
if ( pm->ps->pm_flags & PMF_DUCKED )
{
if( delta >= 2 && !PM_InOnGroundAnim( pm->ps->legsAnim ) && !PM_InKnockDown( pm->ps ) && !BG_InRoll(pm->ps, pm->ps->legsAnim) &&
pm->ps->forceHandExtend == HANDEXTEND_NONE )
{//roll!
int anim = PM_TryRoll();
if (PM_InRollComplete(pm->ps, pm->ps->legsAnim))
{
anim = 0;
pm->ps->legsTimer = 0;
pm->ps->legsAnim = 0;
PM_SetAnim(SETANIM_BOTH,BOTH_LAND1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150);
pm->ps->legsTimer = TIMER_LAND;
}
if ( anim )
{//absorb some impact
pm->ps->legsTimer = 0;
delta /= 3; // /= 2 just cancels out the above delta *= 2 when landing while crouched, the roll itself should absorb a little damage
pm->ps->legsAnim = 0;
if (pm->ps->torsoAnim == BOTH_A7_SOULCAL)
{ //get out of it on torso
pm->ps->torsoTimer = 0;
}
PM_SetAnim(SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150);
didRoll = qtrue;
}
}
}
// SURF_NODAMAGE is used for bounce pads where you don't ever
// want to take damage or play a crunch sound
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) {
if (delta > 7)
{
int delta_send = (int)delta;
if (delta_send > 600)
{ //will never need to know any value above this
delta_send = 600;
}
if (pm->ps->fd.forceJumpZStart)
{
if ((int)pm->ps->origin[2] >= (int)pm->ps->fd.forceJumpZStart)
{ //was force jumping, landed on higher or same level as when force jump was started
if (delta_send > 8)
{
delta_send = 8;
}
}
else
{
if (delta_send > 8)
{
int dif = ((int)pm->ps->fd.forceJumpZStart - (int)pm->ps->origin[2]);
int dmgLess = (forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]] - dif);
if (dmgLess < 0)
{
dmgLess = 0;
}
delta_send -= (dmgLess*0.3);
if (delta_send < 8)
{
delta_send = 8;
}
//Com_Printf("Damage sub: %i\n", (int)((dmgLess*0.1)));
}
}
}
if (didRoll)
{ //Add the appropriate event..
PM_AddEventWithParm( EV_ROLL, delta_send );
}
else
{
PM_AddEventWithParm( EV_FALL, delta_send );
}
}
else
{
if (didRoll)
{
PM_AddEventWithParm( EV_ROLL, 0 );
}
else
{
PM_AddEventWithParm( EV_FOOTSTEP, PM_FootstepForSurface() );
}
}
}
// make sure velocity resets so we don't bounce back up again in case we miss the clear elsewhere
pm->ps->velocity[2] = 0;
// start footstep cycle over
pm->ps->bobCycle = 0;
}
/*
=============
PM_CorrectAllSolid
=============
*/
static int PM_CorrectAllSolid( trace_t *trace ) {
int i, j, k;
vec3_t point;
if ( pm->debugLevel ) {
Com_Printf("%i:allsolid\n", c_pmove);
}
// jitter around
for (i = -1; i <= 1; i++) {
for (j = -1; j <= 1; j++) {
for (k = -1; k <= 1; k++) {
VectorCopy(pm->ps->origin, point);
point[0] += (float) i;
point[1] += (float) j;
point[2] += (float) k;
pm->trace (trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
if ( !trace->allsolid ) {
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
pm->trace (trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
pml.groundTrace = *trace;
return qtrue;
}
}
}
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
return qfalse;
}
/*
=============
PM_GroundTraceMissed
The ground trace didn't hit a surface, so we are in freefall
=============
*/
static void PM_GroundTraceMissed( void ) {
trace_t trace;
vec3_t point;
//rww - don't want to do this when handextend_choke, because you can be standing on the ground
//while still holding your throat.
if ( pm->ps->pm_type == PM_FLOAT )
{
//we're assuming this is because you're being choked
int parts = SETANIM_LEGS;
//rww - also don't use SETANIM_FLAG_HOLD, it will cause the legs to float around a bit before going into
//a proper anim even when on the ground.
PM_SetAnim(parts, BOTH_CHOKE3, SETANIM_FLAG_OVERRIDE, 100);
}
else if ( pm->ps->pm_type == PM_JETPACK )
{//jetpacking
//rww - also don't use SETANIM_FLAG_HOLD, it will cause the legs to float around a bit before going into
//a proper anim even when on the ground.
//PM_SetAnim(SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE, 100);
}
//If the anim is choke3, act like we just went into the air because we aren't in a float
else if ( pm->ps->groundEntityNum != ENTITYNUM_NONE || (pm->ps->legsAnim) == BOTH_CHOKE3 )
{
// we just transitioned into freefall
if ( pm->debugLevel ) {
Com_Printf("%i:lift\n", c_pmove);
}
// if they aren't in a jumping animation and the ground is a ways away, force into it
// if we didn't do the trace, the player would be backflipping down staircases
VectorCopy( pm->ps->origin, point );
point[2] -= 64;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 || pm->ps->pm_type == PM_FLOAT ) {
if ( pm->ps->velocity[2] <= 0 && !(pm->ps->pm_flags&PMF_JUMP_HELD))
{
//PM_SetAnim(SETANIM_LEGS,BOTH_INAIR1,SETANIM_FLAG_OVERRIDE, 100);
PM_SetAnim(SETANIM_LEGS,BOTH_INAIR1,0, 100);
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.forwardmove >= 0 )
{
PM_SetAnim(SETANIM_LEGS,BOTH_JUMP1,SETANIM_FLAG_OVERRIDE, 100);
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else
{
PM_SetAnim(SETANIM_LEGS,BOTH_JUMPBACK1,SETANIM_FLAG_OVERRIDE, 100);
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
pm->ps->inAirAnim = qtrue;
}
}
else if (!pm->ps->inAirAnim)
{
// if they aren't in a jumping animation and the ground is a ways away, force into it
// if we didn't do the trace, the player would be backflipping down staircases
VectorCopy( pm->ps->origin, point );
point[2] -= 64;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 || pm->ps->pm_type == PM_FLOAT )
{
pm->ps->inAirAnim = qtrue;
}
}
if (PM_InRollComplete(pm->ps, pm->ps->legsAnim))
{ //Client won't catch an animation restart because it only checks frame against incoming frame, so if you roll when you land after rolling
//off of something it won't replay the roll anim unless we switch it off in the air. This fixes that.
PM_SetAnim(SETANIM_BOTH,BOTH_INAIR1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150);
pm->ps->inAirAnim = qtrue;
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
/*
=============
PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
vec3_t point;
trace_t trace;
float minNormal = (float)MIN_WALK_NORMAL;
if ( pm->ps->clientNum >= MAX_CLIENTS)
{
bgEntity_t *pEnt = pm_entSelf;
if (pEnt && pEnt->s.NPC_class == CLASS_VEHICLE)
{
minNormal = pEnt->m_pVehicle->m_pVehicleInfo->maxSlope;
}
}
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
pml.groundTrace = trace;
// do something corrective if the trace starts in a solid...
if ( trace.allsolid ) {
if ( !PM_CorrectAllSolid(&trace) )
return;
}
if (pm->ps->pm_type == PM_FLOAT || pm->ps->pm_type == PM_JETPACK)
{
PM_GroundTraceMissed();
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// if the trace didn't hit anything, we are in free fall
if ( trace.fraction == 1.0 ) {
PM_GroundTraceMissed();
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// check if getting thrown off the ground
if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) {
if ( pm->debugLevel ) {
Com_Printf("%i:kickoff\n", c_pmove);
}
// go into jump animation
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( BOTH_JUMP1 );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( BOTH_JUMPBACK1 );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
// slopes that are too steep will not be considered onground
if ( trace.plane.normal[2] < minNormal ) {
if ( pm->debugLevel ) {
Com_Printf("%i:steep\n", c_pmove);
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qtrue;
pml.walking = qfalse;
return;
}
pml.groundPlane = qtrue;
pml.walking = qtrue;
// hitting solid ground will end a waterjump
if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
{
pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
pm->ps->pm_time = 0;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
// just hit the ground
if ( pm->debugLevel ) {
Com_Printf("%i:Land\n", c_pmove);
}
PM_CrashLand();
#ifdef QAGAME
if (pm->ps->clientNum < MAX_CLIENTS &&
!pm->ps->m_iVehicleNum &&
trace.entityNum < ENTITYNUM_WORLD &&
trace.entityNum >= MAX_CLIENTS &&
!pm->ps->zoomMode &&
pm_entSelf)
{ //check if we landed on a vehicle
gentity_t *trEnt = &g_entities[trace.entityNum];
if (trEnt->inuse && trEnt->client && trEnt->s.eType == ET_NPC && trEnt->s.NPC_class == CLASS_VEHICLE &&
!trEnt->client->ps.m_iVehicleNum &&
trEnt->m_pVehicle &&
trEnt->m_pVehicle->m_pVehicleInfo->type != VH_WALKER &&
trEnt->m_pVehicle->m_pVehicleInfo->type != VH_FIGHTER)
{ //it's a vehicle alright, let's board it.. if it's not an atst or ship
if (!BG_SaberInSpecial(pm->ps->saberMove) &&
pm->ps->forceHandExtend == HANDEXTEND_NONE &&
pm->ps->weaponTime <= 0)
{
gentity_t *servEnt = (gentity_t *)pm_entSelf;
if (g_gametype.integer < GT_TEAM ||
!trEnt->alliedTeam ||
(trEnt->alliedTeam == servEnt->client->sess.sessionTeam))
{ //not belonging to a team, or client is on same team
trEnt->m_pVehicle->m_pVehicleInfo->Board(trEnt->m_pVehicle, pm_entSelf);
}
}
}
}
#endif
// don't do landing time if we were just going down a slope
if ( pml.previous_velocity[2] < -200 ) {
// don't allow another jump for a little while
pm->ps->pm_flags |= PMF_TIME_LAND;
pm->ps->pm_time = 250;
}
}
pm->ps->groundEntityNum = trace.entityNum;
pm->ps->lastOnGround = pm->cmd.serverTime;
PM_AddTouchEnt( trace.entityNum );
}
/*
=============
PM_SetWaterLevel
=============
*/
static void PM_SetWaterLevel( void ) {
vec3_t point;
int cont;
int sample1;
int sample2;
//
// get waterlevel, accounting for ducking
//
pm->waterlevel = 0;
pm->watertype = 0;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] + MINS_Z + 1;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
sample2 = pm->ps->viewheight - MINS_Z;
sample1 = sample2 / 2;
pm->watertype = cont;
pm->waterlevel = 1;
point[2] = pm->ps->origin[2] + MINS_Z + sample1;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
pm->waterlevel = 2;
point[2] = pm->ps->origin[2] + MINS_Z + sample2;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ){
pm->waterlevel = 3;
}
}
}
}
qboolean PM_CheckDualForwardJumpDuck( void )
{
qboolean resized = qfalse;
if ( pm->ps->legsAnim == BOTH_JUMPATTACK6 )
{
//dynamically reduce bounding box to let character sail over heads of enemies
if ( ( pm->ps->legsTimer >= 1450
&& PM_AnimLength( 0, BOTH_JUMPATTACK6 ) - pm->ps->legsTimer >= 400 )
||(pm->ps->legsTimer >= 400
&& PM_AnimLength( 0, BOTH_JUMPATTACK6 ) - pm->ps->legsTimer >= 1100 ) )
{//in a part of the anim that we're pretty much sideways in, raise up the mins
pm->mins[2] = 0;
pm->ps->pm_flags |= PMF_FIX_MINS;
resized = qtrue;
}
}
return resized;
}
void PM_CheckFixMins( void )
{
if ( (pm->ps->pm_flags&PMF_FIX_MINS) )// pm->mins[2] > DEFAULT_MINS_2 )
{//drop the mins back down
//do a trace to make sure it's okay
trace_t trace;
vec3_t end, curMins, curMaxs;
VectorSet( end, pm->ps->origin[0], pm->ps->origin[1], pm->ps->origin[2]+MINS_Z );
VectorSet( curMins, pm->mins[0], pm->mins[1], 0 );
VectorSet( curMaxs, pm->maxs[0], pm->maxs[1], pm->ps->standheight );
pm->trace( &trace, pm->ps->origin, curMins, curMaxs, end, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid && !trace.startsolid )
{//should never start in solid
if ( trace.fraction >= 1.0f )
{//all clear
//drop the bottom of my bbox back down
pm->mins[2] = MINS_Z;
pm->ps->pm_flags &= ~PMF_FIX_MINS;
}
else
{//move me up so the bottom of my bbox will be where the trace ended, at least
//need to trace up, too
float updist = ((1.0f-trace.fraction) * -MINS_Z);
end[2] = pm->ps->origin[2]+updist;
pm->trace( &trace, pm->ps->origin, curMins, curMaxs, end, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid && !trace.startsolid )
{//should never start in solid
if ( trace.fraction >= 1.0f )
{//all clear
//move me up
pm->ps->origin[2] += updist;
//drop the bottom of my bbox back down
pm->mins[2] = MINS_Z;
pm->ps->pm_flags &= ~PMF_FIX_MINS;
}
else
{//crap, no room to expand, so just crouch us
if ( pm->ps->legsAnim != BOTH_JUMPATTACK6
|| pm->ps->legsTimer <= 200 )
{//at the end of the anim, and we can't leave ourselves like this
//so drop the maxs, put the mins back and move us up
pm->maxs[2] += MINS_Z;
pm->ps->origin[2] -= MINS_Z;
pm->mins[2] = MINS_Z;
//this way we'll be in a crouch when we're done
if ( pm->ps->legsAnim == BOTH_JUMPATTACK6 )
{
pm->ps->legsTimer = pm->ps->torsoTimer = 0;
}
pm->ps->pm_flags |= PMF_DUCKED;
//FIXME: do we need to set a crouch anim here?
pm->ps->pm_flags &= ~PMF_FIX_MINS;
}
}
}//crap, stuck
}
}//crap, stuck!
}
}
/*
==============
PM_CheckDuck
Sets mins, maxs, and pm->ps->viewheight
==============
*/
static void PM_CheckDuck (void)
{
trace_t trace;
if ( pm->ps->m_iVehicleNum > 0 && pm->ps->m_iVehicleNum < ENTITYNUM_NONE )
{//riding a vehicle or are a vehicle
//no ducking or rolling when on a vehicle
//right? not even on ones that you just ride on top of?
pm->ps->pm_flags &= ~PMF_DUCKED;
pm->ps->pm_flags &= ~PMF_ROLLING;
//NOTE: we don't clear the pm->cmd.upmove here because
//the vehicle code may need it later... but, for riders,
//it should have already been copied over to the vehicle, right?
if (pm->ps->clientNum >= MAX_CLIENTS)
{
return;
}
if (pm_entVeh && pm_entVeh->m_pVehicle &&
(pm_entVeh->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER ||
pm_entVeh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL))
{
trace_t solidTr;
pm->mins[0] = -16;
pm->mins[1] = -16;
pm->mins[2] = MINS_Z;
pm->maxs[0] = 16;
pm->maxs[1] = 16;
pm->maxs[2] = pm->ps->standheight;//DEFAULT_MAXS_2;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
pm->trace (&solidTr, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->m_iVehicleNum, pm->tracemask);
if (solidTr.startsolid || solidTr.allsolid || solidTr.fraction != 1.0f)
{ //whoops, can't fit here. Down to 0!
VectorClear(pm->mins);
VectorClear(pm->maxs);
#ifdef QAGAME
{
gentity_t *me = &g_entities[pm->ps->clientNum];
if (me->inuse && me->client)
{ //yeah, this is a really terrible hack.
me->client->solidHack = level.time + 200;
}
}
#endif
}
}
}
else
{
if (pm->ps->clientNum < MAX_CLIENTS)
{
pm->mins[0] = -15;
pm->mins[1] = -15;
pm->maxs[0] = 15;
pm->maxs[1] = 15;
}
if ( PM_CheckDualForwardJumpDuck() )
{//special anim resizing us
}
else
{
PM_CheckFixMins();
if ( !pm->mins[2] )
{
pm->mins[2] = MINS_Z;
}
}
if (pm->ps->pm_type == PM_DEAD && pm->ps->clientNum < MAX_CLIENTS)
{
pm->maxs[2] = -8;
pm->ps->viewheight = DEAD_VIEWHEIGHT;
return;
}
if (BG_InRoll(pm->ps, pm->ps->legsAnim) && !BG_KickingAnim(pm->ps->legsAnim))
{
pm->maxs[2] = pm->ps->crouchheight; //CROUCH_MAXS_2;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
pm->ps->pm_flags &= ~PMF_DUCKED;
pm->ps->pm_flags |= PMF_ROLLING;
return;
}
else if (pm->ps->pm_flags & PMF_ROLLING)
{
// try to stand up
pm->maxs[2] = pm->ps->standheight;//DEFAULT_MAXS_2;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if (!trace.allsolid)
pm->ps->pm_flags &= ~PMF_ROLLING;
}
else if (pm->cmd.upmove < 0 ||
pm->ps->forceHandExtend == HANDEXTEND_KNOCKDOWN ||
pm->ps->forceHandExtend == HANDEXTEND_PRETHROWN ||
pm->ps->forceHandExtend == HANDEXTEND_POSTTHROWN)
{ // duck
pm->ps->pm_flags |= PMF_DUCKED;
}
else
{ // stand up if possible
if (pm->ps->pm_flags & PMF_DUCKED)
{
// try to stand up
pm->maxs[2] = pm->ps->standheight;//DEFAULT_MAXS_2;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if (!trace.allsolid)
pm->ps->pm_flags &= ~PMF_DUCKED;
}
}
}
if (pm->ps->pm_flags & PMF_DUCKED)
{
pm->maxs[2] = pm->ps->crouchheight;//CROUCH_MAXS_2;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
}
else if (pm->ps->pm_flags & PMF_ROLLING)
{
pm->maxs[2] = pm->ps->crouchheight;//CROUCH_MAXS_2;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
}
else
{
pm->maxs[2] = pm->ps->standheight;//DEFAULT_MAXS_2;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
}
}
//===================================================================
/*
==============
PM_Use
Generates a use event
==============
*/
#define USE_DELAY 2000
void PM_Use( void )
{
if ( pm->ps->useTime > 0 )
pm->ps->useTime -= 100;//pm->cmd.msec;
if ( pm->ps->useTime > 0 ) {
return;
}
if ( ! (pm->cmd.buttons & BUTTON_USE ) )
{
pm->useEvent = 0;
pm->ps->useTime = 0;
return;
}
pm->useEvent = EV_USE;
pm->ps->useTime = USE_DELAY;
}
qboolean PM_WalkingAnim( int anim )
{
switch ( anim )
{
case BOTH_WALK1: //# Normal walk
case BOTH_WALK2: //# Normal walk with saber
case BOTH_WALK_STAFF: //# Normal walk with staff
case BOTH_WALK_DUAL: //# Normal walk with staff
case BOTH_WALK5: //# Tavion taunting Kyle (cin 22)
case BOTH_WALK6: //# Slow walk for Luke (cin 12)
case BOTH_WALK7: //# Fast walk
case BOTH_WALKBACK1: //# Walk1 backwards
case BOTH_WALKBACK2: //# Walk2 backwards
case BOTH_WALKBACK_STAFF: //# Walk backwards with staff
case BOTH_WALKBACK_DUAL: //# Walk backwards with dual
return qtrue;
break;
}
return qfalse;
}
qboolean PM_RunningAnim( int anim )
{
switch ( (anim) )
{
case BOTH_RUN1:
case BOTH_RUN2:
case BOTH_RUN_STAFF:
case BOTH_RUN_DUAL:
case BOTH_RUNBACK1:
case BOTH_RUNBACK2:
case BOTH_RUNBACK_STAFF:
case BOTH_RUNBACK_DUAL:
case BOTH_RUN1START: //# Start into full run1
case BOTH_RUN1STOP: //# Stop from full run1
case BOTH_RUNSTRAFE_LEFT1: //# Sidestep left: should loop
case BOTH_RUNSTRAFE_RIGHT1: //# Sidestep right: should loop
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SwimmingAnim( int anim )
{
switch ( anim )
{
case BOTH_SWIM_IDLE1: //# Swimming Idle 1
case BOTH_SWIMFORWARD: //# Swim forward loop
case BOTH_SWIMBACKWARD: //# Swim backward loop
return qtrue;
break;
}
return qfalse;
}
qboolean PM_RollingAnim( int anim )
{
switch ( anim )
{
case BOTH_ROLL_F: //# Roll forward
case BOTH_ROLL_B: //# Roll backward
case BOTH_ROLL_L: //# Roll left
case BOTH_ROLL_R: //# Roll right
return qtrue;
break;
}
return qfalse;
}
void PM_AnglesForSlope( const float yaw, const vec3_t slope, vec3_t angles )
{
vec3_t nvf, ovf, ovr, new_angles;
float pitch, mod, dot;
VectorSet( angles, 0, yaw, 0 );
AngleVectors( angles, ovf, ovr, NULL );
vectoangles( slope, new_angles );
pitch = new_angles[PITCH] + 90;
new_angles[ROLL] = new_angles[PITCH] = 0;
AngleVectors( new_angles, nvf, NULL, NULL );
mod = DotProduct( nvf, ovr );
if ( mod < 0 )
mod = -1;
else
mod = 1;
dot = DotProduct( nvf, ovf );
angles[YAW] = 0;
angles[PITCH] = dot * pitch;
angles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
}
void PM_FootSlopeTrace( float *pDiff, float *pInterval )
{
vec3_t footLOrg, footROrg, footLBot, footRBot;
vec3_t footLPoint, footRPoint;
vec3_t footMins, footMaxs;
vec3_t footLSlope, footRSlope;
trace_t trace;
float diff, interval;
mdxaBone_t boltMatrix;
vec3_t G2Angles;
VectorSet(G2Angles, 0, pm->ps->viewangles[YAW], 0);
interval = 4;//?
strap_G2API_GetBoltMatrix( pm->ghoul2, 0, pm->g2Bolts_LFoot,
&boltMatrix, G2Angles, pm->ps->origin, pm->cmd.serverTime,
NULL, pm->modelScale );
footLPoint[0] = boltMatrix.matrix[0][3];
footLPoint[1] = boltMatrix.matrix[1][3];
footLPoint[2] = boltMatrix.matrix[2][3];
strap_G2API_GetBoltMatrix( pm->ghoul2, 0, pm->g2Bolts_RFoot,
&boltMatrix, G2Angles, pm->ps->origin, pm->cmd.serverTime,
NULL, pm->modelScale );
footRPoint[0] = boltMatrix.matrix[0][3];
footRPoint[1] = boltMatrix.matrix[1][3];
footRPoint[2] = boltMatrix.matrix[2][3];
//get these on the cgame and store it, save ourselves a ghoul2 construct skel call
VectorCopy( footLPoint, footLOrg );
VectorCopy( footRPoint, footROrg );
//step 2: adjust foot tag z height to bottom of bbox+1
footLOrg[2] = pm->ps->origin[2] + pm->mins[2] + 1;
footROrg[2] = pm->ps->origin[2] + pm->mins[2] + 1;
VectorSet( footLBot, footLOrg[0], footLOrg[1], footLOrg[2] - interval*10 );
VectorSet( footRBot, footROrg[0], footROrg[1], footROrg[2] - interval*10 );
//step 3: trace down from each, find difference
VectorSet( footMins, -3, -3, 0 );
VectorSet( footMaxs, 3, 3, 1 );
pm->trace( &trace, footLOrg, footMins, footMaxs, footLBot, pm->ps->clientNum, pm->tracemask );
VectorCopy( trace.endpos, footLBot );
VectorCopy( trace.plane.normal, footLSlope );
pm->trace( &trace, footROrg, footMins, footMaxs, footRBot, pm->ps->clientNum, pm->tracemask );
VectorCopy( trace.endpos, footRBot );
VectorCopy( trace.plane.normal, footRSlope );
diff = footLBot[2] - footRBot[2];
if ( pDiff != NULL )
{
*pDiff = diff;
}
if ( pInterval != NULL )
{
*pInterval = interval;
}
}
qboolean BG_InSlopeAnim( int anim )
{
switch ( anim )
{
case LEGS_LEFTUP1: //# On a slope with left foot 4 higher than right
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
case LEGS_RIGHTUP1: //# On a slope with RIGHT foot 4 higher than left
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
case LEGS_S1_LUP1:
case LEGS_S1_LUP2:
case LEGS_S1_LUP3:
case LEGS_S1_LUP4:
case LEGS_S1_LUP5:
case LEGS_S1_RUP1:
case LEGS_S1_RUP2:
case LEGS_S1_RUP3:
case LEGS_S1_RUP4:
case LEGS_S1_RUP5:
case LEGS_S3_LUP1:
case LEGS_S3_LUP2:
case LEGS_S3_LUP3:
case LEGS_S3_LUP4:
case LEGS_S3_LUP5:
case LEGS_S3_RUP1:
case LEGS_S3_RUP2:
case LEGS_S3_RUP3:
case LEGS_S3_RUP4:
case LEGS_S3_RUP5:
case LEGS_S4_LUP1:
case LEGS_S4_LUP2:
case LEGS_S4_LUP3:
case LEGS_S4_LUP4:
case LEGS_S4_LUP5:
case LEGS_S4_RUP1:
case LEGS_S4_RUP2:
case LEGS_S4_RUP3:
case LEGS_S4_RUP4:
case LEGS_S4_RUP5:
case LEGS_S5_LUP1:
case LEGS_S5_LUP2:
case LEGS_S5_LUP3:
case LEGS_S5_LUP4:
case LEGS_S5_LUP5:
case LEGS_S5_RUP1:
case LEGS_S5_RUP2:
case LEGS_S5_RUP3:
case LEGS_S5_RUP4:
case LEGS_S5_RUP5:
return qtrue;
break;
}
return qfalse;
}
#define SLOPE_RECALC_INT 100
qboolean PM_AdjustStandAnimForSlope( void )
{
float diff;
float interval;
int destAnim;
int legsAnim;
#define SLOPERECALCVAR pm->ps->slopeRecalcTime //this is purely convenience
if (!pm->ghoul2)
{ //probably just changed models and not quite in sync yet
return qfalse;
}
if ( pm->g2Bolts_LFoot == -1 || pm->g2Bolts_RFoot == -1 )
{//need these bolts!
