mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-12-11 04:40:52 +00:00
1180 lines
33 KiB
C++
1180 lines
33 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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//seems to be a compiler bug, it doesn't clean out the #ifdefs between dif-compiles
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//or something, so the headers spew errors on these defs from the previous compile.
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//this fixes that. -rww
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#ifdef _JK2MP
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//get rid of all the crazy defs we added for this file
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#undef currentAngles
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#undef currentOrigin
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#undef mins
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#undef maxs
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#undef legsAnimTimer
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#undef torsoAnimTimer
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#undef bool
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#undef false
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#undef true
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#undef sqrtf
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#undef Q_flrand
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#undef MOD_EXPLOSIVE
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#endif
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#ifdef _JK2 //SP does not have this preprocessor for game like MP does
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#ifndef _JK2MP
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#define _JK2MP
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#endif
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#endif
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#ifndef _JK2MP //if single player
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#ifndef QAGAME //I don't think we have a QAGAME define
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#define QAGAME //but define it cause in sp we're always in the game
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#endif
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#endif
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#ifdef QAGAME //including game headers on cgame is FORBIDDEN ^_^
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#include "g_local.h"
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#elif defined _JK2MP
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#include "bg_public.h"
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#endif
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#ifndef _JK2MP
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#include "g_functions.h"
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#include "g_vehicles.h"
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#include "../game/wp_saber.h"
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#include "../cgame/cg_local.h"
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#else
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#include "bg_vehicles.h"
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#endif
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#ifdef _JK2MP
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//this is really horrible, but it works! just be sure not to use any locals or anything
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//with these names (exluding bool, false, true). -rww
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#define currentAngles r.currentAngles
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#define currentOrigin r.currentOrigin
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#define mins r.mins
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#define maxs r.maxs
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#define legsAnimTimer legsTimer
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#define torsoAnimTimer torsoTimer
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#define bool qboolean
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#define false qfalse
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#define true qtrue
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#define sqrtf sqrt
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#define Q_flrand flrand
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#define MOD_EXPLOSIVE MOD_SUICIDE
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#else
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#define bgEntity_t gentity_t
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extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
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#endif
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extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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#ifdef QAGAME //SP or gameside MP
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extern vmCvar_t cg_thirdPersonAlpha;
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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extern cvar_t *g_speederControlScheme;
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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
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extern int PM_AnimLength( int index, animNumber_t anim );
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#endif
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#ifdef _JK2MP
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#include "../namespace_begin.h"
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extern void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags, int blendTime);
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extern int BG_GetTime(void);
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#endif
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//Alright, actually, most of this file is shared between game and cgame for MP.
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//I would like to keep it this way, so when modifying for SP please keep in
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//mind the bgEntity restrictions imposed. -rww
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#define STRAFERAM_DURATION 8
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#define STRAFERAM_ANGLE 8
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#ifndef _JK2MP
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bool VEH_StartStrafeRam(Vehicle_t *pVeh, bool Right)
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{
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if (!(pVeh->m_ulFlags&VEH_STRAFERAM))
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{
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float speed = VectorLength(pVeh->m_pParentEntity->client->ps.velocity);
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if (speed>400.0f)
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{
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// Compute Pos3
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//--------------
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vec3_t right;
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AngleVectors(pVeh->m_vOrientation, 0, right, 0);
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VectorMA(pVeh->m_pParentEntity->client->ps.velocity, (Right)?( speed):(-speed), right, pVeh->m_pParentEntity->pos3);
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pVeh->m_ulFlags |= VEH_STRAFERAM;
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pVeh->m_fStrafeTime = (Right)?(STRAFERAM_DURATION):(-STRAFERAM_DURATION);
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if (pVeh->m_iSoundDebounceTimer<level.time && Q_irand(0,1)==0)
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{
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int shiftSound = Q_irand(1,4);
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switch (shiftSound)
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{
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case 1: shiftSound=pVeh->m_pVehicleInfo->soundShift1; break;
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case 2: shiftSound=pVeh->m_pVehicleInfo->soundShift2; break;
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case 3: shiftSound=pVeh->m_pVehicleInfo->soundShift3; break;
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case 4: shiftSound=pVeh->m_pVehicleInfo->soundShift4; break;
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}
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if (shiftSound)
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{
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pVeh->m_iSoundDebounceTimer = level.time + Q_irand(1000, 4000);
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G_SoundIndexOnEnt( pVeh->m_pParentEntity, CHAN_AUTO, shiftSound);
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}
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}
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return true;
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}
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}
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return false;
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}
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#else
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bool VEH_StartStrafeRam(Vehicle_t *pVeh, bool Right, int Duration)
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{
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return false;
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}
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#endif
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#ifdef QAGAME //game-only.. for now
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// Like a think or move command, this updates various vehicle properties.
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bool Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
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{
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if ( !g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd ) )
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{
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return false;
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}
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// See whether this vehicle should be exploding.
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if ( pVeh->m_iDieTime != 0 )
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{
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pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
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}
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// Update move direction.
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#ifndef _JK2MP //this makes prediction unhappy, and rightfully so.
