mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 07:22:23 +00:00
15345 lines
426 KiB
C++
15345 lines
426 KiB
C++
// this include must remain at the top of every bg_xxxx CPP file
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#include "common_headers.h"
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#include "../renderer/tr_public.h"
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// bg_pmove.c -- both games player movement code
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// takes a playerstate and a usercmd as input and returns a modifed playerstate
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// define GAME_INCLUDE so that g_public.h does not define the
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// short, server-visible gclient_t and gentity_t structures,
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// because we define the full size ones in this file
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#define GAME_INCLUDE
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#include "q_shared.h"
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#include "g_shared.h"
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#include "bg_local.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "anims.h"
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#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
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#include "wp_saber.h"
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#include "g_vehicles.h"
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#include <float.h>
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#ifdef _XBOX
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#include "../client/fffx.h"
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#endif
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extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse );
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extern qboolean G_EntIsUnlockedDoor( int entityNum );
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extern qboolean G_EntIsDoor( int entityNum );
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extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir );
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extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType );
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extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
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extern saberMoveName_t PM_SaberAnimTransitionMove( saberMoveName_t curmove, saberMoveName_t newmove );
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extern saberMoveName_t PM_AttackMoveForQuad( int quad );
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extern qboolean PM_SaberInTransition( int move );
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extern qboolean PM_SaberInTransitionAny( int move );
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extern qboolean PM_SaberInBounce( int move );
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extern qboolean PM_SaberInSpecialAttack( int anim );
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extern qboolean PM_SaberInAttack( int move );
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extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
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extern saberMoveName_t PM_SaberBounceForAttack( int move );
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extern saberMoveName_t PM_SaberAttackForMovement( int forwardmove, int rightmove, int curmove );
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extern saberMoveName_t PM_BrokenParryForParry( int move );
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extern saberMoveName_t PM_KnockawayForParry( int move );
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extern qboolean PM_SaberInParry( int move );
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extern qboolean PM_SaberInKnockaway( int move );
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extern qboolean PM_SaberInBrokenParry( int move );
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extern qboolean PM_SaberInReflect( int move );
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extern qboolean PM_SaberInIdle( int move );
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extern qboolean PM_SaberInStart( int move );
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extern qboolean PM_SaberInReturn( int move );
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extern qboolean PM_SaberKataDone( int curmove, int newmove );
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extern qboolean PM_SaberInSpecial( int move );
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extern qboolean PM_InDeathAnim ( void );
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extern qboolean PM_StandingAnim( int anim );
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extern qboolean PM_KickMove( int move );
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extern qboolean PM_KickingAnim( int anim );
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extern qboolean PM_InAirKickingAnim( int anim );
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extern qboolean PM_SuperBreakLoseAnim( int anim );
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extern qboolean PM_SuperBreakWinAnim( int anim );
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extern qboolean PM_InCartwheel( int anim );
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extern qboolean PM_InButterfly( int anim );
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extern qboolean PM_CanRollFromSoulCal( playerState_t *ps );
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extern saberMoveName_t PM_SaberFlipOverAttackMove( void );
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extern qboolean PM_CheckFlipOverAttackMove( qboolean checkEnemy );
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extern saberMoveName_t PM_SaberJumpForwardAttackMove( void );
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extern qboolean PM_CheckJumpForwardAttackMove( void );
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extern saberMoveName_t PM_SaberBackflipAttackMove( void );
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extern qboolean PM_CheckBackflipAttackMove( void );
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extern saberMoveName_t PM_SaberDualJumpAttackMove( void );
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extern qboolean PM_CheckDualJumpAttackMove( void );
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extern saberMoveName_t PM_SaberLungeAttackMove( qboolean fallbackToNormalLunge );
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extern qboolean PM_CheckLungeAttackMove( void );
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extern qboolean PM_InSecondaryStyle( void );
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extern qboolean PM_KnockDownAnimExtended( int anim );
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extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
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extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
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extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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extern float G_ForceWallJumpStrength( void );
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extern int G_CheckRollSafety( gentity_t *self, int anim, float testDist );
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extern saberMoveName_t PM_CheckDualSpinProtect( void );
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extern saberMoveName_t PM_CheckPullAttack( void );
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extern qboolean JET_Flying( gentity_t *self );
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extern void JET_FlyStart( gentity_t *self );
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extern void JET_FlyStop( gentity_t *self );
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extern qboolean PM_LockedAnim( int anim );
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extern qboolean G_TryingKataAttack( gentity_t *self, usercmd_t *cmd );
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extern qboolean G_TryingCartwheel( gentity_t *self, usercmd_t *cmd );
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extern qboolean G_TryingSpecial( gentity_t *self, usercmd_t *cmd );
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extern qboolean G_TryingJumpAttack( gentity_t *self, usercmd_t *cmd );
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extern qboolean G_TryingJumpForwardAttack( gentity_t *self, usercmd_t *cmd );
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extern void WP_SaberSwingSound( gentity_t *ent, int saberNum, swingType_t swingType );
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extern qboolean WP_UseFirstValidSaberStyle( gentity_t *ent, int *saberAnimLevel );
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extern qboolean WP_SaberStyleValidForSaber( gentity_t *ent, int saberAnimLevel );
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qboolean PM_InKnockDown( playerState_t *ps );
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qboolean PM_InKnockDownOnGround( playerState_t *ps );
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qboolean PM_InGetUp( playerState_t *ps );
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qboolean PM_InRoll( playerState_t *ps );
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qboolean PM_SpinningSaberAnim( int anim );
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qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight );
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qboolean PM_SpinningAnim( int anim );
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qboolean PM_FlippingAnim( int anim );
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qboolean PM_PainAnim( int anim );
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qboolean PM_RollingAnim( int anim );
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qboolean PM_SwimmingAnim( int anim );
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qboolean PM_InReboundJump( int anim );
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qboolean PM_ForceJumpingAnim( int anim );
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void PM_CmdForRoll( playerState_t *ps, usercmd_t *pCmd );
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extern int parryDebounce[];
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extern qboolean cg_usingInFrontOf;
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extern qboolean player_locked;
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extern qboolean MatrixMode;
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qboolean waterForceJump;
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extern cvar_t *g_timescale;
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extern cvar_t *g_speederControlScheme;
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extern cvar_t *d_slowmodeath;
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extern cvar_t *g_debugMelee;
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extern cvar_t *g_saberNewControlScheme;
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extern cvar_t *g_stepSlideFix;
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extern cvar_t *g_saberAutoBlocking;
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static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype );
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#define FLY_NONE 0
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#define FLY_NORMAL 1
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#define FLY_VEHICLE 2
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#define FLY_HOVER 3
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int Flying = FLY_NONE;
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pmove_t *pm;
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pml_t pml;
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// movement parameters
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const float pm_stopspeed = 100.0f;
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const float pm_duckScale = 0.50f;
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const float pm_swimScale = 0.50f;
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float pm_ladderScale = 0.7f;
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const float pm_vehicleaccelerate = 36.0f;
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const float pm_accelerate = 12.0f;
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const float pm_airaccelerate = 4.0f;
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const float pm_wateraccelerate = 4.0f;
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const float pm_flyaccelerate = 8.0f;
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const float pm_friction = 6.0f;
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const float pm_waterfriction = 1.0f;
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const float pm_flightfriction = 3.0f;
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const float pm_frictionModifier = 3.0f; //Used for "careful" mode (when pressing use)
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const float pm_airDecelRate = 1.35f; //Used for air decelleration away from current movement velocity
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int c_pmove = 0;
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extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
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extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
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//extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags);
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extern void PM_TorsoAnimation( void );
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extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern qboolean PM_InDeathAnim ( void );
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extern qboolean PM_InOnGroundAnim ( playerState_t *ps );
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extern weaponInfo_t cg_weapons[MAX_WEAPONS];
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extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
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extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf, trace_t *trace );
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#define PHASER_RECHARGE_TIME 100
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extern saberMoveName_t transitionMove[Q_NUM_QUADS][Q_NUM_QUADS];
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extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
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Vehicle_t *PM_RidingVehicle( void )
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{
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return (G_IsRidingVehicle( pm->gent ));
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}
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extern qboolean G_ControlledByPlayer( gentity_t *self );
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qboolean PM_ControlledByPlayer( void )
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{
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return G_ControlledByPlayer( pm->gent );
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}
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qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh )
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{
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/*
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if ( 0 && ps->clientNum < MAX_CLIENTS //real client
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&& ps->m_iVehicleNum//in a vehicle
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&& pVeh //valid vehicle data pointer
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&& pVeh->m_pVehicleInfo//valid vehicle info
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&& pVeh->m_pVehicleInfo->type == VH_FIGHTER )//fighter
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//FIXME: specify per vehicle instead of assuming true for all fighters
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//FIXME: map/server setting?
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{//can roll and pitch without limitation!
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return qtrue;
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}*/
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return qfalse;
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}
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/*
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===============
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PM_AddEvent
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===============
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*/
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void PM_AddEvent( int newEvent )
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{
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AddEventToPlayerstate( newEvent, 0, pm->ps );
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}
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qboolean PM_PredictJumpSafe( vec3_t jumpHorizDir, float jumpHorizSpeed, float jumpVertSpeed, int predictTimeLength )
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{
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return qtrue;
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}
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void PM_GrabWallForJump( int anim )
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{//NOTE!!! assumes an appropriate anim is being passed in!!!
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PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_RESTART|SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
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PM_AddEvent( EV_JUMP );//make sound for grab
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pm->ps->pm_flags |= PMF_STUCK_TO_WALL;
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}
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qboolean PM_CheckGrabWall( trace_t *trace )
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{
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if ( !pm->gent || !pm->gent->client )
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{
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return qfalse;
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}
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if ( pm->gent->health <= 0 )
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{//must be alive
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return qfalse;
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}
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if ( pm->gent->client->ps.groundEntityNum != ENTITYNUM_NONE )
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{//must be in air
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return qfalse;
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}
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if ( trace->plane.normal[2] != 0 )
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{//must be a flat wall
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return qfalse;
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}
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if ( !trace->plane.normal[0] && !trace->plane.normal[1] )
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{//invalid normal
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return qfalse;
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}
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if ( (trace->contents&(CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP)) )
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{//can't jump off of clip brushes
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return qfalse;
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}
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if ( pm->gent->client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_1 )
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{//must have at least FJ 1
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return qfalse;
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}
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if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
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&& pm->gent->client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_3 )
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{//player must have force jump 3
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return qfalse;
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}
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if ( (pm->ps->saber[0].saberFlags&SFL_NO_WALL_GRAB) )
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{
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return qfalse;
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}
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if ( pm->ps->dualSabers
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&& (pm->ps->saber[1].saberFlags&SFL_NO_WALL_GRAB) )
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{
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return qfalse;
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}
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if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
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{//player
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//only if we were in a longjump
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if ( pm->ps->legsAnim != BOTH_FORCELONGLEAP_START
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&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_ATTACK )
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{
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return qfalse;
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}
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//hit a flat wall during our long jump, see if we should grab it
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vec3_t moveDir;
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VectorCopy( pm->ps->velocity, moveDir );
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VectorNormalize( moveDir );
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if ( DotProduct( moveDir, trace->plane.normal ) > -0.65f )
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{//not enough of a direct impact, just slide off
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return qfalse;
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}
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if ( fabs(trace->plane.normal[2]) > MAX_WALL_GRAB_SLOPE )
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{
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return qfalse;
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}
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//grab it!
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//FIXME: stop Matrix effect!
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VectorClear( pm->ps->velocity );
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//FIXME: stop slidemove!
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//NOTE: we know it's forward, so...
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PM_GrabWallForJump( BOTH_FORCEWALLREBOUND_FORWARD );
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return qtrue;
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}
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else
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{//NPCs
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if ( PM_InReboundJump( pm->ps->legsAnim ) )
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{//already in a rebound!
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return qfalse;
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}
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if ( (pm->ps->eFlags&EF_FORCE_GRIPPED) )
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{//being gripped!
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return qfalse;
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}
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/*
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if ( pm->gent->painDebounceTime > level.time )
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{//can't move!
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return qfalse;
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}
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if ( (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) )
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{//being thrown back!
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return qfalse;
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}
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*/
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if ( pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
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{//faling to our death!
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return qfalse;
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}
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//FIXME: random chance, based on skill/rank?
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if ( pm->ps->legsAnim != BOTH_FORCELONGLEAP_START
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&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_ATTACK )
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{//not in a long-jump
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if ( !pm->gent->enemy )
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{//no enemy
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return qfalse;
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}
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else
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{//see if the enemy is in the direction of the wall or above us
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//if ( pm->gent->enemy->currentOrigin[2] < (pm->ps->origin[2]-128) )
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{//enemy is way below us
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vec3_t enemyDir;
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VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir );
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enemyDir[2] = 0;
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VectorNormalize( enemyDir );
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if ( DotProduct( enemyDir, trace->plane.normal ) < 0.65f )
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{//jumping off this wall would not launch me in the general direction of my enemy
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return qfalse;
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}
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}
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}
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}
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//FIXME: check for ground close beneath us?
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//FIXME: check for obstructions in the dir we're going to jump
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// - including "do not enter" brushes!
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//hit a flat wall during our long jump, see if we should grab it
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vec3_t moveDir;
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VectorCopy( pm->ps->velocity, moveDir );
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VectorNormalize( moveDir );
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if ( DotProduct( moveDir, trace->plane.normal ) > -0.65f )
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{//not enough of a direct impact, just slide off
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return qfalse;
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}
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//Okay, now see if jumping off this thing would send us into a do not enter brush
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if ( !PM_PredictJumpSafe( trace->plane.normal, JUMP_OFF_WALL_SPEED, G_ForceWallJumpStrength(), 1500 ) )
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{//we would hit a do not enter brush, so don't grab the wall
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return qfalse;
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}
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//grab it!
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//Pick the proper anim
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int anim = BOTH_FORCEWALLREBOUND_FORWARD;
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vec3_t facingAngles, wallDir, fwdDir, rtDir;
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VectorSubtract( trace->endpos, pm->gent->lastOrigin, wallDir );
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wallDir[2] = 0;
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VectorNormalize( wallDir );
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VectorSet( facingAngles, 0, pm->ps->viewangles[YAW], 0 );
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AngleVectors( facingAngles, fwdDir, rtDir, NULL );
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float fDot = DotProduct( fwdDir, wallDir );
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if ( fabs( fDot ) >= 0.5f )
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{//hit a wall in front/behind
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if ( fDot > 0.0f )
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{//in front
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anim = BOTH_FORCEWALLREBOUND_FORWARD;
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}
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else
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{//behind
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anim = BOTH_FORCEWALLREBOUND_BACK;
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}
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}
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else if ( DotProduct( rtDir, wallDir ) > 0 )
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{//hit a wall on the right
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anim = BOTH_FORCEWALLREBOUND_RIGHT;
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}
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else
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{//hit a wall on the left
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anim = BOTH_FORCEWALLREBOUND_LEFT;
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}
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VectorClear( pm->ps->velocity );
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//FIXME: stop slidemove!