return qfalse;
}
//step 1: find the 2 foot tags
PM_FootSlopeTrace( &diff, &interval );
//step 4: based on difference, choose one of the left/right slope-match intervals
if ( diff >= interval*5 )
{
destAnim = LEGS_LEFTUP5;
}
else if ( diff >= interval*4 )
{
destAnim = LEGS_LEFTUP4;
}
else if ( diff >= interval*3 )
{
destAnim = LEGS_LEFTUP3;
}
else if ( diff >= interval*2 )
{
destAnim = LEGS_LEFTUP2;
}
else if ( diff >= interval )
{
destAnim = LEGS_LEFTUP1;
}
else if ( diff <= interval*-5 )
{
destAnim = LEGS_RIGHTUP5;
}
else if ( diff <= interval*-4 )
{
destAnim = LEGS_RIGHTUP4;
}
else if ( diff <= interval*-3 )
{
destAnim = LEGS_RIGHTUP3;
}
else if ( diff <= interval*-2 )
{
destAnim = LEGS_RIGHTUP2;
}
else if ( diff <= interval*-1 )
{
destAnim = LEGS_RIGHTUP1;
}
else
{
return qfalse;
}
legsAnim = pm->ps->legsAnim;
//adjust for current legs anim
switch ( legsAnim )
{
case BOTH_STAND1:
case LEGS_S1_LUP1:
case LEGS_S1_LUP2:
case LEGS_S1_LUP3:
case LEGS_S1_LUP4:
case LEGS_S1_LUP5:
case LEGS_S1_RUP1:
case LEGS_S1_RUP2:
case LEGS_S1_RUP3:
case LEGS_S1_RUP4:
case LEGS_S1_RUP5:
destAnim = LEGS_S1_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND2:
case BOTH_SABERFAST_STANCE:
case BOTH_SABERSLOW_STANCE:
case BOTH_CROUCH1IDLE:
case BOTH_CROUCH1:
case LEGS_LEFTUP1: //# On a slope with left foot 4 higher than right
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
case LEGS_RIGHTUP1: //# On a slope with RIGHT foot 4 higher than left
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
//fine
break;
case BOTH_STAND3:
case LEGS_S3_LUP1:
case LEGS_S3_LUP2:
case LEGS_S3_LUP3:
case LEGS_S3_LUP4:
case LEGS_S3_LUP5:
case LEGS_S3_RUP1:
case LEGS_S3_RUP2:
case LEGS_S3_RUP3:
case LEGS_S3_RUP4:
case LEGS_S3_RUP5:
destAnim = LEGS_S3_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND4:
case LEGS_S4_LUP1:
case LEGS_S4_LUP2:
case LEGS_S4_LUP3:
case LEGS_S4_LUP4:
case LEGS_S4_LUP5:
case LEGS_S4_RUP1:
case LEGS_S4_RUP2:
case LEGS_S4_RUP3:
case LEGS_S4_RUP4:
case LEGS_S4_RUP5:
destAnim = LEGS_S4_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND5:
case LEGS_S5_LUP1:
case LEGS_S5_LUP2:
case LEGS_S5_LUP3:
case LEGS_S5_LUP4:
case LEGS_S5_LUP5:
case LEGS_S5_RUP1:
case LEGS_S5_RUP2:
case LEGS_S5_RUP3:
case LEGS_S5_RUP4:
case LEGS_S5_RUP5:
destAnim = LEGS_S5_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND6:
default:
return qfalse;
break;
}
//step 5: based on the chosen interval and the current legsAnim, pick the correct anim
//step 6: increment/decrement to the dest anim, not instant
if ( (legsAnim >= LEGS_LEFTUP1 && legsAnim <= LEGS_LEFTUP5)
|| (legsAnim >= LEGS_S1_LUP1 && legsAnim <= LEGS_S1_LUP5)
|| (legsAnim >= LEGS_S3_LUP1 && legsAnim <= LEGS_S3_LUP5)
|| (legsAnim >= LEGS_S4_LUP1 && legsAnim <= LEGS_S4_LUP5)
|| (legsAnim >= LEGS_S5_LUP1 && legsAnim <= LEGS_S5_LUP5) )
{//already in left-side up
if ( destAnim > legsAnim && SLOPERECALCVAR < pm->cmd.serverTime )
{
legsAnim++;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else if ( destAnim < legsAnim && SLOPERECALCVAR < pm->cmd.serverTime )
{
legsAnim--;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else //if (SLOPERECALCVAR < pm->cmd.serverTime)
{
legsAnim = destAnim;
}
destAnim = legsAnim;
}
else if ( (legsAnim >= LEGS_RIGHTUP1 && legsAnim <= LEGS_RIGHTUP5)
|| (legsAnim >= LEGS_S1_RUP1 && legsAnim <= LEGS_S1_RUP5)
|| (legsAnim >= LEGS_S3_RUP1 && legsAnim <= LEGS_S3_RUP5)
|| (legsAnim >= LEGS_S4_RUP1 && legsAnim <= LEGS_S4_RUP5)
|| (legsAnim >= LEGS_S5_RUP1 && legsAnim <= LEGS_S5_RUP5) )
{//already in right-side up
if ( destAnim > legsAnim && SLOPERECALCVAR < pm->cmd.serverTime )
{
legsAnim++;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else if ( destAnim < legsAnim && SLOPERECALCVAR < pm->cmd.serverTime )
{
legsAnim--;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else //if (SLOPERECALCVAR < pm->cmd.serverTime)
{
legsAnim = destAnim;
}
destAnim = legsAnim;
}
else
{//in a stand of some sort?
switch ( legsAnim )
{
case BOTH_STAND1:
case TORSO_WEAPONREADY1:
case TORSO_WEAPONREADY2:
case TORSO_WEAPONREADY3:
case TORSO_WEAPONREADY10:
if ( destAnim >= LEGS_S1_LUP1 && destAnim <= LEGS_S1_LUP5 )
{//going into left side up
destAnim = LEGS_S1_LUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S1_RUP1 && destAnim <= LEGS_S1_RUP5 )
{//going into right side up
destAnim = LEGS_S1_RUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND2:
case BOTH_SABERFAST_STANCE:
case BOTH_SABERSLOW_STANCE:
case BOTH_CROUCH1IDLE:
if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
{//going into left side up
destAnim = LEGS_LEFTUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
{//going into right side up
destAnim = LEGS_RIGHTUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND3:
if ( destAnim >= LEGS_S3_LUP1 && destAnim <= LEGS_S3_LUP5 )
{//going into left side up
destAnim = LEGS_S3_LUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S3_RUP1 && destAnim <= LEGS_S3_RUP5 )
{//going into right side up
destAnim = LEGS_S3_RUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND4:
if ( destAnim >= LEGS_S4_LUP1 && destAnim <= LEGS_S4_LUP5 )
{//going into left side up
destAnim = LEGS_S4_LUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S4_RUP1 && destAnim <= LEGS_S4_RUP5 )
{//going into right side up
destAnim = LEGS_S4_RUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND5:
if ( destAnim >= LEGS_S5_LUP1 && destAnim <= LEGS_S5_LUP5 )
{//going into left side up
destAnim = LEGS_S5_LUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S5_RUP1 && destAnim <= LEGS_S5_RUP5 )
{//going into right side up
destAnim = LEGS_S5_RUP1;
SLOPERECALCVAR = pm->cmd.serverTime + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND6:
default:
return qfalse;
break;
}
}
//step 7: set the anim
//PM_SetAnim( SETANIM_LEGS, destAnim, SETANIM_FLAG_NORMAL, 100 );
PM_ContinueLegsAnim(destAnim);
return qtrue;
}
extern int WeaponReadyLegsAnim[WP_NUM_WEAPONS];
//rww - slowly back out of slope leg anims, to prevent skipping between slope anims and general jittering
int PM_LegsSlopeBackTransition(int desiredAnim)
{
int anim = pm->ps->legsAnim;
int resultingAnim = desiredAnim;
switch ( anim )
{
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
case LEGS_S1_LUP2:
case LEGS_S1_LUP3:
case LEGS_S1_LUP4:
case LEGS_S1_LUP5:
case LEGS_S1_RUP2:
case LEGS_S1_RUP3:
case LEGS_S1_RUP4:
case LEGS_S1_RUP5:
case LEGS_S3_LUP2:
case LEGS_S3_LUP3:
case LEGS_S3_LUP4:
case LEGS_S3_LUP5:
case LEGS_S3_RUP2:
case LEGS_S3_RUP3:
case LEGS_S3_RUP4:
case LEGS_S3_RUP5:
case LEGS_S4_LUP2:
case LEGS_S4_LUP3:
case LEGS_S4_LUP4:
case LEGS_S4_LUP5:
case LEGS_S4_RUP2:
case LEGS_S4_RUP3:
case LEGS_S4_RUP4:
case LEGS_S4_RUP5:
case LEGS_S5_LUP2:
case LEGS_S5_LUP3:
case LEGS_S5_LUP4:
case LEGS_S5_LUP5:
case LEGS_S5_RUP2:
case LEGS_S5_RUP3:
case LEGS_S5_RUP4:
case LEGS_S5_RUP5:
if (pm->ps->slopeRecalcTime < pm->cmd.serverTime)
{
resultingAnim = anim-1;
pm->ps->slopeRecalcTime = pm->cmd.serverTime + 8;//SLOPE_RECALC_INT;
}
else
{
resultingAnim = anim;
}
VectorClear(pm->ps->velocity);
break;
}
return resultingAnim;
}
/*
===============
PM_Footsteps
===============
*/
static void PM_Footsteps( void ) {
float bobmove;
int old;
qboolean footstep;
int setAnimFlags = 0;
if ( (PM_InSaberAnim( (pm->ps->legsAnim) ) && !BG_SpinningSaberAnim( (pm->ps->legsAnim) ))
|| (pm->ps->legsAnim) == BOTH_STAND1
|| (pm->ps->legsAnim) == BOTH_STAND1TO2
|| (pm->ps->legsAnim) == BOTH_STAND2TO1
|| (pm->ps->legsAnim) == BOTH_STAND2
|| (pm->ps->legsAnim) == BOTH_SABERFAST_STANCE
|| (pm->ps->legsAnim) == BOTH_SABERSLOW_STANCE
|| (pm->ps->legsAnim) == BOTH_BUTTON_HOLD
|| (pm->ps->legsAnim) == BOTH_BUTTON_RELEASE
|| PM_LandingAnim( (pm->ps->legsAnim) )
|| PM_PainAnim( (pm->ps->legsAnim) ))
{//legs are in a saber anim, and not spinning, be sure to override it
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
}
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
+ pm->ps->velocity[1] * pm->ps->velocity[1] );
if (pm->ps->saberMove == LS_SPINATTACK)
{
PM_ContinueLegsAnim( pm->ps->torsoAnim );
}
else if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
// airborne leaves position in cycle intact, but doesn't advance
if ( pm->waterlevel > 1 )
{
if (pm->xyspeed > 60)
{
PM_ContinueLegsAnim( BOTH_SWIMFORWARD );
}
else
{
PM_ContinueLegsAnim( BOTH_SWIM_IDLE1 );
}
}
return;
}
// if not trying to move
else if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
if ( pm->xyspeed < 5 ) {
pm->ps->bobCycle = 0; // start at beginning of cycle again
if ( pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_RANCOR )
{
if ( (pm->ps->eFlags2&EF2_USE_ALT_ANIM) )
{//holding someone
PM_ContinueLegsAnim( BOTH_STAND4 );
//PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
}
else if ( (pm->ps->eFlags2&EF2_ALERTED) )
{//have an enemy or have had one since we spawned
PM_ContinueLegsAnim( BOTH_STAND2 );
//PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND2,SETANIM_FLAG_NORMAL);
}
else
{//just stand there
PM_ContinueLegsAnim( BOTH_STAND1 );
//PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_WAMPA )
{
if ( (pm->ps->eFlags2&EF2_USE_ALT_ANIM) )
{//holding a victim
PM_ContinueLegsAnim( BOTH_STAND2 );
//PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND2,SETANIM_FLAG_NORMAL);
}
else
{//not holding a victim
PM_ContinueLegsAnim( BOTH_STAND1 );
//PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else if ( (pm->ps->pm_flags & PMF_DUCKED) || (pm->ps->pm_flags & PMF_ROLLING) ) {
if ((pm->ps->legsAnim) != BOTH_CROUCH1IDLE)
{
PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1IDLE, setAnimFlags, 100);
}
else
{
PM_ContinueLegsAnim( BOTH_CROUCH1IDLE );
}
} else {
if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1)
{
///???? continue legs anim on a torso anim...??!!!
//yeah.. the anim has a valid pose for the legs, it uses it (you can't move while using disruptor)
PM_ContinueLegsAnim( TORSO_WEAPONREADY4 );
}
else
{
if (pm->ps->weapon == WP_SABER && BG_SabersOff( pm->ps ) )
{
if (!PM_AdjustStandAnimForSlope())
{
//PM_ContinueLegsAnim( BOTH_STAND1 );
PM_ContinueLegsAnim(PM_LegsSlopeBackTransition(BOTH_STAND1));
}
}
else
{
if (pm->ps->weapon != WP_SABER || !PM_AdjustStandAnimForSlope())
{
if (pm->ps->weapon == WP_SABER)
{
PM_ContinueLegsAnim(PM_LegsSlopeBackTransition(PM_GetSaberStance()));
}
else
{
PM_ContinueLegsAnim(PM_LegsSlopeBackTransition(WeaponReadyLegsAnim[pm->ps->weapon]));
}
}
}
}
}
}
return;
}
footstep = qfalse;
if (pm->ps->saberMove == LS_SPINATTACK)
{
bobmove = 0.2f;
PM_ContinueLegsAnim( pm->ps->torsoAnim );
}
else if ( pm->ps->pm_flags & PMF_DUCKED )
{
int rolled = 0;
bobmove = 0.5; // ducked characters bob much faster
if ( ( (PM_RunningAnim( pm->ps->legsAnim )&&VectorLengthSquared(pm->ps->velocity)>=40000/*200*200*/) || PM_CanRollFromSoulCal( pm->ps ) ) &&
!BG_InRoll(pm->ps, pm->ps->legsAnim) )
{//roll!
rolled = PM_TryRoll();
}
if ( !rolled )
{ //if the roll failed or didn't attempt, do standard crouching anim stuff.
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
if ((pm->ps->legsAnim) != BOTH_CROUCH1WALKBACK)
{
PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALKBACK, setAnimFlags, 100);
}
else
{
PM_ContinueLegsAnim( BOTH_CROUCH1WALKBACK );
}
}
else {
if ((pm->ps->legsAnim) != BOTH_CROUCH1WALK)
{
PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALK, setAnimFlags, 100);
}
else
{
PM_ContinueLegsAnim( BOTH_CROUCH1WALK );
}
}
}
else
{ //otherwise send us into the roll
pm->ps->legsTimer = 0;
pm->ps->legsAnim = 0;
PM_SetAnim(SETANIM_BOTH,rolled,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150);
PM_AddEventWithParm( EV_ROLL, 0 );
pm->maxs[2] = pm->ps->crouchheight;//CROUCH_MAXS_2;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
pm->ps->pm_flags &= ~PMF_DUCKED;
pm->ps->pm_flags |= PMF_ROLLING;
}
}
else if ((pm->ps->pm_flags & PMF_ROLLING) && !BG_InRoll(pm->ps, pm->ps->legsAnim) &&
!PM_InRollComplete(pm->ps, pm->ps->legsAnim))
{
bobmove = 0.5; // ducked characters bob much faster
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
if ((pm->ps->legsAnim) != BOTH_CROUCH1WALKBACK)
{
PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALKBACK, setAnimFlags, 100);
}
else
{
PM_ContinueLegsAnim( BOTH_CROUCH1WALKBACK );
}
}
else
{
if ((pm->ps->legsAnim) != BOTH_CROUCH1WALK)
{
PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALK, setAnimFlags, 100);
}
else
{
PM_ContinueLegsAnim( BOTH_CROUCH1WALK );
}
}
}
else
{
int desiredAnim = -1;
if ((pm->ps->legsAnim == BOTH_FORCELAND1 ||
pm->ps->legsAnim == BOTH_FORCELANDBACK1 ||
pm->ps->legsAnim == BOTH_FORCELANDRIGHT1 ||
pm->ps->legsAnim == BOTH_FORCELANDLEFT1) &&
pm->ps->legsTimer > 0)
{ //let it finish first
bobmove = 0.2f;
}
else if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
{//running
bobmove = 0.4f; // faster speeds bob faster
if ( pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_WAMPA )
{
if ( (pm->ps->eFlags2&EF2_USE_ALT_ANIM) )
{//full on run, on all fours
desiredAnim = BOTH_RUN1;
}
else
{//regular, upright run
desiredAnim = BOTH_RUN2;
}
}
else if ( pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_RANCOR )
{//no run anims
if ( (pm->ps->pm_flags&PMF_BACKWARDS_RUN) )
{
desiredAnim = BOTH_WALKBACK1;
}
else
{
desiredAnim = BOTH_WALK1;
}
}
else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
switch (pm->ps->fd.saberAnimLevel)
{
case SS_STAFF:
if ( pm->ps->saberHolstered > 1 )
{//saber off
desiredAnim = BOTH_RUNBACK1;
}
else
{
//desiredAnim = BOTH_RUNBACK_STAFF;
//hmm.. stuff runback anim is pretty messed up for some reason.
desiredAnim = BOTH_RUNBACK2;
}
break;
case SS_DUAL:
if ( pm->ps->saberHolstered > 1 )
{//sabers off
desiredAnim = BOTH_RUNBACK1;
}
else
{
//desiredAnim = BOTH_RUNBACK_DUAL;
//and so is the dual
desiredAnim = BOTH_RUNBACK2;
}
break;
default:
if ( pm->ps->saberHolstered )
{//saber off
desiredAnim = BOTH_RUNBACK1;
}
else
{
desiredAnim = BOTH_RUNBACK2;
}
break;
}
}
else
{
switch (pm->ps->fd.saberAnimLevel)
{
case SS_STAFF:
if ( pm->ps->saberHolstered > 1 )
{//blades off
desiredAnim = BOTH_RUN1;
}
else if ( pm->ps->saberHolstered == 1 )
{//1 blade on
desiredAnim = BOTH_RUN2;
}
else
{
if (pm->ps->fd.forcePowersActive & (1<<FP_SPEED))
{
desiredAnim = BOTH_RUN1;
}
else
{
desiredAnim = BOTH_RUN_STAFF;
}
}
break;
case SS_DUAL:
if ( pm->ps->saberHolstered > 1 )
{//blades off
desiredAnim = BOTH_RUN1;
}
else if ( pm->ps->saberHolstered == 1 )
{//1 saber on
desiredAnim = BOTH_RUN2;
}
else
{
desiredAnim = BOTH_RUN_DUAL;
}
break;
default:
if ( pm->ps->saberHolstered )
{//saber off
desiredAnim = BOTH_RUN1;
}
else
{
desiredAnim = BOTH_RUN2;
}
break;
}
}
footstep = qtrue;
}
else
{
bobmove = 0.2f; // walking bobs slow
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
switch (pm->ps->fd.saberAnimLevel)
{
case SS_STAFF:
if ( pm->ps->saberHolstered > 1 )
{
desiredAnim = BOTH_WALKBACK1;
}
else if ( pm->ps->saberHolstered )
{
desiredAnim = BOTH_WALKBACK2;
}
else
{
desiredAnim = BOTH_WALKBACK_STAFF;
}
break;
case SS_DUAL:
if ( pm->ps->saberHolstered > 1 )
{
desiredAnim = BOTH_WALKBACK1;
}
else if ( pm->ps->saberHolstered )
{
desiredAnim = BOTH_WALKBACK2;
}
else
{
desiredAnim = BOTH_WALKBACK_DUAL;
}
break;
default:
if ( pm->ps->saberHolstered )
{
desiredAnim = BOTH_WALKBACK1;
}
else
{
desiredAnim = BOTH_WALKBACK2;
}
break;
}
}
else
{
if ( pm->ps->weapon == WP_MELEE )
{
desiredAnim = BOTH_WALK1;
}
else if ( BG_SabersOff( pm->ps ) )
{
desiredAnim = BOTH_WALK1;
}
else
{
switch (pm->ps->fd.saberAnimLevel)
{
case SS_STAFF:
if ( pm->ps->saberHolstered > 1 )
{
desiredAnim = BOTH_WALK1;
}
else if ( pm->ps->saberHolstered )
{
desiredAnim = BOTH_WALK2;
}
else
{
desiredAnim = BOTH_WALK_STAFF;
}
break;
case SS_DUAL:
if ( pm->ps->saberHolstered > 1 )
{
desiredAnim = BOTH_WALK1;
}
else if ( pm->ps->saberHolstered )
{
desiredAnim = BOTH_WALK2;
}
else
{
desiredAnim = BOTH_WALK_DUAL;
}
break;
default:
if ( pm->ps->saberHolstered )
{
desiredAnim = BOTH_WALK1;
}
else
{
desiredAnim = BOTH_WALK2;
}
break;
}
}
}
}
if (desiredAnim != -1)
{
int ires = PM_LegsSlopeBackTransition(desiredAnim);
if ((pm->ps->legsAnim) != desiredAnim && ires == desiredAnim)
{
PM_SetAnim(SETANIM_LEGS, desiredAnim, setAnimFlags, 100);
}
else
{
PM_ContinueLegsAnim(ires);
}
}
}
// check for footstep / splash sounds
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 )
{
pm->ps->footstepTime = pm->cmd.serverTime + 300;
if ( pm->waterlevel == 1 ) {
// splashing
PM_AddEvent( EV_FOOTSPLASH );
} else if ( pm->waterlevel == 2 ) {
// wading / swimming at surface
PM_AddEvent( EV_SWIM );
} else if ( pm->waterlevel == 3 ) {
// no sound when completely underwater
}
}
}
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void ) { // FIXME?
#ifdef QAGAME
qboolean impact_splash = qfalse;
#endif
//
// if just entered a water volume, play a sound
//
if (!pml.previous_waterlevel && pm->waterlevel) {
#ifdef QAGAME
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 )
{
impact_splash = qtrue;
}
#endif
PM_AddEvent( EV_WATER_TOUCH );
}
//
// if just completely exited a water volume, play a sound
//
if (pml.previous_waterlevel && !pm->waterlevel) {
#ifdef QAGAME
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 )
{
impact_splash = qtrue;
}
#endif
PM_AddEvent( EV_WATER_LEAVE );
}
#ifdef QAGAME
if ( impact_splash )
{
//play the splash effect
trace_t tr;
vec3_t start, end;
VectorCopy( pm->ps->origin, start );
VectorCopy( pm->ps->origin, end );
// FIXME: set start and end better
start[2] += 10;
end[2] -= 40;
pm->trace( &tr, start, vec3_origin, vec3_origin, end, pm->ps->clientNum, MASK_WATER );
if ( tr.fraction < 1.0f )
{
if ( (tr.contents&CONTENTS_LAVA) )
{
G_PlayEffect( EFFECT_LAVA_SPLASH, tr.endpos, tr.plane.normal );
}
else if ( (tr.contents&CONTENTS_SLIME) )
{
G_PlayEffect( EFFECT_ACID_SPLASH, tr.endpos, tr.plane.normal );
}
else //must be water
{
G_PlayEffect( EFFECT_WATER_SPLASH, tr.endpos, tr.plane.normal );
}
}
}
#endif
//
// check for head just going under water
//
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
PM_AddEvent( EV_WATER_UNDER );
}
//
// check for head just coming out of water
//
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
PM_AddEvent( EV_WATER_CLEAR );
}
}
void BG_ClearRocketLock( playerState_t *ps )
{
if ( ps )
{
ps->rocketLockIndex = ENTITYNUM_NONE;
ps->rocketLastValidTime = 0;
ps->rocketLockTime = -1;
ps->rocketTargetTime = 0;
}
}
/*
===============
PM_BeginWeaponChange
===============
*/
void PM_BeginWeaponChange( int weapon ) {
if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) {
return;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
return;
}
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
return;
}
// turn of any kind of zooming when weapon switching.