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gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
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if ( pVeh->m_ulFlags & VEH_FLYING )
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{
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vec3_t vVehAngles;
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VectorSet(vVehAngles, 0, pVeh->m_vOrientation[YAW], 0 );
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AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
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}
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else
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{
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vec3_t vVehAngles;
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VectorSet(vVehAngles, pVeh->m_vOrientation[PITCH], pVeh->m_vOrientation[YAW], 0 );
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AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
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}
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// Check For A Strafe Ram
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//------------------------
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if (!(pVeh->m_ulFlags&VEH_STRAFERAM) && !(pVeh->m_ulFlags&VEH_FLYING))
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{
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// Started A Strafe
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//------------------
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if (pVeh->m_ucmd.rightmove && !pVeh->m_fStrafeTime)
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{
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pVeh->m_fStrafeTime = (pVeh->m_ucmd.rightmove>0)?(level.time):(-1*level.time);
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}
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// Ended A Strafe
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//----------------
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else if (!pVeh->m_ucmd.rightmove && pVeh->m_fStrafeTime)
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{
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// If It Was A Short Burst, Start The Strafe Ram
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//-----------------------------------------------
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if ((level.time - abs(pVeh->m_fStrafeTime))<300)
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{
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if (!VEH_StartStrafeRam(pVeh, (pVeh->m_fStrafeTime>0)))
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{
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pVeh->m_fStrafeTime = 0;
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}
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}
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// Otherwise, Clear The Timer
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//----------------------------
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else
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{
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pVeh->m_fStrafeTime = 0;
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}
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}
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}
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// If Currently In A StrafeRam, Check To See If It Is Done (Timed Out)
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//---------------------------------------------------------------------
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else if (!pVeh->m_fStrafeTime)
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{
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pVeh->m_ulFlags &=~VEH_STRAFERAM;
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}
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// Exhaust Effects Start And Stop When The Accelerator Is Pressed
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//----------------------------------------------------------------
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if (pVeh->m_pVehicleInfo->iExhaustFX)
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{
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// Start It On Each Exhaust Bolt
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//-------------------------------
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if (pVeh->m_ucmd.forwardmove && !(pVeh->m_ulFlags&VEH_ACCELERATORON))
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{
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pVeh->m_ulFlags |= VEH_ACCELERATORON;
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for (int i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
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{
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G_PlayEffect(pVeh->m_pVehicleInfo->iExhaustFX, parent->playerModel, pVeh->m_iExhaustTag[i], parent->s.number, parent->currentOrigin, 1, qtrue);
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}
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}
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// Stop It On Each Exhaust Bolt
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//------------------------------
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else if (!pVeh->m_ucmd.forwardmove && (pVeh->m_ulFlags&VEH_ACCELERATORON))
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{
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pVeh->m_ulFlags &=~VEH_ACCELERATORON;
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for (int i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
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{
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G_StopEffect(pVeh->m_pVehicleInfo->iExhaustFX, parent->playerModel, pVeh->m_iExhaustTag[i], parent->s.number);
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}
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}
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}
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if (!(pVeh->m_ulFlags&VEH_ARMORLOW) && (pVeh->m_iArmor <= pVeh->m_pVehicleInfo->armor/3))
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{
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pVeh->m_ulFlags |= VEH_ARMORLOW;
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}
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// Armor Gone Effects (Fire)
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//---------------------------
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if (pVeh->m_pVehicleInfo->iArmorGoneFX)
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{
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if (!(pVeh->m_ulFlags&VEH_ARMORGONE) && (pVeh->m_iArmor <= 0))
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{
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pVeh->m_ulFlags |= VEH_ARMORGONE;
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G_PlayEffect(pVeh->m_pVehicleInfo->iArmorGoneFX, parent->playerModel, parent->crotchBolt, parent->s.number, parent->currentOrigin, 1, qtrue);
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parent->s.loopSound = G_SoundIndex( "sound/vehicles/common/fire_lp.wav" );
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}
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}
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#endif
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return true;
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}
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#endif //QAGAME
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//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
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//If you really need to violate this rule for SP, then use ifdefs.
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//By BG-compatible, I mean no use of game-specific data - ONLY use
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//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
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//as a gentity, but the MP-compatible access restrictions are based
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//on the bgEntity structure in the MP codebase) -rww
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// ProcessMoveCommands the Vehicle.
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static void ProcessMoveCommands( Vehicle_t *pVeh )
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{
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/************************************************************************************/
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/* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */
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/************************************************************************************/
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//Client sets ucmds and such for speed alterations
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float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax;
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playerState_t *parentPS;
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playerState_t *pilotPS = NULL;
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int curTime;
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#ifdef _JK2MP
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parentPS = pVeh->m_pParentEntity->playerState;
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if (pVeh->m_pPilot)
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{
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pilotPS = pVeh->m_pPilot->playerState;
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}
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#else
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parentPS = &pVeh->m_pParentEntity->client->ps;
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if (pVeh->m_pPilot)
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{
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pilotPS = &pVeh->m_pPilot->client->ps;
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}
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#endif
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// If we're flying, make us accelerate at 40% (about half) acceleration rate, and restore the pitch
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// to origin (straight) position (at 5% increments).