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PM_GrabWallForJump( anim );
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return qtrue;
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}
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//return qfalse;
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}
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/*
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===============
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qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf )
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===============
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*/
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qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf )
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{
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gentity_t *traceEnt;
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int otherEntityNum = trace->entityNum;
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if ( !pm->gent )
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{
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return qfalse;
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}
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traceEnt = &g_entities[otherEntityNum];
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if ( otherEntityNum == ENTITYNUM_WORLD
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|| (traceEnt->bmodel && traceEnt->s.pos.trType == TR_STATIONARY ) )
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{//hit world or a non-moving brush
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if ( PM_CheckGrabWall( trace ) )
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{//stopped on the wall
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return qtrue;
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}
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}
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if( (VectorLength( pm->ps->velocity )*(pm->gent->mass/10)) >= 100 && (pm->gent->client->NPC_class == CLASS_VEHICLE || pm->ps->lastOnGround+100<level.time) )//was 300 ||(other->material>=MAT_GLASS&&pm->gent->lastImpact+100<=level.time))
|
|
{
|
|
DoImpact( pm->gent, &g_entities[otherEntityNum], damageSelf, trace );
|
|
}
|
|
|
|
if ( otherEntityNum >= ENTITYNUM_WORLD )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !traceEnt || !(traceEnt->contents&pm->tracemask) )
|
|
{//it's dead or not in my way anymore
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
/*
|
|
===============
|
|
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
|
|
|
|
This will pull you down onto slopes if heading away from
|
|
them and push you up them as you go up them.
|
|
Also stops you when you hit walls.
|
|
|
|
==================
|
|
*/
|
|
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;
|
|
/*
|
|
if ( i == 2 && Flying == FLY_HOVER && change > 0 )
|
|
{//don't pull a hovercraft down
|
|
change = 0;
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
out[i] = in[i] - change;
|
|
}
|
|
}
|
|
if ( g_stepSlideFix->integer )
|
|
{
|
|
if ( pm->ps->clientNum < MAX_CLIENTS//normal player
|
|
&& normal[2] < MIN_WALK_NORMAL )//sliding against a steep slope
|
|
{
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )//on the ground
|
|
{//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, friction = pm->ps->friction;
|
|
|
|
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
|
|
// FIXME: still have z friction underwater?
|
|
return;
|
|
}
|
|
|
|
drop = 0;
|
|
|
|
// apply ground friction, even if on ladder
|
|
if ( pm->gent
|
|
&& pm->gent->client
|
|
&& pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->m_pVehicle
|
|
&& pm->gent->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
|
|
{
|
|
friction = pm->gent->m_pVehicle->m_pVehicleInfo->friction;
|
|
|
|
if ( pm->gent->m_pVehicle && pm->gent->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
|
|
{//in a hovering vehicle, have air control
|
|
if ( pm->gent->m_pVehicle->m_ulFlags & VEH_FLYING )
|
|
{
|
|
friction = 0.10f;
|
|
}
|
|
}
|
|
|
|
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 ( Flying != FLY_NORMAL )
|
|
{
|
|
if ( (pm->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1 )
|
|
{
|
|
if ( (pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK)) )
|
|
{
|
|
// if getting knocked back, no friction
|
|
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
|
|
{//super forward jump
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{//not in air
|
|
if ( pm->cmd.forwardmove < 0 )
|
|
{//trying to hold back some
|
|
friction *= 0.5f;//0.25f;
|
|
}
|
|
else
|
|
{//free slide
|
|
friction *= 0.2f;//0.1f;
|
|
}
|
|
pm->cmd.forwardmove = pm->cmd.rightmove = 0;
|
|
if ( pml.groundPlane && pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
|
|
{
|
|
//slide effect
|
|
G_PlayEffect( "env/slide_dust", pml.groundTrace.endpos, pml.groundTrace.plane.normal );
|
|
//FIXME: slide sound
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
else if ( pm->cmd.buttons & BUTTON_USE )
|
|
{//If the use key is pressed. slow the player more quickly
|
|
if ( pm->gent->client->NPC_class != CLASS_VEHICLE ) // if not in a vehicle...
|
|
{//in a vehicle, use key makes you turbo-boost
|
|
friction *= pm_frictionModifier;
|
|
}
|
|
}
|
|
*/
|
|
|
|
control = speed < pm_stopspeed ? pm_stopspeed : speed;
|
|
drop += control*friction*pml.frametime;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT || pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) && pm->gent->client->moveType == MT_FLYSWIM )
|
|
{//player as Boba
|
|
drop += speed*pm_waterfriction*pml.frametime;
|
|
}
|
|
|
|
if ( Flying == FLY_VEHICLE )
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
// apply water friction even if just wading
|
|
if ( !waterForceJump )
|
|
{
|
|
if ( pm->waterlevel && !(pm->watertype & CONTENTS_LADDER))
|
|
{
|
|
drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
|
|
}
|
|
}
|
|
|
|
// apply flying friction
|
|
if ( pm->ps->pm_type == PM_SPECTATOR )
|
|
{
|
|
drop += speed*pm_flightfriction*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 )
|
|
{
|
|
int i;
|
|
float addspeed, accelspeed, currentspeed;
|
|
|
|
currentspeed = DotProduct (pm->ps->velocity, wishdir);
|
|
|
|
addspeed = wishspeed - currentspeed;
|
|
|
|
if (addspeed <= 0) {
|
|
return;
|
|
}
|
|
accelspeed = ( accel * pml.frametime ) * wishspeed;
|
|
|
|
if (accelspeed > addspeed) {
|
|
accelspeed = addspeed;
|
|
}
|
|
for (i=0 ; i<3 ; i++) {
|
|
pm->ps->velocity[i] += accelspeed * wishdir[i];
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
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;
|
|
|
|
max = abs( cmd->forwardmove );
|
|
|
|
if ( abs( cmd->rightmove ) > max ) {
|
|
max = abs( cmd->rightmove );
|
|
}
|
|
if ( abs( cmd->upmove ) > max ) {
|
|
max = abs( cmd->upmove );
|
|
}
|
|
if ( !max ) {
|
|
return 0;
|
|
}
|
|
total = sqrt( (float)(( cmd->forwardmove * cmd->forwardmove )
|
|
+ ( cmd->rightmove * cmd->rightmove )
|
|
+ ( cmd->upmove * cmd->upmove )) );
|
|
|
|
scale = (float) pm->ps->speed * max / ( 127.0f * 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_CheckJump
|
|
=============
|
|
*/
|
|
#define METROID_JUMP 1
|
|
qboolean PM_InReboundJump( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FORCEWALLREBOUND_FORWARD:
|
|
case BOTH_FORCEWALLREBOUND_LEFT:
|
|
case BOTH_FORCEWALLREBOUND_BACK:
|
|
case BOTH_FORCEWALLREBOUND_RIGHT:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InReboundHold( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FORCEWALLHOLD_FORWARD:
|
|
case BOTH_FORCEWALLHOLD_LEFT:
|
|
case BOTH_FORCEWALLHOLD_BACK:
|
|
case BOTH_FORCEWALLHOLD_RIGHT:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InReboundRelease( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FORCEWALLRELEASE_FORWARD:
|
|
case BOTH_FORCEWALLRELEASE_LEFT:
|
|
case BOTH_FORCEWALLRELEASE_BACK:
|
|
case BOTH_FORCEWALLRELEASE_RIGHT:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InBackFlip( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FLIP_BACK1:
|
|
case BOTH_FLIP_BACK2:
|
|
case BOTH_FLIP_BACK3:
|
|
case BOTH_ALORA_FLIP_B:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InSpecialJump( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_WALL_RUN_RIGHT:
|
|
case BOTH_WALL_RUN_RIGHT_STOP:
|
|
case BOTH_WALL_RUN_RIGHT_FLIP:
|
|
case BOTH_WALL_RUN_LEFT:
|
|
case BOTH_WALL_RUN_LEFT_STOP:
|
|
case BOTH_WALL_RUN_LEFT_FLIP:
|
|
case BOTH_WALL_FLIP_RIGHT:
|
|
case BOTH_WALL_FLIP_LEFT:
|
|
case BOTH_WALL_FLIP_BACK1:
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
case BOTH_BUTTERFLY_FL1:
|
|
case BOTH_BUTTERFLY_FR1:
|
|
case BOTH_FJSS_TR_BL:
|
|
case BOTH_FJSS_TL_BR:
|
|
case BOTH_FORCELEAP2_T__B_:
|
|
case BOTH_JUMPFLIPSLASHDOWN1://#
|
|
case BOTH_JUMPFLIPSTABDOWN://#
|
|
case BOTH_JUMPATTACK6:
|
|
case BOTH_JUMPATTACK7:
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_ARIAL_RIGHT:
|
|
case BOTH_ARIAL_F1:
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
|
|
case BOTH_FORCELONGLEAP_START:
|
|
case BOTH_FORCELONGLEAP_ATTACK:
|
|
case BOTH_FORCEWALLRUNFLIP_START:
|
|
case BOTH_FORCEWALLRUNFLIP_END:
|
|
case BOTH_FORCEWALLRUNFLIP_ALT:
|
|
case BOTH_FLIP_ATTACK7:
|
|
case BOTH_FLIP_HOLD7:
|
|
case BOTH_FLIP_LAND:
|
|
case BOTH_A7_SOULCAL:
|
|
return qtrue;
|
|
}
|
|
if ( PM_InReboundJump( anim ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( PM_InReboundHold( anim ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( PM_InReboundRelease( anim ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( PM_InBackFlip( anim ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
extern void CG_PlayerLockedWeaponSpeech( int jumping );
|
|
qboolean PM_ForceJumpingUp( gentity_t *gent )
|
|
{
|
|
if ( !gent || !gent->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( gent->NPC )
|
|
{//this is ONLY for the player
|
|
if ( player
|
|
&& player->client
|
|
&& player->client->ps.viewEntity == gent->s.number )
|
|
{//okay to jump if an NPC controlled by the player
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
if ( !(gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) && gent->client->ps.forceJumpCharge )
|
|
{//already jumped and let go
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_InSpecialJump( gent->client->ps.legsAnim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_InKnockDown( &gent->client->ps ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( (gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(gent)) && in_camera )
|
|
{//player can't use force powers in cinematic
|
|
return qfalse;
|
|
}
|
|
if ( gent->client->ps.groundEntityNum == ENTITYNUM_NONE //in air
|
|
&& ( (gent->client->ps.pm_flags&PMF_JUMPING) && gent->client->ps.velocity[2] > 0 )//jumped & going up or at water surface///*(gent->client->ps.waterHeightLevel==WHL_SHOULDERS&&gent->client->usercmd.upmove>0) ||*/
|
|
&& gent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 //force-jump capable
|
|
&& !(gent->client->ps.pm_flags&PMF_TRIGGER_PUSHED) )//not pushed by a trigger
|
|
{
|
|
if( gent->flags & FL_LOCK_PLAYER_WEAPONS ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qtrue );
|
|
return qfalse;
|
|
}
|
|
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(!PM_InDeathAnim())
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
|
|
}
|
|
}
|
|
|
|
qboolean PM_GentCantJump( gentity_t *gent )
|
|
{//FIXME: ugh, hacky, set a flag on NPC or something, please...
|
|
if ( gent && gent->client &&
|
|
( gent->client->NPC_class == CLASS_ATST ||
|
|
gent->client->NPC_class == CLASS_GONK ||
|
|
gent->client->NPC_class == CLASS_MARK1 ||
|
|
gent->client->NPC_class == CLASS_MARK2 ||
|
|
gent->client->NPC_class == CLASS_MOUSE ||
|
|
gent->client->NPC_class == CLASS_PROBE ||
|
|
gent->client->NPC_class == CLASS_PROTOCOL ||
|
|
gent->client->NPC_class == CLASS_R2D2 ||
|
|
gent->client->NPC_class == CLASS_R5D2 ||
|
|
gent->client->NPC_class == CLASS_SEEKER ||
|
|
gent->client->NPC_class == CLASS_REMOTE ||
|
|
gent->client->NPC_class == CLASS_SENTRY ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
static qboolean PM_CheckJump( void )
|
|
{
|
|
//Don't allow jump until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ) )
|
|
{//in knockdown
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_GentCantJump( pm->gent ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_KickingAnim( pm->ps->legsAnim ) && !PM_InAirKickingAnim( pm->ps->legsAnim ) )
|
|
{//can't jump when in a kicking anim
|
|
return qfalse;
|
|
}
|
|
/*
|
|
if ( pm->cmd.buttons & BUTTON_FORCEJUMP )
|
|
{
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
}
|
|
*/
|
|
|
|
#if METROID_JUMP
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& pm->gent && pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT || pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
|
|
{//player playing as boba fett
|
|
if ( pm->cmd.upmove > 0 )
|
|
{//turn on/go up
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && !(pm->ps->pm_flags&PMF_JUMP_HELD) )
|
|
{//double-tap - must activate while in air
|
|
if ( !JET_Flying( pm->gent ) )
|
|
{
|
|
JET_FlyStart( pm->gent );
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->cmd.upmove < 0 )
|
|
{//turn it off (or should we just go down)?
|
|
/*
|
|
if ( JET_Flying( pm->gent ) )
|
|
{
|
|
JET_FlyStop( pm->gent );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
else if ( pm->waterlevel < 3 )//|| (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) )
|
|
{
|
|
if ( pm->ps->gravity > 0 )
|
|
{//can't do this in zero-G
|
|
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
|
|
{//in the middle of a force long-jump
|
|
/*
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
&& pm->cmd.upmove > 0
|
|
&& pm->cmd.forwardmove > 0 )
|
|
*/
|
|
if ( (pm->ps->legsAnim == BOTH_FORCELONGLEAP_START || pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK)
|
|
&& pm->ps->legsAnimTimer > 0 )
|
|
{//in the air
|
|
//FIXME: need an actual set time so it doesn't matter when the attack happens
|
|
//FIXME: make sure we don't jump further than force jump 3 allows
|
|
vec3_t jFwdAngs, jFwdVec;
|
|
VectorSet( jFwdAngs, 0, pm->ps->viewangles[YAW], 0 );
|
|
AngleVectors( jFwdAngs, jFwdVec, NULL, NULL );
|
|
float oldZVel = pm->ps->velocity[2];
|
|
if ( pm->ps->legsAnimTimer > 150 && oldZVel < 0 )
|
|
{
|
|
oldZVel = 0;
|
|
}
|
|
VectorScale( jFwdVec, FORCE_LONG_LEAP_SPEED, pm->ps->velocity );
|
|
pm->ps->velocity[2] = oldZVel;
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
|
|
return qtrue;
|
|
}
|
|
else
|
|
{//landing-slide
|
|
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK )
|
|
{//still in start anim, but it's run out
|
|
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//still in air?
|
|
//hold it for another 50ms
|
|
//PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCELONGLEAP_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else
|
|
{//in land-slide anim
|
|
//FIXME: force some forward movement? Less if holding back?
|
|
}
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE//still in air
|
|
&& pm->ps->origin[2] < pm->ps->jumpZStart )//dropped below original jump start
|
|
{//slow down
|
|
pm->ps->velocity[0] *= 0.75f;
|
|
pm->ps->velocity[1] *= 0.75f;
|
|
if ( (pm->ps->velocity[0]+pm->ps->velocity[1])*0.5f<=10.0f )
|
|
{//falling straight down
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE );
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
}
|
|
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) //player-only for now
|
|
&& pm->cmd.upmove > 0 //trying to jump
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_3 //force jump 3 or better
|
|
&& pm->ps->forcePower >= FORCE_LONGJUMP_POWER //this costs 20 force to do
|
|
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)) //force-speed is on
|
|
&& pm->cmd.forwardmove > 0 //pushing forward
|
|
&& !pm->cmd.rightmove //not strafing
|
|
&& pm->ps->groundEntityNum != ENTITYNUM_NONE//not in mid-air
|
|
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)
|
|
//&& (float)(level.time-pm->ps->lastStationary) >= (3000.0f*g_timescale->value)//have to have a 3 second running start - relative to force speed slowdown
|
|
&& (level.time-pm->ps->forcePowerDebounce[FP_SPEED]) <= 250//have to have just started the force speed within the last half second
|
|
&& pm->gent )
|
|
{//start a force long-jump!
|
|
vec3_t jFwdAngs, jFwdVec;
|
|
//BOTH_FORCELONGLEAP_ATTACK if holding attack, too?
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCELONGLEAP_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
VectorSet( jFwdAngs, 0, pm->ps->viewangles[YAW], 0 );
|
|
AngleVectors( jFwdAngs, jFwdVec, NULL, NULL );
|
|
VectorScale( jFwdVec, FORCE_LONG_LEAP_SPEED, pm->ps->velocity );
|
|
pm->ps->velocity[2] = 320;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
//start force jump
|
|
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
|
|
pm->cmd.upmove = 0;
|
|
// keep track of force jump stat
|
|
if(pm->ps->clientNum == 0)
|
|
{
|
|
if( pm->gent && pm->gent->client )
|
|
{
|
|
pm->gent->client->sess.missionStats.forceUsed[(int)FP_LEVITATION]++;
|
|
}
|
|
}
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
WP_ForcePowerStop( pm->gent, FP_SPEED );
|
|
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, FORCE_LONGJUMP_POWER );//drain the required force power
|
|
G_StartMatrixEffect( pm->gent, 0, pm->ps->legsAnimTimer+500 );
|
|
return qtrue;
|
|
}
|
|
else if ( PM_InCartwheel( pm->ps->legsAnim )
|
|
|| PM_InButterfly( pm->ps->legsAnim ) )
|
|
{//can't keep jumping up in cartwheels, ariels and butterflies
|
|
}
|
|
//FIXME: still able to pogo-jump...
|
|
else if ( PM_ForceJumpingUp( pm->gent ) && (pm->ps->pm_flags&PMF_JUMP_HELD) )//||pm->ps->waterHeightLevel==WHL_SHOULDERS) )
|
|
{//force jumping && holding jump
|
|
/*
|
|
if ( !pm->ps->forceJumpZStart && (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) )
|
|
{
|
|
pm->ps->forceJumpZStart = pm->ps->origin[2];
|
|
}
|
|
*/
|
|
float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart;
|
|
//check for max force jump level and cap off & cut z vel
|
|
if ( ( curHeight<=forceJumpHeight[0] ||//still below minimum jump height
|
|
(pm->ps->forcePower&&pm->cmd.upmove>=10) ) &&////still have force power available and still trying to jump up
|
|
curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] )//still below maximum jump height
|
|
{//can still go up
|
|
//FIXME: after a certain amount of time of held jump, play force jump sound and flip if a dir is being held
|
|
//FIXME: if hit a wall... should we cut velocity or allow them to slide up it?
|
|
//FIXME: constantly drain force power at a rate by which the usage for maximum height would use up the full cost of force jump
|
|
if ( curHeight > forceJumpHeight[0] )
|
|
{//passed normal jump height *2?
|
|
if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )//haven't started forcejump yet
|
|
{
|
|
//start force jump
|
|
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
|
|
if ( pm->gent )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
// keep track of force jump stat
|
|
if(pm->ps->clientNum == 0 && pm->gent->client)
|
|
{
|
|
pm->gent->client->sess.missionStats.forceUsed[(int)FP_LEVITATION]++;
|
|
}
|
|
}
|
|
//play flip
|
|
//FIXME: do this only when they stop the jump (below) or when they're just about to hit the peak of the jump
|
|
if ( PM_InAirKickingAnim( pm->ps->legsAnim )
|
|
&& pm->ps->legsAnimTimer )
|
|
{//still in kick
|
|
}
|
|
else if ((pm->cmd.forwardmove || pm->cmd.rightmove) && //pushing in a dir
|
|
//pm->ps->legsAnim != BOTH_ARIAL_F1 &&//not already flipping
|
|
pm->ps->legsAnim != BOTH_FLIP_F &&
|
|
pm->ps->legsAnim != BOTH_FLIP_B &&
|
|
pm->ps->legsAnim != BOTH_FLIP_R &&
|
|
pm->ps->legsAnim != BOTH_FLIP_L &&
|
|
pm->ps->legsAnim != BOTH_ALORA_FLIP_1 &&
|
|
pm->ps->legsAnim != BOTH_ALORA_FLIP_2 &&
|
|
pm->ps->legsAnim != BOTH_ALORA_FLIP_3
|
|
&& cg.renderingThirdPerson//third person only
|
|
&& !cg.zoomMode //not zoomed in
|
|
&& !(pm->ps->saber[0].saberFlags&SFL_NO_FLIPS)//okay to do flips with this saber
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_FLIPS) )//okay to do flips with this saber
|
|
)
|
|
{//FIXME: this could end up playing twice if the jump is very long...
|
|
int anim = BOTH_FORCEINAIR1;
|
|
int parts = SETANIM_BOTH;
|
|
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{
|
|
/*
|
|
if ( pm->ps->forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_2 )
|
|
{
|
|
anim = BOTH_ARIAL_F1;
|
|
}
|
|
else
|
|
*/
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA && Q_irand( 0, 3 ) )
|
|
{
|
|
anim = Q_irand( BOTH_ALORA_FLIP_1, BOTH_ALORA_FLIP_3 );
|
|
}
|
|
else
|
|
{
|
|
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 )
|
|
{//FIXME: really only care if we're in a saber attack anim...