if (pm->ps->zoomMode)
{
pm->ps->zoomMode = 0;
pm->ps->zoomTime = pm->ps->commandTime;
}
PM_AddEventWithParm( EV_CHANGE_WEAPON, weapon );
pm->ps->weaponstate = WEAPON_DROPPING;
pm->ps->weaponTime += 200;
//PM_StartTorsoAnim( TORSO_DROPWEAP1 );
PM_SetAnim(SETANIM_TORSO, TORSO_DROPWEAP1, SETANIM_FLAG_OVERRIDE, 0);
BG_ClearRocketLock( pm->ps );
}
/*
===============
PM_FinishWeaponChange
===============
*/
void PM_FinishWeaponChange( void ) {
int weapon;
weapon = pm->cmd.weapon;
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
weapon = WP_NONE;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
weapon = WP_NONE;
}
if (weapon == WP_SABER)
{
PM_SetSaberMove(LS_DRAW);
}
else
{
//PM_StartTorsoAnim( TORSO_RAISEWEAP1);
PM_SetAnim(SETANIM_TORSO, TORSO_RAISEWEAP1, SETANIM_FLAG_OVERRIDE, 0);
}
pm->ps->weapon = weapon;
pm->ps->weaponstate = WEAPON_RAISING;
pm->ps->weaponTime += 250;
}
#ifdef QAGAME
extern void WP_GetVehicleCamPos( gentity_t *ent, gentity_t *pilot, vec3_t camPos );
#else
extern void CG_GetVehicleCamPos( vec3_t camPos );
#endif
#define MAX_XHAIR_DIST_ACCURACY 20000.0f
int BG_VehTraceFromCamPos( trace_t *camTrace, bgEntity_t *bgEnt, const vec3_t entOrg, const vec3_t shotStart, const vec3_t end, vec3_t newEnd, vec3_t shotDir, float bestDist )
{
//NOTE: this MUST stay up to date with the method used in CG_ScanForCrosshairEntity (where it checks the doExtraVehTraceFromViewPos bool)
vec3_t viewDir2End, extraEnd, camPos;
float minAutoAimDist;
#ifdef QAGAME
WP_GetVehicleCamPos( (gentity_t *)bgEnt, (gentity_t *)bgEnt->m_pVehicle->m_pPilot, camPos );
#else
CG_GetVehicleCamPos( camPos );
#endif
minAutoAimDist = Distance( entOrg, camPos ) + (bgEnt->m_pVehicle->m_pVehicleInfo->length/2.0f) + 200.0f;
VectorCopy( end, newEnd );
VectorSubtract( end, camPos, viewDir2End );
VectorNormalize( viewDir2End );
VectorMA( camPos, MAX_XHAIR_DIST_ACCURACY, viewDir2End, extraEnd );
#ifdef QAGAME
trap_Trace( camTrace, camPos, vec3_origin, vec3_origin, extraEnd,
bgEnt->s.number, CONTENTS_SOLID|CONTENTS_BODY );
#else
pm->trace( camTrace, camPos, vec3_origin, vec3_origin, extraEnd,
bgEnt->s.number, CONTENTS_SOLID|CONTENTS_BODY );
#endif
if ( !camTrace->allsolid
&& !camTrace->startsolid
&& camTrace->fraction < 1.0f
&& (camTrace->fraction*MAX_XHAIR_DIST_ACCURACY) > minAutoAimDist
&& ((camTrace->fraction*MAX_XHAIR_DIST_ACCURACY)-Distance( entOrg, camPos )) < bestDist )
{//this trace hit *something* that's closer than the thing the main trace hit, so use this result instead
VectorCopy( camTrace->endpos, newEnd );
VectorSubtract( newEnd, shotStart, shotDir );
VectorNormalize( shotDir );
return (camTrace->entityNum+1);
}
return 0;
}
void PM_RocketLock( float lockDist, qboolean vehicleLock )
{
// Not really a charge weapon, but we still want to delay fire until the button comes up so that we can
// implement our alt-fire locking stuff
vec3_t ang;
trace_t tr;
vec3_t muzzleOffPoint, muzzlePoint, forward, right, up;
if ( vehicleLock )
{
AngleVectors( pm->ps->viewangles, forward, right, up );
VectorCopy( pm->ps->origin, muzzlePoint );
VectorMA( muzzlePoint, lockDist, forward, ang );
}
else
{
AngleVectors( pm->ps->viewangles, forward, right, up );
AngleVectors(pm->ps->viewangles, ang, NULL, NULL);
VectorCopy( pm->ps->origin, muzzlePoint );
VectorCopy(WP_MuzzlePoint[WP_ROCKET_LAUNCHER], muzzleOffPoint);
VectorMA(muzzlePoint, muzzleOffPoint[0], forward, muzzlePoint);
VectorMA(muzzlePoint, muzzleOffPoint[1], right, muzzlePoint);
muzzlePoint[2] += pm->ps->viewheight + muzzleOffPoint[2];
ang[0] = muzzlePoint[0] + ang[0]*lockDist;
ang[1] = muzzlePoint[1] + ang[1]*lockDist;
ang[2] = muzzlePoint[2] + ang[2]*lockDist;
}
pm->trace(&tr, muzzlePoint, NULL, NULL, ang, pm->ps->clientNum, MASK_PLAYERSOLID);
if ( vehicleLock )
{//vehicles also do a trace from the camera point if the main one misses
if ( tr.fraction >= 1.0f )
{
trace_t camTrace;
vec3_t newEnd, shotDir;
if ( BG_VehTraceFromCamPos( &camTrace, PM_BGEntForNum(pm->ps->clientNum), pm->ps->origin, muzzlePoint, tr.endpos, newEnd, shotDir, (tr.fraction*lockDist) ) )
{
memcpy( &tr, &camTrace, sizeof(tr) );
}
}
}
if (tr.fraction != 1 && tr.entityNum < ENTITYNUM_NONE && tr.entityNum != pm->ps->clientNum)
{
bgEntity_t *bgEnt = PM_BGEntForNum(tr.entityNum);
if ( bgEnt && (bgEnt->s.powerups&PW_CLOAKED) )
{
pm->ps->rocketLockIndex = ENTITYNUM_NONE;
pm->ps->rocketLockTime = 0;
}
else if (bgEnt && (bgEnt->s.eType == ET_PLAYER || bgEnt->s.eType == ET_NPC))
{
if (pm->ps->rocketLockIndex == ENTITYNUM_NONE)
{
pm->ps->rocketLockIndex = tr.entityNum;
pm->ps->rocketLockTime = pm->cmd.serverTime;
}
else if (pm->ps->rocketLockIndex != tr.entityNum && pm->ps->rocketTargetTime < pm->cmd.serverTime)
{
pm->ps->rocketLockIndex = tr.entityNum;
pm->ps->rocketLockTime = pm->cmd.serverTime;
}
else if (pm->ps->rocketLockIndex == tr.entityNum)
{
if (pm->ps->rocketLockTime == -1)
{
pm->ps->rocketLockTime = pm->ps->rocketLastValidTime;
}
}
if (pm->ps->rocketLockIndex == tr.entityNum)
{
pm->ps->rocketTargetTime = pm->cmd.serverTime + 500;
}
}
else if (!vehicleLock)
{
if (pm->ps->rocketTargetTime < pm->cmd.serverTime)
{
pm->ps->rocketLockIndex = ENTITYNUM_NONE;
pm->ps->rocketLockTime = 0;
}
}
}
else if (pm->ps->rocketTargetTime < pm->cmd.serverTime)
{
pm->ps->rocketLockIndex = ENTITYNUM_NONE;
pm->ps->rocketLockTime = 0;
}
else
{
if (pm->ps->rocketLockTime != -1)
{
pm->ps->rocketLastValidTime = pm->ps->rocketLockTime;
}
pm->ps->rocketLockTime = -1;
}
}
//---------------------------------------
static qboolean PM_DoChargedWeapons( qboolean vehicleRocketLock, bgEntity_t *veh )
//---------------------------------------
{
qboolean charging = qfalse,
altFire = qfalse;
if ( vehicleRocketLock )
{
if ( (pm->cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
{//actually charging
if ( veh
&& veh->m_pVehicle )
{//just make sure we have this veh info
if ( ( (pm->cmd.buttons&BUTTON_ATTACK)
&&g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID].fHoming
&&pm->ps->ammo[0]>=g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID].iAmmoPerShot )
||
( (pm->cmd.buttons&BUTTON_ALT_ATTACK)
&&g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID].fHoming
&&pm->ps->ammo[1]>=g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID].iAmmoPerShot ) )
{//pressing the appropriate fire button for the lock-on/charging weapon
PM_RocketLock(16384, qtrue);
charging = qtrue;
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
altFire = qtrue;
}
}
}
//else, let go and should fire now
}
else
{
// If you want your weapon to be a charging weapon, just set this bit up
switch( pm->ps->weapon )
{
//------------------
case WP_BRYAR_PISTOL:
// alt-fire charges the weapon
//if ( pm->gametype == GT_SIEGE )
if (1)
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
}
break;
case WP_CONCUSSION:
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
altFire = qtrue;
}
break;
case WP_BRYAR_OLD:
// alt-fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_BOWCASTER:
// primary fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
}
break;
//------------------
case WP_ROCKET_LAUNCHER:
if ( (pm->cmd.buttons & BUTTON_ALT_ATTACK)
&& pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] >= weaponData[pm->ps->weapon].altEnergyPerShot )
{
PM_RocketLock(2048,qfalse);
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_THERMAL:
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
altFire = qtrue; // override default of not being an alt-fire
charging = qtrue;
}
else if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
}
break;
case WP_DEMP2:
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
altFire = qtrue; // override default of not being an alt-fire
charging = qtrue;
}
break;
case WP_DISRUPTOR:
if ((pm->cmd.buttons & BUTTON_ATTACK) &&
pm->ps->zoomMode == 1 &&
pm->ps->zoomLocked)
{
if (!pm->cmd.forwardmove &&
!pm->cmd.rightmove &&
pm->cmd.upmove <= 0)
{
charging = qtrue;
altFire = qtrue;
}
else
{
charging = qfalse;
altFire = qfalse;
}
}
if (pm->ps->zoomMode != 1 &&
pm->ps->weaponstate == WEAPON_CHARGING_ALT)
{
pm->ps->weaponstate = WEAPON_READY;
charging = qfalse;
altFire = qfalse;
}
} // end switch
}
// set up the appropriate weapon state based on the button that's down.
// Note that we ALWAYS return if charging is set ( meaning the buttons are still down )
if ( charging )
{
if ( altFire )
{
if ( pm->ps->weaponstate != WEAPON_CHARGING_ALT )
{
// charge isn't started, so do it now
pm->ps->weaponstate = WEAPON_CHARGING_ALT;
pm->ps->weaponChargeTime = pm->cmd.serverTime;
pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].altChargeSubTime;
#ifdef _DEBUG
Com_Printf("Starting charge\n");
#endif
assert(pm->ps->weapon > WP_NONE);
BG_AddPredictableEventToPlayerstate(EV_WEAPON_CHARGE_ALT, pm->ps->weapon, pm->ps);
}
if ( vehicleRocketLock )
{//check vehicle ammo
if ( veh && pm->ps->ammo[1] < g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID].iAmmoPerShot )
{
pm->ps->weaponstate = WEAPON_CHARGING_ALT;
goto rest;
}
}
else if (pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < (weaponData[pm->ps->weapon].altChargeSub+weaponData[pm->ps->weapon].altEnergyPerShot))
{
pm->ps->weaponstate = WEAPON_CHARGING_ALT;
goto rest;
}
else if ((pm->cmd.serverTime - pm->ps->weaponChargeTime) < weaponData[pm->ps->weapon].altMaxCharge)
{
if (pm->ps->weaponChargeSubtractTime < pm->cmd.serverTime)
{
pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= weaponData[pm->ps->weapon].altChargeSub;
pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].altChargeSubTime;
}
}
}
else
{
if ( pm->ps->weaponstate != WEAPON_CHARGING )
{
// charge isn't started, so do it now
pm->ps->weaponstate = WEAPON_CHARGING;
pm->ps->weaponChargeTime = pm->cmd.serverTime;
pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].chargeSubTime;
#ifdef _DEBUG
Com_Printf("Starting charge\n");
#endif
BG_AddPredictableEventToPlayerstate(EV_WEAPON_CHARGE, pm->ps->weapon, pm->ps);
}
if ( vehicleRocketLock )
{
if ( veh && pm->ps->ammo[0] < g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID].iAmmoPerShot )
{//check vehicle ammo
pm->ps->weaponstate = WEAPON_CHARGING;
goto rest;
}
}
else if (pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < (weaponData[pm->ps->weapon].chargeSub+weaponData[pm->ps->weapon].energyPerShot))
{
pm->ps->weaponstate = WEAPON_CHARGING;
goto rest;
}
else if ((pm->cmd.serverTime - pm->ps->weaponChargeTime) < weaponData[pm->ps->weapon].maxCharge)
{
if (pm->ps->weaponChargeSubtractTime < pm->cmd.serverTime)
{
pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= weaponData[pm->ps->weapon].chargeSub;
pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].chargeSubTime;
}
}
}
return qtrue; // short-circuit rest of weapon code
}
rest:
// Only charging weapons should be able to set these states...so....
// let's see which fire mode we need to set up now that the buttons are up
if ( pm->ps->weaponstate == WEAPON_CHARGING )
{
// weapon has a charge, so let us do an attack
#ifdef _DEBUG
Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime);
#endif
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
pm->cmd.buttons |= BUTTON_ATTACK;
pm->ps->eFlags |= EF_FIRING;
}
else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT )
{
// weapon has a charge, so let us do an alt-attack
#ifdef _DEBUG
Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime);
#endif
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING);
}
return qfalse; // continue with the rest of the weapon code
}
#define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
#define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
int PM_ItemUsable(playerState_t *ps, int forcedUse)
{
vec3_t fwd, fwdorg, dest, pos;
vec3_t yawonly;
vec3_t mins, maxs;
vec3_t trtest;
trace_t tr;
if (ps->m_iVehicleNum)
{
return 0;
}
if (ps->pm_flags & PMF_USE_ITEM_HELD)
{ //force to let go first
return 0;
}
if (ps->duelInProgress)
{ //not allowed to use holdables while in a private duel.
return 0;
}
if (!forcedUse)
{
forcedUse = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag;
}
if (!BG_IsItemSelectable(ps, forcedUse))
{
return 0;
}
switch (forcedUse)
{
case HI_MEDPAC:
case HI_MEDPAC_BIG:
if (ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH])
{
return 0;
}
if (ps->stats[STAT_HEALTH] <= 0 ||
(ps->eFlags & EF_DEAD))
{
return 0;
}
return 1;
case HI_SEEKER:
if (ps->eFlags & EF_SEEKERDRONE)
{
PM_AddEventWithParm(EV_ITEMUSEFAIL, SEEKER_ALREADYDEPLOYED);
return 0;
}
return 1;
case HI_SENTRY_GUN:
if (ps->fd.sentryDeployed)
{
PM_AddEventWithParm(EV_ITEMUSEFAIL, SENTRY_ALREADYPLACED);
return 0;
}
yawonly[ROLL] = 0;
yawonly[PITCH] = 0;
yawonly[YAW] = ps->viewangles[YAW];
VectorSet( mins, -8, -8, 0 );
VectorSet( maxs, 8, 8, 24 );
AngleVectors(yawonly, fwd, NULL, NULL);
fwdorg[0] = ps->origin[0] + fwd[0]*64;
fwdorg[1] = ps->origin[1] + fwd[1]*64;
fwdorg[2] = ps->origin[2] + fwd[2]*64;
trtest[0] = fwdorg[0] + fwd[0]*16;
trtest[1] = fwdorg[1] + fwd[1]*16;
trtest[2] = fwdorg[2] + fwd[2]*16;
pm->trace(&tr, ps->origin, mins, maxs, trtest, ps->clientNum, MASK_PLAYERSOLID);
if ((tr.fraction != 1 && tr.entityNum != ps->clientNum) || tr.startsolid || tr.allsolid)
{
PM_AddEventWithParm(EV_ITEMUSEFAIL, SENTRY_NOROOM);
return 0;
}
return 1;
case HI_SHIELD:
mins[0] = -8;
mins[1] = -8;
mins[2] = 0;
maxs[0] = 8;
maxs[1] = 8;
maxs[2] = 8;
AngleVectors (ps->viewangles, fwd, NULL, NULL);
fwd[2] = 0;
VectorMA(ps->origin, 64, fwd, dest);
pm->trace(&tr, ps->origin, mins, maxs, dest, ps->clientNum, MASK_SHOT );
if (tr.fraction > 0.9 && !tr.startsolid && !tr.allsolid)
{
VectorCopy(tr.endpos, pos);
VectorSet( dest, pos[0], pos[1], pos[2] - 4096 );
pm->trace( &tr, pos, mins, maxs, dest, ps->clientNum, MASK_SOLID );
if ( !tr.startsolid && !tr.allsolid )
{
return 1;
}
}
PM_AddEventWithParm(EV_ITEMUSEFAIL, SHIELD_NOROOM);
return 0;
case HI_JETPACK: //check for stuff here?
return 1;
case HI_HEALTHDISP:
return 1;
case HI_AMMODISP:
return 1;
case HI_EWEB:
return 1;
case HI_CLOAK: //check for stuff here?
return 1;
default:
return 1;
}
}
//cheesy vehicle weapon hackery
qboolean PM_CanSetWeaponAnims(void)
{
if (pm->ps->m_iVehicleNum)
{
return qfalse;
}
return qtrue;
}
//perform player anim overrides while on vehicle.
extern int PM_irand_timesync(int val1, int val2);
void PM_VehicleWeaponAnimate(void)
{
bgEntity_t *veh = pm_entVeh;
Vehicle_t *pVeh;
int iFlags = 0, iBlend = 0, Anim = -1;
if (!veh ||
!veh->m_pVehicle ||
!veh->m_pVehicle->m_pPilot ||
!veh->m_pVehicle->m_pPilot->playerState ||
pm->ps->clientNum != veh->m_pVehicle->m_pPilot->playerState->clientNum)
{ //make sure the vehicle exists, and its pilot is this player
return;
}
pVeh = veh->m_pVehicle;
if (pVeh->m_pVehicleInfo->type == VH_WALKER ||
pVeh->m_pVehicleInfo->type == VH_FIGHTER)
{ //slightly hacky I guess, but whatever.
return;
}
backAgain:
// If they're firing, play the right fire animation.
if ( pm->cmd.buttons & ( BUTTON_ATTACK | BUTTON_ALT_ATTACK ) )
{
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
iBlend = 200;
switch ( pm->ps->weapon )
{
case WP_SABER:
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{ //don't do anything.. I guess.
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
goto backAgain;
}
// If we're already in an attack animation, leave (let it continue).
if (pm->ps->torsoTimer <= 0)
{ //we'll be starting a new attack
PM_AddEvent(EV_SABER_ATTACK);
}
//just set it to something so we have a proper trail. This is a stupid
//hack (much like the rest of this function)
pm->ps->saberMove = LS_R_TL2BR;
if ( pm->ps->torsoTimer > 0 && (pm->ps->torsoAnim == BOTH_VS_ATR_S ||
pm->ps->torsoAnim == BOTH_VS_ATL_S) )
{
/*
//FIXME: no need to even call the PM_SetAnim at all in this case
Anim = (animNumber_t)pm->ps->torsoAnim;
iFlags = SETANIM_FLAG_NORMAL;
break;
*/
return;
}
// Start the attack.
if ( pm->cmd.rightmove > 0 ) //right side attack
{
Anim = BOTH_VS_ATR_S;
}
else if ( pm->cmd.rightmove < 0 ) //left-side attack
{
Anim = BOTH_VS_ATL_S;
}
else //random
{
//FIXME: alternate back and forth or auto-aim?
//if ( !Q_irand( 0, 1 ) )
if (!PM_irand_timesync(0, 1))
{
Anim = BOTH_VS_ATR_S;
}
else
{
Anim = BOTH_VS_ATL_S;
}
}
if (pm->ps->torsoTimer <= 0)
{ //restart the anim if we are already in it (and finished)
iFlags |= SETANIM_FLAG_RESTART;
}
break;
case WP_BLASTER:
// Override the shoot anim.
if ( pm->ps->torsoAnim == BOTH_ATTACK3 )
{
if ( pm->cmd.rightmove > 0 ) //right side attack
{
Anim = BOTH_VS_ATR_G;
}
else if ( pm->cmd.rightmove < 0 ) //left side
{
Anim = BOTH_VS_ATL_G;
}
else //frontal
{
Anim = BOTH_VS_ATF_G;
}
}
break;
default:
Anim = BOTH_VS_IDLE;
break;
}
}
else if (veh->playerState && veh->playerState->speed < 0 &&
pVeh->m_pVehicleInfo->type == VH_ANIMAL)
{ //tauntaun is going backwards
Anim = BOTH_VT_WALK_REV;
iBlend = 600;
}
else if (veh->playerState && veh->playerState->speed < 0 &&
pVeh->m_pVehicleInfo->type == VH_SPEEDER)
{ //speeder is going backwards
Anim = BOTH_VS_REV;
iBlend = 600;
}
// They're not firing so play the Idle for the weapon.
else
{
iFlags = SETANIM_FLAG_NORMAL;
switch ( pm->ps->weapon )
{
case WP_SABER:
if ( BG_SabersOff( pm->ps ) )
{ //saber holstered, normal idle
Anim = BOTH_VS_IDLE;
}
// In the Air.
//else if ( pVeh->m_ulFlags & VEH_FLYING )
else if (0)
{
iBlend = 800;
Anim = BOTH_VS_AIR_G;
iFlags = SETANIM_FLAG_OVERRIDE;
}
// Crashing.
//else if ( pVeh->m_ulFlags & VEH_CRASHING )
else if (0)
{
pVeh->m_ulFlags &= ~VEH_CRASHING; // Remove the flag, we are doing the animation.
iBlend = 800;
Anim = BOTH_VS_LAND_SR;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
}
else
{
Anim = BOTH_VS_IDLE_SR;
}
break;
case WP_BLASTER:
// In the Air.
//if ( pVeh->m_ulFlags & VEH_FLYING )
if (0)
{
iBlend = 800;
Anim = BOTH_VS_AIR_G;
iFlags = SETANIM_FLAG_OVERRIDE;
}
// Crashing.
//else if ( pVeh->m_ulFlags & VEH_CRASHING )
else if (0)
{
pVeh->m_ulFlags &= ~VEH_CRASHING; // Remove the flag, we are doing the animation.
iBlend = 800;
Anim = BOTH_VS_LAND_G;
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
}
else
{
Anim = BOTH_VS_IDLE_G;
}
break;
default:
Anim = BOTH_VS_IDLE;
break;
}
}
if (Anim != -1)
{ //override it
if (pVeh->m_pVehicleInfo->type == VH_ANIMAL)
{ //agh.. remap anims for the tauntaun
switch (Anim)
{
case BOTH_VS_IDLE:
if (veh->playerState && veh->playerState->speed > 0)
{
if (veh->playerState->speed > pVeh->m_pVehicleInfo->speedMax)
{ //turbo
Anim = BOTH_VT_TURBO;
}
else
{
Anim = BOTH_VT_RUN_FWD;
}
}
else
{
Anim = BOTH_VT_IDLE;
}
break;
case BOTH_VS_ATR_S:
Anim = BOTH_VT_ATR_S;
break;
case BOTH_VS_ATL_S:
Anim = BOTH_VT_ATL_S;
break;
case BOTH_VS_ATR_G:
Anim = BOTH_VT_ATR_G;
break;
case BOTH_VS_ATL_G:
Anim = BOTH_VT_ATL_G;
break;
case BOTH_VS_ATF_G:
Anim = BOTH_VT_ATF_G;
break;
case BOTH_VS_IDLE_SL:
Anim = BOTH_VT_IDLE_S;
break;
case BOTH_VS_IDLE_SR:
Anim = BOTH_VT_IDLE_S;
break;
case BOTH_VS_IDLE_G:
Anim = BOTH_VT_IDLE_G;
break;
//should not happen for tauntaun:
case BOTH_VS_AIR_G:
case BOTH_VS_LAND_SL:
case BOTH_VS_LAND_SR:
case BOTH_VS_LAND_G:
return;
default:
break;
}
}
PM_SetAnim(SETANIM_BOTH, Anim, iFlags, iBlend);
}
}
/*
==============
PM_Weapon
Generates weapon events and modifes the weapon counter
==============
*/
extern int PM_KickMoveForConditions(void);
static void PM_Weapon( void )
{
int addTime;
int amount;
int killAfterItem = 0;
bgEntity_t *veh = NULL;
qboolean vehicleRocketLock = qfalse;
#ifdef QAGAME
if (pm->ps->clientNum >= MAX_CLIENTS &&
pm->ps->weapon == WP_NONE &&
pm->cmd.weapon == WP_NONE &&
pm_entSelf)
{ //npc with no weapon
gentity_t *gent = (gentity_t *)pm_entSelf;
if (gent->inuse && gent->client &&
!gent->localAnimIndex)
{ //humanoid
pm->ps->torsoAnim = pm->ps->legsAnim;
pm->ps->torsoTimer = pm->ps->legsTimer;
return;
}
}
#endif
if (!pm->ps->emplacedIndex &&
pm->ps->weapon == WP_EMPLACED_GUN)
{ //oh no!
int i = 0;
int weap = -1;
while (i < WP_NUM_WEAPONS)
{
if ((pm->ps->stats[STAT_WEAPONS] & (1 << i)) && i != WP_NONE)
{ //this one's good
weap = i;
break;
}
i++;
}
if (weap != -1)
{
pm->cmd.weapon = weap;
pm->ps->weapon = weap;
return;
}
}
if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&&pm->ps->m_iVehicleNum)
{ //riding a vehicle
veh = pm_entVeh;
if ( veh &&
(veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->type == VH_WALKER || veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER) )
{//riding a walker/fighter
//keep saber off, do no weapon stuff at all!
pm->ps->saberHolstered = 2;
#ifdef QAGAME
pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);
#else
if ( g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID].fHoming
|| g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID].fHoming )
{//our vehicle uses a rocket launcher, so do the normal checks
vehicleRocketLock = qtrue;
pm->cmd.buttons &= ~BUTTON_ATTACK;
}
else
{
pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);
}
#endif
}
}
if (pm->ps->weapon != WP_DISRUPTOR //not using disruptor
&& pm->ps->weapon != WP_ROCKET_LAUNCHER//not using rocket launcher
&& pm->ps->weapon != WP_THERMAL//not using thermals
&& !pm->ps->m_iVehicleNum )//not a vehicle or in a vehicle
{ //check for exceeding max charge time if not using disruptor or rocket launcher or thermals
if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT )
{
int timeDif = (pm->cmd.serverTime - pm->ps->weaponChargeTime);
if (timeDif > MAX_WEAPON_CHARGE_TIME)
{
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
}
}
if ( pm->ps->weaponstate == WEAPON_CHARGING )
{
int timeDif = (pm->cmd.serverTime - pm->ps->weaponChargeTime);
if (timeDif > MAX_WEAPON_CHARGE_TIME)
{
pm->cmd.buttons &= ~BUTTON_ATTACK;
}
}
}
if (pm->ps->forceHandExtend == HANDEXTEND_WEAPONREADY &&
PM_CanSetWeaponAnims())
{ //reset into weapon stance
if (pm->ps->weapon != WP_SABER && pm->ps->weapon != WP_MELEE && !PM_IsRocketTrooper())
{ //saber handles its own anims
if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1)
{
//PM_StartTorsoAnim( TORSO_WEAPONREADY4 );
PM_StartTorsoAnim( TORSO_RAISEWEAP1);
}
else
{
if (pm->ps->weapon == WP_EMPLACED_GUN)
{
PM_StartTorsoAnim( BOTH_GUNSIT1 );
}
else
{
//PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] );
PM_StartTorsoAnim( TORSO_RAISEWEAP1);
}
}
}
//we now go into a weapon raise anim after every force hand extend.