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if ( pVeh->m_ulFlags & VEH_FLYING )
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{
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speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier * 0.4f;
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}
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#ifdef _JK2MP
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else if ( !parentPS->m_iVehicleNum )
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#else
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else if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
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#endif
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{//drifts to a stop
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speedInc = 0;
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//pVeh->m_ucmd.forwardmove = 127;
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}
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else
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{
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speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
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}
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speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
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#ifndef _JK2MP//SP
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curTime = level.time;
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#elif defined QAGAME//MP GAME
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curTime = level.time;
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#elif defined CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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curTime = pm->cmd.serverTime;
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#endif
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if ( (pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ &&
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(pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed)
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#ifdef _JK2MP
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||
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(parentPS && parentPS->electrifyTime > curTime && pVeh->m_pVehicleInfo->turboSpeed) //make them go!
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#endif
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)
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{
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#ifdef _JK2MP
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if ( (parentPS && parentPS->electrifyTime > curTime) ||
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(pVeh->m_pPilot->playerState &&
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(pVeh->m_pPilot->playerState->weapon == WP_MELEE ||
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(pVeh->m_pPilot->playerState->weapon == WP_SABER && pVeh->m_pPilot->playerState->saberHolstered))) )
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{
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#endif
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if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
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{
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pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
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if (pVeh->m_pVehicleInfo->iTurboStartFX)
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{
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int i;
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for (i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
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{
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#ifndef _JK2MP//SP
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// Start The Turbo Fx Start
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//--------------------------
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G_PlayEffect(pVeh->m_pVehicleInfo->iTurboStartFX, pVeh->m_pParentEntity->playerModel, pVeh->m_iExhaustTag[i], pVeh->m_pParentEntity->s.number, pVeh->m_pParentEntity->currentOrigin );
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// Start The Looping Effect
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//--------------------------
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if (pVeh->m_pVehicleInfo->iTurboFX)
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{
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G_PlayEffect(pVeh->m_pVehicleInfo->iTurboFX, pVeh->m_pParentEntity->playerModel, pVeh->m_iExhaustTag[i], pVeh->m_pParentEntity->s.number, pVeh->m_pParentEntity->currentOrigin, pVeh->m_pVehicleInfo->turboDuration, qtrue);
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}
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#else
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#ifdef QAGAME
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if (pVeh->m_pParentEntity &&
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pVeh->m_pParentEntity->ghoul2 &&
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pVeh->m_pParentEntity->playerState)
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{ //fine, I'll use a tempent for this, but only because it's played only once at the start of a turbo.
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vec3_t boltOrg, boltDir;
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mdxaBone_t boltMatrix;
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VectorSet(boltDir, 0.0f, pVeh->m_pParentEntity->playerState->viewangles[YAW], 0.0f);
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trap_G2API_GetBoltMatrix(pVeh->m_pParentEntity->ghoul2, 0, pVeh->m_iExhaustTag[i], &boltMatrix, boltDir, pVeh->m_pParentEntity->playerState->origin, level.time, NULL, pVeh->m_pParentEntity->modelScale);
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BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltOrg);
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BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltDir);
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G_PlayEffectID(pVeh->m_pVehicleInfo->iTurboStartFX, boltOrg, boltDir);
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}
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#endif
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#endif
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}
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}
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#ifndef _JK2MP //kill me now
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if (pVeh->m_pVehicleInfo->soundTurbo)
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{
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G_SoundIndexOnEnt(pVeh->m_pParentEntity, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo);
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}
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#endif
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parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed; // Instantly Jump To Turbo Speed
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}
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#ifdef _JK2MP
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}
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#endif
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}
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// Slide Breaking
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if (pVeh->m_ulFlags&VEH_SLIDEBREAKING)
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{
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if (pVeh->m_ucmd.forwardmove>=0
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#ifndef _JK2MP
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|| ((level.time - pVeh->m_pParentEntity->lastMoveTime)>500)
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#endif
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)
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{
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pVeh->m_ulFlags &= ~VEH_SLIDEBREAKING;
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}
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parentPS->speed = 0;
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}
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else if (
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(curTime > pVeh->m_iTurboTime) &&
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!(pVeh->m_ulFlags&VEH_FLYING) &&
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pVeh->m_ucmd.forwardmove<0 &&
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fabs(pVeh->m_vOrientation[ROLL])>25.0f)
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{
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pVeh->m_ulFlags |= VEH_SLIDEBREAKING;
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}
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if ( curTime < pVeh->m_iTurboTime )
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{
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speedMax = pVeh->m_pVehicleInfo->turboSpeed;
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if (parentPS)
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{
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parentPS->eFlags |= EF_JETPACK_ACTIVE;
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}
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}
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else
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{
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speedMax = pVeh->m_pVehicleInfo->speedMax;
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if (parentPS)
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{
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parentPS->eFlags &= ~EF_JETPACK_ACTIVE;
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}
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}
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speedIdle = pVeh->m_pVehicleInfo->speedIdle;
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speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
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speedMin = pVeh->m_pVehicleInfo->speedMin;
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if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
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pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
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{
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if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
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{
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parentPS->speed += speedInc;
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}
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else if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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|
if ( parentPS->speed > speedIdle )
|
|
{
|
|
parentPS->speed -= speedInc;
|
|
}
|
|
else if ( parentPS->speed > speedMin )
|
|
{
|
|
parentPS->speed -= speedIdleDec;
|
|
}
|
|
}
|
|
// No input, so coast to stop.