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{//FIXME: really want to know how far off ground we are, probably...
|
|
vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
int anim = -1;
|
|
AngleVectors( facingAngles, facingFwd, facingRight, NULL );
|
|
float dotR = DotProduct( facingRight, pm->ps->velocity );
|
|
float 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( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !pm->ps->legsAnimTimer )
|
|
{//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 )
|
|
{//FIXME: really only care if we're in a saber attack anim...
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//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->forcePowerLevel[FP_LEVITATION]]-curHeight)/forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]*forceJumpStrength[pm->ps->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->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;
|
|
}
|
|
pm->cmd.upmove = 0;
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
//Not jumping
|
|
if ( pm->cmd.upmove < 10 ) {
|
|
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&~(CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP) );
|
|
|
|
pm->cmd.upmove = 0;
|
|
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
VectorMA( pm->ps->velocity, JUMP_VELOCITY/2, forward, pm->ps->velocity );
|
|
//FIXME: kicking off wall anim? At least check what anim we're in?
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
|
|
}
|
|
else
|
|
{//else no surf close enough to push off of
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//need to set some things and return
|
|
//Jumping
|
|
pm->ps->forceJumpZStart = 0;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->pm_flags |= (PMF_JUMPING|PMF_JUMP_HELD);
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
|
|
if ( pm->gent )
|
|
{
|
|
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
|
|
return qtrue;
|
|
}//else no surf close enough to push off of
|
|
}
|
|
else if ( pm->cmd.upmove > 0 //want to jump
|
|
&& pm->waterlevel < 2 //not in water above ankles
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 //have force jump ability
|
|
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)//not holding jump from a previous jump
|
|
//&& !PM_InKnockDown( pm->ps )//not in a knockdown
|
|
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
|
|
&& pm->gent && WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 0 ) //have enough force power to jump
|
|
&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) )) )// yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
{
|
|
if ( pm->gent->NPC && pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank <= RANK_LT_JG )
|
|
{//reborn who are not acrobats can't do any of these acrobatics
|
|
//FIXME: extern these abilities in the .npc file!
|
|
}
|
|
else if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{//on the ground
|
|
//check for left-wall and right-wall special jumps
|
|
int anim = -1;
|
|
float vertPush = 0;
|
|
int forcePowerCostOverride = 0;
|
|
|
|
// Cartwheels/ariels/butterflies
|
|
if ( (pm->ps->weapon==WP_SABER&&G_TryingCartwheel(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/&&(pm->cmd.buttons&BUTTON_ATTACK))//using saber and holding focus + attack
|
|
// ||(pm->ps->weapon!=WP_SABER&&((pm->cmd.buttons&BUTTON_ATTACK)||(pm->cmd.buttons&BUTTON_ALT_ATTACK)) ) )//using any other weapon and hitting either attack button
|
|
&& (((pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer())&&pm->cmd.upmove > 0&& pm->ps->velocity[2] >= 0 )//jumping NPC, going up already
|
|
||((pm->ps->clientNum<MAX_CLIENTS||PM_ControlledByPlayer())&&G_TryingCartwheel(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/))//focus-holding player
|
|
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_LR )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_LR*/ )// have enough power
|
|
{//holding attack and jumping
|
|
if ( pm->cmd.rightmove > 0 )
|
|
{
|
|
// If they're using the staff we do different anims.
|
|
if ( pm->ps->saberAnimLevel == SS_STAFF
|
|
&& pm->ps->weapon == WP_SABER )
|
|
{
|
|
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|
|
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
|
|
{
|
|
anim = BOTH_BUTTERFLY_RIGHT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
}
|
|
}
|
|
else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|
|
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_CARTWHEELS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_CARTWHEELS)) )
|
|
{//okay to do cartwheels with this saber
|
|
if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )
|
|
{//player: since we're on the ground, always do a cartwheel
|
|
/*
|
|
anim = BOTH_CARTWHEEL_RIGHT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
vertPush = JUMP_VELOCITY;
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
anim = BOTH_ARIAL_RIGHT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_CARTWHEEL_RIGHT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 )
|
|
{
|
|
// If they're using the staff we do different anims.
|
|
if ( pm->ps->saberAnimLevel == SS_STAFF
|
|
&& pm->ps->weapon == WP_SABER )
|
|
{
|
|
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|
|
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
|
|
{
|
|
anim = BOTH_BUTTERFLY_LEFT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
}
|
|
}
|
|
else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|
|
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_CARTWHEELS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_CARTWHEELS)) )
|
|
{//okay to do cartwheels with this saber
|
|
if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )
|
|
{//player: since we're on the ground, always do a cartwheel
|
|
/*
|
|
anim = BOTH_CARTWHEEL_LEFT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
vertPush = JUMP_VELOCITY;
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
anim = BOTH_ARIAL_LEFT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_CARTWHEEL_LEFT;
|
|
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->cmd.rightmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{//strafing right
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{//wall-run
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_WALL_RUNS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_WALL_RUNS)) )
|
|
{//okay to do wall-runs with this saber
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
|
|
anim = BOTH_WALL_RUN_RIGHT;
|
|
}
|
|
}
|
|
else if ( pm->cmd.forwardmove == 0 )
|
|
{//wall-flip
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_WALL_FLIPS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_WALL_FLIPS)) )
|
|
{//okay to do wall-flips with this saber
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
anim = BOTH_WALL_FLIP_RIGHT;
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{//strafing left
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{//wall-run
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_WALL_RUNS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_WALL_RUNS)) )
|
|
{//okay to do wall-runs with this saber
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
|
|
anim = BOTH_WALL_RUN_LEFT;
|
|
}
|
|
}
|
|
else if ( pm->cmd.forwardmove == 0 )
|
|
{//wall-flip
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_WALL_FLIPS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_WALL_FLIPS)) )
|
|
{//okay to do wall-flips with this saber
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
anim = BOTH_WALL_FLIP_LEFT;
|
|
}
|
|
}
|
|
}
|
|
else if ( /*pm->ps->clientNum >= MAX_CLIENTS//not the player
|
|
&& !PM_ControlledByPlayer() //not controlled by player
|
|
&&*/ pm->cmd.forwardmove > 0 //pushing forward
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )//have jump 2 or higher
|
|
{//step off wall, flip backwards
|
|
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 /*200*200*/)
|
|
{//have to be moving... FIXME: make sure it's opposite the wall... or at least forward?
|
|
if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
|
|
{//run all the way up wwall
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_WALL_RUNS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_WALL_RUNS)) )
|
|
{//okay to do wall-runs with this saber
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
|
|
anim = BOTH_FORCEWALLRUNFLIP_START;
|
|
}
|
|
}
|
|
else
|
|
{//run just a couple steps up
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_WALL_FLIPS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_WALL_FLIPS)) )
|
|
{//okay to do wall-flips with this saber
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
anim = BOTH_WALL_FLIP_BACK1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->cmd.forwardmove < 0 //pushing back
|
|
//&& pm->ps->clientNum//not the player
|
|
&& !(pm->cmd.buttons&BUTTON_ATTACK) )//not attacking
|
|
{//back-jump does backflip... FIXME: always?! What about just doing a normal jump backwards?
|
|
if ( pm->ps->velocity[2] >= 0 )
|
|
{//must be going up already
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_FLIPS)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_FLIPS)) )
|
|
{//okay to do backstabs with this saber
|
|
vertPush = JUMP_VELOCITY;
|
|
if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA && !Q_irand( 0, 2 ) )
|
|
{
|
|
anim = BOTH_ALORA_FLIP_B;
|
|
}
|
|
else
|
|
{
|
|
anim = PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( VectorLengthSquared( pm->ps->velocity ) < 256 /*16 squared*/)
|
|
{//not moving
|
|
if ( pm->ps->weapon == WP_SABER && (pm->cmd.buttons & BUTTON_ATTACK) )
|
|
{
|
|
saberMoveName_t overrideJumpAttackUpMove = LS_INVALID;
|
|
if ( pm->ps->saber[0].jumpAtkUpMove != LS_INVALID )
|
|
{
|
|
if ( pm->ps->saber[0].jumpAtkUpMove != LS_NONE )
|
|
{//actually overriding
|
|
overrideJumpAttackUpMove = (saberMoveName_t)pm->ps->saber[0].jumpAtkUpMove;
|
|
}
|
|
else if ( pm->ps->dualSabers
|
|
&& pm->ps->saber[1].jumpAtkUpMove > LS_NONE )
|
|
{//would be cancelling it, but check the second saber, too
|
|
overrideJumpAttackUpMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkUpMove;
|
|
}
|
|
else
|
|
{//nope, just cancel it
|
|
overrideJumpAttackUpMove = LS_NONE;
|
|
}
|
|
}
|
|
else if ( pm->ps->dualSabers
|
|
&& pm->ps->saber[1].jumpAtkUpMove != LS_INVALID )
|
|
{//first saber not overridden, check second
|
|
overrideJumpAttackUpMove = (saberMoveName_t)pm->ps->saber[0].jumpAtkUpMove;
|
|
}
|
|
if ( overrideJumpAttackUpMove != LS_INVALID )
|
|
{//do this move instead
|
|
if ( overrideJumpAttackUpMove != LS_NONE )
|
|
{
|
|
anim = saberMoveData[overrideJumpAttackUpMove].animToUse;
|
|
}
|
|
}
|
|
else if ( pm->ps->saberAnimLevel == SS_MEDIUM )
|
|
{
|
|
/*
|
|
//Only tavion does these now
|
|
if ( pm->ps->clientNum && Q_irand( 0, 1 ) )
|
|
{//butterfly... FIXME: does direction matter?
|
|
vertPush = JUMP_VELOCITY;
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
anim = BOTH_BUTTERFLY_LEFT;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_BUTTERFLY_RIGHT;
|
|
}
|
|
}
|
|
else
|
|
*/if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )//NOTE: pretty much useless, so player never does these
|
|
{//jump-spin FIXME: does direction matter?
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/1.5f;
|
|
if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
|
|
{
|
|
anim = BOTH_ALORA_SPIN;
|
|
}
|
|
else
|
|
{
|
|
anim = Q_irand( BOTH_FJSS_TR_BL, BOTH_FJSS_TL_BR );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( anim != -1 && PM_HasAnimation( pm->gent, anim ) )
|
|
{
|
|
vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
qboolean doTrace = qfalse;
|
|
int contents = CONTENTS_SOLID;
|
|
|
|
AngleVectors( fwdAngles, fwd, right, NULL );
|
|
|
|
//trace-check for a wall, if necc.
|
|
switch ( anim )
|
|
{
|
|
case BOTH_WALL_FLIP_LEFT:
|
|
if ( g_debugMelee->integer )
|
|
{
|
|
contents |= CONTENTS_BODY;
|
|
}
|
|
//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:
|
|
if ( g_debugMelee->integer )
|
|
{
|
|
contents |= CONTENTS_BODY;
|
|
}
|
|
//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:
|
|
if ( g_debugMelee->integer )
|
|
{
|
|
contents |= CONTENTS_BODY;
|
|
}
|
|
doTrace = qtrue;
|
|
VectorMA( pm->ps->origin, 32, fwd, traceto );//was 16
|
|
break;
|
|
|
|
case BOTH_FORCEWALLRUNFLIP_START:
|
|
if ( g_debugMelee->integer )
|
|
{
|
|
contents |= CONTENTS_BODY;
|
|
}
|
|
doTrace = qtrue;
|
|
VectorMA( pm->ps->origin, 32, fwd, traceto );//was 16
|
|
break;
|
|
}
|
|
|
|
vec3_t idealNormal={0}, wallNormal={0};
|
|
if ( doTrace )
|
|
{
|
|
//FIXME: all these jump ones should check for head clearance
|
|
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 ( anim == BOTH_WALL_FLIP_LEFT )
|
|
{//sigh.. check for bottomless pit to the right
|
|
trace_t trace2;
|
|
vec3_t start;
|
|
VectorMA( pm->ps->origin, 128, right, traceto );
|
|
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
|
|
if ( !trace2.allsolid && !trace2.startsolid )
|
|
{
|
|
VectorCopy( trace2.endpos, traceto );
|
|
VectorCopy( traceto, start );
|
|
traceto[2] -= 384;
|
|
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
|
|
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
|
|
{//bottomless pit!
|
|
trace.fraction = 1.0f;//way to stop it from doing the side-flip
|
|
}
|
|
}
|
|
}
|
|
else if ( anim == BOTH_WALL_FLIP_RIGHT )
|
|
{//sigh.. check for bottomless pit to the left
|
|
trace_t trace2;
|
|
vec3_t start;
|
|
VectorMA( pm->ps->origin, -128, right, traceto );
|
|
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
|
|
if ( !trace2.allsolid && !trace2.startsolid )
|
|
{
|
|
VectorCopy( trace2.endpos, traceto );
|
|
VectorCopy( traceto, start );
|
|
traceto[2] -= 384;
|
|
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
|
|
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
|
|
{//bottomless pit!
|
|
trace.fraction = 1.0f;//way to stop it from doing the side-flip
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( anim == BOTH_WALL_FLIP_BACK1
|
|
|| anim == BOTH_FORCEWALLRUNFLIP_START )
|
|
{//trace up and forward a little to make sure the wall it at least 64 tall
|
|
if ( (contents&CONTENTS_BODY)//included entitied
|
|
&& (trace.contents&CONTENTS_BODY) //hit an entity
|
|
&& g_entities[trace.entityNum].client )//hit a client
|
|
{//no need to trace up, it's all good...
|
|
if ( PM_InOnGroundAnim( &g_entities[trace.entityNum].client->ps ) )//on the ground, no jump
|
|
{//can't jump off guys on ground
|
|
trace.fraction = 1.0f;//way to stop if from doing the jump
|
|
}
|
|
else if ( anim == BOTH_FORCEWALLRUNFLIP_START )
|
|
{//instead of wall-running up, do the backflip
|
|
anim = BOTH_WALL_FLIP_BACK1;
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
}
|
|
}
|
|
else if ( anim == BOTH_WALL_FLIP_BACK1 )
|
|
{
|
|
trace_t trace2;
|
|
vec3_t start;
|
|
VectorCopy( pm->ps->origin, start );
|
|
start[2] += 64;
|
|
VectorMA( start, 32, fwd, traceto );
|
|
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
|
|
if ( trace2.allsolid
|
|
|| trace2.startsolid
|
|
|| trace2.fraction >= 1.0f )
|
|
{//no room above or no wall in front at that height
|
|
trace.fraction = 1.0f;//way to stop if from doing the jump
|
|
}
|
|
}
|
|
}
|
|
if ( trace.fraction < 1.0f )
|
|
{//still valid to jump
|
|
if ( anim == BOTH_WALL_FLIP_BACK1 )
|
|
{//sigh.. check for bottomless pit to the rear
|
|
trace_t trace2;
|
|
vec3_t start;
|
|
VectorMA( pm->ps->origin, -128, fwd, traceto );
|
|
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
|
|
if ( !trace2.allsolid && !trace2.startsolid )
|
|
{
|
|
VectorCopy( trace2.endpos, traceto );
|
|
VectorCopy( traceto, start );
|
|
traceto[2] -= 384;
|
|
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
|
|
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
|
|
{//bottomless pit!
|
|
trace.fraction = 1.0f;//way to stop it from doing the side-flip
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
|
|
if ( !doTrace || (trace.fraction < 1.0f&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(wallNormal,idealNormal)>0.7)) )
|
|
{//there is a wall there
|
|
|
|
if ( (anim != BOTH_WALL_RUN_LEFT
|
|
&& anim != BOTH_WALL_RUN_RIGHT
|
|
&& anim != BOTH_FORCEWALLRUNFLIP_START)
|
|
|| (wallNormal[2] >= 0.0f && wallNormal[2] <= MAX_WALL_RUN_Z_NORMAL) )
|
|
{//wall-runs can only run on relatively flat walls, sorry.