//this is so that my holster-view-weapon-when-hand-extend stuff works.
pm->ps->weaponstate = WEAPON_RAISING;
pm->ps->weaponTime += 250;
pm->ps->forceHandExtend = HANDEXTEND_NONE;
}
else if (pm->ps->forceHandExtend != HANDEXTEND_NONE)
{ //nothing else should be allowed to happen during this time, including weapon fire
int desiredAnim = 0;
qboolean seperateOnTorso = qfalse;
qboolean playFullBody = qfalse;
int desiredOnTorso = 0;
switch(pm->ps->forceHandExtend)
{
case HANDEXTEND_FORCEPUSH:
desiredAnim = BOTH_FORCEPUSH;
break;
case HANDEXTEND_FORCEPULL:
desiredAnim = BOTH_FORCEPULL;
break;
case HANDEXTEND_FORCE_HOLD:
if ( (pm->ps->fd.forcePowersActive&(1<<FP_GRIP)) )
{//gripping
desiredAnim = BOTH_FORCEGRIP_HOLD;
}
else if ( (pm->ps->fd.forcePowersActive&(1<<FP_LIGHTNING)) )
{//lightning
if ( pm->ps->weapon == WP_MELEE
&& pm->ps->activeForcePass > FORCE_LEVEL_2 )
{//2-handed lightning
desiredAnim = BOTH_FORCE_2HANDEDLIGHTNING_HOLD;
}
else
{
desiredAnim = BOTH_FORCELIGHTNING_HOLD;
}
}
else if ( (pm->ps->fd.forcePowersActive&(1<<FP_DRAIN)) )
{//draining
desiredAnim = BOTH_FORCEGRIP_HOLD;
}
else
{//???
desiredAnim = BOTH_FORCEGRIP_HOLD;
}
break;
case HANDEXTEND_SABERPULL:
desiredAnim = BOTH_SABERPULL;
break;
case HANDEXTEND_CHOKE:
desiredAnim = BOTH_CHOKE3; //left-handed choke
break;
case HANDEXTEND_DODGE:
desiredAnim = pm->ps->forceDodgeAnim;
break;
case HANDEXTEND_KNOCKDOWN:
if (pm->ps->forceDodgeAnim)
{
if (pm->ps->forceDodgeAnim > 4)
{ //this means that we want to play a sepereate anim on the torso
int originalDAnim = pm->ps->forceDodgeAnim-8; //-8 is the original legs anim
if (originalDAnim == 2)
{
desiredAnim = BOTH_FORCE_GETUP_B1;
}
else if (originalDAnim == 3)
{
desiredAnim = BOTH_FORCE_GETUP_B3;
}
else
{
desiredAnim = BOTH_GETUP1;
}
//now specify the torso anim
seperateOnTorso = qtrue;
desiredOnTorso = BOTH_FORCEPUSH;
}
else if (pm->ps->forceDodgeAnim == 2)
{
desiredAnim = BOTH_FORCE_GETUP_B1;
}
else if (pm->ps->forceDodgeAnim == 3)
{
desiredAnim = BOTH_FORCE_GETUP_B3;
}
else
{
desiredAnim = BOTH_GETUP1;
}
}
else
{
desiredAnim = BOTH_KNOCKDOWN1;
}
break;
case HANDEXTEND_DUELCHALLENGE:
desiredAnim = BOTH_ENGAGETAUNT;
break;
case HANDEXTEND_TAUNT:
desiredAnim = pm->ps->forceDodgeAnim;
if ( desiredAnim != BOTH_ENGAGETAUNT
&& VectorCompare( pm->ps->velocity, vec3_origin )
&& pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
playFullBody = qtrue;
}
break;
case HANDEXTEND_PRETHROW:
desiredAnim = BOTH_A3_TL_BR;
playFullBody = qtrue;
break;
case HANDEXTEND_POSTTHROW:
desiredAnim = BOTH_D3_TL___;
playFullBody = qtrue;
break;
case HANDEXTEND_PRETHROWN:
desiredAnim = BOTH_KNEES1;
playFullBody = qtrue;
break;
case HANDEXTEND_POSTTHROWN:
if (pm->ps->forceDodgeAnim)
{
desiredAnim = BOTH_FORCE_GETUP_F2;
}
else
{
desiredAnim = BOTH_KNOCKDOWN5;
}
playFullBody = qtrue;
break;
case HANDEXTEND_DRAGGING:
desiredAnim = BOTH_B1_BL___;
break;
case HANDEXTEND_JEDITAUNT:
desiredAnim = BOTH_GESTURE1;
//playFullBody = qtrue;
break;
//Hmm... maybe use these, too?
//BOTH_FORCEHEAL_QUICK //quick heal (SP level 2 & 3)
//BOTH_MINDTRICK1 // wave (maybe for mind trick 2 & 3 - whole area, and for force seeing)
//BOTH_MINDTRICK2 // tap (maybe for mind trick 1 - one person)
//BOTH_FORCEGRIP_START //start grip
//BOTH_FORCEGRIP_HOLD //hold grip
//BOTH_FORCEGRIP_RELEASE //release grip
//BOTH_FORCELIGHTNING //quick lightning burst (level 1)
//BOTH_FORCELIGHTNING_START //start lightning
//BOTH_FORCELIGHTNING_HOLD //hold lightning
//BOTH_FORCELIGHTNING_RELEASE //release lightning
default:
desiredAnim = BOTH_FORCEPUSH;
break;
}
if (!seperateOnTorso)
{ //of seperateOnTorso, handle it after setting the legs
PM_SetAnim(SETANIM_TORSO, desiredAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100);
pm->ps->torsoTimer = 1;
}
if (playFullBody)
{ //sorry if all these exceptions are getting confusing. This one just means play on both legs and torso.
PM_SetAnim(SETANIM_BOTH, desiredAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100);
pm->ps->legsTimer = pm->ps->torsoTimer = 1;
}
else if (pm->ps->forceHandExtend == HANDEXTEND_DODGE || pm->ps->forceHandExtend == HANDEXTEND_KNOCKDOWN ||
(pm->ps->forceHandExtend == HANDEXTEND_CHOKE && pm->ps->groundEntityNum == ENTITYNUM_NONE) )
{ //special case, play dodge anim on whole body, choke anim too if off ground
if (seperateOnTorso)
{
PM_SetAnim(SETANIM_LEGS, desiredAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100);
pm->ps->legsTimer = 1;
PM_SetAnim(SETANIM_TORSO, desiredOnTorso, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100);
pm->ps->torsoTimer = 1;
}
else
{
PM_SetAnim(SETANIM_LEGS, desiredAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100);
pm->ps->legsTimer = 1;
}
}
return;
}
if (BG_InSpecialJump(pm->ps->legsAnim) ||
BG_InRoll(pm->ps, pm->ps->legsAnim) ||
PM_InRollComplete(pm->ps, pm->ps->legsAnim))
{
/*
if (pm->cmd.weapon != WP_MELEE &&
pm->ps->weapon != WP_MELEE &&
(pm->ps->stats[STAT_WEAPONS] & (1<<WP_SABER)))
{ //it's alright also if we are melee
pm->cmd.weapon = WP_SABER;
pm->ps->weapon = WP_SABER;
}
*/
if (pm->ps->weaponTime < pm->ps->legsTimer)
{
pm->ps->weaponTime = pm->ps->legsTimer;
}
}
if (pm->ps->duelInProgress)
{
pm->cmd.weapon = WP_SABER;
pm->ps->weapon = WP_SABER;
if (pm->ps->duelTime >= pm->cmd.serverTime)
{
pm->cmd.upmove = 0;
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
}
}
if (pm->ps->weapon == WP_SABER && pm->ps->saberMove != LS_READY && pm->ps->saberMove != LS_NONE)
{
pm->cmd.weapon = WP_SABER; //don't allow switching out mid-attack
}
if (pm->ps->weapon == WP_SABER)
{
//rww - we still need the item stuff, so we won't return immediately
PM_WeaponLightsaber();
killAfterItem = 1;
}
else if (pm->ps->weapon != WP_EMPLACED_GUN)
{
pm->ps->saberHolstered = 0;
}
if (PM_CanSetWeaponAnims())
{
if (pm->ps->weapon == WP_THERMAL ||
pm->ps->weapon == WP_TRIP_MINE ||
pm->ps->weapon == WP_DET_PACK)
{
if (pm->ps->weapon == WP_THERMAL)
{
if ((pm->ps->torsoAnim) == WeaponAttackAnim[pm->ps->weapon] &&
(pm->ps->weaponTime-200) <= 0)
{
PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] );
}
}
else
{
if ((pm->ps->torsoAnim) == WeaponAttackAnim[pm->ps->weapon] &&
(pm->ps->weaponTime-700) <= 0)
{
PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] );
}
}
}
}
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// ignore if spectator
if ( pm->ps->clientNum < MAX_CLIENTS && pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->ps->weapon = WP_NONE;
return;
}
// check for item using
if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&& pm->ps->m_iVehicleNum)
{//riding a vehicle, can't use holdable items, this button operates as the weapon link/unlink toggle
return;
}
if (!pm->ps->stats[STAT_HOLDABLE_ITEM])
{
return;
}
if (!PM_ItemUsable(pm->ps, 0))
{
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
return;
}
else
{
if (pm->ps->stats[STAT_HOLDABLE_ITEMS] & (1 << bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag))
{
if (bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_BINOCULARS &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_JETPACK &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_HEALTHDISP &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_AMMODISP &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_CLOAK &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_EWEB)
{ //never use up the binoculars or jetpack or dispensers or cloak or ...
pm->ps->stats[STAT_HOLDABLE_ITEMS] -= (1 << bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag);
}
}
else
{
return; //this should not happen...
}
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
if (bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_BINOCULARS &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_JETPACK &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_HEALTHDISP &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_AMMODISP &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_CLOAK &&
bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_EWEB)
{
pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
BG_CycleInven(pm->ps, 1);
}
}
return;
}
} else {
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
}
/*
if (pm->ps->weapon == WP_SABER || pm->ps->weapon == WP_MELEE)
{ //we can't toggle zoom while using saber (for obvious reasons) so make sure it's always off
pm->ps->zoomMode = 0;
pm->ps->zoomFov = 0;
pm->ps->zoomLocked = qfalse;
pm->ps->zoomLockTime = 0;
}
*/
if (killAfterItem)
{
return;
}
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
}
if (pm->ps->isJediMaster && pm->ps->emplacedIndex)
{
pm->ps->emplacedIndex = 0;
pm->ps->saberHolstered = 0;
}
if (pm->ps->duelInProgress && pm->ps->emplacedIndex)
{
pm->ps->emplacedIndex = 0;
pm->ps->saberHolstered = 0;
}
if (pm->ps->weapon == WP_EMPLACED_GUN && pm->ps->emplacedIndex)
{
pm->cmd.weapon = WP_EMPLACED_GUN; //No switch for you!
PM_StartTorsoAnim( BOTH_GUNSIT1 );
}
if (pm->ps->isJediMaster || pm->ps->duelInProgress || pm->ps->trueJedi)
{
pm->cmd.weapon = WP_SABER;
pm->ps->weapon = WP_SABER;
if (pm->ps->isJediMaster || pm->ps->trueJedi)
{
pm->ps->stats[STAT_WEAPONS] = (1 << WP_SABER);
}
}
amount = weaponData[pm->ps->weapon].energyPerShot;
// take an ammo away if not infinite
if ( pm->ps->weapon != WP_NONE &&
pm->ps->weapon == pm->cmd.weapon &&
(pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING) )
{
if ( pm->ps->clientNum < MAX_CLIENTS && pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
// enough energy to fire this weapon?
if (pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < weaponData[pm->ps->weapon].energyPerShot &&
pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < weaponData[pm->ps->weapon].altEnergyPerShot)
{ //the weapon is out of ammo essentially because it cannot fire primary or secondary, so do the switch
//regardless of if the player is attacking or not
PM_AddEventWithParm( EV_NOAMMO, WP_NUM_WEAPONS+pm->ps->weapon );
if (pm->ps->weaponTime < 500)
{
pm->ps->weaponTime += 500;
}
return;
}
if (pm->ps->weapon == WP_DET_PACK && !pm->ps->hasDetPackPlanted && pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < 1)
{
PM_AddEventWithParm( EV_NOAMMO, WP_NUM_WEAPONS+pm->ps->weapon );
if (pm->ps->weaponTime < 500)
{
pm->ps->weaponTime += 500;
}
return;
}
}
}
// check for weapon change
// can't change if weapon is firing, but can change
// again if lowering or raising
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
if ( pm->ps->weaponTime > 0 ) {
return;
}
if (pm->ps->weapon == WP_DISRUPTOR &&
pm->ps->zoomMode == 1)
{
if (pm_cancelOutZoom)
{
pm->ps->zoomMode = 0;
pm->ps->zoomFov = 0;
pm->ps->zoomLocked = qfalse;
pm->ps->zoomLockTime = 0;
PM_AddEvent( EV_DISRUPTOR_ZOOMSOUND );
return;
}
if (pm->cmd.forwardmove ||
pm->cmd.rightmove ||
pm->cmd.upmove > 0)
{
return;
}
}
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( pm->ps->weaponstate == WEAPON_RAISING ) {
pm->ps->weaponstate = WEAPON_READY;
if (PM_CanSetWeaponAnims())
{
if ( pm->ps->weapon == WP_SABER )
{
PM_StartTorsoAnim( PM_GetSaberStance() );
}
else if (pm->ps->weapon == WP_MELEE || PM_IsRocketTrooper())
{
PM_StartTorsoAnim( pm->ps->legsAnim );
}
else
{
if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1)
{
PM_StartTorsoAnim( TORSO_WEAPONREADY4 );
}
else
{
if (pm->ps->weapon == WP_EMPLACED_GUN)
{
PM_StartTorsoAnim( BOTH_GUNSIT1 );
}
else
{
PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] );
}
}
}
}
return;
}
if (PM_CanSetWeaponAnims() &&
!PM_IsRocketTrooper() &&
pm->ps->weaponstate == WEAPON_READY && pm->ps->weaponTime <= 0 &&
(pm->ps->weapon >= WP_BRYAR_PISTOL || pm->ps->weapon == WP_STUN_BATON) &&
pm->ps->torsoTimer <= 0 &&
(pm->ps->torsoAnim) != WeaponReadyAnim[pm->ps->weapon] &&
pm->ps->torsoAnim != TORSO_WEAPONIDLE3 &&
pm->ps->weapon != WP_EMPLACED_GUN)
{
PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] );
}
else if (PM_CanSetWeaponAnims() &&
pm->ps->weapon == WP_MELEE)
{
if (pm->ps->weaponTime <= 0 &&
pm->ps->forceHandExtend == HANDEXTEND_NONE)
{
int desTAnim = pm->ps->legsAnim;
if (desTAnim == BOTH_STAND1 ||
desTAnim == BOTH_STAND2)
{ //remap the standard standing anims for melee stance
desTAnim = BOTH_STAND6;
}
if (!(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)))
{ //don't do this while holding attack
if (pm->ps->torsoAnim != desTAnim)
{
PM_StartTorsoAnim( desTAnim );
}
}
}
}
else if (PM_CanSetWeaponAnims() && PM_IsRocketTrooper())
{
int desTAnim = pm->ps->legsAnim;
if (!(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)))
{ //don't do this while holding attack
if (pm->ps->torsoAnim != desTAnim)
{
PM_StartTorsoAnim( desTAnim );
}
}
}
if (((pm->ps->torsoAnim) == TORSO_WEAPONREADY4 ||
(pm->ps->torsoAnim) == BOTH_ATTACK4) &&
(pm->ps->weapon != WP_DISRUPTOR || pm->ps->zoomMode != 1))
{
if (pm->ps->weapon == WP_EMPLACED_GUN)
{
PM_StartTorsoAnim( BOTH_GUNSIT1 );
}
else if (PM_CanSetWeaponAnims())
{
PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] );
}
}
else if (((pm->ps->torsoAnim) != TORSO_WEAPONREADY4 &&
(pm->ps->torsoAnim) != BOTH_ATTACK4) &&
PM_CanSetWeaponAnims() &&
(pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1))
{
PM_StartTorsoAnim( TORSO_WEAPONREADY4 );
}
if (pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_VEHICLE)
{//we are a vehicle
veh = pm_entSelf;
}
if ( veh
&& veh->m_pVehicle )
{
if ( g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID].fHoming
|| g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID].fHoming )
{//don't clear the rocket locking ever?
vehicleRocketLock = qtrue;
}
}
if ( !vehicleRocketLock )
{
if (pm->ps->weapon != WP_ROCKET_LAUNCHER)
{
if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&&pm->ps->m_iVehicleNum)
{//riding a vehicle, the vehicle will tell me my rocketlock stuff...
}
else
{
pm->ps->rocketLockIndex = ENTITYNUM_NONE;
pm->ps->rocketLockTime = 0;
pm->ps->rocketTargetTime = 0;
}
}
}
if ( PM_DoChargedWeapons(vehicleRocketLock, veh))
{
// In some cases the charged weapon code may want us to short circuit the rest of the firing code
return;
}
// check for fire
if ( ! (pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)))
{
pm->ps->weaponTime = 0;
pm->ps->weaponstate = WEAPON_READY;
return;
}
if (pm->ps->weapon == WP_EMPLACED_GUN)
{
addTime = weaponData[pm->ps->weapon].fireTime;
pm->ps->weaponTime += addTime;
if ( (pm->cmd.buttons & BUTTON_ALT_ATTACK) )
{
PM_AddEvent( EV_ALT_FIRE );
}
else
{
PM_AddEvent( EV_FIRE_WEAPON );
}
return;
}
else if (pm->ps->m_iVehicleNum
&& pm_entSelf->s.NPC_class==CLASS_VEHICLE)
{ //a vehicle NPC that has a pilot
pm->ps->weaponstate = WEAPON_FIRING;
pm->ps->weaponTime += 100;
#ifdef QAGAME //hack, only do it game-side. vehicle weapons don't really need predicting I suppose.
if ( (pm->cmd.buttons & BUTTON_ALT_ATTACK) )
{
G_CheapWeaponFire(pm->ps->clientNum, EV_ALT_FIRE);
}
else
{
G_CheapWeaponFire(pm->ps->clientNum, EV_FIRE_WEAPON);
}
#endif
/*
addTime = weaponData[WP_EMPLACED_GUN].fireTime;
pm->ps->weaponTime += addTime;
if ( (pm->cmd.buttons & BUTTON_ALT_ATTACK) )
{
PM_AddEvent( EV_ALT_FIRE );
}
else
{
PM_AddEvent( EV_FIRE_WEAPON );
}
*/
return;
}
if (pm->ps->weapon == WP_DISRUPTOR &&
(pm->cmd.buttons & BUTTON_ALT_ATTACK) &&
!pm->ps->zoomLocked)
{
return;
}
if (pm->ps->weapon == WP_DISRUPTOR &&
(pm->cmd.buttons & BUTTON_ALT_ATTACK) &&
pm->ps->zoomMode == 2)
{ //can't use disruptor secondary while zoomed binoculars
return;
}
if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1)
{
PM_StartTorsoAnim( BOTH_ATTACK4 );
}
else if (pm->ps->weapon == WP_MELEE)
{ //special anims for standard melee attacks
//Alternate between punches and use the anim length as weapon time.
if (!pm->ps->m_iVehicleNum)
{ //if riding a vehicle don't do this stuff at all
if (pm->debugMelee &&
(pm->cmd.buttons & BUTTON_ATTACK) &&
(pm->cmd.buttons & BUTTON_ALT_ATTACK))
{ //ok, grapple time
#if 0 //eh, I want to try turning the saber off, but can't do that reliably for prediction..
qboolean icandoit = qtrue;
if (pm->ps->weaponTime > 0)
{ //weapon busy
icandoit = qfalse;
}
if (pm->ps->forceHandExtend != HANDEXTEND_NONE)
{ //force power or knockdown or something
icandoit = qfalse;
}
if (pm->ps->weapon != WP_SABER && pm->ps->weapon != WP_MELEE)
{
icandoit = qfalse;
}
if (icandoit)
{
//G_SetAnim(ent, &ent->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_GRAB, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
PM_SetAnim(SETANIM_BOTH, BOTH_KYLE_GRAB, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
if (pm->ps->torsoAnim == BOTH_KYLE_GRAB)
{ //providing the anim set succeeded..
pm->ps->torsoTimer += 500; //make the hand stick out a little longer than it normally would
if (pm->ps->legsAnim == pm->ps->torsoAnim)
{
pm->ps->legsTimer = pm->ps->torsoTimer;
}
pm->ps->weaponTime = pm->ps->torsoTimer;
return;
}
}
#else
#ifdef QAGAME
if (pm_entSelf)
{
if (TryGrapple((gentity_t *)pm_entSelf))
{
return;
}
}
#else
return;
#endif
#endif
}
else if (pm->debugMelee &&
(pm->cmd.buttons & BUTTON_ALT_ATTACK))
{ //kicks
if (!BG_KickingAnim(pm->ps->torsoAnim) &&
!BG_KickingAnim(pm->ps->legsAnim))
{
int kickMove = PM_KickMoveForConditions();
if (kickMove == LS_HILT_BASH)
{ //yeah.. no hilt to bash with!
kickMove = LS_KICK_F;
}
if (kickMove != -1)
{
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//if in air, convert kick to an in-air kick
float gDist = PM_GroundDistance();
//let's only allow air kicks if a certain distance from the ground
//it's silly to be able to do them right as you land.
//also looks wrong to transition from a non-complete flip anim...
if ((!BG_FlippingAnim( pm->ps->legsAnim ) || pm->ps->legsTimer <= 0) &&
gDist > 64.0f && //strict minimum
gDist > (-pm->ps->velocity[2])-64.0f //make sure we are high to ground relative to downward velocity as well
)
{
switch ( kickMove )
{
case LS_KICK_F:
kickMove = LS_KICK_F_AIR;
break;
case LS_KICK_B:
kickMove = LS_KICK_B_AIR;
break;
case LS_KICK_R:
kickMove = LS_KICK_R_AIR;
break;
case LS_KICK_L:
kickMove = LS_KICK_L_AIR;
break;
default: //oh well, can't do any other kick move while in-air
kickMove = -1;
break;
}
}
else
{ //off ground, but too close to ground
kickMove = -1;
}
}
}
if (kickMove != -1)
{
int kickAnim = saberMoveData[kickMove].animToUse;
if (kickAnim != -1)
{
PM_SetAnim(SETANIM_BOTH, kickAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
if (pm->ps->legsAnim == kickAnim)
{
pm->ps->weaponTime = pm->ps->legsTimer;
return;
}
}
}
}
//if got here then no move to do so put torso into leg idle or whatever
if (pm->ps->torsoAnim != pm->ps->legsAnim)
{
PM_SetAnim(SETANIM_BOTH, pm->ps->legsAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
}
pm->ps->weaponTime = 0;
return;
}
else
{ //just punch
int desTAnim = BOTH_MELEE1;
if (pm->ps->torsoAnim == BOTH_MELEE1)
{
desTAnim = BOTH_MELEE2;
}
PM_StartTorsoAnim( desTAnim );
if (pm->ps->torsoAnim == desTAnim)
{
pm->ps->weaponTime = pm->ps->torsoTimer;
}
}
}
}
else
{
PM_StartTorsoAnim( WeaponAttackAnim[pm->ps->weapon] );
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
}
else
{
amount = weaponData[pm->ps->weapon].energyPerShot;
}
pm->ps->weaponstate = WEAPON_FIRING;
// take an ammo away if not infinite
if ( pm->ps->clientNum < MAX_CLIENTS && pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
// enough energy to fire this weapon?
if ((pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - amount) >= 0)
{
pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= amount;
}
else // Not enough energy
{
// Switch weapons
if (pm->ps->weapon != WP_DET_PACK || !pm->ps->hasDetPackPlanted)
{
PM_AddEventWithParm( EV_NOAMMO, WP_NUM_WEAPONS+pm->ps->weapon );
if (pm->ps->weaponTime < 500)
{
pm->ps->weaponTime += 500;
}
}
return;
}
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) {
//if ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->gametype != GT_SIEGE )
if (0)
{ //kind of a hack for now
PM_AddEvent( EV_FIRE_WEAPON );
addTime = weaponData[pm->ps->weapon].fireTime;
}
else if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode != 1)
{
PM_AddEvent( EV_FIRE_WEAPON );
addTime = weaponData[pm->ps->weapon].fireTime;
}
else
{
if (pm->ps->weapon != WP_MELEE ||
!pm->ps->m_iVehicleNum)
{ //do not fire melee events at all when on vehicle
PM_AddEvent( EV_ALT_FIRE );
}
addTime = weaponData[pm->ps->weapon].altFireTime;
}
}
else {
if (pm->ps->weapon != WP_MELEE ||
!pm->ps->m_iVehicleNum)
{ //do not fire melee events at all when on vehicle
PM_AddEvent( EV_FIRE_WEAPON );
}
addTime = weaponData[pm->ps->weapon].fireTime;
if ( pm->gametype == GT_SIEGE && pm->ps->weapon == WP_DET_PACK )
{ // were far too spammy before? So says Rick.
addTime *= 2;
}
}
/*
if ( pm->ps->powerups[PW_HASTE] ) {
addTime /= 1.3;
}
*/
if (pm->ps->fd.forcePowersActive & (1 << FP_RAGE))
{
addTime *= 0.75;
}
else if (pm->ps->fd.forceRageRecoveryTime > pm->cmd.serverTime)
{
addTime *= 1.5;
}
pm->ps->weaponTime += addTime;
}
/*
================
PM_Animate
================
*/
static void PM_Animate( void ) {
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
if (pm->ps->m_iVehicleNum)
{ //eh, fine, clear it
if (pm->ps->forceHandExtendTime < pm->cmd.serverTime)
{
pm->ps->forceHandExtend = HANDEXTEND_NONE;
}
}
if ( pm->ps->torsoTimer < 1 && pm->ps->forceHandExtend == HANDEXTEND_NONE &&
pm->ps->legsTimer < 1 && pm->ps->weaponTime < 1 && pm->ps->saberLockTime < pm->cmd.serverTime) {
pm->ps->forceHandExtend = HANDEXTEND_TAUNT;
//FIXME: random taunt anims?
pm->ps->forceDodgeAnim = BOTH_ENGAGETAUNT;
pm->ps->forceHandExtendTime = pm->cmd.serverTime + 1000;
//pm->ps->weaponTime = 100;
PM_AddEvent( EV_TAUNT );
}
#if 0
// Here's an interesting bit. The bots in TA used buttons to do additional gestures.
// I ripped them out because I didn't want too many buttons given the fact that I was already adding some for JK2.
// We can always add some back in if we want though.
} else if ( pm->cmd.buttons & BUTTON_GETFLAG ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GETFLAG );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GUARDBASE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_PATROL ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_PATROL );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_FOLLOWME );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_AFFIRMATIVE);
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_NEGATIVE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
#endif //
}
}
/*
================
PM_DropTimers
================
*/
static void PM_DropTimers( void ) {
// drop misc timing counter
if ( pm->ps->pm_time ) {
if ( pml.msec >= pm->ps->pm_time ) {
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
} else {
pm->ps->pm_time -= pml.msec;
}
}
// drop animation counter
if ( pm->ps->legsTimer > 0 ) {
pm->ps->legsTimer -= pml.msec;
if ( pm->ps->legsTimer < 0 ) {
pm->ps->legsTimer = 0;
}
}
if ( pm->ps->torsoTimer > 0 ) {
pm->ps->torsoTimer -= pml.msec;
if ( pm->ps->torsoTimer < 0 ) {
pm->ps->torsoTimer = 0;
}
}
}
// Following function is stateless (at the moment). And hoisting it out
// of the namespace here is easier than fixing all the places it's used,
// which includes files that are also compiled in SP. We do need to make
// sure we only get one copy in the linker, though.
#include "../namespace_end.h"
#if !defined(_XBOX) || defined(QAGAME)
extern vmCvar_t bg_fighterAltControl;
qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh )
{
if ( bg_fighterAltControl.integer
&& ps->clientNum < MAX_CLIENTS //real client
&& ps->m_iVehicleNum//in a vehicle
&& pVeh //valid vehicle data pointer
&& pVeh->m_pVehicleInfo//valid vehicle info
&& pVeh->m_pVehicleInfo->type == VH_FIGHTER )//fighter
//FIXME: specify per vehicle instead of assuming true for all fighters
//FIXME: map/server setting?