|
|
else if ( parentPS->speed > 0.0f )
|
|
{
|
|
parentPS->speed -= speedIdleDec;
|
|
if ( parentPS->speed < 0.0f )
|
|
{
|
|
parentPS->speed = 0.0f;
|
|
}
|
|
}
|
|
else if ( parentPS->speed < 0.0f )
|
|
{
|
|
parentPS->speed += speedIdleDec;
|
|
if ( parentPS->speed > 0.0f )
|
|
{
|
|
parentPS->speed = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !pVeh->m_pVehicleInfo->strafePerc
|
|
#ifdef _JK2MP
|
|
|| (0 && pVeh->m_pParentEntity->s.number < MAX_CLIENTS) )
|
|
#else
|
|
|| (!g_speederControlScheme->value && !pVeh->m_pParentEntity->s.number) )
|
|
#endif
|
|
{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
|
|
//pVeh->m_ucmd.rightmove = 0;
|
|
}
|
|
}
|
|
|
|
if ( parentPS->speed > speedMax )
|
|
{
|
|
parentPS->speed = speedMax;
|
|
}
|
|
else if ( parentPS->speed < speedMin )
|
|
{
|
|
parentPS->speed = speedMin;
|
|
}
|
|
|
|
#ifndef _JK2MP
|
|
// In SP, The AI Pilots Can Directly Control The Speed Of Their Bike In Order To
|
|
// Match The Speed Of The Person They Are Trying To Chase
|
|
//-------------------------------------------------------------------------------
|
|
if (pVeh->m_pPilot && (pVeh->m_ucmd.buttons&BUTTON_VEH_SPEED))
|
|
{
|
|
parentPS->speed = pVeh->m_pPilot->client->ps.speed;
|
|
}
|
|
#endif
|
|
|
|
|
|
/********************************************************************************/
|
|
/* END Here is where we move the vehicle (forward or back or whatever). END */
|
|
/********************************************************************************/
|
|
}
|
|
|
|
//MP RULE - ALL PROCESSORIENTCOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
|
|
//If you really need to violate this rule for SP, then use ifdefs.
|
|
//By BG-compatible, I mean no use of game-specific data - ONLY use
|
|
//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
|
|
//as a gentity, but the MP-compatible access restrictions are based
|
|
//on the bgEntity structure in the MP codebase) -rww
|
|
//Oh, and please, use "< MAX_CLIENTS" to check for "player" and not
|
|
//"!s.number", this is a universal check that will work for both SP
|
|
//and MP. -rww
|
|
// ProcessOrientCommands the Vehicle.
|
|
#ifdef _JK2MP //temp hack til mp speeder controls are sorted -rww
|
|
extern void AnimalProcessOri(Vehicle_t *pVeh);
|
|
#endif
|
|
void ProcessOrientCommands( Vehicle_t *pVeh )
|
|
{
|
|
/********************************************************************************/
|
|
/* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */
|
|
/********************************************************************************/
|
|
playerState_t *riderPS;
|
|
playerState_t *parentPS;
|
|
|
|
#ifdef _JK2MP
|
|
float angDif;
|
|
|
|
if (pVeh->m_pPilot)
|
|
{
|
|
riderPS = pVeh->m_pPilot->playerState;
|
|
}
|
|
else
|
|
{
|
|
riderPS = pVeh->m_pParentEntity->playerState;
|
|
}
|
|
parentPS = pVeh->m_pParentEntity->playerState;
|
|
|
|
//pVeh->m_vOrientation[YAW] = 0.0f;//riderPS->viewangles[YAW];
|
|
angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]);
|
|
if (parentPS && parentPS->speed)
|
|
{
|
|
float s = parentPS->speed;
|
|
float maxDif = pVeh->m_pVehicleInfo->turningSpeed*4.0f; //magic number hackery
|
|
if (s < 0.0f)
|
|
{
|
|
s = -s;
|
|
}
|
|
angDif *= s/pVeh->m_pVehicleInfo->speedMax;
|
|
if (angDif > maxDif)
|
|
{
|
|
angDif = maxDif;
|
|
}
|
|
else if (angDif < -maxDif)
|
|
{
|
|
angDif = -maxDif;
|
|
}
|
|
pVeh->m_vOrientation[YAW] = AngleNormalize180(pVeh->m_vOrientation[YAW] - angDif*(pVeh->m_fTimeModifier*0.2f));
|
|
|
|
if (parentPS->electrifyTime > pm->cmd.serverTime)
|
|
{ //do some crazy stuff
|
|
pVeh->m_vOrientation[YAW] += (sin(pm->cmd.serverTime/1000.0f)*3.0f)*pVeh->m_fTimeModifier;
|
|
}
|
|
}
|
|
|
|
#else
|
|
gentity_t *rider = pVeh->m_pParentEntity->owner;
|
|
if ( !rider || !rider->client )
|
|
{
|
|
riderPS = &pVeh->m_pParentEntity->client->ps;
|
|
}
|
|
else
|
|
{
|
|
riderPS = &rider->client->ps;
|
|
}
|
|
parentPS = &pVeh->m_pParentEntity->client->ps;
|
|
|
|
if (pVeh->m_ulFlags & VEH_FLYING)
|
|
{
|
|
pVeh->m_vOrientation[YAW] += pVeh->m_vAngularVelocity;
|
|
}
|
|
else if (
|
|
(pVeh->m_ulFlags & VEH_SLIDEBREAKING) || // No Angles Control While Out Of Control
|
|
(pVeh->m_ulFlags & VEH_OUTOFCONTROL) // No Angles Control While Out Of Control
|
|
)
|
|
{
|
|
// Any ability to change orientation?