|
|
if ( anim == BOTH_ARIAL_LEFT || anim == BOTH_CARTWHEEL_LEFT )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -185, right, pm->ps->velocity );
|
|
}
|
|
else if ( anim == BOTH_ARIAL_RIGHT || anim == BOTH_CARTWHEEL_RIGHT )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, 185, right, pm->ps->velocity );
|
|
}
|
|
else if ( anim == BOTH_BUTTERFLY_LEFT )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -190, right, pm->ps->velocity );
|
|
}
|
|
else if ( anim == BOTH_BUTTERFLY_RIGHT )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, 190, right, pm->ps->velocity );
|
|
}
|
|
//move me to side
|
|
else 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_ALORA_FLIP_B
|
|
|| anim == BOTH_WALL_FLIP_BACK1 )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
|
|
}
|
|
//kick if jumping off an ent
|
|
if ( doTrace
|
|
&& anim != BOTH_WALL_RUN_LEFT
|
|
&& anim != BOTH_WALL_RUN_RIGHT
|
|
&& anim != BOTH_FORCEWALLRUNFLIP_START)
|
|
{
|
|
if ( pm->gent && trace.entityNum < ENTITYNUM_WORLD )
|
|
{
|
|
if ( traceEnt
|
|
&& traceEnt->client
|
|
&& traceEnt->health > 0
|
|
&& traceEnt->takedamage
|
|
&& traceEnt->client->NPC_class != CLASS_GALAKMECH
|
|
&& traceEnt->client->NPC_class != CLASS_DESANN
|
|
&& !(traceEnt->flags&FL_NO_KNOCKBACK) )
|
|
{//push them away and do pain
|
|
vec3_t oppDir, fxDir;
|
|
float strength = VectorNormalize2( pm->ps->velocity, oppDir );
|
|
VectorScale( oppDir, -1, oppDir );
|
|
//FIXME: need knockdown anim
|
|
G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
VectorCopy( fwd, fxDir );
|
|
VectorScale( fxDir, -1, fxDir );
|
|
G_PlayEffect( G_EffectIndex( "melee/kick_impact" ), trace.endpos, fxDir );
|
|
//G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
|
|
if ( traceEnt->health > 0 )
|
|
{//didn't kill him
|
|
if ( (traceEnt->s.number==0&&!Q_irand(0,g_spskill->integer))
|
|
|| (traceEnt->NPC!=NULL&&Q_irand(RANK_CIVILIAN,traceEnt->NPC->rank)+Q_irand(-2,2)<RANK_ENSIGN) )
|
|
{
|
|
NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
G_Throw( traceEnt, oppDir, strength );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//up
|
|
if ( vertPush )
|
|
{
|
|
pm->ps->velocity[2] = vertPush;
|
|
}
|
|
//animate me
|
|
if ( anim == BOTH_BUTTERFLY_RIGHT )
|
|
{
|
|
PM_SetSaberMove( LS_BUTTERFLY_RIGHT );
|
|
}
|
|
else if ( anim == BOTH_BUTTERFLY_LEFT )
|
|
{
|
|
PM_SetSaberMove( LS_BUTTERFLY_LEFT );
|
|
}
|
|
else
|
|
{//not a proper saberMove, so do set all the details manually
|
|
int parts = SETANIM_LEGS;
|
|
if ( /*anim == BOTH_BUTTERFLY_LEFT ||
|
|
anim == BOTH_BUTTERFLY_RIGHT ||*/
|
|
anim == BOTH_FJSS_TR_BL ||
|
|
anim == BOTH_FJSS_TL_BR )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
pm->cmd.buttons&=~BUTTON_ATTACK;
|
|
pm->ps->saberMove = LS_NONE;
|
|
pm->gent->client->ps.SaberActivateTrail( 300 );
|
|
}
|
|
else if ( !pm->ps->weaponTime )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
if ( /*anim == BOTH_BUTTERFLY_LEFT
|
|
|| anim == BOTH_BUTTERFLY_RIGHT
|
|
||*/ anim == BOTH_FJSS_TR_BL
|
|
|| anim == BOTH_FJSS_TL_BR
|
|
|| anim == BOTH_FORCEWALLRUNFLIP_START )
|
|
{
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else if ( anim == BOTH_WALL_FLIP_LEFT
|
|
|| anim == BOTH_WALL_FLIP_RIGHT
|
|
|| anim == BOTH_WALL_FLIP_BACK1 )
|
|
{//let us do some more moves after this
|
|
pm->ps->saberAttackChainCount = 0;
|
|
}
|
|
}
|
|
pm->ps->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);
|
|
pm->cmd.upmove = 0;
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, forcePowerCostOverride );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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 = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
int anim = -1;
|
|
|
|
AngleVectors( fwdAngles, NULL, right, NULL );
|
|
|
|
if ( legsAnim == BOTH_WALL_RUN_LEFT )
|
|
{
|
|
if ( pm->ps->legsAnimTimer > 400 )
|
|
{//not at the end of the anim
|
|
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_LEFT );
|
|
if ( pm->ps->legsAnimTimer < 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->legsAnimTimer > 400 )
|
|
{//not at the end of the anim
|
|
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_RIGHT );
|
|
if ( pm->ps->legsAnimTimer < 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
|
|
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 );
|
|
}
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
pm->cmd.upmove = 0;
|
|
}
|
|
}
|
|
if ( pm->cmd.upmove != 0 )
|
|
{//jump failed, so don't try to do normal jump code, just return
|
|
return qfalse;
|
|
}
|
|
}
|
|
else if ( pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START )
|
|
{//want to jump off wall
|
|
vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
int anim = -1;
|
|
|
|
AngleVectors( fwdAngles, fwd, NULL, NULL );
|
|
|
|
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_FORCEWALLRUNFLIP_START );
|
|
if ( pm->ps->legsAnimTimer < animLen - 250 )//was 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
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
VectorMA( pm->ps->velocity, WALL_RUN_UP_BACKFLIP_SPEED, fwd, pm->ps->velocity );
|
|
pm->ps->velocity[2] += 200;
|
|
int parts = SETANIM_LEGS;
|
|
if ( !pm->ps->weaponTime )
|
|
{//not attacking, set anim on both
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
PM_SetAnim( pm, 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;
|
|
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
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
|
|
&& !(pm->ps->pm_flags&PMF_JUMP_HELD) //not holding jump
|
|
&& (level.time - pm->ps->lastOnGround) <= 250 //just jumped
|
|
)//&& !(pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{//double-tap back-jump does backflip
|
|
vec3_t fwd, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
|
|
AngleVectors( fwdAngles, fwd, NULL, NULL );
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
|
|
//pm->ps->velocity[2] = JUMP_VELOCITY;
|
|
int parts = SETANIM_LEGS;
|
|
if ( !pm->ps->weaponTime )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
PM_SetAnim( pm, parts, PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
pm->ps->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;
|
|
pm->cmd.upmove = 0;
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
|
|
}
|
|
*/
|
|
/*
|
|
else if ( pm->cmd.forwardmove > 0 //pushing forward
|
|
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //have force jump 2 or higher
|
|
&& (level.time - pm->ps->lastOnGround) <= 250//just jumped
|
|
&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 )//not in a flip or spin or anything
|
|
{//run up wall, flip backwards
|
|
//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 = CONTENTS_SOLID;
|
|
qboolean kick = qtrue;
|
|
if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
|
|
{
|
|
wallWalkAnim = BOTH_FORCEWALLRUNFLIP_START;
|
|
parts = SETANIM_BOTH;
|
|
kick = qfalse;
|
|
}
|
|
else
|
|
{
|
|
contents |= CONTENTS_BODY;
|
|
if ( !pm->ps->weaponTime )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
}
|
|
if ( PM_HasAnimation( pm->gent, wallWalkAnim ) )
|
|
{
|
|
vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
vec3_t idealNormal;
|
|
|
|
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 );
|
|
gentity_t *traceEnt = &g_entities[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 );
|
|
}
|
|
//animate me
|
|
PM_SetAnim( pm, parts, wallWalkAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
pm->ps->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;
|
|
pm->cmd.upmove = 0;
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
|
|
//kick if jumping off an ent
|
|
if ( kick && pm->gent && trace.entityNum < ENTITYNUM_WORLD )
|
|
{
|
|
if ( traceEnt
|
|
&& traceEnt->client
|
|
&& traceEnt->health > 0
|
|
&& traceEnt->takedamage
|
|
&& traceEnt->client->NPC_class != CLASS_GALAKMECH
|
|
&& traceEnt->client->NPC_class != CLASS_DESANN
|
|
&& !(traceEnt->flags&FL_NO_KNOCKBACK) )
|
|
{//push them away and do pain
|
|
vec3_t oppDir;
|
|
float strength = VectorNormalize2( pm->ps->velocity, oppDir );
|
|
VectorScale( oppDir, -1, oppDir );
|
|
//FIXME: need knockdown anim
|
|
G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
|
|
if ( trace.fraction <= 0.5f )
|
|
{//close to him
|
|
if ( traceEnt->health > 0 )
|
|
{//didn't kill him
|
|
if ( (traceEnt->s.number==0&&!Q_irand(0,g_spskill->integer))
|
|
|| (traceEnt->NPC!=NULL&&Q_irand(RANK_CIVILIAN,traceEnt->NPC->rank)+Q_irand(-2,2)<RANK_ENSIGN) )
|
|
{
|
|
NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
G_Throw( traceEnt, oppDir, strength );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
else if ( (pm->ps->legsAnimTimer<=100
|
|
||!PM_InSpecialJump( legsAnim )//not in a special jump anim
|
|
||PM_InReboundJump( legsAnim )//we're already in a rebound
|
|
||PM_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->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2//level 3 jump or better
|
|
&& pm->ps->forcePower > 10 //have enough force power to do another one
|
|
&& (level.time-pm->ps->lastOnGround) > 250 //haven't been on the ground in the last 1/4 of a second
|
|
&& (!(pm->ps->pm_flags&PMF_JUMPING)//not jumping
|
|
|| ( (level.time-pm->ps->lastOnGround) > 250 //we are jumping, but have been in the air for at least half a second
|
|
&&( g_debugMelee->integer//if you know kung fu, no height cap on wall-grab-jumps
|
|
|| ((pm->ps->origin[2]-pm->ps->forceJumpZStart) < (forceJumpHeightMax[FORCE_LEVEL_3]-(G_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 ( !(pm->ps->saber[0].saberFlags&SFL_NO_WALL_GRAB)
|
|
&& ( !pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_WALL_GRAB) ) )
|
|
{//okay to do wall-grabs with this saber
|
|
//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 = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
vec3_t idealNormal;
|
|
int anim = -1;
|
|
|
|
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
|
|
VectorMA( pm->ps->origin, 16, checkDir, traceto );//was 8
|
|
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 );
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( trace.fraction < 1.0f
|
|
&& fabs(trace.plane.normal[2]) <= 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?
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->gent
|
|
//&& pm->cmd.upmove > 0
|
|
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
|
|
&& pm->ps->weapon == WP_SABER
|
|
&& (pm->ps->weaponTime > 0||(pm->cmd.buttons&BUTTON_ATTACK))
|
|
&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode)) )
|
|
{//okay, we just jumped and we're in an attack
|
|
if ( !PM_RollingAnim( pm->ps->legsAnim )
|
|
&& !PM_InKnockDown( pm->ps )
|
|
&& !PM_InDeathAnim()
|
|
&& !PM_PainAnim( pm->ps->torsoAnim )
|
|
&& !PM_FlippingAnim( pm->ps->legsAnim )
|
|
&& !PM_SpinningAnim( pm->ps->legsAnim )
|
|
&& !PM_SaberInSpecialAttack( pm->ps->torsoAnim ) )
|
|
{//HMM... do NPCs need this logic?
|
|
if ( !PM_SaberInTransitionAny( pm->ps->saberMove ) //not going to/from/between an attack anim
|
|
&& !PM_SaberInAttack( pm->ps->saberMove ) //not in attack anim
|
|
&& pm->ps->weaponTime <= 0//not busy
|
|
&& (pm->cmd.buttons&BUTTON_ATTACK) )//want to attack
|
|
{//not in an attack or finishing/starting/transitioning one
|
|
if ( PM_CheckBackflipAttackMove() )
|
|
{
|
|
PM_SetSaberMove( PM_SaberBackflipAttackMove() );//backflip attack
|
|
}
|
|
/*
|
|
else if ( PM_CheckSaberDualJumpAttackMove() )
|
|
{
|
|
PM_SetSaberMove( PM_SaberDualJumpAttackMove() );//jump forward sideways flip attack
|
|
}
|
|
*/
|
|
}
|
|
/*
|
|
else if ( ( PM_SaberInTransitionAny( pm->ps->saberMove ) || PM_SaberInAttack( pm->ps->saberMove ) )
|
|
&& PM_InAnimForSaberMove( pm->ps->torsoAnim, 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( g_entities[pm->ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)pm->ps->torsoAnim );
|
|
if ( animLength - pm->ps->torsoAnimTimer < 500 )
|
|
{//just started the saberMove
|
|
//check for special-case jump attacks
|
|
if ( PM_CheckFlipOverAttackMove( qtrue ) )
|
|
{
|
|
PM_SetSaberMove( PM_SaberFlipOverAttackMove() );
|
|
}
|
|
else if ( PM_CheckJumpAttackMove() )
|
|
{
|
|
PM_SetSaberMove( PM_SaberJumpAttackMove() );
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->cmd.upmove > 0 )
|
|
{//no special jumps
|
|
/*
|
|
gentity_t *groundEnt = &g_entities[pm->ps->groundEntityNum];
|
|
if ( groundEnt && groundEnt->NPC )
|
|
{//Can't jump off of someone's head
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
pm->ps->velocity[2] = JUMP_VELOCITY;
|
|
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
|
|
pm->ps->pm_flags |= PMF_JUMPING;
|
|
}
|
|
|
|
if ( d_JediAI->integer )
|
|
{
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
|
|
{
|
|
Com_Printf( "jumping\n" );
|
|
}
|
|
}
|
|
//Jumping
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
|
|
if ( pm->gent )
|
|
{
|
|
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
|
|
//Set the animations
|
|
if ( pm->ps->gravity > 0 && !PM_InSpecialJump( pm->ps->legsAnim ) && !PM_InGetUp( pm->ps ) )
|
|
{
|
|
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;
|
|
}
|
|
|
|
if ( pm->cmd.forwardmove <= 0 && pm->cmd.upmove <= 0 )
|
|
{//they must not want to get out?
|
|
return qfalse;
|
|
}
|
|
// check for water jump
|
|
if ( pm->waterlevel != 2 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) {
|
|
if (pm->ps->velocity[2] <= 0)
|
|
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] += 24;
|
|
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&(CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_BODY) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// jump out of water
|
|
VectorScale( pml.forward, 200, pm->ps->velocity );
|
|
pm->ps->velocity[2] = 350+((pm->ps->waterheight-pm->ps->origin[2])*2);
|
|
|
|
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( 1 );
|
|
|
|
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;
|
|
}
|
|
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && pm->waterlevel < 3 )
|
|
{
|
|
if ( PM_CheckJump () ) {
|
|
// jumped away
|
|
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;
|
|
if ( pm->watertype & CONTENTS_LADDER ) {
|
|
wishvel[2] = 0;
|
|
} else {
|
|
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;
|
|
if ( !(pm->watertype&CONTENTS_LADDER) ) //ladder
|
|
{
|
|
float depth = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;
|
|
if ( depth >= 12 )
|
|
{//too high!