{//can roll and pitch without limitation!
return qtrue;
}
return qfalse;
}
#else
extern qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh );
#endif
#include "../namespace_begin.h"
/*
================
PM_UpdateViewAngles
This can be used as another entry point when only the viewangles
are being updated isntead of a full move
================
*/
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
short temp;
int i;
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) {
return; // no view changes at all
}
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
return; // no view changes at all
}
// circularly clamp the angles with deltas
for (i=0 ; i<3 ; i++) {
temp = cmd->angles[i] + ps->delta_angles[i];
#ifdef VEH_CONTROL_SCHEME_4
if ( pm_entVeh
&& pm_entVeh->m_pVehicle
&& pm_entVeh->m_pVehicle->m_pVehicleInfo
&& pm_entVeh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER
&& (cmd->serverTime-pm_entVeh->playerState->hyperSpaceTime) >= HYPERSPACE_TIME )
{//in a vehicle and not hyperspacing
if ( i == PITCH )
{
int pitchClamp = ANGLE2SHORT(AngleNormalize180(pm_entVeh->m_pVehicle->m_vPrevRiderViewAngles[PITCH]+10.0f));
// don't let the player look up or down more than 22.5 degrees
if ( temp > pitchClamp )
{
ps->delta_angles[i] = pitchClamp - cmd->angles[i];
temp = pitchClamp;
}
else if ( temp < -pitchClamp )
{
ps->delta_angles[i] = -pitchClamp - cmd->angles[i];
temp = -pitchClamp;
}
}
if ( i == YAW )
{
int yawClamp = ANGLE2SHORT(AngleNormalize180(pm_entVeh->m_pVehicle->m_vPrevRiderViewAngles[YAW]+10.0f));
// don't let the player look left or right more than 22.5 degrees
if ( temp > yawClamp )
{
ps->delta_angles[i] = yawClamp - cmd->angles[i];
temp = yawClamp;
}
else if ( temp < -yawClamp )
{
ps->delta_angles[i] = -yawClamp - cmd->angles[i];
temp = -yawClamp;
}
}
}
#else //VEH_CONTROL_SCHEME_4
if ( pm_entVeh && BG_UnrestrainedPitchRoll( ps, pm_entVeh->m_pVehicle ) )
{//in a fighter
/*
if ( i == ROLL )
{//get roll from vehicle
ps->viewangles[ROLL] = pm_entVeh->playerState->viewangles[ROLL];//->m_pVehicle->m_vOrientation[ROLL];
continue;
}
*/
}
#endif // VEH_CONTROL_SCHEME_4
else
{
if ( i == PITCH ) {
// don't let the player look up or down more than 90 degrees
if ( temp > 16000 ) {
ps->delta_angles[i] = 16000 - cmd->angles[i];
temp = 16000;
} else if ( temp < -16000 ) {
ps->delta_angles[i] = -16000 - cmd->angles[i];
temp = -16000;
}
}
}
ps->viewangles[i] = SHORT2ANGLE(temp);
}
}
/*
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
short temp;
int i;
float rootPitch = 0, pitchMin=-90, pitchMax=90, yawMin=0, yawMax=0, lockedYawValue = 0; //just to shut up warnings
qboolean lockedYaw = qfalse, clamped = qfalse;
bgEntity_t *vehEnt = NULL;
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) {
return; // no view changes at all
}
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
return; // no view changes at all
}
// If we're a vehicle, or we're riding a vehicle...?
if ( ps->m_iVehicleNum )
{
if ( ps->clientNum < MAX_CLIENTS )
{ //player riding vehicle
vehEnt = PM_BGEntForNum(ps->m_iVehicleNum);
}
else
{ //vehicle with player pilot
vehEnt = PM_BGEntForNum(ps->clientNum);
}
if ( vehEnt )
{//there is a vehicle
Vehicle_t *pVeh = vehEnt->m_pVehicle;
if ( pVeh && pVeh->m_pVehicleInfo )
{
// There is a vehicle...
if ( pVeh->m_pVehicleInfo->type != VH_ANIMAL )
{//animals just turn normally, no clamping
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
{
rootPitch = pVeh->m_vOrientation[PITCH];//gent->owner->client->ps.vehicleAngles[PITCH];//??? what if goes over 90 when add the min/max?
if ( pVeh->m_pVehicleInfo->pitchLimit == -1 )
{
pitchMax = 180;
}
else
{
pitchMax = pVeh->m_pVehicleInfo->pitchLimit;
}
pitchMin = -pitchMax;
}
else
{
lockedYawValue = 0;//gent->owner->client->ps.vehicleAngles[YAW];
lockedYaw = qtrue;
yawMax = pVeh->m_pVehicleInfo->lookYaw;
yawMin = -yawMax;
rootPitch = 0;//gent->owner->client->ps.vehicleAngles[PITCH];//??? what if goes over 90 when add the min/max?
pitchMax = pVeh->m_pVehicleInfo->lookPitch;
pitchMin = -pitchMax;
}
}
}
}
}
if ( 1 )
{
const short pitchClampMin = ANGLE2SHORT(rootPitch+pitchMin);
const short pitchClampMax = ANGLE2SHORT(rootPitch+pitchMax);
const short yawClampMin = ANGLE2SHORT(lockedYawValue+yawMin);
const short yawClampMax = ANGLE2SHORT(lockedYawValue+yawMax);
for (i=0 ; i<3 ; i++)
{
temp = cmd->angles[i] + ps->delta_angles[i];
if ( i == PITCH )
{
//FIXME get this limit from the NPCs stats?
// don't let the player look up or down more than 90 degrees
if ( temp > pitchClampMax )
{
ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; //& clamp to short
temp = pitchClampMax;
clamped = qtrue;
}
else if ( temp < pitchClampMin )
{
ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; //& clamp to short
temp = pitchClampMin;
clamped = qtrue;
}
}
if ( i == YAW && lockedYaw )
{
//FIXME get this limit from the NPCs stats?
// don't let the player look up or down more than 90 degrees
if ( temp > yawClampMax )
{
ps->delta_angles[i] = (yawClampMax - cmd->angles[i]) & 0xffff; //& clamp to short
temp = yawClampMax;
clamped = qtrue;
}
else if ( temp < yawClampMin )
{
ps->delta_angles[i] = (yawClampMin - cmd->angles[i]) & 0xffff; //& clamp to short
temp = yawClampMin;
clamped = qtrue;
}
ps->viewangles[i] = SHORT2ANGLE(temp);
}
else
{
ps->viewangles[i] = SHORT2ANGLE(temp);
}
}
}
else
{
// circularly clamp the angles with deltas
for (i=0 ; i<3 ; i++) {
temp = cmd->angles[i] + ps->delta_angles[i];
if ( i == PITCH ) {
// don't let the player look up or down more than 90 degrees
if ( temp > 16000 ) {
ps->delta_angles[i] = 16000 - cmd->angles[i];
temp = 16000;
} else if ( temp < -16000 ) {
ps->delta_angles[i] = -16000 - cmd->angles[i];
temp = -16000;
}
}
ps->viewangles[i] = SHORT2ANGLE(temp);
}
}
}
*/
//-------------------------------------------
void PM_AdjustAttackStates( pmove_t *pm )
//-------------------------------------------
{
int amount;
if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&&pm->ps->m_iVehicleNum)
{ //riding a vehicle
bgEntity_t *veh = pm_entVeh;
if ( veh &&
(veh->m_pVehicle && (veh->m_pVehicle->m_pVehicleInfo->type == VH_WALKER || veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER)) )
{//riding a walker/fighter
//not firing, ever
pm->ps->eFlags &= ~(EF_FIRING|EF_ALT_FIRING);
return;
}
}
// get ammo usage
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].altEnergyPerShot;
}
else
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].energyPerShot;
}
// disruptor alt-fire should toggle the zoom mode, but only bother doing this for the player?
if ( pm->ps->weapon == WP_DISRUPTOR && pm->ps->weaponstate == WEAPON_READY )
{
if ( !(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK) /*&&
pm->cmd.upmove <= 0 && !pm->cmd.forwardmove && !pm->cmd.rightmove*/)
{
// We just pressed the alt-fire key
if ( !pm->ps->zoomMode && pm->ps->pm_type != PM_DEAD )
{
// not already zooming, so do it now
pm->ps->zoomMode = 1;
pm->ps->zoomLocked = qfalse;
pm->ps->zoomFov = 80.0f;//cg_fov.value;
pm->ps->zoomLockTime = pm->cmd.serverTime + 50;
PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND);
}
else if (pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime)
{ //check for == 1 so we can't turn binoculars off with disruptor alt fire
// already zooming, so must be wanting to turn it off
pm->ps->zoomMode = 0;
pm->ps->zoomTime = pm->ps->commandTime;
pm->ps->zoomLocked = qfalse;
PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND);
pm->ps->weaponTime = 1000;
}
}
else if ( !(pm->cmd.buttons & BUTTON_ALT_ATTACK ) && pm->ps->zoomLockTime < pm->cmd.serverTime)
{
// Not pressing zoom any more
if ( pm->ps->zoomMode )
{
if (pm->ps->zoomMode == 1 && !pm->ps->zoomLocked)
{ //approximate what level the client should be zoomed at based on how long zoom was held
pm->ps->zoomFov = ((pm->cmd.serverTime+50) - pm->ps->zoomLockTime) * 0.035f;
if (pm->ps->zoomFov > 50)
{
pm->ps->zoomFov = 50;
}
if (pm->ps->zoomFov < 1)
{
pm->ps->zoomFov = 1;
}
}
// were zooming in, so now lock the zoom
pm->ps->zoomLocked = qtrue;
}
}
//This seemed like a good idea, but apparently it confuses people. So disabled for now.
/*
else if (!(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK) &&
(pm->cmd.upmove > 0 || pm->cmd.forwardmove || pm->cmd.rightmove))
{ //if you try to zoom while moving, just convert it into a primary attack
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
pm->cmd.buttons |= BUTTON_ATTACK;
}
*/
/*
if (pm->cmd.upmove > 0 || pm->cmd.forwardmove || pm->cmd.rightmove)
{
if (pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime)
{ //check for == 1 so we can't turn binoculars off with disruptor alt fire
pm->ps->zoomMode = 0;
pm->ps->zoomTime = pm->ps->commandTime;
pm->ps->zoomLocked = qfalse;
PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND);
}
}
*/
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
// If we are zoomed, we should switch the ammo usage to the alt-fire, otherwise, we'll
// just use whatever ammo was selected from above
if ( pm->ps->zoomMode )
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] -
weaponData[pm->ps->weapon].altEnergyPerShot;
}
}
else
{
// alt-fire button pressing doesn't use any ammo
amount = 0;
}
}
/*
else if (pm->ps->weapon == WP_DISRUPTOR) //still perform certain checks, even if the weapon is not ready
{
if (pm->cmd.upmove > 0 || pm->cmd.forwardmove || pm->cmd.rightmove)
{
if (pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime)
{ //check for == 1 so we can't turn binoculars off with disruptor alt fire
pm->ps->zoomMode = 0;
pm->ps->zoomTime = pm->ps->commandTime;
pm->ps->zoomLocked = qfalse;
PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND);
}
}
}
*/
// set the firing flag for continuous beam weapons, saber will fire even if out of ammo
if ( !(pm->ps->pm_flags & PMF_RESPAWNED) &&
pm->ps->pm_type != PM_INTERMISSION &&
( pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) &&
( amount >= 0 || pm->ps->weapon == WP_SABER ))
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
pm->ps->eFlags |= EF_ALT_FIRING;
}
else
{
pm->ps->eFlags &= ~EF_ALT_FIRING;
}
// This flag should always get set, even when alt-firing
pm->ps->eFlags |= EF_FIRING;
}
else
{
// Clear 'em out
pm->ps->eFlags &= ~(EF_FIRING|EF_ALT_FIRING);
}
// disruptor should convert a main fire to an alt-fire if the gun is currently zoomed
if ( pm->ps->weapon == WP_DISRUPTOR)
{
if ( pm->cmd.buttons & BUTTON_ATTACK && pm->ps->zoomMode == 1 && pm->ps->zoomLocked)
{
// converting the main fire to an alt-fire
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
pm->ps->eFlags |= EF_ALT_FIRING;
}
else if ( pm->cmd.buttons & BUTTON_ALT_ATTACK && pm->ps->zoomMode == 1 && pm->ps->zoomLocked)
{
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
pm->ps->eFlags &= ~EF_ALT_FIRING;
}
}
}
void BG_CmdForRoll( playerState_t *ps, int anim, usercmd_t *pCmd )
{
switch ( (anim) )
{
case BOTH_ROLL_F:
pCmd->forwardmove = 127;
pCmd->rightmove = 0;
break;
case BOTH_ROLL_B:
pCmd->forwardmove = -127;
pCmd->rightmove = 0;
break;
case BOTH_ROLL_R:
pCmd->forwardmove = 0;
pCmd->rightmove = 127;
break;
case BOTH_ROLL_L:
pCmd->forwardmove = 0;
pCmd->rightmove = -127;
break;
case BOTH_GETUP_BROLL_R:
pCmd->forwardmove = 0;
pCmd->rightmove = 48;
//NOTE: speed is 400
break;
case BOTH_GETUP_FROLL_R:
if ( ps->legsTimer <= 250 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
pCmd->forwardmove = 0;
pCmd->rightmove = 48;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_BROLL_L:
pCmd->forwardmove = 0;
pCmd->rightmove = -48;
//NOTE: speed is 400
break;
case BOTH_GETUP_FROLL_L:
if ( ps->legsTimer <= 250 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
pCmd->forwardmove = 0;
pCmd->rightmove = -48;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_BROLL_B:
if ( ps->torsoTimer <= 250 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else if ( PM_AnimLength( 0, (animNumber_t)ps->legsAnim ) - ps->torsoTimer < 350 )
{//beginning of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
//FIXME: ramp down over length of anim
pCmd->forwardmove = -64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_FROLL_B:
if ( ps->torsoTimer <= 100 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else if ( PM_AnimLength( 0, (animNumber_t)ps->legsAnim ) - ps->torsoTimer < 200 )
{//beginning of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
//FIXME: ramp down over length of anim
pCmd->forwardmove = -64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_BROLL_F:
if ( ps->torsoTimer <= 550 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else if ( PM_AnimLength( 0, (animNumber_t)ps->legsAnim ) - ps->torsoTimer < 150 )
{//beginning of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
pCmd->forwardmove = 64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_FROLL_F:
if ( ps->torsoTimer <= 100 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
//FIXME: ramp down over length of anim
pCmd->forwardmove = 64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
}
pCmd->upmove = 0;
}
qboolean PM_SaberInTransition( int move );
void BG_AdjustClientSpeed(playerState_t *ps, usercmd_t *cmd, int svTime)
{
saberInfo_t *saber;
if (ps->clientNum >= MAX_CLIENTS)
{
bgEntity_t *bgEnt = pm_entSelf;
if (bgEnt && bgEnt->s.NPC_class == CLASS_VEHICLE)
{ //vehicles manage their own speed
return;
}
}
//For prediction, always reset speed back to the last known server base speed
//If we didn't do this, under lag we'd eventually dwindle speed down to 0 even though
//that would not be the correct predicted value.
ps->speed = ps->basespeed;
if (ps->forceHandExtend == HANDEXTEND_DODGE)
{
ps->speed = 0;
}
if (ps->forceHandExtend == HANDEXTEND_KNOCKDOWN ||
ps->forceHandExtend == HANDEXTEND_PRETHROWN ||
ps->forceHandExtend == HANDEXTEND_POSTTHROWN)
{
ps->speed = 0;
}
if ( cmd->forwardmove < 0 && !(cmd->buttons&BUTTON_WALKING) && pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//running backwards is slower than running forwards (like SP)
ps->speed *= 0.75;
}
if (ps->fd.forcePowersActive & (1 << FP_GRIP))
{
ps->speed *= 0.4;
}
if (ps->fd.forcePowersActive & (1 << FP_SPEED))
{
ps->speed *= 1.7;
}
else if (ps->fd.forcePowersActive & (1 << FP_RAGE))
{
ps->speed *= 1.3;
}
else if (ps->fd.forceRageRecoveryTime > svTime)
{
ps->speed *= 0.75;
}
if (pm->ps->weapon == WP_DISRUPTOR &&
pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime)
{
ps->speed *= 0.5f;
}
if (ps->fd.forceGripCripple)
{
if (ps->fd.forcePowersActive & (1 << FP_RAGE))
{
ps->speed *= 0.9;
}
else if (ps->fd.forcePowersActive & (1 << FP_SPEED))
{ //force speed will help us escape
ps->speed *= 0.8;
}
else
{
ps->speed *= 0.2;
}
}
if ( BG_SaberInAttack( ps->saberMove ) && cmd->forwardmove < 0 )
{//if running backwards while attacking, don't run as fast.
switch( ps->fd.saberAnimLevel )
{
case FORCE_LEVEL_1:
ps->speed *= 0.75f;
break;
case FORCE_LEVEL_2:
case SS_DUAL:
case SS_STAFF:
ps->speed *= 0.60f;
break;
case FORCE_LEVEL_3:
ps->speed *= 0.45f;
break;
default:
break;
}
}
else if ( BG_SpinningSaberAnim( ps->legsAnim ) )
{
if (ps->fd.saberAnimLevel == FORCE_LEVEL_3)
{
ps->speed *= 0.3f;
}
else
{
ps->speed *= 0.5f;
}
}
else if ( ps->weapon == WP_SABER && BG_SaberInAttack( ps->saberMove ) )
{//if attacking with saber while running, drop your speed
switch( ps->fd.saberAnimLevel )
{
case FORCE_LEVEL_2:
case SS_DUAL:
case SS_STAFF:
ps->speed *= 0.85f;
break;
case FORCE_LEVEL_3:
ps->speed *= 0.55f;
break;
default:
break;
}
}
else if (ps->weapon == WP_SABER && ps->fd.saberAnimLevel == FORCE_LEVEL_3 &&
PM_SaberInTransition(ps->saberMove))
{ //Now, we want to even slow down in transitions for level 3 (since it has chains and stuff now)
if (cmd->forwardmove < 0)
{
ps->speed *= 0.4f;
}
else
{
ps->speed *= 0.6f;
}
}
if ( BG_InRoll( ps, ps->legsAnim ) && ps->speed > 50 )
{ //can't roll unless you're able to move normally
if ((ps->legsAnim) == BOTH_ROLL_B)
{ //backwards roll is pretty fast, should also be slower
if (ps->legsTimer > 800)
{
ps->speed = ps->legsTimer/2.5;
}
else
{
ps->speed = ps->legsTimer/6.0;//450;
}
}
else
{
if (ps->legsTimer > 800)
{
ps->speed = ps->legsTimer/1.5;//450;
}
else
{
ps->speed = ps->legsTimer/5.0;//450;
}
}
if (ps->speed > 600)
{
ps->speed = 600;
}
//Automatically slow down as the roll ends.
}
saber = BG_MySaber( ps->clientNum, 0 );
if ( saber
&& saber->moveSpeedScale != 1.0f )
{
ps->speed *= saber->moveSpeedScale;
}
saber = BG_MySaber( ps->clientNum, 1 );
if ( saber
&& saber->moveSpeedScale != 1.0f )
{
ps->speed *= saber->moveSpeedScale;
}
}
qboolean BG_InRollAnim( entityState_t *cent )
{
switch ( (cent->legsAnim) )
{
case BOTH_ROLL_F:
case BOTH_ROLL_B:
case BOTH_ROLL_R:
case BOTH_ROLL_L:
return qtrue;
}
return qfalse;
}
qboolean BG_InKnockDown( int anim )
{
switch ( (anim) )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
return qtrue;
break;
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
return qtrue;
break;
}
return qfalse;
}
qboolean BG_InRollES( entityState_t *ps, int anim )
{
switch ( (anim) )
{
case BOTH_ROLL_F:
case BOTH_ROLL_B:
case BOTH_ROLL_R:
case BOTH_ROLL_L:
return qtrue;
break;
}
return qfalse;
}
void BG_IK_MoveArm(void *ghoul2, int lHandBolt, int time, entityState_t *ent, int basePose, vec3_t desiredPos, qboolean *ikInProgress,
vec3_t origin, vec3_t angles, vec3_t scale, int blendTime, qboolean forceHalt)
{
mdxaBone_t lHandMatrix;
vec3_t lHand;
vec3_t torg;
float distToDest;
if (!ghoul2)
{
return;
}
assert(bgHumanoidAnimations[basePose].firstFrame > 0);
if (!*ikInProgress && !forceHalt)
{
int baseposeAnim = basePose;
sharedSetBoneIKStateParams_t ikP;
//restrict the shoulder joint
//VectorSet(ikP.pcjMins,-50.0f,-80.0f,-15.0f);
//VectorSet(ikP.pcjMaxs,15.0f,40.0f,15.0f);
//for now, leaving it unrestricted, but restricting elbow joint.
//This lets us break the arm however we want in order to fling people
//in throws, and doesn't look bad.
VectorSet(ikP.pcjMins,0,0,0);
VectorSet(ikP.pcjMaxs,0,0,0);
//give the info on our entity.
ikP.blendTime = blendTime;
VectorCopy(origin, ikP.origin);
VectorCopy(angles, ikP.angles);
ikP.angles[PITCH] = 0;
ikP.pcjOverrides = 0;
ikP.radius = 10.0f;
VectorCopy(scale, ikP.scale);
//base pose frames for the limb
ikP.startFrame = bgHumanoidAnimations[baseposeAnim].firstFrame + bgHumanoidAnimations[baseposeAnim].numFrames;
ikP.endFrame = bgHumanoidAnimations[baseposeAnim].firstFrame + bgHumanoidAnimations[baseposeAnim].numFrames;
ikP.forceAnimOnBone = qfalse; //let it use existing anim if it's the same as this one.
//we want to call with a null bone name first. This will init all of the
//ik system stuff on the g2 instance, because we need ragdoll effectors
//in order for our pcj's to know how to angle properly.
if (!strap_G2API_SetBoneIKState(ghoul2, time, NULL, IKS_DYNAMIC, &ikP))
{
assert(!"Failed to init IK system for g2 instance!");
}
//Now, create our IK bone state.
if (strap_G2API_SetBoneIKState(ghoul2, time, "lhumerus", IKS_DYNAMIC, &ikP))
{
//restrict the elbow joint
VectorSet(ikP.pcjMins,-90.0f,-20.0f,-20.0f);
VectorSet(ikP.pcjMaxs,30.0f,20.0f,-20.0f);
if (strap_G2API_SetBoneIKState(ghoul2, time, "lradius", IKS_DYNAMIC, &ikP))
{ //everything went alright.
*ikInProgress = qtrue;
}
}
}
if (*ikInProgress && !forceHalt)
{ //actively update our ik state.
sharedIKMoveParams_t ikM;
sharedRagDollUpdateParams_t tuParms;
vec3_t tAngles;
//set the argument struct up
VectorCopy(desiredPos, ikM.desiredOrigin); //we want the bone to move here.. if possible
VectorCopy(angles, tAngles);
tAngles[PITCH] = tAngles[ROLL] = 0;
strap_G2API_GetBoltMatrix(ghoul2, 0, lHandBolt, &lHandMatrix, tAngles, origin, time, 0, scale);
//Get the point position from the matrix.
lHand[0] = lHandMatrix.matrix[0][3];
lHand[1] = lHandMatrix.matrix[1][3];
lHand[2] = lHandMatrix.matrix[2][3];
VectorSubtract(lHand, desiredPos, torg);
distToDest = VectorLength(torg);
//closer we are, more we want to keep updated.
//if we're far away we don't want to be too fast or we'll start twitching all over.
if (distToDest < 2)
{ //however if we're this close we want very precise movement
ikM.movementSpeed = 0.4f;
}
else if (distToDest < 16)
{
ikM.movementSpeed = 0.9f;//8.0f;
}
else if (distToDest < 32)
{
ikM.movementSpeed = 0.8f;//4.0f;
}
else if (distToDest < 64)
{
ikM.movementSpeed = 0.7f;//2.0f;
}
else
{
ikM.movementSpeed = 0.6f;
}
VectorCopy(origin, ikM.origin); //our position in the world.
ikM.boneName[0] = 0;
if (strap_G2API_IKMove(ghoul2, time, &ikM))
{
//now do the standard model animate stuff with ragdoll update params.