|
|
}
|
|
else if (
|
|
(pVeh->m_ulFlags & VEH_STRAFERAM) // No Angles Control While Strafe Ramming
|
|
)
|
|
{
|
|
if (pVeh->m_fStrafeTime>0)
|
|
{
|
|
pVeh->m_fStrafeTime--;
|
|
pVeh->m_vOrientation[ROLL] += (pVeh->m_fStrafeTime<( STRAFERAM_DURATION/2))?(-STRAFERAM_ANGLE):( STRAFERAM_ANGLE);
|
|
}
|
|
else if (pVeh->m_fStrafeTime<0)
|
|
{
|
|
pVeh->m_fStrafeTime++;
|
|
pVeh->m_vOrientation[ROLL] += (pVeh->m_fStrafeTime>(-STRAFERAM_DURATION/2))?( STRAFERAM_ANGLE):(-STRAFERAM_ANGLE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
|
|
}
|
|
#endif
|
|
|
|
/********************************************************************************/
|
|
/* END Here is where make sure the vehicle is properly oriented. END */
|
|
/********************************************************************************/
|
|
}
|
|
|
|
#ifdef QAGAME
|
|
|
|
extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
|
|
extern int PM_AnimLength( int index, animNumber_t anim );
|
|
|
|
// This function makes sure that the vehicle is properly animated.
|
|
void AnimateVehicle( Vehicle_t *pVeh )
|
|
{
|
|
}
|
|
|
|
#endif //QAGAME
|
|
|
|
//rest of file is shared
|
|
|
|
#ifndef _JK2MP
|
|
extern void CG_ChangeWeapon( int num );
|
|
#endif
|
|
|
|
|
|
#ifndef _JK2MP
|
|
extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
|
|
#endif
|
|
|
|
|
|
//NOTE NOTE NOTE NOTE NOTE NOTE
|
|
//I want to keep this function BG too, because it's fairly generic already, and it
|
|
//would be nice to have proper prediction of animations. -rww
|
|
// This function makes sure that the rider's in this vehicle are properly animated.
|
|
void AnimateRiders( Vehicle_t *pVeh )
|
|
{
|
|
animNumber_t Anim = BOTH_VS_IDLE;
|
|
float fSpeedPercToMax;
|
|
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
|
|
playerState_t *pilotPS;
|
|
playerState_t *parentPS;
|
|
int curTime;
|
|
|
|
|
|
// Boarding animation.
|
|
if ( pVeh->m_iBoarding != 0 )
|
|
{
|
|
// We've just started moarding, set the amount of time it will take to finish moarding.
|
|
if ( pVeh->m_iBoarding < 0 )
|
|
{
|
|
int iAnimLen;
|
|
|
|
// Boarding from left...
|
|
if ( pVeh->m_iBoarding == -1 )
|
|
{
|
|
Anim = BOTH_VS_MOUNT_L;
|
|
}
|
|
else if ( pVeh->m_iBoarding == -2 )
|
|
{
|
|
Anim = BOTH_VS_MOUNT_R;
|
|
}
|
|
else if ( pVeh->m_iBoarding == -3 )
|
|
{
|
|
Anim = BOTH_VS_MOUNTJUMP_L;
|
|
}
|
|
else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_LEFT)
|
|
{
|
|
iBlend = 0;
|
|
Anim = BOTH_VS_MOUNTTHROW_R;
|
|
}
|
|
else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_RIGHT)
|
|
{
|
|
iBlend = 0;
|
|
Anim = BOTH_VS_MOUNTTHROW_L;
|
|
}
|
|
|
|
// Set the delay time (which happens to be the time it takes for the animation to complete).
|
|
// NOTE: Here I made it so the delay is actually 40% (0.4f) of the animation time.
|
|
#ifdef _JK2MP
|
|
iAnimLen = BG_AnimLength( pVeh->m_pPilot->localAnimIndex, Anim ) * 0.4f;
|
|
pVeh->m_iBoarding = BG_GetTime() + iAnimLen;
|
|
#else
|
|
iAnimLen = PM_AnimLength( pVeh->m_pPilot->client->clientInfo.animFileIndex, Anim );// * 0.4f;
|
|
if (pVeh->m_iBoarding!=VEH_MOUNT_THROW_LEFT && pVeh->m_iBoarding!=VEH_MOUNT_THROW_RIGHT)
|
|
{
|
|
pVeh->m_iBoarding = level.time + (iAnimLen*0.4f);
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_iBoarding = level.time + iAnimLen;
|
|
}
|
|
#endif
|
|
// Set the animation, which won't be interrupted until it's completed.
|
|
// TODO: But what if he's killed? Should the animation remain persistant???