|
|
wishvel[2] -= 120; // sink towards bottom
|
|
if ( wishvel[2] > 0 )
|
|
{
|
|
wishvel[2] = 0;
|
|
}
|
|
}
|
|
else if ( pm->ps->waterHeightLevel >= WHL_UNDER )//!depth && pm->waterlevel == 3 )
|
|
{
|
|
}
|
|
else if ( depth < 12 )
|
|
{//still deep
|
|
wishvel[2] -= 60; // sink towards bottom
|
|
if ( wishvel[2] > 30 )
|
|
{
|
|
wishvel[2] = 30;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) //ladder
|
|
{
|
|
if ( wishspeed > pm->ps->speed * pm_ladderScale ) {
|
|
wishspeed = pm->ps->speed * pm_ladderScale;
|
|
}
|
|
PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate );
|
|
} else {
|
|
if ( pm->ps->gravity < 0 )
|
|
{//float up
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
}
|
|
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 && (USENEWNAVSYSTEM || !VectorCompare( pm->ps->moveDir, vec3_origin )) )
|
|
{//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;
|
|
float accel;
|
|
qboolean lowGravMove = qfalse;
|
|
qboolean jetPackMove = qfalse;
|
|
|
|
// normal slowdown
|
|
PM_Friction ();
|
|
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) && pm->gent->client->moveType == MT_FLYSWIM )
|
|
{//jetpack accel
|
|
accel = pm_flyaccelerate;
|
|
jetPackMove = qtrue;
|
|
}
|
|
else if ( pm->ps->gravity <= 0
|
|
&& ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || (pm->gent&&pm->gent->client&&pm->gent->client->moveType == MT_RUNJUMP)) )
|
|
{
|
|
PM_CheckJump();
|
|
accel = 1.0f;
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
pm->ps->jumpZStart = pm->ps->origin[2];//so we don't take a lot of damage when the gravity comes back on
|
|
lowGravMove = qtrue;
|
|
}
|
|
else
|
|
{
|
|
accel = pm_flyaccelerate;
|
|
}
|
|
|
|
scale = PM_CmdScale( &pm->cmd );
|
|
//
|
|
// user intentions
|
|
//
|
|
if ( !scale )
|
|
{
|
|
wishvel[0] = 0;
|
|
wishvel[1] = 0;
|
|
wishvel[2] = 0;
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
|
|
}
|
|
if ( jetPackMove )
|
|
{
|
|
wishvel[2] += pm->cmd.upmove;
|
|
}
|
|
else if ( lowGravMove )
|
|
{
|
|
wishvel[2] += scale * pm->cmd.upmove;
|
|
VectorScale( wishvel, 0.5f, wishvel );
|
|
}
|
|
}
|
|
|
|
VectorCopy( wishvel, wishdir );
|
|
wishspeed = VectorNormalize( wishdir );
|
|
|
|
PM_Accelerate( wishdir, wishspeed, accel );
|
|
|
|
PM_StepSlideMove( 1 );
|
|
}
|
|
|
|
qboolean PM_GroundSlideOkay( float zNormal )
|
|
{
|
|
if ( zNormal > 0 )
|
|
{
|
|
if ( pm->ps->velocity[2] > 0 )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND
|
|
|| PM_InReboundJump( pm->ps->legsAnim ))
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
/*
|
|
===================
|
|
PM_AirMove
|
|
|
|
===================
|
|
*/
|
|
static void PM_AirMove( void ) {
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
float wishspeed;
|
|
float scale;
|
|
usercmd_t cmd;
|
|
float gravMod = 1.0f;
|
|
|
|
#if METROID_JUMP
|
|
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);
|
|
|
|
Vehicle_t *pVeh = NULL;
|
|
|
|
if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
pVeh = pm->gent->m_pVehicle;
|
|
}
|
|
|
|
if ( pVeh && pVeh->m_pVehicleInfo->hoverHeight > 0 )
|
|
{//in a hovering vehicle, have air control
|
|
|
|
// Flying Or Breaking, No Control
|
|
//--------------------------------
|
|
if ( pVeh->m_ulFlags&VEH_FLYING || pVeh->m_ulFlags&VEH_SLIDEBREAKING)
|
|
{
|
|
wishspeed = 0.0f;
|
|
VectorClear( wishvel );
|
|
VectorClear( wishdir );
|
|
}
|
|
|
|
// Out Of Control - Maintain pos3 Velocity
|
|
//-----------------------------------------
|
|
else if ((pVeh->m_ulFlags&VEH_OUTOFCONTROL) || (pVeh->m_ulFlags&VEH_STRAFERAM))
|
|
{
|
|
VectorCopy(pm->gent->pos3, wishvel);
|
|
VectorCopy(wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
}
|
|
|
|
// Boarding - Maintain Boarding Velocity
|
|
//---------------------------------------
|
|
else if (pVeh->m_iBoarding)
|
|
{
|
|
VectorCopy(pVeh->m_vBoardingVelocity, wishvel);
|
|
VectorCopy(wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
}
|
|
|
|
// Otherwise, Normal Velocity
|
|
//----------------------------
|
|
else
|
|
{
|
|
wishspeed = pm->ps->speed;
|
|
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
|
|
VectorCopy( pm->ps->moveDir, wishdir );
|
|
}
|
|
}
|
|
else if ( (pm->ps->pm_flags&PMF_SLOW_MO_FALL) )
|
|
{//no air-control
|
|
VectorClear( 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);
|
|
|
|
if ( ( DotProduct (pm->ps->velocity, wishdir) ) < 0.0f )
|
|
{//Encourage deceleration away from the current velocity
|
|
wishspeed *= pm_airDecelRate;
|
|
}
|
|
|
|
// not on ground, so little effect on velocity
|
|
float accelerate = pm_airaccelerate;
|
|
if ( pVeh && pVeh->m_pVehicleInfo->type == VH_SPEEDER )
|
|
{//speeders have more control in air
|
|
//in mid-air
|
|
accelerate = pVeh->m_pVehicleInfo->acceleration;
|
|
if ( pml.groundPlane )
|
|
{//on a slope of some kind, shouldn't have much control and should slide a lot
|
|
accelerate *= 0.5f;
|
|
}
|
|
if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
|
|
{
|
|
VectorScale(pm->ps->velocity, 0.80f, pm->ps->velocity);
|
|
}
|
|
if (pm->ps->velocity[2]>1000.0f)
|
|
{
|
|
pm->ps->velocity[2] = 1000.0f;
|
|
}
|
|
}
|
|
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_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
|
|
{
|
|
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
|
|
pm->ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0
|
|
&& pm->ps->forceJumpZStart
|
|
&& pm->ps->velocity[2] > 0 )
|
|
{//I am force jumping and I'm not holding the button anymore
|
|
float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart + (pm->ps->velocity[2]*pml.frametime);
|
|
float maxJumpHeight = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
|
|
if ( curHeight >= maxJumpHeight )
|
|
{//reached top, cut velocity
|
|
pm->ps->velocity[2] = 0;
|
|
}
|
|
}
|
|
if ( (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
|
|
{
|
|
gravMod = 0.0f;
|
|
}
|
|
PM_StepSlideMove( gravMod );
|
|
|
|
if (pVeh && pm->ps->pm_flags&PMF_BUMPED)
|
|
{
|
|
|
|
/*
|
|
// Turn Vehicle In Direction Of Collision
|
|
//----------------------------------------
|
|
vec3_t nAngles;
|
|
vectoangles(pm->ps->velocity, nAngles);
|
|
nAngles[0] = pVeh->m_pParentEntity->client->ps.viewangles[0];
|
|
nAngles[2] = pVeh->m_pParentEntity->client->ps.viewangles[2];
|
|
|
|
// toggle the teleport bit so the client knows to not lerp
|
|
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
|
|
|
|
// set angles
|
|
SetClientViewAngle( pVeh->m_pParentEntity, nAngles );
|
|
if (pVeh->m_pPilot)
|
|
{
|
|
SetClientViewAngle( pVeh->m_pPilot, nAngles );
|
|
}
|
|
|
|
VectorCopy(nAngles, pVeh->m_vPrevOrientation);
|
|
VectorCopy(nAngles, pVeh->m_vOrientation);
|
|
pVeh->m_vAngularVelocity = 0.0f;
|
|
*/
|
|
|
|
// Reduce "Bounce Up Wall" Velocity
|
|
//----------------------------------
|
|
if (pm->ps->velocity[2]>0)
|
|
{
|
|
pm->ps->velocity[2] *= 0.1f;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_WalkMove
|
|
|
|
===================
|
|
*/
|
|
static void PM_WalkMove( void ) {
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
float wishspeed;
|
|
float scale;
|
|
usercmd_t cmd;
|
|
float accelerate;
|
|
float vel;
|
|
|
|
if ( pm->ps->gravity < 0 )
|
|
{//float away
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
if ( pm->waterlevel > 1 ) {
|
|
PM_WaterMove();
|
|
} else {
|
|
PM_AirMove();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
|
|
// begin swimming
|
|
PM_WaterMove();
|
|
return;
|
|
}
|
|
|
|
|
|
if ( PM_CheckJump () ) {
|
|
// jumped away
|
|
if ( pm->waterlevel > 1 ) {
|
|
PM_WaterMove();
|
|
} else {
|
|
PM_AirMove();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE &&//on ground
|
|
pm->ps->velocity[2] <= 0 &&//not going up
|
|
pm->ps->pm_flags&PMF_TIME_KNOCKBACK )//knockback fimter on (stops friction)
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_TIME_KNOCKBACK;
|
|
}
|
|
|
|
qboolean slide = qfalse;
|
|
if ( pm->ps->pm_type == PM_DEAD )
|
|
{//corpse
|
|
if ( g_entities[pm->ps->groundEntityNum].client )
|
|
{//on a client
|
|
if ( g_entities[pm->ps->groundEntityNum].health > 0 )
|
|
{//a living client
|
|
//no friction
|
|
slide = qtrue;
|
|
}
|
|
}
|
|
}
|
|
if ( !slide )
|
|
{
|
|
PM_Friction ();
|
|
}
|
|
|
|
if ( g_debugMelee->integer )
|
|
{
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//player
|
|
&& cg.renderingThirdPerson//in third person
|
|
&& ((pm->cmd.buttons&BUTTON_USE)||pm->ps->leanStopDebounceTime)//holding use or leaning
|
|
//&& (pm->ps->forcePowersActive&(1<<FP_SPEED))
|
|
&& pm->ps->groundEntityNum != ENTITYNUM_NONE//on ground
|
|
&& !cg_usingInFrontOf )//nothing to use
|
|
{//holding use stops you from moving
|
|
return;
|
|
}
|
|
}
|
|
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);
|
|
|
|
/* if ( ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE ) && pm->gent->NPC )
|
|
{//speeder control scheme
|
|
vec3_t vfwd, vrt;
|
|
AngleVectors( ((CVehicleNPC *)pm->gent->NPC)->m_vOrientation, vfwd, vrt, NULL );
|
|
|
|
float speed = pm->ps->speed;
|
|
if ( fmove < 0 )
|
|
{//going backwards
|
|
if ( speed < 0 )
|
|
{//speed is negative, but since our command is reverse, make speed positive
|
|
speed = fabs( speed );
|
|
}
|
|
else if ( speed > 0 )
|
|
{//trying to move back but speed is still positive, so keep moving forward (we'll slow down eventually)
|
|
speed *= -1;
|
|
}
|
|
}
|
|
VectorScale( vfwd, speed*fmove/127.0f, wishvel );
|
|
//VectorMA( wishvel, pm->ps->speed*smove/127.0f, vrt, wishvel );
|
|
wishspeed = VectorNormalize2( wishvel, wishdir );
|
|
}
|
|
else*/
|
|
|
|
// Get The WishVel And WishSpeed
|
|
//-------------------------------
|
|
if ( pm->ps->clientNum && (USENEWNAVSYSTEM || !VectorCompare( pm->ps->moveDir, vec3_origin )) )
|
|
{//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 );
|
|
}
|
|
|
|
// clamp the speed lower if ducking
|
|
if ( pm->ps->pm_flags & PMF_DUCKED && !PM_InKnockDown( pm->ps ) )
|
|
{
|
|
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 ( Flying == FLY_HOVER )
|
|
{
|
|
accelerate = pm_vehicleaccelerate;
|
|
}
|
|
else if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) )
|
|
{
|
|
accelerate = pm_airaccelerate;
|
|
}
|
|
else
|
|
{
|
|
accelerate = pm_accelerate;
|
|
|
|
// Wind Affects Acceleration
|
|
//===================================================
|
|
if (wishspeed>0.0f && pm->gent && !pml.walking)
|
|
{
|
|
if (gi.WE_GetWindGusting(pm->gent->currentOrigin))
|
|
{
|
|
vec3_t windDir;
|
|
if (gi.WE_GetWindVector(windDir, pm->gent->currentOrigin))
|
|
{
|
|
if (gi.WE_IsOutside(pm->gent->currentOrigin))
|
|
{
|
|
VectorScale(windDir, -1.0f, windDir);
|
|
accelerate *= (1.0f - (DotProduct(wishdir, windDir)*0.55f));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//===================================================
|
|
}
|
|
|
|
PM_Accelerate (wishdir, wishspeed, accelerate);
|
|
|
|
//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->pm_flags&PMF_TIME_NOFRICTION) ) {
|
|
if ( pm->ps->gravity >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE && !VectorLengthSquared( pm->ps->velocity ) && pml.groundTrace.plane.normal[2] == 1.0 )
|
|
{//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!
|
|
}
|
|
else
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) && !(pm->ps->eFlags&EF_FORCE_DRAINED) )
|
|
{
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
}
|
|
}
|
|
} else {
|
|
// don't reset the z velocity for slopes
|
|
// pm->ps->velocity[2] = 0;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if ( pm->ps->gravity <= 0 )
|
|
{//need to apply gravity since we're going to float up from ground
|
|
PM_StepSlideMove( 1 );
|
|
}
|
|
else
|
|
{
|
|
PM_StepSlideMove( 0 );
|
|
}
|
|
|
|
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_DeadMove
|
|
==============
|
|
*/
|
|
static void PM_DeadMove( void ) {
|
|
float forward;
|
|
|
|
// If this is a vehicle, tell him he's dead, but give him a little while to do his things.
|
|
/* if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->NPC && pm->gent->health != -99999 )
|
|
{
|
|
pm->gent->health = 1;
|
|
((CVehicleNPC *)pm->gent->NPC)->StartDeathDelay( 0 );
|
|
}
|
|
else
|
|
{
|
|
pm->gent->health = 0;
|
|
}*/
|
|
|
|
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;
|
|
|
|
if(pm->gent && pm->gent->client)
|
|
{
|
|
pm->ps->viewheight = pm->gent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
// if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
|
|
// {
|
|
// assert(0);
|
|
// }
|
|
|
|
VectorCopy( pm->gent->mins, pm->mins );
|
|
VectorCopy( pm->gent->maxs, pm->maxs );
|
|
}
|
|
else
|
|
{
|
|
pm->ps->viewheight = DEFAULT_MAXS_2 + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
|
|
|
|
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
pm->mins[0] = DEFAULT_MINS_0;
|
|
pm->mins[1] = DEFAULT_MINS_1;
|
|
pm->mins[2] = DEFAULT_MINS_2;
|
|
|
|
pm->maxs[0] = DEFAULT_MAXS_0;
|
|
pm->maxs[1] = DEFAULT_MAXS_1;
|
|
pm->maxs[2] = DEFAULT_MAXS_2;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
static float PM_DamageForDelta( int delta )
|
|
{
|
|
float damage = delta;
|
|
if ( pm->gent->NPC )
|
|
{
|
|
if ( pm->ps->weapon == WP_SABER
|
|
|| (pm->gent->client && pm->gent->client->NPC_class == CLASS_REBORN) )
|
|
{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
|
|
damage = 0;
|
|
}
|
|
}
|
|
else if ( pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
if ( damage < 50 )
|
|
{
|
|
if ( damage > 24 )
|
|
{
|
|
damage = damage - 25;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
damage *= 0.5f;
|
|
}
|
|
}
|
|
return damage * 0.5f;
|
|
}
|
|
|
|
static void PM_CrashLandDamage( int damage )
|
|
{
|
|
if ( pm->gent )
|
|
{
|
|
int dflags = DAMAGE_NO_ARMOR;
|
|
if ( pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{
|
|
damage = 1000;
|
|
dflags |= DAMAGE_DIE_ON_IMPACT;
|
|
}
|
|
else if ( !(pm->gent->flags&FL_NO_IMPACT_DMG) )
|
|
{
|
|
damage = PM_DamageForDelta( damage );
|
|
}
|
|
|
|
if ( damage )
|
|
{
|
|
pm->gent->painDebounceTime = level.time + 200; // no normal pain sound
|
|
G_Damage( pm->gent, NULL, player, NULL, NULL, damage, dflags, MOD_FALLING );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
static float PM_CrashLandDelta( vec3_t org, vec3_t prevOrg, vec3_t prev_vel, float grav, int waterlevel )
|
|
{
|
|
float delta;
|
|
float dist;
|
|
float vel, acc;
|
|
float t;
|
|
float a, b, c, den;
|
|
|
|
// calculate the exact velocity on landing
|
|
dist = org[2] - prevOrg[2];
|
|
vel = prev_vel[2];
|
|
acc = -grav;
|
|
|
|
a = acc / 2;
|
|
b = vel;
|
|
c = -dist;
|
|
|
|
den = b * b - 4 * a * c;
|
|
if ( den < 0 )
|
|
{
|
|
return 0;
|
|
}
|
|
t = (-b - sqrt( den ) ) / ( 2 * a );
|
|
|
|
delta = vel + t * acc;
|
|
delta = delta*delta * 0.0001;
|
|
|
|
// never take falling damage if completely underwater
|
|
if ( waterlevel == 3 )
|
|
{
|
|
return 0;
|
|
}
|
|
// reduce falling damage if there is standing water
|
|
if ( waterlevel == 2 )
|
|
{
|
|
delta *= 0.25;
|
|
}
|
|
if ( waterlevel == 1 )
|
|
{
|
|
delta *= 0.5;
|
|
}
|
|
|
|
return delta;
|
|
}
|
|
*/
|
|
|
|
static float PM_CrashLandDelta( vec3_t prev_vel, int waterlevel )
|
|
{
|
|
float delta;
|
|
|
|
if ( pm->waterlevel == 3 )
|
|
{
|
|
return 0;
|
|
}
|
|
delta = fabs(prev_vel[2])/10;//VectorLength( prev_vel )
|
|
|
|
// reduce falling damage if there is standing water
|
|
if ( pm->waterlevel == 2 )
|
|
{
|
|
delta *= 0.25;
|
|
}
|
|
if ( pm->waterlevel == 1 )
|
|
{
|
|
delta *= 0.5;
|
|
}
|
|
|
|
return delta;
|
|
}
|
|
|
|
int PM_GetLandingAnim( void )
|
|
{
|
|
int anim = pm->ps->legsAnim;
|
|
|
|
//special cases:
|
|
if ( anim == BOTH_FLIP_ATTACK7
|
|
|| anim == BOTH_FLIP_HOLD7 )
|
|
{
|
|
return BOTH_FLIP_LAND;
|
|
}
|
|
else if ( anim == BOTH_FLIP_LAND )
|
|
{
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
return BOTH_LAND1;
|
|
}
|
|
else if ( PM_InAirKickingAnim( anim ) )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_A7_KICK_F_AIR:
|
|
return BOTH_FORCELAND1;
|
|
break;
|
|
case BOTH_A7_KICK_B_AIR:
|
|
return BOTH_FORCELANDBACK1;
|
|
break;
|
|
case BOTH_A7_KICK_R_AIR:
|
|
return BOTH_FORCELANDRIGHT1;
|
|
break;
|
|
case BOTH_A7_KICK_L_AIR:
|
|
return BOTH_FORCELANDLEFT1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( PM_SpinningAnim( anim ) || PM_SaberInSpecialAttack( anim ) )
|
|
{
|
|
return -1;
|
|
}
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FORCEJUMPLEFT1:
|
|
case BOTH_FORCEINAIRLEFT1:
|
|
anim = BOTH_FORCELANDLEFT1;
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
break;
|
|
case BOTH_FORCEJUMPRIGHT1:
|
|
case BOTH_FORCEINAIRRIGHT1:
|
|
anim = BOTH_FORCELANDRIGHT1;
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
break;
|
|
case BOTH_FORCEJUMP1:
|
|
case BOTH_FORCEINAIR1:
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
anim = BOTH_FORCELAND1;
|
|
break;
|
|
case BOTH_FORCEJUMPBACK1:
|
|
case BOTH_FORCEINAIRBACK1:
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
anim = BOTH_FORCELANDBACK1;
|
|
break;
|
|
case BOTH_JUMPLEFT1:
|
|
case BOTH_INAIRLEFT1:
|
|
anim = BOTH_LANDLEFT1;
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
break;
|
|
case BOTH_JUMPRIGHT1:
|
|
case BOTH_INAIRRIGHT1:
|
|
anim = BOTH_LANDRIGHT1;
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
break;
|
|
case BOTH_JUMP1:
|
|
case BOTH_INAIR1:
|
|
anim = BOTH_LAND1;
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
break;
|
|
case BOTH_JUMPBACK1:
|
|
case BOTH_INAIRBACK1:
|
|
anim = BOTH_LANDBACK1;
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
break;
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
case BOTH_BUTTERFLY_FL1:
|
|
case BOTH_BUTTERFLY_FR1:
|
|
case BOTH_FJSS_TR_BL:
|
|
case BOTH_FJSS_TL_BR:
|
|
case BOTH_LUNGE2_B__T_:
|
|
case BOTH_FORCELEAP2_T__B_:
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_ARIAL_RIGHT:
|
|
case BOTH_ARIAL_F1:
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
case BOTH_JUMPFLIPSLASHDOWN1://#
|
|
case BOTH_JUMPFLIPSTABDOWN://#
|
|
case BOTH_JUMPATTACK6:
|
|
case BOTH_JUMPATTACK7:
|
|
case BOTH_A7_KICK_F:
|
|
case BOTH_A7_KICK_B:
|
|
case BOTH_A7_KICK_R:
|
|
case BOTH_A7_KICK_L:
|
|
case BOTH_A7_KICK_S:
|
|
case BOTH_A7_KICK_BF:
|
|
case BOTH_A7_KICK_RL:
|
|
case BOTH_A7_KICK_F_AIR:
|
|
case BOTH_A7_KICK_B_AIR:
|
|
case BOTH_A7_KICK_R_AIR:
|
|
case BOTH_A7_KICK_L_AIR:
|
|
case BOTH_STABDOWN:
|
|
case BOTH_STABDOWN_STAFF:
|
|
case BOTH_STABDOWN_DUAL:
|
|
case BOTH_A6_SABERPROTECT:
|
|
case BOTH_A7_SOULCAL:
|
|
case BOTH_A1_SPECIAL:
|
|
case BOTH_A2_SPECIAL:
|
|
case BOTH_A3_SPECIAL:
|
|
case BOTH_PULL_IMPALE_STAB:
|
|
case BOTH_PULL_IMPALE_SWING:
|
|
anim = -1;
|
|
break;
|
|
case BOTH_FORCELONGLEAP_START:
|
|
case BOTH_FORCELONGLEAP_ATTACK:
|
|
return BOTH_FORCELONGLEAP_LAND;
|
|
break;
|
|
case BOTH_WALL_RUN_LEFT://#
|
|
case BOTH_WALL_RUN_RIGHT://#
|
|
if ( pm->ps->legsAnimTimer > 500 )
|
|
{//only land at end of anim
|
|
return -1;
|
|
}
|
|
//NOTE: falls through on purpose!