VectorCopy(angles, tuParms.angles);
tuParms.angles[PITCH] = 0;
VectorCopy(origin, tuParms.position);
VectorCopy(scale, tuParms.scale);
tuParms.me = ent->number;
VectorClear(tuParms.velocity);
strap_G2API_AnimateG2Models(ghoul2, time, &tuParms);
}
else
{
*ikInProgress = qfalse;
}
}
else if (*ikInProgress)
{ //kill it
float cFrame, animSpeed;
int sFrame, eFrame, flags;
strap_G2API_SetBoneIKState(ghoul2, time, "lhumerus", IKS_NONE, NULL);
strap_G2API_SetBoneIKState(ghoul2, time, "lradius", IKS_NONE, NULL);
//then reset the angles/anims on these PCJs
strap_G2API_SetBoneAngles(ghoul2, 0, "lhumerus", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "lradius", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time);
//Get the anim/frames that the pelvis is on exactly, and match the left arm back up with them again.
strap_G2API_GetBoneAnim(ghoul2, "pelvis", (const int)time, &cFrame, &sFrame, &eFrame, &flags, &animSpeed, 0, 0);
strap_G2API_SetBoneAnim(ghoul2, 0, "lhumerus", sFrame, eFrame, flags, animSpeed, time, sFrame, 300);
strap_G2API_SetBoneAnim(ghoul2, 0, "lradius", sFrame, eFrame, flags, animSpeed, time, sFrame, 300);
//And finally, get rid of all the ik state effector data by calling with null bone name (similar to how we init it).
strap_G2API_SetBoneIKState(ghoul2, time, NULL, IKS_NONE, NULL);
*ikInProgress = qfalse;
}
}
//Adjust the head/neck desired angles
void BG_UpdateLookAngles( int lookingDebounceTime, vec3_t lastHeadAngles, int time, vec3_t lookAngles, float lookSpeed, float minPitch, float maxPitch, float minYaw, float maxYaw, float minRoll, float maxRoll )
{
static const float fFrameInter = 0.1f;
static vec3_t oldLookAngles;
static vec3_t lookAnglesDiff;
static int ang;
if ( lookingDebounceTime > time )
{
//clamp so don't get "Exorcist" effect
if ( lookAngles[PITCH] > maxPitch )
{
lookAngles[PITCH] = maxPitch;
}
else if ( lookAngles[PITCH] < minPitch )
{
lookAngles[PITCH] = minPitch;
}
if ( lookAngles[YAW] > maxYaw )
{
lookAngles[YAW] = maxYaw;
}
else if ( lookAngles[YAW] < minYaw )
{
lookAngles[YAW] = minYaw;
}
if ( lookAngles[ROLL] > maxRoll )
{
lookAngles[ROLL] = maxRoll;
}
else if ( lookAngles[ROLL] < minRoll )
{
lookAngles[ROLL] = minRoll;
}
//slowly lerp to this new value
//Remember last headAngles
VectorCopy( lastHeadAngles, oldLookAngles );
VectorSubtract( lookAngles, oldLookAngles, lookAnglesDiff );
for ( ang = 0; ang < 3; ang++ )
{
lookAnglesDiff[ang] = AngleNormalize180( lookAnglesDiff[ang] );
}
if( VectorLengthSquared( lookAnglesDiff ) )
{
lookAngles[PITCH] = AngleNormalize180( oldLookAngles[PITCH]+(lookAnglesDiff[PITCH]*fFrameInter*lookSpeed) );
lookAngles[YAW] = AngleNormalize180( oldLookAngles[YAW]+(lookAnglesDiff[YAW]*fFrameInter*lookSpeed) );
lookAngles[ROLL] = AngleNormalize180( oldLookAngles[ROLL]+(lookAnglesDiff[ROLL]*fFrameInter*lookSpeed) );
}
}
//Remember current lookAngles next time
VectorCopy( lookAngles, lastHeadAngles );
}
//for setting visual look (headturn) angles
static void BG_G2ClientNeckAngles( void *ghoul2, int time, const vec3_t lookAngles, vec3_t headAngles, vec3_t neckAngles, vec3_t thoracicAngles, vec3_t headClampMinAngles, vec3_t headClampMaxAngles )
{
vec3_t lA;
VectorCopy( lookAngles, lA );
//clamp the headangles (which should now be relative to the cervical (neck) angles
if ( lA[PITCH] < headClampMinAngles[PITCH] )
{
lA[PITCH] = headClampMinAngles[PITCH];
}
else if ( lA[PITCH] > headClampMaxAngles[PITCH] )
{
lA[PITCH] = headClampMaxAngles[PITCH];
}
if ( lA[YAW] < headClampMinAngles[YAW] )
{
lA[YAW] = headClampMinAngles[YAW];
}
else if ( lA[YAW] > headClampMaxAngles[YAW] )
{
lA[YAW] = headClampMaxAngles[YAW];
}
if ( lA[ROLL] < headClampMinAngles[ROLL] )
{
lA[ROLL] = headClampMinAngles[ROLL];
}
else if ( lA[ROLL] > headClampMaxAngles[ROLL] )
{
lA[ROLL] = headClampMaxAngles[ROLL];
}
//split it up between the neck and cranium
if ( thoracicAngles[PITCH] )
{//already been set above, blend them
thoracicAngles[PITCH] = (thoracicAngles[PITCH] + (lA[PITCH] * 0.4)) * 0.5f;
}
else
{
thoracicAngles[PITCH] = lA[PITCH] * 0.4;
}
if ( thoracicAngles[YAW] )
{//already been set above, blend them
thoracicAngles[YAW] = (thoracicAngles[YAW] + (lA[YAW] * 0.1)) * 0.5f;
}
else
{
thoracicAngles[YAW] = lA[YAW] * 0.1;
}
if ( thoracicAngles[ROLL] )
{//already been set above, blend them
thoracicAngles[ROLL] = (thoracicAngles[ROLL] + (lA[ROLL] * 0.1)) * 0.5f;
}
else
{
thoracicAngles[ROLL] = lA[ROLL] * 0.1;
}
neckAngles[PITCH] = lA[PITCH] * 0.2f;
neckAngles[YAW] = lA[YAW] * 0.3f;
neckAngles[ROLL] = lA[ROLL] * 0.3f;
headAngles[PITCH] = lA[PITCH] * 0.4;
headAngles[YAW] = lA[YAW] * 0.6;
headAngles[ROLL] = lA[ROLL] * 0.6;
/* //non-applicable SP code
if ( G_RidingVehicle( cent->gent ) )// && type == VH_SPEEDER ?
{//aim torso forward too
headAngles[YAW] = neckAngles[YAW] = thoracicAngles[YAW] = 0;
}
*/
strap_G2API_SetBoneAngles(ghoul2, 0, "cranium", headAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "cervical", neckAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "thoracic", thoracicAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
}
//rww - Finally decided to convert all this stuff to BG form.
static void BG_G2ClientSpineAngles( void *ghoul2, int motionBolt, vec3_t cent_lerpOrigin, vec3_t cent_lerpAngles, entityState_t *cent,
int time, vec3_t viewAngles, int ciLegs, int ciTorso, const vec3_t angles, vec3_t thoracicAngles,
vec3_t ulAngles, vec3_t llAngles, vec3_t modelScale, float *tPitchAngle, float *tYawAngle, int *corrTime )
{
qboolean doCorr = qfalse;
//*tPitchAngle = viewAngles[PITCH];
viewAngles[YAW] = AngleDelta( cent_lerpAngles[YAW], angles[YAW] );
//*tYawAngle = viewAngles[YAW];
#if 1
if ( !BG_FlippingAnim( cent->legsAnim ) &&
!BG_SpinningSaberAnim( cent->legsAnim ) &&
!BG_SpinningSaberAnim( cent->torsoAnim ) &&
!BG_InSpecialJump( cent->legsAnim ) &&
!BG_InSpecialJump( cent->torsoAnim ) &&
!BG_InDeathAnim(cent->legsAnim) &&
!BG_InDeathAnim(cent->torsoAnim) &&
!BG_InRollES(cent, cent->legsAnim) &&
!BG_InRollAnim(cent) &&
!BG_SaberInSpecial(cent->saberMove) &&
!BG_SaberInSpecialAttack(cent->torsoAnim) &&
!BG_SaberInSpecialAttack(cent->legsAnim) &&
!BG_InKnockDown(cent->torsoAnim) &&
!BG_InKnockDown(cent->legsAnim) &&
!BG_InKnockDown(ciTorso) &&
!BG_InKnockDown(ciLegs) &&
!BG_FlippingAnim( ciLegs ) &&
!BG_SpinningSaberAnim( ciLegs ) &&
!BG_SpinningSaberAnim( ciTorso ) &&
!BG_InSpecialJump( ciLegs ) &&
!BG_InSpecialJump( ciTorso ) &&
!BG_InDeathAnim(ciLegs) &&
!BG_InDeathAnim(ciTorso) &&
!BG_SaberInSpecialAttack(ciTorso) &&
!BG_SaberInSpecialAttack(ciLegs) &&
!(cent->eFlags & EF_DEAD) &&
(cent->legsAnim) != (cent->torsoAnim) &&
(ciLegs) != (ciTorso) &&
!cent->m_iVehicleNum)
{
doCorr = qtrue;
}
#else
if ( ((!BG_FlippingAnim( cent->legsAnim )
&& !BG_SpinningSaberAnim( cent->legsAnim )
&& !BG_SpinningSaberAnim( cent->torsoAnim )
&& (cent->legsAnim) != (cent->torsoAnim)) //NOTE: presumes your legs & torso are on the same frame, though they *should* be because PM_SetAnimFinal tries to keep them in synch
||
(!BG_FlippingAnim( ciLegs )
&& !BG_SpinningSaberAnim( ciLegs )
&& !BG_SpinningSaberAnim( ciTorso )
&& (ciLegs) != (ciTorso)))
||
ciLegs != cent->legsAnim
||
ciTorso != cent->torsoAnim)
{
doCorr = qtrue;
*corrTime = time + 1000; //continue correcting for a second after to smooth things out. SP doesn't need this for whatever reason but I can't find a way around it.
}
else if (*corrTime >= time)
{
if (!BG_FlippingAnim( cent->legsAnim )
&& !BG_SpinningSaberAnim( cent->legsAnim )
&& !BG_SpinningSaberAnim( cent->torsoAnim )
&& !BG_FlippingAnim( ciLegs )
&& !BG_SpinningSaberAnim( ciLegs )
&& !BG_SpinningSaberAnim( ciTorso ))
{
doCorr = qtrue;
}
}
#endif
if (doCorr)
{//FIXME: no need to do this if legs and torso on are same frame
//adjust for motion offset
mdxaBone_t boltMatrix;
vec3_t motionFwd, motionAngles;
vec3_t motionRt, tempAng;
int ang;
strap_G2API_GetBoltMatrix_NoRecNoRot( ghoul2, 0, motionBolt, &boltMatrix, vec3_origin, cent_lerpOrigin, time, 0, modelScale);
//BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, motionFwd );
motionFwd[0] = -boltMatrix.matrix[0][1];
motionFwd[1] = -boltMatrix.matrix[1][1];
motionFwd[2] = -boltMatrix.matrix[2][1];
vectoangles( motionFwd, motionAngles );
//BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_X, motionRt );
motionRt[0] = -boltMatrix.matrix[0][0];
motionRt[1] = -boltMatrix.matrix[1][0];
motionRt[2] = -boltMatrix.matrix[2][0];
vectoangles( motionRt, tempAng );
motionAngles[ROLL] = -tempAng[PITCH];
for ( ang = 0; ang < 3; ang++ )
{
viewAngles[ang] = AngleNormalize180( viewAngles[ang] - AngleNormalize180( motionAngles[ang] ) );
}
}
//distribute the angles differently up the spine
//NOTE: each of these distributions must add up to 1.0f
thoracicAngles[PITCH] = viewAngles[PITCH]*0.20f;
llAngles[PITCH] = viewAngles[PITCH]*0.40f;
ulAngles[PITCH] = viewAngles[PITCH]*0.40f;
thoracicAngles[YAW] = viewAngles[YAW]*0.20f;
ulAngles[YAW] = viewAngles[YAW]*0.35f;
llAngles[YAW] = viewAngles[YAW]*0.45f;
thoracicAngles[ROLL] = viewAngles[ROLL]*0.20f;
ulAngles[ROLL] = viewAngles[ROLL]*0.35f;
llAngles[ROLL] = viewAngles[ROLL]*0.45f;
}
/*
==================
CG_SwingAngles
==================
*/
static float BG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
float speed, float *angle, qboolean *swinging, int frametime ) {
float swing;
float move;
float scale;
if ( !*swinging ) {
// see if a swing should be started
swing = AngleSubtract( *angle, destination );
if ( swing > swingTolerance || swing < -swingTolerance ) {
*swinging = qtrue;
}
}
if ( !*swinging ) {
return 0;
}
// modify the speed depending on the delta
// so it doesn't seem so linear
swing = AngleSubtract( destination, *angle );
scale = fabs( swing );
if ( scale < swingTolerance * 0.5 ) {
scale = 0.5;
} else if ( scale < swingTolerance ) {
scale = 1.0;
} else {
scale = 2.0;
}
// swing towards the destination angle
if ( swing >= 0 ) {
move = frametime * scale * speed;
if ( move >= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
} else if ( swing < 0 ) {
move = frametime * scale * -speed;
if ( move <= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
}
// clamp to no more than tolerance
swing = AngleSubtract( destination, *angle );
if ( swing > clampTolerance ) {
*angle = AngleMod( destination - (clampTolerance - 1) );
} else if ( swing < -clampTolerance ) {
*angle = AngleMod( destination + (clampTolerance - 1) );
}
return swing;
}
//#define BONE_BASED_LEG_ANGLES
//I apologize for this function
qboolean BG_InRoll2( entityState_t *es )
{
switch ( (es->legsAnim) )
{
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
case BOTH_ROLL_F:
case BOTH_ROLL_B:
case BOTH_ROLL_R:
case BOTH_ROLL_L:
return qtrue;
break;
}
return qfalse;
}
extern qboolean BG_SaberLockBreakAnim( int anim ); //bg_panimate.c
void BG_G2PlayerAngles(void *ghoul2, int motionBolt, entityState_t *cent, int time, vec3_t cent_lerpOrigin,
vec3_t cent_lerpAngles, vec3_t legs[3], vec3_t legsAngles, qboolean *tYawing,
qboolean *tPitching, qboolean *lYawing, float *tYawAngle, float *tPitchAngle,
float *lYawAngle, int frametime, vec3_t turAngles, vec3_t modelScale, int ciLegs,
int ciTorso, int *corrTime, vec3_t lookAngles, vec3_t lastHeadAngles, int lookTime,
entityState_t *emplaced, int *crazySmoothFactor)
{
int adddir = 0;
static int dir;
static int i;
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
float degrees_negative = 0;
float degrees_positive = 0;
static float dif;
static float dest;
static float speed; //, speed_dif, speed_desired;
static const float lookSpeed = 1.5f;
#ifdef BONE_BASED_LEG_ANGLES
static float legBoneYaw;
#endif
static vec3_t eyeAngles;
static vec3_t neckAngles;
static vec3_t velocity;
static vec3_t torsoAngles, headAngles;
static vec3_t velPos, velAng;
static vec3_t ulAngles, llAngles, viewAngles, angles, thoracicAngles = {0,0,0};
static vec3_t headClampMinAngles = {-25,-55,-10}, headClampMaxAngles = {50,50,10};
if ( cent->m_iVehicleNum || cent->forceFrame || BG_SaberLockBreakAnim(cent->legsAnim) || BG_SaberLockBreakAnim(cent->torsoAnim) )
{ //a vehicle or riding a vehicle - in either case we don't need to be in here
vec3_t forcedAngles;
VectorClear(forcedAngles);
forcedAngles[YAW] = cent_lerpAngles[YAW];
forcedAngles[ROLL] = cent_lerpAngles[ROLL];
AnglesToAxis( forcedAngles, legs );
VectorCopy(forcedAngles, legsAngles);
if (cent->number < MAX_CLIENTS)
{
strap_G2API_SetBoneAngles(ghoul2, 0, "lower_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "upper_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "cranium", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "thoracic", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "cervical", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
}
return;
}
if ((time+2000) < *corrTime)
{
*corrTime = 0;
}
VectorCopy( cent_lerpAngles, headAngles );
headAngles[YAW] = AngleMod( headAngles[YAW] );
VectorClear( legsAngles );
VectorClear( torsoAngles );
// --------- yaw -------------
// allow yaw to drift a bit
if ((( cent->legsAnim ) != BOTH_STAND1) ||
( cent->torsoAnim ) != WeaponReadyAnim[cent->weapon] )
{
// if not standing still, always point all in the same direction
//cent->pe.torso.yawing = qtrue; // always center
*tYawing = qtrue;
//cent->pe.torso.pitching = qtrue; // always center
*tPitching = qtrue;
//cent->pe.legs.yawing = qtrue; // always center
*lYawing = qtrue;
}
// adjust legs for movement dir
if ( cent->eFlags & EF_DEAD ) {
// don't let dead bodies twitch
dir = 0;
} else {
dir = cent->angles2[YAW];
if ( dir < 0 || dir > 7 ) {
Com_Error( ERR_DROP, "Bad player movement angle (%i)", dir );
}
}
torsoAngles[YAW] = headAngles[YAW];
//for now, turn torso instantly and let the legs swing to follow
*tYawAngle = torsoAngles[YAW];
// --------- pitch -------------
VectorCopy( cent->pos.trDelta, velocity );
if (BG_InRoll2(cent))
{ //don't affect angles based on vel then
VectorClear(velocity);
}
else if (cent->weapon == WP_SABER &&
BG_SaberInSpecial(cent->saberMove))
{
VectorClear(velocity);
}
speed = VectorNormalize( velocity );
if (!speed)
{
torsoAngles[YAW] = headAngles[YAW];
}
// only show a fraction of the pitch angle in the torso
if ( headAngles[PITCH] > 180 ) {
dest = (-360 + headAngles[PITCH]) * 0.75;
} else {
dest = headAngles[PITCH] * 0.75;
}
if (cent->m_iVehicleNum)
{ //swing instantly on vehicles
*tPitchAngle = dest;
}
else
{
BG_SwingAngles( dest, 15, 30, 0.1, tPitchAngle, tPitching, frametime );
}
torsoAngles[PITCH] = *tPitchAngle;
// --------- roll -------------
if ( speed ) {
vec3_t axis[3];
float side;
speed *= 0.05;
AnglesToAxis( legsAngles, axis );
side = speed * DotProduct( velocity, axis[1] );
legsAngles[ROLL] -= side;
side = speed * DotProduct( velocity, axis[0] );
legsAngles[PITCH] += side;
}
//legsAngles[YAW] = headAngles[YAW] + (movementOffsets[ dir ]*speed_dif);
//rww - crazy velocity-based leg angle calculation
legsAngles[YAW] = headAngles[YAW];
velPos[0] = cent_lerpOrigin[0] + velocity[0];
velPos[1] = cent_lerpOrigin[1] + velocity[1];
velPos[2] = cent_lerpOrigin[2];// + velocity[2];
if ( cent->groundEntityNum == ENTITYNUM_NONE ||
cent->forceFrame ||
(cent->weapon == WP_EMPLACED_GUN && emplaced) )
{ //off the ground, no direction-based leg angles (same if in saberlock)
VectorCopy(cent_lerpOrigin, velPos);
}
VectorSubtract(cent_lerpOrigin, velPos, velAng);
if (!VectorCompare(velAng, vec3_origin))
{
vectoangles(velAng, velAng);
if (velAng[YAW] <= legsAngles[YAW])
{
degrees_negative = (legsAngles[YAW] - velAng[YAW]);
degrees_positive = (360 - legsAngles[YAW]) + velAng[YAW];
}
else
{
degrees_negative = legsAngles[YAW] + (360 - velAng[YAW]);
degrees_positive = (velAng[YAW] - legsAngles[YAW]);
}
if ( degrees_negative < degrees_positive )
{
dif = degrees_negative;
adddir = 0;
}
else
{
dif = degrees_positive;
adddir = 1;
}
if (dif > 90)
{
dif = (180 - dif);
}
if (dif > 60)
{
dif = 60;
}
//Slight hack for when playing is running backward
if (dir == 3 || dir == 5)
{
dif = -dif;
}
if (adddir)
{
legsAngles[YAW] -= dif;
}
else
{
legsAngles[YAW] += dif;
}
}
if (cent->m_iVehicleNum)
{ //swing instantly on vehicles
*lYawAngle = legsAngles[YAW];
}
else
{
BG_SwingAngles( legsAngles[YAW], /*40*/0, 90, 0.65, lYawAngle, lYawing, frametime );
}
legsAngles[YAW] = *lYawAngle;
/*
// pain twitch
CG_AddPainTwitch( cent, torsoAngles );
*/
legsAngles[ROLL] = 0;
torsoAngles[ROLL] = 0;
// VectorCopy(legsAngles, turAngles);
// pull the angles back out of the hierarchial chain
AnglesSubtract( headAngles, torsoAngles, headAngles );
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
legsAngles[PITCH] = 0;
if (cent->heldByClient)
{ //keep the base angles clear when doing the IK stuff, it doesn't compensate for it.
//rwwFIXMEFIXME: Store leg angles off and add them to all the fed in angles for G2 functions?
VectorClear(legsAngles);
legsAngles[YAW] = cent_lerpAngles[YAW];
}
#ifdef BONE_BASED_LEG_ANGLES
legBoneYaw = legsAngles[YAW];
VectorClear(legsAngles);
legsAngles[YAW] = cent_lerpAngles[YAW];
#endif
VectorCopy(legsAngles, turAngles);
AnglesToAxis( legsAngles, legs );
VectorCopy( cent_lerpAngles, viewAngles );
viewAngles[YAW] = viewAngles[ROLL] = 0;
viewAngles[PITCH] *= 0.5;
VectorSet( angles, 0, legsAngles[1], 0 );
angles[0] = legsAngles[0];
if ( angles[0] > 30 )
{
angles[0] = 30;
}
else if ( angles[0] < -30 )
{
angles[0] = -30;
}
if (cent->weapon == WP_EMPLACED_GUN &&
emplaced)
{ //if using an emplaced gun, then we want to make sure we're angled to "hold" it right
vec3_t facingAngles;
VectorSubtract(emplaced->pos.trBase, cent_lerpOrigin, facingAngles);
vectoangles(facingAngles, facingAngles);
if (emplaced->weapon == WP_NONE)
{ //e-web
VectorCopy(facingAngles, legsAngles);
AnglesToAxis( legsAngles, legs );
}
else
{ //misc emplaced
float dif = AngleSubtract(cent_lerpAngles[YAW], facingAngles[YAW]);
/*
if (emplaced->weapon == WP_NONE)
{ //offset is a little bit different for the e-web
dif -= 16.0f;
}
*/
VectorSet(facingAngles, -16.0f, -dif, 0.0f);
if (cent->legsAnim == BOTH_STRAFE_LEFT1 || cent->legsAnim == BOTH_STRAFE_RIGHT1)
{ //try to adjust so it doesn't look wrong
if (crazySmoothFactor)
{ //want to smooth a lot during this because it chops around and looks like ass
*crazySmoothFactor = time + 1000;
}
BG_G2ClientSpineAngles(ghoul2, motionBolt, cent_lerpOrigin, cent_lerpAngles, cent, time,
viewAngles, ciLegs, ciTorso, angles, thoracicAngles, ulAngles, llAngles, modelScale,
tPitchAngle, tYawAngle, corrTime);
strap_G2API_SetBoneAngles(ghoul2, 0, "lower_lumbar", llAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "upper_lumbar", ulAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "cranium", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
VectorAdd(facingAngles, thoracicAngles, facingAngles);
if (cent->legsAnim == BOTH_STRAFE_LEFT1)
{ //this one needs some further correction
facingAngles[YAW] -= 32.0f;
}
}
else
{
//strap_G2API_SetBoneAngles(ghoul2, 0, "lower_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
//strap_G2API_SetBoneAngles(ghoul2, 0, "upper_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "cranium", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
}
VectorScale(facingAngles, 0.6f, facingAngles);
strap_G2API_SetBoneAngles(ghoul2, 0, "lower_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
VectorScale(facingAngles, 0.8f, facingAngles);
strap_G2API_SetBoneAngles(ghoul2, 0, "upper_lumbar", facingAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
VectorScale(facingAngles, 0.8f, facingAngles);
strap_G2API_SetBoneAngles(ghoul2, 0, "thoracic", facingAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
//Now we want the head angled toward where we are facing
VectorSet(facingAngles, 0.0f, dif, 0.0f);
VectorScale(facingAngles, 0.6f, facingAngles);
strap_G2API_SetBoneAngles(ghoul2, 0, "cervical", facingAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
return; //don't have to bother with the rest then
}
}
BG_G2ClientSpineAngles(ghoul2, motionBolt, cent_lerpOrigin, cent_lerpAngles, cent, time,
viewAngles, ciLegs, ciTorso, angles, thoracicAngles, ulAngles, llAngles, modelScale,
tPitchAngle, tYawAngle, corrTime);
VectorCopy(cent_lerpAngles, eyeAngles);
for ( i = 0; i < 3; i++ )
{
lookAngles[i] = AngleNormalize180( lookAngles[i] );
eyeAngles[i] = AngleNormalize180( eyeAngles[i] );
}
AnglesSubtract( lookAngles, eyeAngles, lookAngles );
BG_UpdateLookAngles(lookTime, lastHeadAngles, time, lookAngles, lookSpeed, -50.0f, 50.0f, -70.0f, 70.0f, -30.0f, 30.0f);
BG_G2ClientNeckAngles(ghoul2, time, lookAngles, headAngles, neckAngles, thoracicAngles, headClampMinAngles, headClampMaxAngles);
#ifdef BONE_BASED_LEG_ANGLES
{
vec3_t bLAngles;
VectorClear(bLAngles);
bLAngles[ROLL] = AngleNormalize180((legBoneYaw - cent_lerpAngles[YAW]));
strap_G2API_SetBoneAngles(ghoul2, 0, "model_root", bLAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
if (!llAngles[YAW])
{
llAngles[YAW] -= bLAngles[ROLL];
}
}
#endif
strap_G2API_SetBoneAngles(ghoul2, 0, "lower_lumbar", llAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "upper_lumbar", ulAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
strap_G2API_SetBoneAngles(ghoul2, 0, "thoracic", thoracicAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
//strap_G2API_SetBoneAngles(ghoul2, 0, "cervical", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
}
void BG_G2ATSTAngles(void *ghoul2, int time, vec3_t cent_lerpAngles )
{// up right fwd
strap_G2API_SetBoneAngles(ghoul2, 0, "thoracic", cent_lerpAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, time);
}
static qboolean PM_AdjustAnglesForDualJumpAttack( playerState_t *ps, usercmd_t *ucmd )
{
//ucmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] ) - ps->delta_angles[PITCH];
//ucmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] ) - ps->delta_angles[YAW];
return qtrue;
}
#ifdef __LCC__
static void PM_CmdForSaberMoves(usercmd_t *ucmd)
#else
static ID_INLINE void PM_CmdForSaberMoves(usercmd_t *ucmd)
#endif
{
//DUAL FORWARD+JUMP+ATTACK
if ( ( pm->ps->legsAnim == BOTH_JUMPATTACK6
&& pm->ps->saberMove == LS_JUMPATTACK_DUAL )
|| ( pm->ps->legsAnim == BOTH_BUTTERFLY_FL1
&& pm->ps->saberMove == LS_JUMPATTACK_STAFF_LEFT )
|| ( pm->ps->legsAnim == BOTH_BUTTERFLY_FR1
&& pm->ps->saberMove == LS_JUMPATTACK_STAFF_RIGHT )
|| ( pm->ps->legsAnim == BOTH_BUTTERFLY_RIGHT
&& pm->ps->saberMove == LS_BUTTERFLY_RIGHT )
|| ( pm->ps->legsAnim == BOTH_BUTTERFLY_LEFT
&& pm->ps->saberMove == LS_BUTTERFLY_LEFT ) )
{
int aLen = PM_AnimLength(0, BOTH_JUMPATTACK6);
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
if ( pm->ps->legsAnim == BOTH_JUMPATTACK6 )
{ //dual stance attack
if ( pm->ps->legsTimer >= 100 //not at end
&& (aLen - pm->ps->legsTimer) >= 250 ) //not in beginning
{ //middle of anim
//push forward
ucmd->forwardmove = 127;
}
if ( (pm->ps->legsTimer >= 900 //not at end
&& aLen - pm->ps->legsTimer >= 950 ) //not in beginning
|| ( pm->ps->legsTimer >= 1600
&& aLen - pm->ps->legsTimer >= 400 ) ) //not in beginning
{ //one of the two jumps
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{ //still on ground?
if ( pm->ps->groundEntityNum >= MAX_CLIENTS )
{
//jump!
pm->ps->velocity[2] = 250;//400;
pm->ps->fd.forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
//pm->ps->pm_flags |= PMF_JUMPING;
//FIXME: NPCs yell?
PM_AddEvent(EV_JUMP);
//G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
}
else
{ //FIXME: if this is the second jump, maybe we should just stop the anim?
}
}
}
else
{ //saberstaff attacks
int aLen = PM_AnimLength(0, (animNumber_t)pm->ps->legsAnim);
float lenMin = 1700.0f;
float lenMax = 1800.0f;
if (pm->ps->legsAnim == BOTH_BUTTERFLY_LEFT)
{
lenMin = 1200.0f;
lenMax = 1400.0f;
}
//FIXME: don't slide off people/obstacles?
if ( pm->ps->legsAnim == BOTH_BUTTERFLY_RIGHT
|| pm->ps->legsAnim == BOTH_BUTTERFLY_LEFT )
{
if ( pm->ps->legsTimer > 450 )
{
switch ( pm->ps->legsAnim )
{
case BOTH_BUTTERFLY_LEFT:
ucmd->rightmove = -127;
break;
case BOTH_BUTTERFLY_RIGHT:
ucmd->rightmove = 127;
break;
default:
break;
}
}
}
else
{
if ( pm->ps->legsTimer >= 100 //not at end
&& aLen - pm->ps->legsTimer >= 250 )//not in beginning
{//middle of anim
//push forward
ucmd->forwardmove = 127;
}
}
if ( pm->ps->legsTimer >= lenMin && pm->ps->legsTimer < lenMax )
{//one of the two jumps
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//still on ground?