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
|
|
#ifdef _JK2MP
|
|
BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
|
|
SETANIM_BOTH, Anim, iFlags, iBlend);
|
|
#else
|
|
NPC_SetAnim( pVeh->m_pPilot, SETANIM_BOTH, Anim, iFlags, iBlend );
|
|
if (pVeh->m_pOldPilot)
|
|
{
|
|
iAnimLen = PM_AnimLength( pVeh->m_pPilot->client->clientInfo.animFileIndex, BOTH_VS_MOUNTTHROWEE);
|
|
NPC_SetAnim( pVeh->m_pOldPilot, SETANIM_BOTH, BOTH_VS_MOUNTTHROWEE, iFlags, iBlend );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifndef _JK2MP
|
|
if (pVeh->m_pOldPilot && pVeh->m_pOldPilot->client->ps.torsoAnimTimer<=0)
|
|
{
|
|
if (Q_irand(0, player->count)==0)
|
|
{
|
|
player->count++;
|
|
player->lastEnemy = pVeh->m_pOldPilot;
|
|
G_StartMatrixEffect(player, MEF_LOOK_AT_ENEMY|MEF_NO_RANGEVAR|MEF_NO_VERTBOB|MEF_NO_SPIN, 1000);
|
|
}
|
|
|
|
gentity_t* oldPilot = pVeh->m_pOldPilot;
|
|
pVeh->m_pVehicleInfo->Eject(pVeh, pVeh->m_pOldPilot, qtrue); // will set pointer to zero
|
|
|
|
// Kill Him
|
|
//----------
|
|
oldPilot->client->noRagTime = -1; // no ragdoll for you
|
|
G_Damage(oldPilot, pVeh->m_pPilot, pVeh->m_pPilot, pVeh->m_pPilot->currentAngles, pVeh->m_pPilot->currentOrigin, 1000, 0, MOD_CRUSH);
|
|
|
|
// Compute THe Throw Direction As Backwards From The Vehicle's Velocity
|
|
//----------------------------------------------------------------------
|
|
vec3_t throwDir;
|
|
VectorScale(pVeh->m_pParentEntity->client->ps.velocity, -1.0f, throwDir);
|
|
VectorNormalize(throwDir);
|
|
throwDir[2] += 0.3f; // up a little
|
|
|
|
// Now Throw Him Out
|
|
//-------------------
|
|
G_Throw(oldPilot, throwDir, VectorLength(pVeh->m_pParentEntity->client->ps.velocity)/10.0f);
|
|
NPC_SetAnim(oldPilot, SETANIM_BOTH, BOTH_DEATHBACKWARD1, SETANIM_FLAG_OVERRIDE, iBlend );
|
|
}
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
|
|
#ifdef _JK2MP //fixme
|
|
if (1) return;
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
pilotPS = pVeh->m_pPilot->playerState;
|
|
parentPS = pVeh->m_pPilot->playerState;
|
|
#else
|
|
pilotPS = &pVeh->m_pPilot->client->ps;
|
|
parentPS = &pVeh->m_pParentEntity->client->ps;
|
|
#endif
|
|
|
|
#ifndef _JK2MP//SP
|
|
curTime = level.time;
|
|
#elif defined QAGAME//MP GAME
|
|
curTime = level.time;
|
|
#elif defined CGAME//MP CGAME
|
|
//FIXME: pass in ucmd? Not sure if this is reliable...
|
|
curTime = pm->cmd.serverTime;
|
|
#endif
|
|
|
|
// Percentage of maximum speed relative to current speed.
|
|
fSpeedPercToMax = parentPS->speed / pVeh->m_pVehicleInfo->speedMax;
|
|
|
|
/* // Going in reverse...