|
|
default:
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP )
|
|
{
|
|
anim = BOTH_LANDBACK1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_LAND1;
|
|
}
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
break;
|
|
}
|
|
return anim;
|
|
}
|
|
|
|
void G_StartRoll( gentity_t *ent, int anim )
|
|
{
|
|
NPC_SetAnim(ent,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
|
|
ent->client->ps.weaponTime = ent->client->ps.torsoAnimTimer - 200;//just to make sure it's cleared when roll is done
|
|
G_AddEvent( ent, EV_ROLL, 0 );
|
|
ent->client->ps.saberMove = LS_NONE;
|
|
}
|
|
|
|
static qboolean PM_TryRoll( void )
|
|
{
|
|
float rollDist = 192;//was 64;
|
|
if ( PM_SaberInAttack( pm->ps->saberMove ) || PM_SaberInSpecialAttack( pm->ps->torsoAnim )
|
|
|| PM_SpinningSaberAnim( pm->ps->legsAnim )
|
|
|| ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&PM_SaberInStart( pm->ps->saberMove )) )
|
|
{//attacking or spinning (or, if player, starting an attack)
|
|
if ( PM_CanRollFromSoulCal( pm->ps ) )
|
|
{//hehe
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && (!cg.renderingThirdPerson || cg.zoomMode) )
|
|
{//player can't do this in 1st person
|
|
return qfalse;
|
|
}
|
|
if ( !pm->gent )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( (pm->ps->saber[0].saberFlags&SFL_NO_ROLLS) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->ps->dualSabers
|
|
&& (pm->ps->saber[1].saberFlags&SFL_NO_ROLLS) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->ps->clientNum && pm->gent->NPC )
|
|
{//NPC
|
|
if ( pm->gent->NPC->scriptFlags&SCF_NO_ACROBATICS )
|
|
{//scripted to never do acrobatics
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_SABER )
|
|
{//jedi/reborn
|
|
if ( pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank < RANK_LT_JG )
|
|
{//reborn/jedi who are not acrobats or fencers can't do any of these acrobatics
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//non-jedi/reborn
|
|
if ( pm->ps->weapon != WP_NONE )//not empty-handed...who would that be???
|
|
{//only jedi/reborn NPCs should be able to do rolls (with a few exceptions)
|
|
if ( !pm->gent
|
|
|| !pm->gent->client
|
|
|| (pm->gent->client->NPC_class != CLASS_BOBAFETT //boba can roll with it, baby
|
|
&& pm->gent->client->NPC_class != CLASS_REBORN //reborn using weapons other than saber can still roll
|
|
))
|
|
{//can't roll
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE}, maxs = {pm->maxs[0],pm->maxs[1],pm->gent->client->crouchheight}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
int anim = -1;
|
|
AngleVectors( fwdAngles, fwd, right, NULL );
|
|
//FIXME: trace ahead for clearance to roll
|
|
if ( pm->cmd.forwardmove )
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{
|
|
anim = BOTH_ROLL_B;
|
|
VectorMA( pm->ps->origin, -rollDist, fwd, traceto );
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_ROLL_F;
|
|
VectorMA( pm->ps->origin, rollDist, fwd, traceto );
|
|
}
|
|
}
|
|
else if ( pm->cmd.rightmove > 0 )
|
|
{
|
|
anim = BOTH_ROLL_R;
|
|
VectorMA( pm->ps->origin, rollDist, right, traceto );
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 )
|
|
{
|
|
anim = BOTH_ROLL_L;
|
|
VectorMA( pm->ps->origin, -rollDist, right, traceto );
|
|
}
|
|
else
|
|
{//???
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
qboolean roll = qfalse;
|
|
int clipmask = CONTENTS_SOLID;
|
|
if ( pm->ps->clientNum )
|
|
{
|
|
clipmask |= (CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP);
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->enemy && pm->gent->enemy->health > 0 )
|
|
{//player can always roll in combat
|
|
roll = qtrue;
|
|
}
|
|
else
|
|
{
|
|
clipmask |= CONTENTS_PLAYERCLIP;
|
|
}
|
|
}
|
|
if ( !roll )
|
|
{
|
|
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, clipmask );
|
|
if ( trace.fraction >= 1.0f )
|
|
{//okay, clear, check for a bottomless drop
|
|
vec3_t top;
|
|
VectorCopy( traceto, top );
|
|
traceto[2] -= 256;
|
|
pm->trace( &trace, top, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );
|
|
if ( trace.fraction < 1.0f )
|
|
{//not a bottomless drop
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{//hit an architectural obstruction
|
|
if ( pm->ps->clientNum )
|
|
{//NPCs don't care about rolling into walls, just off ledges
|
|
if ( !(trace.contents&CONTENTS_BOTCLIP) )
|
|
{
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
else if ( G_EntIsDoor( trace.entityNum ) )
|
|
{//okay to roll into a door
|
|
if ( G_EntIsUnlockedDoor( trace.entityNum ) )
|
|
{//if it's an auto-door
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{//check other conditions
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( traceEnt && (traceEnt->svFlags&SVF_GLASS_BRUSH) )
|
|
{//okay to roll through glass
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( roll )
|
|
{
|
|
G_StartRoll( pm->gent, anim );
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
extern void CG_LandingEffect( vec3_t origin, vec3_t normal, int material );
|
|
static void PM_CrashLandEffect( void )
|
|
{
|
|
if ( pm->waterlevel )
|
|
{
|
|
return;
|
|
}
|
|
float delta = fabs(pml.previous_velocity[2])/10;//VectorLength( pml.previous_velocity );?
|
|
if ( delta >= 30 )
|
|
{
|
|
vec3_t bottom = {pm->ps->origin[0],pm->ps->origin[1],pm->ps->origin[2]+pm->mins[2]+1};
|
|
CG_LandingEffect( bottom, pml.groundTrace.plane.normal, (pml.groundTrace.surfaceFlags&MATERIAL_MASK) );
|
|
}
|
|
}
|
|
/*
|
|
=================
|
|
PM_CrashLand
|
|
|
|
Check for hard landings that generate sound events
|
|
=================
|
|
*/
|
|
static void PM_CrashLand( void )
|
|
{
|
|
float delta = 0;
|
|
qboolean forceLanding = qfalse;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
|
|
{
|
|
float dot = DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal );
|
|
//Com_Printf("%i:crashland %4.2f\n", c_pmove, pm->ps->velocity[2]);
|
|
if ( dot < -100.0f )
|
|
{
|
|
//NOTE: never hits this anyway
|
|
if ( pm->gent->m_pVehicle->m_pVehicleInfo->iImpactFX )
|
|
{//make sparks
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{//FIXME: debounce
|
|
G_PlayEffect( pm->gent->m_pVehicle->m_pVehicleInfo->iImpactFX, pm->ps->origin, pml.groundTrace.plane.normal );
|
|
}
|
|
}
|
|
int damage = floor(fabs(dot+100)/10.0f);
|
|
if ( damage >= 0 )
|
|
{
|
|
G_Damage( pm->gent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING );
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( (pm->ps->pm_flags&PMF_TRIGGER_PUSHED) )
|
|
{
|
|
delta = 21;//?
|
|
forceLanding = qtrue;
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT )
|
|
{//have to do death on impact if we are falling to our death, FIXME: should we avoid any additional damage this func?
|
|
PM_CrashLandDamage( 1000 );
|
|
}
|
|
else if ( pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
|
|
{
|
|
if ( JET_Flying( pm->gent ) )
|
|
{
|
|
if ( pm->gent->client->NPC_class == CLASS_BOBAFETT
|
|
|| (pm->gent->client->NPC_class == CLASS_ROCKETTROOPER&&pm->gent->NPC&&pm->gent->NPC->rank<RANK_LT) )
|
|
{
|
|
JET_FlyStop( pm->gent );
|
|
}
|
|
else
|
|
{
|
|
pm->ps->velocity[2] += Q_flrand( 100, 200 );
|
|
}
|
|
PM_AddEvent( EV_FALL_SHORT );
|
|
}
|
|
if ( pm->ps->forceJumpZStart )
|
|
{//we were force-jumping
|
|
forceLanding = qtrue;
|
|
}
|
|
delta = 1;
|
|
}
|
|
else if ( pm->ps->jumpZStart && (pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_1||(pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())) )
|
|
{//we were force-jumping
|
|
if ( pm->ps->origin[2] >= pm->ps->jumpZStart )
|
|
{//we landed at same height or higher than we landed
|
|
if ( pm->ps->forceJumpZStart )
|
|
{//we were force-jumping
|
|
forceLanding = qtrue;
|
|
}
|
|
delta = 0;
|
|
}
|
|
else
|
|
{//take off some of it, at least
|
|
delta = (pm->ps->jumpZStart-pm->ps->origin[2]);
|
|
float dropAllow = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
|
|
if ( dropAllow < 128 )
|
|
{//always allow a drop from 128, at least
|
|
dropAllow = 128;
|
|
}
|
|
if ( delta > forceJumpHeight[FORCE_LEVEL_1] )
|
|
{//will have to use force jump ability to absorb some of it
|
|
forceLanding = qtrue;//absorbed some - just to force the correct animation to play below
|
|
}
|
|
delta = (delta - dropAllow)/2;
|
|
}
|
|
if ( delta < 1 )
|
|
{
|
|
delta = 1;
|
|
}
|
|
}
|
|
|
|
if ( !delta )
|
|
{
|
|
delta = PM_CrashLandDelta( pml.previous_velocity, pm->waterlevel );
|
|
}
|
|
}
|
|
|
|
PM_CrashLandEffect();
|
|
|
|
if ( (pm->ps->pm_flags&PMF_DUCKED) && (level.time-pm->ps->lastOnGround)>500 )
|
|
{//must be crouched and have been inthe air for half a second minimum
|
|
if( !PM_InOnGroundAnim( pm->ps ) && !PM_InKnockDown( pm->ps ) )
|
|
{//roll!
|
|
if ( PM_TryRoll() )
|
|
{//absorb some impact
|
|
delta *= 0.5f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If he just entered the water (from a fall presumably), absorb some of the impact.
|
|
if ( pm->waterlevel >= 2 )
|
|
{
|
|
delta *= 0.4f;
|
|
}
|
|
|
|
if ( delta < 1 )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 32, AEL_MINOR, qfalse, qtrue );
|
|
return;
|
|
}
|
|
|
|
qboolean deadFallSound = qfalse;
|
|
if( !PM_InDeathAnim() )
|
|
{
|
|
if ( PM_InAirKickingAnim( pm->ps->legsAnim )
|
|
&& pm->ps->torsoAnim == pm->ps->legsAnim )
|
|
{
|
|
int anim = PM_GetLandingAnim();
|
|
if ( anim != -1 )
|
|
{//interrupting a kick clears everything
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->weaponTime = 0;
|
|
//stick landings some
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
}
|
|
}
|
|
else if ( pm->gent
|
|
&& pm->gent->client
|
|
&& pm->gent->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{//rockettroopers are simpler
|
|
int anim = PM_GetLandingAnim();
|
|
if ( anim != -1 )
|
|
{
|
|
if ( pm->gent->NPC
|
|
&& pm->gent->NPC->rank < RANK_LT )
|
|
{//special case: ground-based rocket troopers *always* play land anim on whole body
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->cmd.upmove >= 0 && !PM_InKnockDown( pm->ps ) && !PM_InRoll( pm->ps ))
|
|
{//not crouching
|
|
if ( delta > 10
|
|
|| pm->ps->pm_flags & PMF_BACKWARDS_JUMP
|
|
|| (pm->ps->forcePowersActive&(1<<FP_LEVITATION))
|
|
|| forceLanding ) //EV_FALL_SHORT or jumping back or force-land
|
|
{// decide which landing animation to use
|
|
if ( pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_RANCOR || pm->gent->client->NPC_class == CLASS_WAMPA ) )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
int anim = PM_GetLandingAnim();
|
|
if ( anim != -1 )
|
|
{
|
|
if ( PM_FlippingAnim( pm->ps->torsoAnim )
|
|
|| PM_SpinningAnim( pm->ps->torsoAnim )
|
|
|| pm->ps->torsoAnim == BOTH_FLIP_LAND )
|
|
{//interrupt these if we're going to play a land
|
|
pm->ps->torsoAnimTimer = 0;
|
|
}
|
|
if ( anim == BOTH_FORCELONGLEAP_LAND )
|
|
{
|
|
if ( pm->gent )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/player/slide.wav" );
|
|
}
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
}
|
|
else if ( anim == BOTH_FLIP_LAND
|
|
|| (pm->ps->torsoAnim == BOTH_FLIP_LAND) )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
}
|
|
else if ( PM_InAirKickingAnim( pm->ps->legsAnim )
|
|
&& pm->ps->torsoAnim == pm->ps->legsAnim )
|
|
{//interrupting a kick clears everything
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
else if ( PM_ForceJumpingAnim( pm->ps->legsAnim )
|
|
&& pm->ps->torsoAnim == pm->ps->legsAnim )
|
|
{//special case: if land during one of these, set the torso, too, if it's not doing something else
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->gravity = 1.0;
|
|
//PM_CrashLandDamage( delta );
|
|
if ( pm->gent )
|
|
{
|
|
if ((!(pml.groundTrace.surfaceFlags & SURF_NODAMAGE)) &&
|
|
// (!(pml.groundTrace.contents & CONTENTS_NODROP)) &&
|
|
(!(pm->pointcontents(pm->ps->origin,pm->ps->clientNum) & CONTENTS_NODROP)))
|
|
{
|
|
if ( pm->waterlevel < 2 )
|
|
{//don't play fallsplat when impact in the water
|
|
deadFallSound = qtrue;
|
|
if ( !(pm->ps->eFlags&EF_NODRAW) )
|
|
{//no sound if no draw
|
|
if ( delta >= 75 )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/player/fallsplat.wav" );
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, va("sound/player/bodyfall_human%d.wav",Q_irand(1,3)) );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, va("sound/player/bodyfall_water%d.wav",Q_irand(1,3)) );
|
|
}
|
|
if ( gi.VoiceVolume[pm->ps->clientNum]
|
|
&& pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{//I was talking, so cut it off... with a jump sound?