//jump!
if (pm->ps->legsAnim == BOTH_BUTTERFLY_LEFT)
{
pm->ps->velocity[2] = 350;
}
else
{
pm->ps->velocity[2] = 250;
}
pm->ps->fd.forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
//pm->ps->pm_flags |= PMF_JUMPING;//|PMF_SLOW_MO_FALL;
//FIXME: NPCs yell?
PM_AddEvent(EV_JUMP);
//G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
else
{//FIXME: if this is the second jump, maybe we should just stop the anim?
}
}
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//can only turn when your feet hit the ground
if (PM_AdjustAnglesForDualJumpAttack(pm->ps, ucmd))
{
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, ucmd);
}
}
//rwwFIXMEFIXME: Bother with bbox resizing like sp?
}
//STAFF BACK+JUMP+ATTACK
else if (pm->ps->saberMove == LS_A_BACKFLIP_ATK &&
pm->ps->legsAnim == BOTH_JUMPATTACK7)
{
int aLen = PM_AnimLength(0, BOTH_JUMPATTACK7);
if ( pm->ps->legsTimer > 800 //not at end
&& aLen - pm->ps->legsTimer >= 400 )//not in beginning
{//middle of anim
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//still on ground?
vec3_t yawAngles, backDir;
//push backwards some?
VectorSet( yawAngles, 0, pm->ps->viewangles[YAW]+180, 0 );
AngleVectors( yawAngles, backDir, 0, 0 );
VectorScale( backDir, 100, pm->ps->velocity );
//jump!
pm->ps->velocity[2] = 300;
pm->ps->fd.forceJumpZStart = pm->ps->origin[2]; //so we don't take damage if we land at same height
//pm->ps->pm_flags |= PMF_JUMPING;//|PMF_SLOW_MO_FALL;
//FIXME: NPCs yell?
PM_AddEvent(EV_JUMP);
//G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
ucmd->upmove = 0; //clear any actual jump command
}
}
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
}
//STAFF/DUAL SPIN ATTACK
else if (pm->ps->saberMove == LS_SPINATTACK ||
pm->ps->saberMove == LS_SPINATTACK_DUAL)
{
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
//lock their viewangles during these attacks.
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, ucmd);
}
}
//constrain him based on the angles of his vehicle and the caps
void PM_VehicleViewAngles(playerState_t *ps, bgEntity_t *veh, usercmd_t *ucmd)
{
Vehicle_t *pVeh = veh->m_pVehicle;
qboolean setAngles = qtrue;
vec3_t clampMin;
vec3_t clampMax;
int i;
if ( veh->m_pVehicle->m_pPilot
&& veh->m_pVehicle->m_pPilot->s.number == ps->clientNum )
{//set the pilot's viewangles to the vehicle's viewangles
#ifdef VEH_CONTROL_SCHEME_4
if ( 1 )
#else //VEH_CONTROL_SCHEME_4
if ( !BG_UnrestrainedPitchRoll( ps, veh->m_pVehicle ) )
#endif //VEH_CONTROL_SCHEME_4
{//only if not if doing special free-roll/pitch control
setAngles = qtrue;
clampMin[PITCH] = -pVeh->m_pVehicleInfo->lookPitch;
clampMax[PITCH] = pVeh->m_pVehicleInfo->lookPitch;
clampMin[YAW] = clampMax[YAW] = 0;
clampMin[ROLL] = clampMax[ROLL] = -1;
}
}
else
{
//NOTE: passengers can look around freely, UNLESS they're controlling a turret!
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
{
if ( veh->m_pVehicle->m_pVehicleInfo->turret[i].passengerNum == ps->generic1 )
{//this turret is my station
//nevermind, don't clamp
return;
/*
setAngles = qtrue;
clampMin[PITCH] = veh->m_pVehicle->m_pVehicleInfo->turret[i].pitchClampUp;
clampMax[PITCH] = veh->m_pVehicle->m_pVehicleInfo->turret[i].pitchClampDown;
clampMin[YAW] = veh->m_pVehicle->m_pVehicleInfo->turret[i].yawClampRight;
clampMax[YAW] = veh->m_pVehicle->m_pVehicleInfo->turret[i].yawClampLeft;
clampMin[ROLL] = clampMax[ROLL] = 0;
break;
*/
}
}
}
if ( setAngles )
{
for ( i = 0; i < 3; i++ )
{//clamp viewangles
if ( clampMin[i] == -1 || clampMax[i] == -1 )
{//no clamp
}
else if ( !clampMin[i] && !clampMax[i] )
{//no allowance
//ps->viewangles[i] = veh->playerState->viewangles[i];
}
else
{//allowance
if (ps->viewangles[i] > clampMax[i])
{
ps->viewangles[i] = clampMax[i];
}
else if (ps->viewangles[i] < clampMin[i])
{
ps->viewangles[i] = clampMin[i];
}
}
}
PM_SetPMViewAngle(ps, ps->viewangles, ucmd);
}
}
/*
//constrain him based on the angles of his vehicle and the caps
void PM_VehicleViewAngles(playerState_t *ps, bgEntity_t *veh, usercmd_t *ucmd)
{
Vehicle_t *pVeh = veh->m_pVehicle;
//now set the viewangles to the vehicle's directly
ps->viewangles[YAW] = veh->playerState->viewangles[YAW];
//constrain the viewangles pitch based on the vehicle properties
if ( !pVeh->m_pVehicleInfo->lookPitch )
{//not allowed to look up & down! ....???
ps->viewangles[PITCH] = veh->playerState->viewangles[PITCH];
}
else
{//clamp
if (ps->viewangles[PITCH] > pVeh->m_pVehicleInfo->lookPitch)
{
ps->viewangles[PITCH] = pVeh->m_pVehicleInfo->lookPitch;
}
else if (ps->viewangles[PITCH] < -pVeh->m_pVehicleInfo->lookPitch)
{
ps->viewangles[PITCH] = -pVeh->m_pVehicleInfo->lookPitch;
}
}
PM_SetPMViewAngle(ps, ps->viewangles, ucmd);
}
*/
//see if a weapon is ok to use on a vehicle
qboolean PM_WeaponOkOnVehicle( int weapon )
{
//FIXME: check g_vehicleInfo for our vehicle?
switch ( weapon )
{
//case WP_NONE:
case WP_MELEE:
case WP_SABER:
case WP_BLASTER:
//case WP_THERMAL:
return qtrue;
break;
}
return qfalse;
}
//do we have a weapon that's ok for using on the vehicle?
int PM_GetOkWeaponForVehicle(void)
{
int i = 0;
while (i < WP_NUM_WEAPONS)
{
if ((pm->ps->stats[STAT_WEAPONS] & (1 << i)) &&
PM_WeaponOkOnVehicle(i))
{ //this one's good
return i;
}
i++;
}
//oh dear!
//assert(!"No valid veh weaps");
return -1;
}
//force the vehicle to turn and travel to its forced destination point
void PM_VehForcedTurning(bgEntity_t *veh)
{
bgEntity_t *dst = PM_BGEntForNum(veh->playerState->vehTurnaroundIndex);
float pitchD, yawD;
vec3_t dir;
if (!veh || !veh->m_pVehicle)
{
return;
}
if (!dst)
{ //can't find dest ent?
return;
}
pm->cmd.upmove = veh->m_pVehicle->m_ucmd.upmove = 127;
pm->cmd.forwardmove = veh->m_pVehicle->m_ucmd.forwardmove = 0;
pm->cmd.rightmove = veh->m_pVehicle->m_ucmd.rightmove = 0;
VectorSubtract(dst->s.origin, veh->playerState->origin, dir);
vectoangles(dir, dir);
yawD = AngleSubtract(pm->ps->viewangles[YAW], dir[YAW]);
pitchD = AngleSubtract(pm->ps->viewangles[PITCH], dir[PITCH]);
yawD *= 0.6f*pml.frametime;
pitchD *= 0.6f*pml.frametime;
#ifdef VEH_CONTROL_SCHEME_4
veh->playerState->viewangles[YAW] = AngleSubtract(veh->playerState->viewangles[YAW], yawD);
veh->playerState->viewangles[PITCH] = AngleSubtract(veh->playerState->viewangles[PITCH], pitchD);
pm->ps->viewangles[YAW] = veh->playerState->viewangles[YAW];
pm->ps->viewangles[PITCH] = 0;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
PM_SetPMViewAngle(veh->playerState, veh->playerState->viewangles, &pm->cmd);
VectorClear( veh->m_pVehicle->m_vPrevRiderViewAngles );
veh->m_pVehicle->m_vPrevRiderViewAngles[YAW] = AngleNormalize180(pm->ps->viewangles[YAW]);
#else //VEH_CONTROL_SCHEME_4
pm->ps->viewangles[YAW] = AngleSubtract(pm->ps->viewangles[YAW], yawD);
pm->ps->viewangles[PITCH] = AngleSubtract(pm->ps->viewangles[PITCH], pitchD);
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
#endif //VEH_CONTROL_SCHEME_4
}
#ifdef VEH_CONTROL_SCHEME_4
void PM_VehFaceHyperspacePoint(bgEntity_t *veh)
{
if (!veh || !veh->m_pVehicle)
{
return;
}
else
{
float timeFrac = ((float)(pm->cmd.serverTime-veh->playerState->hyperSpaceTime))/HYPERSPACE_TIME;
float turnRate, aDelta;
int i, matchedAxes = 0;
pm->cmd.upmove = veh->m_pVehicle->m_ucmd.upmove = 127;
pm->cmd.forwardmove = veh->m_pVehicle->m_ucmd.forwardmove = 0;
pm->cmd.rightmove = veh->m_pVehicle->m_ucmd.rightmove = 0;
turnRate = (90.0f*pml.frametime);
for ( i = 0; i < 3; i++ )
{
aDelta = AngleSubtract(veh->playerState->hyperSpaceAngles[i], veh->m_pVehicle->m_vOrientation[i]);
if ( fabs( aDelta ) < turnRate )
{//all is good
veh->playerState->viewangles[i] = veh->playerState->hyperSpaceAngles[i];
matchedAxes++;
}
else
{
aDelta = AngleSubtract(veh->playerState->hyperSpaceAngles[i], veh->playerState->viewangles[i]);
if ( fabs( aDelta ) < turnRate )
{
veh->playerState->viewangles[i] = veh->playerState->hyperSpaceAngles[i];
}
else if ( aDelta > 0 )
{
if ( i == YAW )
{
veh->playerState->viewangles[i] = AngleNormalize360( veh->playerState->viewangles[i]+turnRate );
}
else
{
veh->playerState->viewangles[i] = AngleNormalize180( veh->playerState->viewangles[i]+turnRate );
}
}
else
{
if ( i == YAW )
{
veh->playerState->viewangles[i] = AngleNormalize360( veh->playerState->viewangles[i]-turnRate );
}
else
{
veh->playerState->viewangles[i] = AngleNormalize180( veh->playerState->viewangles[i]-turnRate );
}
}
}
}
pm->ps->viewangles[YAW] = veh->playerState->viewangles[YAW];
pm->ps->viewangles[PITCH] = 0.0f;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
PM_SetPMViewAngle(veh->playerState, veh->playerState->viewangles, &pm->cmd);
VectorClear( veh->m_pVehicle->m_vPrevRiderViewAngles );
veh->m_pVehicle->m_vPrevRiderViewAngles[YAW] = AngleNormalize180(pm->ps->viewangles[YAW]);
if ( timeFrac < HYPERSPACE_TELEPORT_FRAC )
{//haven't gone through yet
if ( matchedAxes < 3 )
{//not facing the right dir yet
//keep hyperspace time up to date
veh->playerState->hyperSpaceTime += pml.msec;
}
else if ( !(veh->playerState->eFlags2&EF2_HYPERSPACE))
{//flag us as ready to hyperspace!
veh->playerState->eFlags2 |= EF2_HYPERSPACE;
}
}
}
}
#else //VEH_CONTROL_SCHEME_4
void PM_VehFaceHyperspacePoint(bgEntity_t *veh)
{
if (!veh || !veh->m_pVehicle)
{
return;
}
else
{
float timeFrac = ((float)(pm->cmd.serverTime-veh->playerState->hyperSpaceTime))/HYPERSPACE_TIME;
float turnRate, aDelta;
int i, matchedAxes = 0;
pm->cmd.upmove = veh->m_pVehicle->m_ucmd.upmove = 127;
pm->cmd.forwardmove = veh->m_pVehicle->m_ucmd.forwardmove = 0;
pm->cmd.rightmove = veh->m_pVehicle->m_ucmd.rightmove = 0;
turnRate = (90.0f*pml.frametime);
for ( i = 0; i < 3; i++ )
{
aDelta = AngleSubtract(veh->playerState->hyperSpaceAngles[i], veh->m_pVehicle->m_vOrientation[i]);
if ( fabs( aDelta ) < turnRate )
{//all is good
pm->ps->viewangles[i] = veh->playerState->hyperSpaceAngles[i];
matchedAxes++;
}
else
{
aDelta = AngleSubtract(veh->playerState->hyperSpaceAngles[i], pm->ps->viewangles[i]);
if ( fabs( aDelta ) < turnRate )
{
pm->ps->viewangles[i] = veh->playerState->hyperSpaceAngles[i];
}
else if ( aDelta > 0 )
{
if ( i == YAW )
{
pm->ps->viewangles[i] = AngleNormalize360( pm->ps->viewangles[i]+turnRate );
}
else
{
pm->ps->viewangles[i] = AngleNormalize180( pm->ps->viewangles[i]+turnRate );
}
}
else
{
if ( i == YAW )
{
pm->ps->viewangles[i] = AngleNormalize360( pm->ps->viewangles[i]-turnRate );
}
else
{
pm->ps->viewangles[i] = AngleNormalize180( pm->ps->viewangles[i]-turnRate );
}
}
}
}
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
if ( timeFrac < HYPERSPACE_TELEPORT_FRAC )
{//haven't gone through yet
if ( matchedAxes < 3 )
{//not facing the right dir yet
//keep hyperspace time up to date
veh->playerState->hyperSpaceTime += pml.msec;
}
else if ( !(veh->playerState->eFlags2&EF2_HYPERSPACE))
{//flag us as ready to hyperspace!
veh->playerState->eFlags2 |= EF2_HYPERSPACE;
}
}
}
}
#endif //VEH_CONTROL_SCHEME_4
void BG_VehicleAdjustBBoxForOrientation( Vehicle_t *veh, vec3_t origin, vec3_t mins, vec3_t maxs,
int clientNum, int tracemask,
void (*localTrace)(trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask))
{
if ( !veh
|| !veh->m_pVehicleInfo->length
|| !veh->m_pVehicleInfo->width
|| !veh->m_pVehicleInfo->height )
//|| veh->m_LandTrace.fraction < 1.0f )
{
return;
}
else if ( veh->m_pVehicleInfo->type != VH_FIGHTER
//&& veh->m_pVehicleInfo->type != VH_SPEEDER
&& veh->m_pVehicleInfo->type != VH_FLIER )
{//only those types of vehicles have dynamic bboxes, the rest just use a static bbox
VectorSet( maxs, veh->m_pVehicleInfo->width/2.0f, veh->m_pVehicleInfo->width/2.0f, veh->m_pVehicleInfo->height+DEFAULT_MINS_2 );
VectorSet( mins, veh->m_pVehicleInfo->width/-2.0f, veh->m_pVehicleInfo->width/-2.0f, DEFAULT_MINS_2 );
return;
}
else
{
vec3_t axis[3], point[8];
vec3_t newMins, newMaxs;
int curAxis = 0, i;
trace_t trace;
AnglesToAxis( veh->m_vOrientation, axis );
VectorMA( origin, veh->m_pVehicleInfo->length/2.0f, axis[0], point[0] );
VectorMA( origin, -veh->m_pVehicleInfo->length/2.0f, axis[0], point[1] );
//extrapolate each side up and down
VectorMA( point[0], veh->m_pVehicleInfo->height/2.0f, axis[2], point[0] );
VectorMA( point[0], -veh->m_pVehicleInfo->height, axis[2], point[2] );
VectorMA( point[1], veh->m_pVehicleInfo->height/2.0f, axis[2], point[1] );
VectorMA( point[1], -veh->m_pVehicleInfo->height, axis[2], point[3] );
VectorMA( origin, veh->m_pVehicleInfo->width/2.0f, axis[1], point[4] );
VectorMA( origin, -veh->m_pVehicleInfo->width/2.0f, axis[1], point[5] );
//extrapolate each side up and down
VectorMA( point[4], veh->m_pVehicleInfo->height/2.0f, axis[2], point[4] );
VectorMA( point[4], -veh->m_pVehicleInfo->height, axis[2], point[6] );
VectorMA( point[5], veh->m_pVehicleInfo->height/2.0f, axis[2], point[5] );
VectorMA( point[5], -veh->m_pVehicleInfo->height, axis[2], point[7] );
/*
VectorMA( origin, veh->m_pVehicleInfo->height/2.0f, axis[2], point[4] );
VectorMA( origin, -veh->m_pVehicleInfo->height/2.0f, axis[2], point[5] );
*/
//Now inflate a bbox around these points
VectorCopy( origin, newMins );
VectorCopy( origin, newMaxs );
for ( curAxis = 0; curAxis < 3; curAxis++ )
{
for ( i = 0; i < 8; i++ )
{
if ( point[i][curAxis] > newMaxs[curAxis] )
{
newMaxs[curAxis] = point[i][curAxis];
}
else if ( point[i][curAxis] < newMins[curAxis] )
{
newMins[curAxis] = point[i][curAxis];
}
}
}
VectorSubtract( newMins, origin, newMins );
VectorSubtract( newMaxs, origin, newMaxs );
//now see if that's a valid way to be
if (localTrace)
{
localTrace( &trace, origin, newMins, newMaxs, origin, clientNum, tracemask );
}
else
{ //don't care about solid stuff then
trace.startsolid = trace.allsolid = 0;
}
if ( !trace.startsolid && !trace.allsolid )
{//let's use it!
VectorCopy( newMins, mins );
VectorCopy( newMaxs, maxs );
}
//else: just use the last one, I guess...?
//FIXME: make it as close as possible? Or actually prevent the change in m_vOrientation? Or push away from anything we hit?
}
}
/*
================
PmoveSingle
================
*/
extern void trap_SnapVector( float *v );
extern int BG_EmplacedView(vec3_t baseAngles, vec3_t angles, float *newYaw, float constraint);
extern qboolean BG_FighterUpdate(Vehicle_t *pVeh, const usercmd_t *pUcmd, vec3_t trMins, vec3_t trMaxs, float gravity,
void (*traceFunc)( trace_t *results, const vec3_t start, const vec3_t lmins, const vec3_t lmaxs, const vec3_t end, int passEntityNum, int contentMask )); //FighterNPC.c
#define JETPACK_HOVER_HEIGHT 64
//#define _TESTING_VEH_PREDICTION
void PM_MoveForKata(usercmd_t *ucmd)
{
if ( pm->ps->legsAnim == BOTH_A7_SOULCAL
&& pm->ps->saberMove == LS_STAFF_SOULCAL )
{//forward spinning staff attack
ucmd->upmove = 0;
if ( PM_CanRollFromSoulCal( pm->ps ) )
{
ucmd->upmove = -127;
ucmd->rightmove = 0;
if (ucmd->forwardmove < 0)
{
ucmd->forwardmove = 0;
}
}
else
{
ucmd->rightmove = 0;
//FIXME: don't slide off people/obstacles?
if ( pm->ps->legsTimer >= 2750 )
{//not at end
//push forward
ucmd->forwardmove = 64;
}
else
{
ucmd->forwardmove = 0;
}
}
if ( pm->ps->legsTimer >= 2650
&& pm->ps->legsTimer < 2850 )
{//the jump
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//still on ground?
//jump!
pm->ps->velocity[2] = 250;
pm->ps->fd.forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
// pm->ps->pm_flags |= PMF_JUMPING;//|PMF_SLOW_MO_FALL;
//FIXME: NPCs yell?
PM_AddEvent(EV_JUMP);
}
}
}
else if (pm->ps->legsAnim == BOTH_A2_SPECIAL)
{ //medium kata
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
if (pm->ps->legsTimer < 2700 && pm->ps->legsTimer > 2300)
{
pm->cmd.forwardmove = 127;
}
else if (pm->ps->legsTimer < 900 && pm->ps->legsTimer > 500)
{
pm->cmd.forwardmove = 127;
}
else
{
pm->cmd.forwardmove = 0;
}
}
else if (pm->ps->legsAnim == BOTH_A3_SPECIAL)
{ //strong kata
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
if (pm->ps->legsTimer < 1700 && pm->ps->legsTimer > 1000)
{
pm->cmd.forwardmove = 127;
}
else
{
pm->cmd.forwardmove = 0;
}
}
else
{
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
}
}
void PmoveSingle (pmove_t *pmove) {
qboolean stiffenedUp = qfalse;
float gDist = 0;
qboolean noAnimate = qfalse;
int savedGravity = 0;
pm = pmove;
if (pm->ps->emplacedIndex)
{
if (pm->cmd.buttons & BUTTON_ALT_ATTACK)
{ //hackerrific.
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
pm->cmd.buttons |= BUTTON_ATTACK;
}
}
//set up these "global" bg ents
pm_entSelf = PM_BGEntForNum(pm->ps->clientNum);
if (pm->ps->m_iVehicleNum)
{
if (pm->ps->clientNum < MAX_CLIENTS)
{ //player riding vehicle
pm_entVeh = PM_BGEntForNum(pm->ps->m_iVehicleNum);
}
else
{ //vehicle with player pilot
pm_entVeh = PM_BGEntForNum(pm->ps->m_iVehicleNum-1);
}
}
else
{ //no vehicle ent
pm_entVeh = NULL;
}
gPMDoSlowFall = PM_DoSlowFall();
// this counter lets us debug movement problems with a journal
// by setting a conditional breakpoint fot the previous frame
c_pmove++;
// clear results
pm->numtouch = 0;
pm->watertype = 0;
pm->waterlevel = 0;
if (PM_IsRocketTrooper())
{ //kind of nasty, don't let them crouch or anything if nonhumanoid (probably a rockettrooper)
if (pm->cmd.upmove < 0)
{
pm->cmd.upmove = 0;
}
}
if (pm->ps->pm_type == PM_FLOAT)
{ //You get no control over where you go in grip movement
stiffenedUp = qtrue;
}
else if (pm->ps->eFlags & EF_DISINTEGRATION)
{
stiffenedUp = qtrue;
}
else if ( BG_SaberLockBreakAnim( pm->ps->legsAnim )
|| BG_SaberLockBreakAnim( pm->ps->torsoAnim )
|| pm->ps->saberLockTime >= pm->cmd.serverTime )
{//can't move or turn
stiffenedUp = qtrue;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
}
else if ( pm->ps->saberMove == LS_A_BACK || pm->ps->saberMove == LS_A_BACK_CR ||
pm->ps->saberMove == LS_A_BACKSTAB || pm->ps->saberMove == LS_A_FLIP_STAB ||
pm->ps->saberMove == LS_A_FLIP_SLASH || pm->ps->saberMove == LS_A_JUMP_T__B_ ||
pm->ps->saberMove == LS_DUAL_LR || pm->ps->saberMove == LS_DUAL_FB)
{
if (pm->ps->legsAnim == BOTH_JUMPFLIPSTABDOWN ||
pm->ps->legsAnim == BOTH_JUMPFLIPSLASHDOWN1)
{ //flipover medium stance attack
if (pm->ps->legsTimer < 1600 && pm->ps->legsTimer > 900)
{
pm->ps->viewangles[YAW] += pml.frametime*240.0f;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
}
}
stiffenedUp = qtrue;
}
else if ((pm->ps->legsAnim) == (BOTH_A2_STABBACK1) ||
(pm->ps->legsAnim) == (BOTH_ATTACK_BACK) ||
(pm->ps->legsAnim) == (BOTH_CROUCHATTACKBACK1) ||
(pm->ps->legsAnim) == (BOTH_FORCELEAP2_T__B_) ||
(pm->ps->legsAnim) == (BOTH_JUMPFLIPSTABDOWN) ||
(pm->ps->legsAnim) == (BOTH_JUMPFLIPSLASHDOWN1))
{
stiffenedUp = qtrue;
}
else if (pm->ps->legsAnim == BOTH_ROLL_STAB)
{
stiffenedUp = qtrue;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
}
else if (pm->ps->heldByClient)
{
stiffenedUp = qtrue;
}
else if (BG_KickMove(pm->ps->saberMove) || BG_KickingAnim(pm->ps->legsAnim))
{
stiffenedUp = qtrue;
}
else if (BG_InGrappleMove(pm->ps->torsoAnim))
{
stiffenedUp = qtrue;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
}
else if ( pm->ps->saberMove == LS_STABDOWN_DUAL ||
pm->ps->saberMove == LS_STABDOWN_STAFF ||
pm->ps->saberMove == LS_STABDOWN)
{//FIXME: need to only move forward until we bump into our target...?