|
|
#ifdef _JK2MP
|
|
if ( pVeh->m_ucmd.forwardmove < 0 && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
|
|
#else
|
|
if ( fSpeedPercToMax < -0.018f && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
|
|
#endif
|
|
{
|
|
Anim = BOTH_VS_REV;
|
|
iBlend = 500;
|
|
bool HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
|
|
if (HasWeapon)
|
|
{
|
|
if (pVeh->m_pPilot->s.number<MAX_CLIENTS)
|
|
{
|
|
CG_ChangeWeapon(WP_NONE);
|
|
}
|
|
|
|
pVeh->m_pPilot->client->ps.weapon = WP_NONE;
|
|
G_RemoveWeaponModels(pVeh->m_pPilot);
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
bool HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
|
|
bool Attacking = (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK));
|
|
#ifdef _JK2MP //fixme: flying tends to spaz out a lot
|
|
bool Flying = false;
|
|
bool Crashing = false;
|
|
#else
|
|
bool Flying = !!(pVeh->m_ulFlags & VEH_FLYING);
|
|
bool Crashing = !!(pVeh->m_ulFlags & VEH_CRASHING);
|
|
#endif
|
|
bool Right = (pVeh->m_ucmd.rightmove>0);
|
|
bool Left = (pVeh->m_ucmd.rightmove<0);
|
|
bool Turbo = (curTime<pVeh->m_iTurboTime);
|
|
EWeaponPose WeaponPose = WPOSE_NONE;
|
|
|
|
|
|
// Remove Crashing Flag
|
|
//----------------------
|
|
pVeh->m_ulFlags &= ~VEH_CRASHING;
|
|
|
|
|
|
// Put Away Saber When It Is Not Active
|
|
//--------------------------------------
|
|
#ifndef _JK2MP
|
|
if (HasWeapon &&
|
|
(pVeh->m_pPilot->s.number>=MAX_CLIENTS || (cg.weaponSelectTime+500)<cg.time) &&
|
|
(Turbo || (pilotPS->weapon==WP_SABER && !pilotPS->SaberActive())))
|
|
{
|
|
if (pVeh->m_pPilot->s.number<MAX_CLIENTS)
|
|
{
|
|
pVeh->m_pPilot->client->ps.stats[ STAT_WEAPONS ] |= 1; // Riding means you get WP_NONE
|
|
CG_ChangeWeapon(WP_NONE);
|
|
}
|
|
|
|
pVeh->m_pPilot->client->ps.weapon = WP_NONE;
|
|
G_RemoveWeaponModels(pVeh->m_pPilot);
|
|
}
|
|
#endif
|
|
|
|
// Don't Interrupt Attack Anims
|
|
//------------------------------
|
|
#ifdef _JK2MP
|
|
if (pilotPS->weaponTime>0)
|
|
{
|
|
return;
|
|
}
|
|
#else
|
|
if (pilotPS->torsoAnim>=BOTH_VS_ATL_S && pilotPS->torsoAnim<=BOTH_VS_ATF_G)
|
|
{
|
|
float bodyCurrent = 0.0f;
|
|
int bodyEnd = 0;
|
|
if (!!gi.G2API_GetBoneAnimIndex(&pVeh->m_pPilot->ghoul2[pVeh->m_pPilot->playerModel], pVeh->m_pPilot->rootBone, level.time, &bodyCurrent, NULL, &bodyEnd, NULL, NULL, NULL))
|
|
{
|
|
if (bodyCurrent<=((float)(bodyEnd)-1.5f))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Compute The Weapon Pose
|
|
//--------------------------
|
|
if (pilotPS->weapon==WP_BLASTER)
|
|
{
|
|
WeaponPose = WPOSE_BLASTER;
|
|
}
|
|
else if (pilotPS->weapon==WP_SABER)
|
|
{
|
|
if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATL_TO_R_S)
|
|
{
|
|
pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND;
|
|
}
|
|
if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATR_TO_L_S)
|
|
{
|
|
pVeh->m_ulFlags |= VEH_SABERINLEFTHAND;
|
|
}
|
|
WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT);
|
|
}
|
|
|
|
|
|
if (Attacking && WeaponPose)
|
|
{// Attack!
|
|
iBlend = 100;
|
|
iFlags = SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART;
|
|
|
|
// Auto Aiming
|
|
//===============================================
|
|
if (!Left && !Right) // Allow player strafe keys to override
|
|
{
|
|
#ifndef _JK2MP
|
|
if (pVeh->m_pPilot->enemy)
|
|
{
|
|
vec3_t toEnemy;
|
|
float toEnemyDistance;
|
|
vec3_t actorRight;
|
|
float actorRightDot;
|
|
|
|
VectorSubtract(pVeh->m_pPilot->currentOrigin, pVeh->m_pPilot->enemy->currentOrigin, toEnemy);
|
|
toEnemyDistance = VectorNormalize(toEnemy);
|
|
|
|
AngleVectors(pVeh->m_pParentEntity->currentAngles, 0, actorRight, 0);
|
|
actorRightDot = DotProduct(toEnemy, actorRight);
|
|
|
|
if (fabsf(actorRightDot)>0.5f || pilotPS->weapon==WP_SABER)
|
|
{
|
|
Left = (actorRightDot>0.0f);
|
|
Right = !Left;
|
|
}
|
|
else
|
|
{
|
|
Right = Left = false;
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
if (pilotPS->weapon==WP_SABER && !Left && !Right)
|
|
{
|
|
Left = (WeaponPose==WPOSE_SABERLEFT);
|
|
Right = !Left;
|
|
}
|
|
}
|
|
|
|
|
|
if (Left)
|
|
{// Attack Left
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_ATL_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_S; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_TO_L_S; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else if (Right)
|
|
{// Attack Right
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_ATR_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_TO_R_S; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_S; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else
|
|
{// Attack Ahead
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_ATF_G; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (Left && pVeh->m_ucmd.buttons&BUTTON_USE)
|
|
{// Look To The Left Behind
|
|
iBlend = 400;
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
|
|
default: Anim = BOTH_VS_LOOKLEFT;
|
|
}
|
|
}
|
|
else if (Right && pVeh->m_ucmd.buttons&BUTTON_USE)
|
|
{// Look To The Right Behind
|
|
iBlend = 400;
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
|
|
default: Anim = BOTH_VS_LOOKRIGHT;
|
|
}
|
|
}
|
|
else if (Turbo)
|
|
{// Kicked In Turbo
|
|
iBlend = 50;
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
|
Anim = BOTH_VS_TURBO;
|
|
}
|
|
else if (Flying)
|
|
{// Off the ground in a jump
|
|
iBlend = 800;
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_AIR; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_AIR_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_AIR_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_AIR_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else if (Crashing)
|
|
{// Hit the ground!