|
|
if ( !(pm->ps->eFlags&EF_NODRAW) )
|
|
{//no sound if no draw
|
|
G_SoundOnEnt( pm->gent, CHAN_VOICE_ATTEN, "*pain100.wav" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if( pm->ps->legsAnim == BOTH_FALLDEATH1 || pm->ps->legsAnim == BOTH_FALLDEATH1INAIR)
|
|
{//FIXME: add a little bounce?
|
|
//FIXME: cut voice channel?
|
|
int old_pm_type = pm->ps->pm_type;
|
|
pm->ps->pm_type = PM_NORMAL;
|
|
//Hack because for some reason PM_SetAnim just returns if you're dead...???
|
|
PM_SetAnim(pm, SETANIM_BOTH, BOTH_FALLDEATH1LAND, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
pm->ps->pm_type = old_pm_type;
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_SUSPICIOUS, qfalse, qtrue );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// create a local entity event to play the sound
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->respawnTime >= level.time - 500 )
|
|
{//just spawned in, don't make a noise
|
|
return;
|
|
}
|
|
|
|
if ( delta >= 75 )
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_NODRAW) )
|
|
{//no sound if no draw
|
|
PM_AddEvent( EV_FALL_FAR );
|
|
}
|
|
}
|
|
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
|
|
{
|
|
PM_CrashLandDamage( delta );
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
if ( pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 256, AEL_SUSPICIOUS, qfalse, qtrue );
|
|
}
|
|
}
|
|
else if ( pm->ps->stats[STAT_HEALTH] <= 0 && pm->gent && pm->gent->enemy )
|
|
{
|
|
AddSoundEvent( pm->gent->enemy, pm->ps->origin, 256, AEL_DISCOVERED, qfalse, qtrue );
|
|
}
|
|
}
|
|
}
|
|
else if ( delta >= 50 )
|
|
{
|
|
// this is a pain grunt, so don't play it if dead
|
|
if ( pm->ps->stats[STAT_HEALTH] > 0 )
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_NODRAW) )
|
|
{//no sound if no draw
|
|
PM_AddEvent( EV_FALL_MEDIUM );//damage is dealt in g_active, ClientEvents
|
|
}
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
|
|
{
|
|
PM_CrashLandDamage( delta );
|
|
}
|
|
if ( pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR, qfalse, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( delta >= 30 )
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_NODRAW) )
|
|
{//no sound if no draw
|
|
PM_AddEvent( EV_FALL_SHORT );
|
|
}
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
if ( pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 128, AEL_MINOR, qfalse, qtrue );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
|
|
{
|
|
PM_CrashLandDamage( delta );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
if ( !(pm->ps->pm_flags&PMF_DUCKED) || !Q_irand( 0, 3 ) )
|
|
{//only 25% chance of making landing alert when ducked
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 32, AEL_MINOR, qfalse, qtrue );
|
|
}
|
|
if ( !(pm->ps->eFlags&EF_NODRAW) )
|
|
{//no sound if no draw
|
|
if ( forceLanding )
|
|
{//we were force-jumping
|
|
PM_AddEvent( EV_FALL_SHORT );
|
|
}
|
|
else
|
|
{
|
|
//moved to cg_player PM_AddEvent( PM_FootstepForSurface() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// start footstep cycle over
|
|
pm->ps->bobCycle = 0;
|
|
if ( pm->gent && pm->gent->client )
|
|
{//stop the force push effect when you land
|
|
pm->gent->forcePushTime = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_CorrectAllSolid
|
|
=============
|
|
*/
|
|
static void PM_CorrectAllSolid( void ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:allsolid\n", c_pmove); //NOTENOTE: If this ever happens, I'd really like to see this print!
|
|
}
|
|
|
|
// FIXME: jitter around
|
|
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
}
|
|
|
|
qboolean FlyingCreature( gentity_t *ent )
|
|
{
|
|
if ( ent->client->ps.gravity <= 0 && (ent->svFlags&SVF_CUSTOM_GRAVITY) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_RocketeersAvoidDangerousFalls( void )
|
|
{
|
|
if ( pm->gent->NPC
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
|
|
{//fixme: fall through if jetpack broken?
|
|
if ( JET_Flying( pm->gent ) )
|
|
{
|
|
if ( pm->gent->client->NPC_class == CLASS_BOBAFETT )
|
|
{
|
|
pm->gent->client->jetPackTime = level.time + 2000;
|
|
//Wait, what if the effect is already playing, how do we know???
|
|
//G_PlayEffect( G_EffectIndex( "boba/jetSP" ), pm->gent->playerModel, pm->gent->genericBolt1, pm->gent->s.number, pm->gent->currentOrigin, pm->gent->client->jetPackTime-level.time );
|
|
}
|
|
else
|
|
{
|
|
pm->gent->client->jetPackTime = Q3_INFINITE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TIMER_Set( pm->gent, "jetRecharge", 0 );
|
|
JET_FlyStart( pm->gent );
|
|
}
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
static void PM_FallToDeath( void )
|
|
{
|
|
if ( !pm->gent )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( PM_RocketeersAvoidDangerousFalls() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If this is a vehicle, more precisely an animal...
|
|
if ( pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
|
|
{
|
|
Vehicle_t *pVeh = pm->gent->m_pVehicle;
|
|
pVeh->m_pVehicleInfo->EjectAll( pVeh );
|
|
}
|
|
else
|
|
{
|
|
if ( PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 ) )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_FALLDEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_DEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
G_SoundOnEnt( pm->gent, CHAN_VOICE, "*falling1.wav" );//CHAN_VOICE_ATTEN
|
|
}
|
|
|
|
if ( pm->gent->NPC )
|
|
{
|
|
pm->gent->NPC->aiFlags |= NPCAI_DIE_ON_IMPACT;
|
|
pm->gent->NPC->nextBStateThink = Q3_INFINITE;
|
|
}
|
|
pm->ps->friction = 1;
|
|
}
|
|
|
|
int PM_ForceJumpAnimForJumpAnim( int anim )
|
|
{
|
|
switch( anim )
|
|
{
|
|
case BOTH_JUMP1: //# Jump - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMP1; //# Jump - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIR1: //# In air loop (from jump)
|
|
anim = BOTH_FORCEINAIR1; //# In air loop (from jump)
|
|
break;
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
anim = BOTH_FORCELAND1; //# Landing (from in air loop)
|
|
break;
|
|
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMPBACK1; //# Jump backwards - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIRBACK1: //# In air loop (from jump back)
|
|
anim = BOTH_FORCEINAIRBACK1; //# In air loop (from jump back)
|
|
break;
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
anim = BOTH_FORCELANDBACK1; //# Landing backwards(from in air loop)
|
|
break;
|
|
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMPLEFT1; //# Jump left - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
|
|
anim = BOTH_FORCEINAIRLEFT1; //# In air loop (from jump left)
|
|
break;
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
anim = BOTH_FORCELANDLEFT1; //# Landing left(from in air loop)
|
|
break;
|
|
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMPRIGHT1; //# Jump right - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
|
|
anim = BOTH_FORCEINAIRRIGHT1; //# In air loop (from jump right)
|
|
break;
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
anim = BOTH_FORCELANDRIGHT1; //# Landing right(from in air loop)
|
|
break;
|
|
}
|
|
return anim;
|
|
}
|
|
|
|
static void PM_SetVehicleAngles( vec3_t normal )
|
|
{
|
|
if ( !pm->gent->client || pm->gent->client->NPC_class != CLASS_VEHICLE )
|
|
return;
|
|
|
|
Vehicle_t *pVeh = pm->gent->m_pVehicle;
|
|
|
|
//float curVehicleBankingSpeed;
|
|
float vehicleBankingSpeed = pVeh->m_pVehicleInfo->bankingSpeed;//0.25f
|
|
vec3_t vAngles;
|
|
|
|
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?
|
|
|
|
//center of gravity affects pitch in air/water (FIXME: what about roll?)
|
|
//float 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 || (normal && (pml.groundTrace.contents&(CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))))
|
|
{//in water
|
|
// vAngles[PITCH] += (pm->ps->viewangles[PITCH]-vAngles[PITCH])*0.75f + (pitchBias*0.5);
|
|
}
|
|
else if ( normal )
|
|
{//have a valid surface below me
|
|
pitch_roll_for_slope( pm->gent, normal, vAngles );
|
|
float deltaPitch = (vAngles[PITCH] - pVeh->m_vOrientation[PITCH]);
|
|
if (deltaPitch< -10.0f)
|
|
{
|
|
vAngles[PITCH] = pVeh->m_vOrientation[PITCH] - 10.0f;
|
|
}
|
|
else if (deltaPitch>10.0f)
|
|
{
|
|
vAngles[PITCH] = pVeh->m_vOrientation[PITCH] + 10.0f;
|
|
}
|
|
}
|
|
else
|
|
{//in air, let pitch match view...?
|
|
//FIXME: take center of gravity into account
|
|
vAngles[PITCH] = pVeh->m_vOrientation[PITCH] - 1;
|
|
if (vAngles[PITCH]<-15)
|
|
{
|
|
vAngles[PITCH]=-15;
|
|
}
|
|
//don't bank so fast when in the air
|
|
vehicleBankingSpeed *= 0.125f;
|
|
}
|
|
//NOTE: if angles are flat and we're moving through air (not on ground),
|
|
// then pitch/bank?
|
|
if (pVeh->m_ulFlags & VEH_SPINNING)
|
|
{
|
|
vAngles[ROLL] = pVeh->m_vOrientation[ROLL] - 25;
|
|
}
|
|
else if (pVeh->m_ulFlags & VEH_OUTOFCONTROL)
|
|
{
|
|
//vAngles[ROLL] = pVeh->m_vOrientation[ROLL] + 5;
|
|
}
|
|
else if ( pVeh->m_pVehicleInfo->rollLimit > 0 )
|
|
{
|
|
//roll when banking
|
|
vec3_t velocity;
|
|
float speed;
|
|
VectorCopy( pm->ps->velocity, velocity );
|
|
speed = VectorNormalize( velocity );
|
|
if ( speed>0.01f )
|
|
{
|
|
vec3_t rt, tempVAngles;
|
|
float side, dotp;
|
|
|
|
|
|
VectorCopy( pVeh->m_vOrientation, tempVAngles );
|
|
tempVAngles[ROLL] = 0;
|
|
AngleVectors( tempVAngles, NULL, rt, NULL );
|
|
dotp = DotProduct( velocity, rt );
|
|
//if (fabsf(dotp)>0.5f)
|
|
{
|
|
speed *= dotp;
|
|
|
|
|
|
// 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 );
|
|
if (level.time < pVeh->m_iTurboTime)
|
|
{
|
|
speed /= pVeh->m_pVehicleInfo->turboSpeed;
|
|
}
|
|
else
|
|
{
|
|
speed /= pVeh->m_pVehicleInfo->speedMax;
|
|
}
|
|
|
|
/// if (pm->cmd.forwardmove==0)
|
|
// {
|
|
// speed *= 0.5;
|
|
// }
|
|
// if (pm->cmd.forwardmove<0)
|
|
// {
|
|
// speed *= 0.1f;
|
|
// }
|
|
if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
|
|
{
|
|
speed *= 3.0f;
|
|
}
|
|
|
|
|
|
side = speed * 75.0f;
|
|
// if (pVeh->m_ulFlags & VEH_STRAFERAM)
|
|
// {
|
|
// vAngles[ROLL] += side;
|
|
// }
|
|
// else
|
|
{
|
|
vAngles[ROLL] -= side;
|
|
}
|
|
|
|
//gi.Printf("VAngles(%f)", vAngles[2]);
|
|
}
|
|
if (fabsf(vAngles[ROLL])<0.001f)
|
|
{
|
|
vAngles[ROLL] = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
//cap
|
|
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 (!(pVeh->m_ulFlags & VEH_SPINNING))
|
|
{
|
|
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 ( int i = 0; i < 3; i++ )
|
|
{
|
|
if ( i == YAW )
|
|
{//yawing done elsewhere
|
|
continue;
|
|
}
|
|
|
|
if ( i == ROLL && pVeh->m_ulFlags & VEH_STRAFERAM)
|
|
{//during strafe ram, roll is 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];
|
|
}
|
|
}
|
|
}
|
|
//gi.Printf("Orientation(%f)", pVeh->m_vOrientation[2]);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
=============
|
|
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;
|
|
qboolean cliff_fall = qfalse;
|
|
|
|
if ( Flying != FLY_HOVER )
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_FORCE_DRAINED) )
|
|
{
|
|
//FIXME: if in a contents_falldeath brush, play the falling death anim and sound?
|
|
if ( pm->ps->clientNum != 0 && pm->gent && pm->gent->NPC && pm->gent->client && pm->gent->client->NPC_class != CLASS_DESANN )//desann never falls to his death
|
|
{
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
if ( pm->ps->stats[STAT_HEALTH] > 0
|
|
&& !(pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT)
|
|
&& !(pm->gent->NPC->aiFlags&NPCAI_JUMP) // doing a path jump
|
|
&& !(pm->gent->NPC->scriptFlags&SCF_NO_FALLTODEATH)
|
|
&& pm->gent->NPC->behaviorState != BS_JUMP )//not being scripted to jump
|
|
{
|
|
if ( (level.time - pm->gent->client->respawnTime > 2000)//been in the world for at least 2 seconds
|
|
&& (!pm->gent->NPC->timeOfDeath || level.time - pm->gent->NPC->timeOfDeath < 1000) && pm->gent->e_ThinkFunc != thinkF_NPC_RemoveBody //Have to do this now because timeOfDeath is used by thinkF_NPC_RemoveBody to debounce removal checks
|
|
&& !(pm->gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
|
|
{
|
|
if ( !FlyingCreature( pm->gent )
|
|
&& g_gravity->value > 0 )
|
|
{
|
|
if ( !(pm->gent->flags&FL_UNDYING)
|
|
&& !(pm->gent->flags&FL_GODMODE) )
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED)
|
|
&& !(pm->ps->eFlags&EF_FORCE_DRAINED)
|
|
&& !(pm->ps->pm_flags&PMF_TRIGGER_PUSHED) )
|
|
{
|
|
if ( !pm->ps->forceJumpZStart || pm->ps->forceJumpZStart > pm->ps->origin[2] )// && fabs(pm->ps->velocity[0])<10 && fabs(pm->ps->velocity[1])<10 && pm->ps->velocity[2]<0)//either not force-jumping or force-jumped and now fell below original jump start height
|
|
{
|
|
/*if ( pm->ps->legsAnim = BOTH_FALLDEATH1
|
|
&& pm->ps->legsAnim != BOTH_DEATH1
|
|
&& PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 )*/
|
|
//New method: predict impact, 400 ahead
|
|
vec3_t vel;
|
|
float time;
|
|
|
|
VectorCopy( pm->ps->velocity, vel );
|
|
float speed = VectorLength( vel );
|
|
if ( !speed )
|
|
{//damn divide by zero
|
|
speed = 1;
|
|
}
|
|
time = 400/speed;
|
|
vel[2] -= 0.5 * time * pm->ps->gravity;
|
|
speed = VectorLength( vel );
|
|
if ( !speed )
|
|
{//damn divide by zero
|
|
speed = 1;
|
|
}
|
|
time = 400/speed;
|
|
VectorScale( vel, time, vel );
|
|
VectorAdd( pm->ps->origin, vel, point );
|
|
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask );
|
|
|
|
if ( (trace.contents&CONTENTS_LAVA)
|
|
&& PM_RocketeersAvoidDangerousFalls() )
|
|
{//got out of it
|
|
}
|
|
else if ( !trace.allsolid && !trace.startsolid && (pm->ps->origin[2] - trace.endpos[2]) >= 128 )//>=128 so we don't die on steps!