if (pm->ps->legsTimer < 800)
{ //freeze movement near end of anim
stiffenedUp = qtrue;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
}
else
{ //force forward til then
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
pm->cmd.forwardmove = 64;
}
}
else if (pm->ps->saberMove == LS_PULL_ATTACK_STAB ||
pm->ps->saberMove == LS_PULL_ATTACK_SWING)
{
stiffenedUp = qtrue;
}
else if (BG_SaberInKata(pm->ps->saberMove) ||
BG_InKataAnim(pm->ps->torsoAnim) ||
BG_InKataAnim(pm->ps->legsAnim))
{
PM_MoveForKata(&pm->cmd);
}
else if ( BG_FullBodyTauntAnim( pm->ps->legsAnim )
&& BG_FullBodyTauntAnim( pm->ps->torsoAnim ) )
{
if ( (pm->cmd.buttons&BUTTON_ATTACK)
|| (pm->cmd.buttons&BUTTON_ALT_ATTACK)
|| (pm->cmd.buttons&BUTTON_FORCEPOWER)
|| (pm->cmd.buttons&BUTTON_FORCEGRIP)
|| (pm->cmd.buttons&BUTTON_FORCE_LIGHTNING)
|| (pm->cmd.buttons&BUTTON_FORCE_DRAIN)
|| pm->cmd.upmove )
{//stop the anim
if ( pm->ps->legsAnim == BOTH_MEDITATE
&& pm->ps->torsoAnim == BOTH_MEDITATE )
{
PM_SetAnim( SETANIM_BOTH, BOTH_MEDITATE_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
}
else
{
pm->ps->legsTimer = pm->ps->torsoTimer = 0;
}
if ( pm->ps->forceHandExtend == HANDEXTEND_TAUNT )
{
pm->ps->forceHandExtend = 0;
}
}
else
{
if ( pm->ps->legsAnim == BOTH_MEDITATE )
{
if ( pm->ps->legsTimer < 100 )
{
pm->ps->legsTimer = 100;
}
}
if ( pm->ps->torsoAnim == BOTH_MEDITATE )
{
if ( pm->ps->torsoTimer < 100 )
{
pm->ps->legsTimer = 100;
}
pm->ps->forceHandExtend = HANDEXTEND_TAUNT;
pm->ps->forceHandExtendTime = pm->cmd.serverTime + 100;
}
if ( pm->ps->legsTimer > 0 || pm->ps->torsoTimer > 0 )
{
stiffenedUp = qtrue;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
pm->cmd.forwardmove = 0;
pm->cmd.buttons = 0;
}
}
}
else if ( pm->ps->legsAnim == BOTH_MEDITATE_END
&& pm->ps->legsTimer > 0 )
{
stiffenedUp = qtrue;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
pm->cmd.forwardmove = 0;
pm->cmd.buttons = 0;
}
else if (pm->ps->legsAnim == BOTH_FORCELAND1 ||
pm->ps->legsAnim == BOTH_FORCELANDBACK1 ||
pm->ps->legsAnim == BOTH_FORCELANDRIGHT1 ||
pm->ps->legsAnim == BOTH_FORCELANDLEFT1)
{ //can't move while in a force land
stiffenedUp = qtrue;
}
if ( pm->ps->saberMove == LS_A_LUNGE )
{//can't move during lunge
pm->cmd.rightmove = pm->cmd.upmove = 0;
if ( pm->ps->legsTimer > 500 )
{
pm->cmd.forwardmove = 127;
}
else
{
pm->cmd.forwardmove = 0;
}
}
if ( pm->ps->saberMove == LS_A_JUMP_T__B_ )
{//can't move during leap
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//hit the ground
pm->cmd.forwardmove = 0;
}
pm->cmd.rightmove = pm->cmd.upmove = 0;
}
#if 0
if ((pm->ps->legsAnim) == BOTH_KISSER1LOOP ||
(pm->ps->legsAnim) == BOTH_KISSEE1LOOP)
{
stiffenedUp = qtrue;
}
#endif
if (pm->ps->emplacedIndex)
{
if (pm->cmd.forwardmove < 0 || PM_GroundDistance() > 32.0f)
{
pm->ps->emplacedIndex = 0;
pm->ps->saberHolstered = 0;
}
else
{
stiffenedUp = qtrue;
}
}
/*
if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->weaponstate == WEAPON_CHARGING_ALT)
{ //not allowed to move while charging the disruptor
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
if (pm->cmd.upmove > 0)
{
pm->cmd.upmove = 0;
}
}
*/
if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->weaponstate == WEAPON_CHARGING_ALT)
{ //not allowed to move while charging the disruptor
if (pm->cmd.forwardmove ||
pm->cmd.rightmove ||
pm->cmd.upmove > 0)
{ //get out
pm->ps->weaponstate = WEAPON_READY;
pm->ps->weaponTime = 1000;
PM_AddEventWithParm(EV_WEAPON_CHARGE, WP_DISRUPTOR); //cut the weapon charge sound
pm->cmd.upmove = 0;
}
}
else if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1)
{ //can't jump
if (pm->cmd.upmove > 0)
{
pm->cmd.upmove = 0;
}
}
if (stiffenedUp)
{
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
}
if (pm->ps->fd.forceGripCripple)
{ //don't let attack or alt attack if being gripped I guess
pm->cmd.buttons &= ~BUTTON_ATTACK;
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
}
if ( BG_InRoll( pm->ps, pm->ps->legsAnim ) )
{ //can't roll unless you're able to move normally
BG_CmdForRoll( pm->ps, pm->ps->legsAnim, &pm->cmd );
}
PM_CmdForSaberMoves(&pm->cmd);
BG_AdjustClientSpeed(pm->ps, &pm->cmd, pm->cmd.serverTime);
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
}
// make sure walking button is clear if they are running, to avoid
// proxy no-footsteps cheats
if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
pm->cmd.buttons &= ~BUTTON_WALKING;
}
// set the talk balloon flag
if ( pm->cmd.buttons & BUTTON_TALK ) {
pm->ps->eFlags |= EF_TALK;
} else {
pm->ps->eFlags &= ~EF_TALK;
}
pm_cancelOutZoom = qfalse;
if (pm->ps->weapon == WP_DISRUPTOR &&
pm->ps->zoomMode == 1)
{
if ((pm->cmd.buttons & BUTTON_ALT_ATTACK) &&
!(pm->cmd.buttons & BUTTON_ATTACK) &&
pm->ps->zoomLocked)
{
pm_cancelOutZoom = qtrue;
}
}
// In certain situations, we may want to control which attack buttons are pressed and what kind of functionality
// is attached to them
PM_AdjustAttackStates( pm );
// clear the respawned flag if attack and use are cleared
if ( pm->ps->stats[STAT_HEALTH] > 0 &&
!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
pm->ps->pm_flags &= ~PMF_RESPAWNED;
}
// if talk button is down, dissallow all other input
// this is to prevent any possible intercept proxy from
// adding fake talk balloons
if ( pmove->cmd.buttons & BUTTON_TALK ) {
// keep the talk button set tho for when the cmd.serverTime > 66 msec
// and the same cmd is used multiple times in Pmove
pmove->cmd.buttons = BUTTON_TALK;
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
pmove->cmd.upmove = 0;
}
// clear all pmove local vars
memset (&pml, 0, sizeof(pml));
// determine the time
pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
if ( pml.msec < 1 ) {
pml.msec = 1;
} else if ( pml.msec > 200 ) {
pml.msec = 200;
}
/*
if (pm->ps->clientNum >= MAX_CLIENTS)
{
#ifdef QAGAME
Com_Printf( "^1 SERVER N%i msec %d\n", pm->ps->clientNum, pml.msec );
#else
Com_Printf( "^2 CLIENT N%i msec %d\n", pm->ps->clientNum, pml.msec );
#endif
}
*/
pm->ps->commandTime = pmove->cmd.serverTime;
// save old org in case we get stuck
VectorCopy (pm->ps->origin, pml.previous_origin);
// save old velocity for crashlanding
VectorCopy (pm->ps->velocity, pml.previous_velocity);
pml.frametime = pml.msec * 0.001;
if (pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_VEHICLE)
{ //we are a vehicle
bgEntity_t *veh = pm_entSelf;
assert( veh && veh->m_pVehicle);
if ( veh && veh->m_pVehicle )
{
veh->m_pVehicle->m_fTimeModifier = pml.frametime*60.0f;
}
}
else if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&&pm->ps->m_iVehicleNum)
{
bgEntity_t *veh = pm_entVeh;
if (veh && veh->playerState &&
(pm->cmd.serverTime-veh->playerState->hyperSpaceTime) < HYPERSPACE_TIME)
{ //going into hyperspace, turn to face the right angles
PM_VehFaceHyperspacePoint(veh);
}
else if (veh && veh->playerState &&
veh->playerState->vehTurnaroundIndex &&
veh->playerState->vehTurnaroundTime > pm->cmd.serverTime)
{ //riding this vehicle, turn my view too
PM_VehForcedTurning(veh);
}
}
if ( pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_ALT &&
pm->ps->legsTimer > 0 )
{
vec3_t vFwd, fwdAng;
VectorSet(fwdAng, 0.0f, pm->ps->viewangles[YAW], 0.0f);
AngleVectors( fwdAng, vFwd, NULL, NULL );
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{
float savZ = pm->ps->velocity[2];
VectorScale( vFwd, 100, pm->ps->velocity );
pm->ps->velocity[2] = savZ;
}
pm->cmd.forwardmove = pm->cmd.rightmove = pm->cmd.upmove = 0;
PM_AdjustAnglesForWallRunUpFlipAlt( &pm->cmd );
}
// PM_AdjustAngleForWallRun(pm->ps, &pm->cmd, qtrue);
// PM_AdjustAnglesForStabDown( pm->ps, &pm->cmd );
PM_AdjustAngleForWallJump( pm->ps, &pm->cmd, qtrue );
PM_AdjustAngleForWallRunUp( pm->ps, &pm->cmd, qtrue );
PM_AdjustAngleForWallRun( pm->ps, &pm->cmd, qtrue );
if (pm->ps->saberMove == LS_A_JUMP_T__B_ || pm->ps->saberMove == LS_A_LUNGE ||
pm->ps->saberMove == LS_A_BACK_CR || pm->ps->saberMove == LS_A_BACK ||
pm->ps->saberMove == LS_A_BACKSTAB)
{
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
}
#if 0
if ((pm->ps->legsAnim) == BOTH_KISSER1LOOP ||
(pm->ps->legsAnim) == BOTH_KISSEE1LOOP)
{
pm->ps->viewangles[PITCH] = 0;
PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
}
#endif
PM_SetSpecialMoveValues();
// update the viewangles
PM_UpdateViewAngles( pm->ps, &pm->cmd );
AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up);
if ( pm->cmd.upmove < 10 && !(pm->ps->pm_flags & PMF_STUCK_TO_WALL)) {
// not holding jump
pm->ps->pm_flags &= ~PMF_JUMP_HELD;
}
// decide if backpedaling animations should be used
if ( pm->cmd.forwardmove < 0 ) {
pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
}
if ( pm->ps->pm_type >= PM_DEAD ) {
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
}
/*
if (pm->ps->fd.saberAnimLevel == SS_STAFF &&
(pm->cmd.buttons & BUTTON_ALT_ATTACK) &&
pm->cmd.upmove > 0)
{ //this is how you do kick-for-condition
pm->cmd.upmove = 0;
pm->ps->pm_flags |= PMF_JUMP_HELD;
}
*/
if (pm->ps->saberLockTime >= pm->cmd.serverTime)
{
pm->cmd.upmove = 0;
pm->cmd.forwardmove = 0;//50;
pm->cmd.rightmove = 0;//*= 0.1;
}
if ( pm->ps->pm_type == PM_SPECTATOR ) {
PM_CheckDuck ();
if (!pm->noSpecMove)
{
PM_FlyMove ();
}
PM_DropTimers ();
return;
}
if ( pm->ps->pm_type == PM_NOCLIP ) {
if (pm->ps->clientNum < MAX_CLIENTS)
{
PM_NoclipMove ();
PM_DropTimers ();
return;
}
}
if (pm->ps->pm_type == PM_FREEZE) {
return; // no movement at all
}
if ( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION) {
return; // no movement at all
}
// set watertype, and waterlevel
PM_SetWaterLevel();
pml.previous_waterlevel = pmove->waterlevel;
// set mins, maxs, and viewheight
PM_CheckDuck ();
if (pm->ps->pm_type == PM_JETPACK)
{
gDist = PM_GroundDistance();
savedGravity = pm->ps->gravity;
if (gDist < JETPACK_HOVER_HEIGHT+64)
{
pm->ps->gravity *= 0.1f;
}
else
{
pm->ps->gravity *= 0.25f;
}
}
else if (gPMDoSlowFall)
{
savedGravity = pm->ps->gravity;
pm->ps->gravity *= 0.5;
}
//if we're in jetpack mode then see if we should be jetting around
if (pm->ps->pm_type == PM_JETPACK)
{
if (pm->cmd.rightmove > 0)
{
PM_ContinueLegsAnim(BOTH_INAIRRIGHT1);
}
else if (pm->cmd.rightmove < 0)
{
PM_ContinueLegsAnim(BOTH_INAIRLEFT1);
}
else if (pm->cmd.forwardmove > 0)
{
PM_ContinueLegsAnim(BOTH_INAIR1);
}
else if (pm->cmd.forwardmove < 0)
{
PM_ContinueLegsAnim(BOTH_INAIRBACK1);
}
else
{
PM_ContinueLegsAnim(BOTH_INAIR1);
}
if (pm->ps->weapon == WP_SABER &&
BG_SpinningSaberAnim( pm->ps->legsAnim ))
{ //make him stir around since he shouldn't have any real control when spinning
pm->ps->velocity[0] += Q_irand(-100, 100);
pm->ps->velocity[1] += Q_irand(-100, 100);
}
if (pm->cmd.upmove > 0 && pm->ps->velocity[2] < 256)
{ //cap upward velocity off at 256. Seems reasonable.
float addIn = 12.0f;
/*
//Add based on our distance to the ground if we're already travelling upward
if (pm->ps->velocity[2] > 0)
{
while (gDist > 64)
{ //subtract 1 for every 64 units off the ground we get
addIn--;
gDist -= 64;
if (addIn <= 0)
{ //break out if we're not even going to add anything
break;
}
}
}
*/
if (pm->ps->velocity[2] > 0)
{
addIn = 12.0f - (gDist / 64.0f);
}
if (addIn > 0.0f)
{
pm->ps->velocity[2] += addIn;
}
pm->ps->eFlags |= EF_JETPACK_FLAMING; //going up
}
else
{
pm->ps->eFlags &= ~EF_JETPACK_FLAMING; //idling
if (pm->ps->velocity[2] < 256)
{
if (pm->ps->velocity[2] < -100)
{
pm->ps->velocity[2] = -100;
}
if (gDist < JETPACK_HOVER_HEIGHT)
{ //make sure we're always hovering off the ground somewhat while jetpack is active
pm->ps->velocity[2] += 2;
}
}
}
}
if (pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf && pm_entSelf->m_pVehicle)
{ //Now update our mins/maxs to match our m_vOrientation based on our length, width & height
BG_VehicleAdjustBBoxForOrientation( pm_entSelf->m_pVehicle, pm->ps->origin, pm->mins, pm->maxs, pm->ps->clientNum, pm->tracemask, pm->trace );
}
// set groundentity
PM_GroundTrace();
if ( pm_flying == FLY_HOVER )
{//never stick to the ground
PM_HoverTrace();
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//on ground
pm->ps->fd.forceJumpZStart = 0;
}
if ( pm->ps->pm_type == PM_DEAD ) {
if (pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_VEHICLE &&
pm_entSelf->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL)
{//vehicles don't use deadmove
}
else
{
PM_DeadMove ();
}
}
PM_DropTimers();
#ifdef _TESTING_VEH_PREDICTION
#ifndef QAGAME
{
vec3_t blah;
VectorMA(pm->ps->origin, 128.0f, pm->ps->moveDir, blah);
CG_TestLine(pm->ps->origin, blah, 1, 0x0000ff, 1);
VectorMA(pm->ps->origin, 1.0f, pm->ps->velocity, blah);
CG_TestLine(pm->ps->origin, blah, 1, 0xff0000, 1);
}
#endif
#endif
if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&&pm->ps->m_iVehicleNum)
{ //a player riding a vehicle
bgEntity_t *veh = pm_entVeh;
if ( veh && veh->m_pVehicle &&
(veh->m_pVehicle->m_pVehicleInfo->type == VH_WALKER || veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER) )
{//*sigh*, until we get forced weapon-switching working?
pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);
pm->ps->eFlags &= ~(EF_FIRING|EF_ALT_FIRING);
//pm->cmd.weapon = pm->ps->weapon;
}
}
if (!pm->ps->m_iVehicleNum &&
pm_entSelf->s.NPC_class!=CLASS_VEHICLE&&
pm_entSelf->s.NPC_class!=CLASS_RANCOR&&
pm->ps->groundEntityNum < ENTITYNUM_WORLD &&
pm->ps->groundEntityNum >= MAX_CLIENTS)
{ //I am a player client, not riding on a vehicle, and potentially standing on an NPC
bgEntity_t *pEnt = PM_BGEntForNum(pm->ps->groundEntityNum);
if (pEnt && pEnt->s.eType == ET_NPC &&
pEnt->s.NPC_class != CLASS_VEHICLE) //don't bounce on vehicles
{ //this is actually an NPC, let's try to bounce of its head to make sure we can't just stand around on top of it.
if (pm->ps->velocity[2] < 270)
{ //try forcing velocity up and also force him to jump
pm->ps->velocity[2] = 270; //seems reasonable
pm->cmd.upmove = 127;
}
}
#ifdef QAGAME
else if ( !pm->ps->zoomMode &&
pm_entSelf //I exist
&& pEnt->m_pVehicle )//ent has a vehicle
{
gentity_t *gEnt = (gentity_t*)pEnt;
if ( gEnt->client
&& !gEnt->client->ps.m_iVehicleNum //vehicle is empty
&& (gEnt->spawnflags&2) )//SUSPENDED
{//it's a vehicle, see if we should get in it
//if land on an empty, suspended vehicle, get in it
pEnt->m_pVehicle->m_pVehicleInfo->Board( pEnt->m_pVehicle, (bgEntity_t *)pm_entSelf );
}
}
#endif
}
if (pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_VEHICLE)
{ //we are a vehicle
bgEntity_t *veh = pm_entSelf;
assert(veh && veh->playerState && veh->m_pVehicle && veh->s.number >= MAX_CLIENTS);
if (veh->m_pVehicle->m_pVehicleInfo->type != VH_FIGHTER)
{ //kind of hacky, don't want to do this for flying vehicles
veh->m_pVehicle->m_vOrientation[PITCH] = pm->ps->viewangles[PITCH];
}
if (!pm->ps->m_iVehicleNum)
{ //no one is driving, just update and get out
#ifdef QAGAME
veh->m_pVehicle->m_pVehicleInfo->Update(veh->m_pVehicle, &pm->cmd);
veh->m_pVehicle->m_pVehicleInfo->Animate(veh->m_pVehicle);
#endif
}
else
{
bgEntity_t *self = pm_entVeh;
#ifdef QAGAME
int i = 0;
#endif
assert(self && self->playerState && self->s.number < MAX_CLIENTS);
if (pm->ps->pm_type == PM_DEAD &&
(veh->m_pVehicle->m_ulFlags & VEH_CRASHING))
{
veh->m_pVehicle->m_ulFlags &= ~VEH_CRASHING;
}
if (self->playerState->m_iVehicleNum)
{ //only do it if they still have a vehicle (didn't get ejected this update or something)
PM_VehicleViewAngles(self->playerState, veh, &veh->m_pVehicle->m_ucmd);
}
#ifdef QAGAME
veh->m_pVehicle->m_pVehicleInfo->Update(veh->m_pVehicle, &veh->m_pVehicle->m_ucmd);
veh->m_pVehicle->m_pVehicleInfo->Animate(veh->m_pVehicle);
veh->m_pVehicle->m_pVehicleInfo->UpdateRider(veh->m_pVehicle, self, &veh->m_pVehicle->m_ucmd);
//update the passengers
while (i < veh->m_pVehicle->m_iNumPassengers)
{
if (veh->m_pVehicle->m_ppPassengers[i])
{
gentity_t *thePassenger = (gentity_t *)veh->m_pVehicle->m_ppPassengers[i]; //yes, this is, in fact, ass.
if (thePassenger->inuse && thePassenger->client)
{
veh->m_pVehicle->m_pVehicleInfo->UpdateRider(veh->m_pVehicle, veh->m_pVehicle->m_ppPassengers[i], &thePassenger->client->pers.cmd);
}
}
i++;
}
#else
if (!veh->playerState->vehBoarding )//|| veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER)
{
if (veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER)
{ //client must explicitly call this for prediction
BG_FighterUpdate(veh->m_pVehicle, &veh->m_pVehicle->m_ucmd, pm->mins, pm->maxs, self->playerState->gravity, pm->trace);
}
if (veh->m_pVehicle->m_iBoarding == 0)
{
vec3_t vRollAng;
//make sure we are set as its pilot cgame side
veh->m_pVehicle->m_pPilot = self;
// Keep track of the old orientation.
VectorCopy( veh->m_pVehicle->m_vOrientation, veh->m_pVehicle->m_vPrevOrientation );
veh->m_pVehicle->m_pVehicleInfo->ProcessOrientCommands(veh->m_pVehicle);
PM_SetPMViewAngle(veh->playerState, veh->m_pVehicle->m_vOrientation, &veh->m_pVehicle->m_ucmd);
veh->m_pVehicle->m_pVehicleInfo->ProcessMoveCommands(veh->m_pVehicle);
vRollAng[YAW] = self->playerState->viewangles[YAW];
vRollAng[PITCH] = self->playerState->viewangles[PITCH];
vRollAng[ROLL] = veh->m_pVehicle->m_vOrientation[ROLL];
PM_SetPMViewAngle(self->playerState, vRollAng, &pm->cmd);
// Setup the move direction.
if ( veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
{
AngleVectors( veh->m_pVehicle->m_vOrientation, veh->playerState->moveDir, NULL, NULL );
}
else
{
vec3_t vVehAngles;
VectorSet(vVehAngles, 0, veh->m_pVehicle->m_vOrientation[YAW], 0);
AngleVectors( vVehAngles, veh->playerState->moveDir, NULL, NULL );
}
}
}
/*
else
{
veh->playerState->speed = 0.0f;
PM_SetPMViewAngle(self->playerState, veh->playerState->viewangles, &veh->m_pVehicle->m_ucmd);
}
*/
else if (veh->playerState)
{
veh->playerState->speed = 0.0f;
if (veh->m_pVehicle)
{
PM_SetPMViewAngle(self->playerState, veh->m_pVehicle->m_vOrientation, &pm->cmd);
PM_SetPMViewAngle(veh->playerState, veh->m_pVehicle->m_vOrientation, &pm->cmd);
}
}
#endif
}
noAnimate = qtrue;
}
if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&&pm->ps->m_iVehicleNum)
{//don't even run physics on a player if he's on a vehicle - he goes where the vehicle goes
}
else
{ //don't even run physics on a player if he's on a vehicle - he goes where the vehicle goes
if (pm->ps->pm_type == PM_FLOAT
||pm_flying == FLY_NORMAL)
{
PM_FlyMove ();
}
else if ( pm_flying == FLY_VEHICLE )
{
PM_FlyVehicleMove();
}
else
{
if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
PM_WaterJumpMove();
} else if ( pm->waterlevel > 1 ) {
// swimming
PM_WaterMove();
} else if ( pml.walking ) {
// walking on ground
PM_WalkMove();
} else {
// airborne
PM_AirMove();
}
}
}
if (!noAnimate)
{
PM_Animate();
}
// set groundentity, watertype, and waterlevel
PM_GroundTrace();
if ( pm_flying == FLY_HOVER )
{//never stick to the ground
PM_HoverTrace();
}
PM_SetWaterLevel();
if (pm->cmd.forcesel != -1 && (pm->ps->fd.forcePowersKnown & (1 << pm->cmd.forcesel)))
{
pm->ps->fd.forcePowerSelected = pm->cmd.forcesel;
}
if (pm->cmd.invensel != -1 && (pm->ps->stats[STAT_HOLDABLE_ITEMS] & (1 << pm->cmd.invensel)))
{
pm->ps->stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(pm->cmd.invensel, IT_HOLDABLE);
}
if (pm->ps->m_iVehicleNum
/*&&pm_entSelf->s.NPC_class!=CLASS_VEHICLE*/
&& pm->ps->clientNum < MAX_CLIENTS)
{//a client riding a vehicle
if ( (pm->ps->eFlags&EF_NODRAW) )
{//inside the vehicle, do nothing
}
else if (!PM_WeaponOkOnVehicle(pm->cmd.weapon) || !PM_WeaponOkOnVehicle(pm->ps->weapon))
{ //this weapon is not legal for the vehicle, force to our current one
if (!PM_WeaponOkOnVehicle(pm->ps->weapon))
{ //uh-oh!
int weap = PM_GetOkWeaponForVehicle();
if (weap != -1)
{
pm->cmd.weapon = weap;
pm->ps->weapon = weap;
}
}
else
{
pm->cmd.weapon = pm->ps->weapon;
}
}
}
if (!pm->ps->m_iVehicleNum //not a vehicle and not riding one
|| pm_entSelf->s.NPC_class==CLASS_VEHICLE //you are a vehicle NPC
|| (!(pm->ps->eFlags&EF_NODRAW)&&PM_WeaponOkOnVehicle(pm->cmd.weapon)) )//you're not inside the vehicle and the weapon you're holding can be used when riding this vehicle
{ //only run weapons if a valid weapon is selected
// weapons
PM_Weapon();
}
PM_Use();
if (!pm->ps->m_iVehicleNum &&
(pm->ps->clientNum < MAX_CLIENTS ||
!pm_entSelf ||
pm_entSelf->s.NPC_class != CLASS_VEHICLE))
{ //don't do this if we're on a vehicle, or we are one
// footstep events / legs animations
PM_Footsteps();
}
// entering / leaving water splashes
PM_WaterEvents();
// snap some parts of playerstate to save network bandwidth
trap_SnapVector( pm->ps->velocity );
if (pm->ps->pm_type == PM_JETPACK || gPMDoSlowFall )
{
pm->ps->gravity = savedGravity;
}
if (//pm->ps->m_iVehicleNum &&
pm->ps->clientNum >= MAX_CLIENTS &&
pm_entSelf &&
pm_entSelf->s.NPC_class == CLASS_VEHICLE)
{ //a vehicle with passengers
bgEntity_t *veh;
veh = pm_entSelf;
assert(veh->m_pVehicle);
//this could be kind of "inefficient" because it's called after every passenger pmove too.
//Maybe instead of AttachRiders we should have each rider call attach for himself?
if (veh->m_pVehicle && veh->ghoul2)
{
veh->m_pVehicle->m_pVehicleInfo->AttachRiders( veh->m_pVehicle );
}
}
if (pm_entSelf->s.NPC_class!=CLASS_VEHICLE
&& pm->ps->m_iVehicleNum)
{ //riding a vehicle, see if we should do some anim overrides
PM_VehicleWeaponAnimate();
}
}
/*
================
Pmove
Can be called by either the server or the client
================
*/
void Pmove (pmove_t *pmove) {
int finalTime;
finalTime = pmove->cmd.serverTime;
if ( finalTime < pmove->ps->commandTime ) {
return; // should not happen
}
if ( finalTime > pmove->ps->commandTime + 1000 ) {
pmove->ps->commandTime = finalTime - 1000;
}
if (pmove->ps->fallingToDeath)
{
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
pmove->cmd.upmove = 0;
pmove->cmd.buttons = 0;
}
pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<<PS_PMOVEFRAMECOUNTBITS)-1);
// chop the move up if it is too long, to prevent framerate
// dependent behavior
while ( pmove->ps->commandTime != finalTime ) {
int msec;
msec = finalTime - pmove->ps->commandTime;
if ( pmove->pmove_fixed ) {
if ( msec > pmove->pmove_msec ) {
msec = pmove->pmove_msec;
}
}
else {
if ( msec > 66 ) {
msec = 66;
}
}
pmove->cmd.serverTime = pmove->ps->commandTime + msec;
PmoveSingle( pmove );
if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) {
pmove->cmd.upmove = 20;
}
}
}
#include "../namespace_end.h"