|
|
iBlend = 100;
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
|
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_LAND; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_LAND_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_LAND_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LAND_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else
|
|
{// No Special Moves
|
|
iBlend = 300;
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
|
|
|
if (pVeh->m_vOrientation[ROLL] <= -20)
|
|
{// Lean Left
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_LEANL; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_LEANL_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANL_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANL_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else if (pVeh->m_vOrientation[ROLL] >= 20)
|
|
{// Lean Right
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_LEANR; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_LEANR_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANR_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANR_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else
|
|
{// No Lean
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_IDLE; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_IDLE_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
}// No Special Moves
|
|
}// Going backwards?
|
|
|
|
#ifdef _JK2MP
|
|
iFlags &= ~SETANIM_FLAG_OVERRIDE;
|
|
if (pVeh->m_pPilot->playerState->torsoAnim == Anim)
|
|
{
|
|
pVeh->m_pPilot->playerState->torsoTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
|
|
}
|
|
if (pVeh->m_pPilot->playerState->legsAnim == Anim)
|
|
{
|
|
pVeh->m_pPilot->playerState->legsTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
|
|
}
|
|
BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
|
|
SETANIM_BOTH, Anim, iFlags|SETANIM_FLAG_HOLD, iBlend);
|
|
#else
|
|
NPC_SetAnim( pVeh->m_pPilot, SETANIM_BOTH, Anim, iFlags, iBlend );
|
|
#endif
|
|
}
|
|
|
|
#ifndef QAGAME
|
|
void AttachRidersGeneric( Vehicle_t *pVeh );
|
|
#endif
|
|
|
|
void G_SetSpeederVehicleFunctions( vehicleInfo_t *pVehInfo )
|
|
{
|
|
#ifdef QAGAME
|
|
pVehInfo->AnimateVehicle = AnimateVehicle;
|
|
pVehInfo->AnimateRiders = AnimateRiders;
|
|
// pVehInfo->ValidateBoard = ValidateBoard;
|
|
// pVehInfo->SetParent = SetParent;
|
|
// pVehInfo->SetPilot = SetPilot;
|
|
// pVehInfo->AddPassenger = AddPassenger;
|
|
// pVehInfo->Animate = Animate;
|
|
// pVehInfo->Board = Board;
|
|
// pVehInfo->Eject = Eject;
|
|
// pVehInfo->EjectAll = EjectAll;
|
|
// pVehInfo->StartDeathDelay = StartDeathDelay;
|
|
// pVehInfo->DeathUpdate = DeathUpdate;
|
|
// pVehInfo->RegisterAssets = RegisterAssets;
|
|
// pVehInfo->Initialize = Initialize;
|
|
pVehInfo->Update = Update;
|
|
// pVehInfo->UpdateRider = UpdateRider;
|
|
#endif
|
|
|
|
//shared
|
|
pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
|
|
pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
|
|
|
|
#ifndef QAGAME //cgame prediction attachment func
|
|
pVehInfo->AttachRiders = AttachRidersGeneric;
|
|
#endif
|
|
// pVehInfo->AttachRiders = AttachRiders;
|
|
// pVehInfo->Ghost = Ghost;
|
|
// pVehInfo->UnGhost = UnGhost;
|
|
// pVehInfo->Inhabited = Inhabited;
|
|
}
|
|
|
|
// Following is only in game, not in namespace
|
|
#ifdef _JK2MP
|
|
#include "../namespace_end.h"
|
|
#endif
|
|
|
|
#ifdef QAGAME
|
|
extern void G_AllocateVehicleObject(Vehicle_t **pVeh);
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
#include "../namespace_begin.h"
|
|
#endif
|
|
|
|
// Create/Allocate a new Animal Vehicle (initializing it as well).
|
|
void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType )
|
|
{
|
|
#ifdef _JK2MP
|
|
#ifdef QAGAME
|
|
//these will remain on entities on the client once allocated because the pointer is
|
|
//never stomped. on the server, however, when an ent is freed, the entity struct is
|
|
//memset to 0, so this memory would be lost..
|
|
G_AllocateVehicleObject(pVeh);
|
|
#else
|
|
if (!*pVeh)
|
|
{ //only allocate a new one if we really have to
|
|
(*pVeh) = (Vehicle_t *) BG_Alloc( sizeof(Vehicle_t) );
|
|
}
|
|
#endif
|
|
memset(*pVeh, 0, sizeof(Vehicle_t));
|
|
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strType )];
|
|
#else
|
|
// Allocate the Vehicle.
|
|
(*pVeh) = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qtrue );
|
|
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strType )];
|
|
#endif
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
|
|
#include "../namespace_end.h"
|
|
|
|
//get rid of all the crazy defs we added for this file
|
|
#undef currentAngles
|
|
#undef currentOrigin
|
|
#undef mins
|
|
#undef maxs
|
|
#undef legsAnimTimer
|
|
#undef torsoAnimTimer
|
|
#undef bool
|
|
#undef false
|
|
#undef true
|
|
|
|
#undef sqrtf
|
|
#undef Q_flrand
|
|
|
|
#undef MOD_EXPLOSIVE
|
|
#endif
|