|
|
{
|
|
if ( trace.fraction == 1.0 )
|
|
{//didn't hit, we're probably going to die
|
|
if ( pm->ps->velocity[2] < 0 && pm->ps->origin[2] - point[2] > 256 )
|
|
{//going down, into a bottomless pit, apparently
|
|
PM_FallToDeath();
|
|
cliff_fall = qtrue;
|
|
}
|
|
}
|
|
else if ( trace.entityNum < ENTITYNUM_NONE
|
|
&& pm->ps->weapon != WP_SABER
|
|
&& (!pm->gent || !pm->gent->client || (pm->gent->client->NPC_class != CLASS_BOBAFETT&&pm->gent->client->NPC_class!=CLASS_REBORN&&pm->gent->client->NPC_class!=CLASS_ROCKETTROOPER)) )
|
|
{//Jedi don't scream and die if they're heading for a hard impact
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( trace.entityNum == ENTITYNUM_WORLD || (traceEnt && traceEnt->bmodel) )
|
|
{//hit architecture, find impact force
|
|
float dmg;
|
|
|
|
VectorCopy( pm->ps->velocity, vel );
|
|
time = Distance( trace.endpos, pm->ps->origin )/VectorLength( vel );
|
|
vel[2] -= 0.5 * time * pm->ps->gravity;
|
|
|
|
if ( trace.plane.normal[2] > 0.5 )
|
|
{//use falling damage
|
|
int waterlevel, junk;
|
|
PM_SetWaterLevelAtPoint( trace.endpos, &waterlevel, &junk );
|
|
dmg = PM_CrashLandDelta( vel, waterlevel );
|
|
if ( dmg >= 30 )
|
|
{//there is a minimum fall threshhold
|
|
dmg = PM_DamageForDelta( dmg );
|
|
}
|
|
else
|
|
{
|
|
dmg = 0;
|
|
}
|
|
}
|
|
else
|
|
{//use impact damage
|
|
//guestimate
|
|
if ( pm->gent->client && pm->gent->client->ps.forceJumpZStart )
|
|
{//we were force-jumping
|
|
if ( pm->gent->currentOrigin[2] >= pm->gent->client->ps.forceJumpZStart )
|
|
{//we landed at same height or higher than we landed
|
|
dmg = 0;
|
|
}
|
|
else
|
|
{//FIXME: take off some of it, at least?
|
|
dmg = (pm->gent->client->ps.forceJumpZStart-pm->gent->currentOrigin[2])/3;
|
|
}
|
|
}
|
|
dmg = 10 * VectorLength( pm->ps->velocity );
|
|
if ( pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
dmg /= 2;
|
|
}
|
|
dmg *= 0.01875f;//magic number
|
|
}
|
|
float maxDmg = pm->ps->stats[STAT_HEALTH]>20?pm->ps->stats[STAT_HEALTH]:20;//a fall that would do less than 20 points of damage should never make us scream to our deaths
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_HOWLER )
|
|
{//howlers can survive long falls, despire their health
|
|
maxDmg *= 5;
|
|
}
|
|
if ( dmg >= pm->ps->stats[STAT_HEALTH] )//armor?
|
|
{
|
|
PM_FallToDeath();
|
|
cliff_fall = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
vec3_t start;
|
|
//okay, kind of expensive temp hack here, but let's check to see if we should scream
|
|
//FIXME: we should either do a better check (predict using actual velocity) or we should wait until they've been over a bottomless pit for a certain amount of time...
|
|
VectorCopy( pm->ps->origin, start );
|
|
if ( pm->ps->forceJumpZStart < start[2] )
|
|
{//Jedi who are force-jumping should only do this from landing point down?
|
|
start[2] = pm->ps->forceJumpZStart;
|
|
}
|
|
VectorCopy( start, point );
|
|
point[2] -= 400;//320
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
|
|
//FIXME: somehow, people can still get stuck on ledges and not splat when hit...?
|
|
if ( !trace.allsolid && !trace.startsolid && trace.fraction == 1.0 )
|
|
{
|
|
PM_FallToDeath();
|
|
cliff_fall = qtrue;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !cliff_fall )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START
|
|
|| pm->ps->legsAnim == BOTH_FLIP_LAND )
|
|
{//let it stay on this anim
|
|
}
|
|
else if ( PM_KnockDownAnimExtended( pm->ps->legsAnim ) )
|
|
{//no in-air anims when in knockdown anim
|
|
}
|
|
else if ( ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_FLIP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_FLIP
|
|
|| pm->ps->legsAnim == BOTH_WALL_FLIP_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_FLIP_LEFT
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_FORWARD
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_LEFT
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_BACK
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_CEILING_DROP )
|
|
&& !pm->ps->legsAnimTimer )
|
|
{//if flip anim is done, okay to use inair
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE, 350 ); // Only blend over 100ms
|
|
}
|
|
else if ( pm->ps->legsAnim == BOTH_FLIP_ATTACK7
|
|
|| pm->ps->legsAnim == BOTH_FLIP_HOLD7 )
|
|
{
|
|
if ( !pm->ps->legsAnimTimer )
|
|
{//done?
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_FLIP_HOLD7, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 350 ); // Only blend over 100ms
|
|
}
|
|
}
|
|
else if ( PM_InCartwheel( pm->ps->legsAnim ) )
|
|
{
|
|
if ( pm->ps->legsAnimTimer > 0 )
|
|
{//still playing on bottom
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_NORMAL, 350 );
|
|
}
|
|
}
|
|
else if ( PM_InAirKickingAnim( pm->ps->legsAnim ) )
|
|
{
|
|
if ( pm->ps->legsAnimTimer > 0 )
|
|
{//still playing on bottom
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_NORMAL, 350 );
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
else if ( !PM_InRoll( pm->ps )
|
|
&& !PM_SpinningAnim( pm->ps->legsAnim )
|
|
&& !PM_FlippingAnim( pm->ps->legsAnim )
|
|
&& !PM_InSpecialJump( pm->ps->legsAnim ) )
|
|
{
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
// 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 )
|
|
{//FIXME: if velocity[2] < 0 and didn't jump, use some falling anim
|
|
if ( pm->ps->velocity[2] <= 0 && !(pm->ps->pm_flags&PMF_JUMP_HELD))
|
|
{
|
|
if(!PM_InDeathAnim())
|
|
{
|
|
// If we're a vehicle, set our falling flag.
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
// We're flying in the air.
|
|
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
|
|
{
|
|
pm->gent->m_pVehicle->m_ulFlags |= VEH_FLYING;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vec3_t moveDir, lookAngles, lookDir, lookRight;
|
|
int anim = BOTH_INAIR1;
|
|
|
|
VectorCopy( pm->ps->velocity, moveDir );
|
|
moveDir[2] = 0;
|
|
VectorNormalize( moveDir );
|
|
|
|
VectorCopy( pm->ps->viewangles, lookAngles );
|
|
lookAngles[PITCH] = lookAngles[ROLL] = 0;
|
|
AngleVectors( lookAngles, lookDir, lookRight, NULL );
|
|
|
|
float dot = DotProduct( moveDir, lookDir );
|
|
if ( dot > 0.5 )
|
|
{//redundant
|
|
anim = BOTH_INAIR1;
|
|
}
|
|
else if ( dot < -0.5 )
|
|
{
|
|
anim = BOTH_INAIRBACK1;
|
|
}
|
|
else
|
|
{
|
|
dot = DotProduct( moveDir, lookRight );
|
|
if ( dot > 0.5 )
|
|
{
|
|
anim = BOTH_INAIRRIGHT1;
|
|
}
|
|
else if ( dot < -0.5 )
|
|
{
|
|
anim = BOTH_INAIRLEFT1;
|
|
}
|
|
else
|
|
{//redundant
|
|
anim = BOTH_INAIR1;
|
|
}
|
|
}
|
|
if ( pm->ps->forcePowersActive & ( 1 << FP_LEVITATION ) )
|
|
{
|
|
anim = PM_ForceJumpAnimForJumpAnim( anim );
|
|
}
|
|
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE, 100 ); // Only blend over 100ms
|
|
}
|
|
}
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
else if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )
|
|
{
|
|
if ( pm->cmd.forwardmove >= 0 )
|
|
{
|
|
if(!PM_InDeathAnim())
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMP1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
|
|
}
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
else if ( pm->cmd.forwardmove < 0 )
|
|
{
|
|
if(!PM_InDeathAnim())
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMPBACK1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
|
|
}
|
|
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we're a vehicle, set our falling flag.
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
// We're on the ground.
|
|
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
|
|
{
|
|
pm->gent->m_pVehicle->m_ulFlags &= ~VEH_FLYING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
}
|
|
}
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_GroundTrace
|
|
=============
|
|
*/
|
|
static void PM_GroundTrace( void ) {
|
|
vec3_t point;
|
|
trace_t trace;
|
|
|
|
if ( (pm->ps->eFlags&EF_LOCKED_TO_WEAPON)
|
|
|| (pm->ps->eFlags&EF_HELD_BY_RANCOR)
|
|
|| (pm->ps->eFlags&EF_HELD_BY_WAMPA)
|
|
|| (pm->ps->eFlags&EF_HELD_BY_SAND_CREATURE)
|
|
|| PM_RidingVehicle() )
|
|
{
|
|
pml.groundPlane = qtrue;
|
|
pml.walking = qtrue;
|
|
pm->ps->groundEntityNum = ENTITYNUM_WORLD;
|
|
pm->ps->lastOnGround = level.time;
|
|
/*
|
|
pml.groundTrace.allsolid = qfalse;
|
|
pml.groundTrace.contents = CONTENTS_SOLID;
|
|
VectorCopy( pm->ps->origin, pml.groundTrace.endpos );
|
|
pml.groundTrace.entityNum = ENTITYNUM_WORLD;
|
|
pml.groundTrace.fraction = 0.0f;;
|
|
pml.groundTrace.G2CollisionMap = NULL;
|
|
pml.groundTrace.plane.dist = 0.0f;
|
|
VectorSet( pml.groundTrace.plane.normal, 0, 0, 1 );
|
|
pml.groundTrace.plane.pad = 0;
|
|
pml.groundTrace.plane.signbits = 0;
|
|
pml.groundTrace.plane.type = 0;;
|
|
pml.groundTrace.startsolid = qfalse;
|
|
pml.groundTrace.surfaceFlags = 0;
|
|
*/
|
|
return;
|
|
}
|
|
else if ( pm->ps->legsAnimTimer > 300
|
|
&& (pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START) )
|
|
{//wall-running forces you to be in the air
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
return;
|
|
}
|
|
|
|
float minNormal = (float)MIN_WALK_NORMAL;
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{//FIXME: extern this as part of vehicle data
|
|
minNormal = pm->gent->m_pVehicle->m_pVehicleInfo->maxSlope;
|
|
}
|
|
|
|
point[0] = pm->ps->origin[0];
|
|
point[1] = pm->ps->origin[1];
|
|
point[2] = pm->ps->origin[2] - 0.25f;
|
|
|
|
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 ) {
|
|
PM_CorrectAllSolid();
|
|
return;
|
|
}
|
|
|
|
// if the trace didn't hit anything, we are in free fall
|
|
if ( trace.fraction == 1.0 || g_gravity->value <= 0 )
|
|
{
|
|
PM_GroundTraceMissed();
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
/*
|
|
if ( pm->ps->vehicleIndex != VEHICLE_NONE )
|
|
{
|
|
PM_SetVehicleAngles( NULL );
|
|
}
|
|
*/
|
|
return;
|
|
}
|
|
|
|
// Not a vehicle and not riding one.
|
|
if ( pm->gent
|
|
&& pm->gent->client
|
|
&& pm->gent->client->NPC_class != CLASS_SAND_CREATURE
|
|
&& (pm->gent->client->NPC_class != CLASS_VEHICLE && !PM_RidingVehicle() ) )
|
|
{
|
|
// check if getting thrown off the ground
|
|
if ( ((pm->ps->velocity[2]>0&&(pm->ps->pm_flags&PMF_TIME_KNOCKBACK))||pm->ps->velocity[2]>100) && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 )
|
|
{//either thrown off ground (PMF_TIME_KNOCKBACK) or going off the ground at a large velocity
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:kickoff\n", c_pmove);
|
|
}
|
|
// go into jump animation
|
|
if ( PM_FlippingAnim( pm->ps->legsAnim) )
|
|
{//we're flipping
|
|
}
|
|
else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
|
|
{//special jumps
|
|
}
|
|
else if ( PM_InKnockDown( pm->ps ) )
|
|
{//in knockdown
|
|
}
|
|
else if ( PM_InRoll( pm->ps ) )
|
|
{//in knockdown
|
|
}
|
|
else if ( PM_KickingAnim( pm->ps->legsAnim ) )
|
|
{//in kick
|
|
}
|
|
else if ( pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_RANCOR || pm->gent->client->NPC_class == CLASS_WAMPA) )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
PM_JumpForDir();
|
|
}
|
|
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
if ( pm->ps->vehicleIndex != VEHICLE_NONE )
|
|
{
|
|
PM_SetVehicleAngles( trace.plane.normal );
|
|
}
|
|
*/
|
|
|
|
// 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);
|
|
}
|
|
// FIXME: if they can't slide down the slope, let them
|
|
// walk (sharp crevices)
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qtrue;
|
|
pml.walking = qfalse;
|
|
return;
|
|
}
|
|
|
|
//FIXME: if the ground surface is a "cover surface (like tall grass), add a "cover" flag to me
|
|
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);
|
|
}
|
|
|
|
//if ( !PM_ClientImpact( trace.entityNum, qtrue ) )
|
|
{
|
|
PM_CrashLand();
|
|
|
|
// 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;
|
|
}
|
|
if (!pm->cmd.forwardmove && !pm->cmd.rightmove) {
|
|
if ( Flying != FLY_HOVER )
|
|
{
|
|
pm->ps->velocity[2] = 0; //wouldn't normally want this because of slopes, but we aren't tyring to move...
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pm->ps->groundEntityNum = trace.entityNum;
|
|
pm->ps->lastOnGround = level.time;
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{//if a player, clear the jumping "flag" so can't double-jump
|
|
pm->ps->forceJumpCharge = 0;
|
|
}
|
|
|
|
// don't reset the z velocity for slopes
|
|
// pm->ps->velocity[2] = 0;
|
|
|
|
PM_AddTouchEnt( trace.entityNum );
|
|
}
|
|
|
|
int LastMatrixJumpTime = 0;
|
|
#define DEBUGMATRIXJUMP 0
|
|
|
|
void PM_HoverTrace( void )
|
|
{
|
|
if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_VEHICLE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vehicle_t *pVeh = pm->gent->m_pVehicle;
|
|
float hoverHeight = pVeh->m_pVehicleInfo->hoverHeight;
|
|
vec3_t point, vAng, fxAxis[3];
|
|
trace_t *trace = &pml.groundTrace;
|
|
int traceContents = pm->tracemask;
|
|
|
|
pml.groundPlane = qfalse;
|
|
|
|
float relativeWaterLevel = (pm->ps->waterheight - (pm->ps->origin[2]+pm->mins[2]));
|
|
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] )
|
|
{//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
|
|
vAng[PITCH] = vAng[ROLL] = 0;
|
|
vAng[YAW] = pVeh->m_vOrientation[YAW];
|
|
AngleVectors( vAng, fxAxis[2], fxAxis[1], fxAxis[0] );
|
|
vec3_t wakeOrg;
|
|
VectorCopy( pm->ps->origin, wakeOrg );
|
|
wakeOrg[2] = pm->ps->waterheight;
|
|
if ( pVeh->m_pVehicleInfo->iWakeFX )
|
|
{
|
|
G_PlayEffect( pVeh->m_pVehicleInfo->iWakeFX, wakeOrg, fxAxis );
|
|
}
|
|
}
|
|
}
|
|
pml.groundPlane = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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*3.0f);
|
|
|
|
//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...
|
|
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[2] >= minNormal )
|
|
{//not a steep slope, so push us up
|
|
if ( trace->fraction < 0.3f )
|
|
{//push up off ground
|
|
float hoverForce = pVeh->m_pVehicleInfo->hoverStrength;
|
|
pm->ps->velocity[2] += (0.3f-trace->fraction)*hoverForce*pVeh->m_fTimeModifier;
|
|
|
|
// if (pm->ps->velocity[2]>60.0f)
|
|
// {
|
|
// pm->ps->velocity[2] = 60.0f;
|
|
// }
|
|
|
|
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] );
|
|
if ( pVeh->m_pVehicleInfo->iWakeFX )
|
|
{
|
|
G_PlayEffect( pVeh->m_pVehicleInfo->iWakeFX, trace->endpos, fxAxis );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
|
|
{
|
|
if ( Q_irand( pml.frametime, 100 ) >= 50 )
|
|
{//dust
|
|
VectorClear(fxAxis[0]);
|
|
fxAxis[0][2] = 1;
|
|
|
|
VectorCopy(pm->ps->velocity, fxAxis[1]);
|
|
fxAxis[1][2] *= 0.01f;
|
|
VectorMA(pm->ps->origin, 0.25f, fxAxis[1], point);
|
|
G_PlayEffect("ships/swoop_dust", point, fxAxis[0]);
|
|
}
|
|
}
|
|
pml.groundPlane = qtrue;
|
|
}
|
|
}
|
|
}
|
|
if ( pml.groundPlane )
|
|
{
|
|
PM_SetVehicleAngles( pml.groundTrace.plane.normal );
|
|
// We're on the ground.
|
|
// if (pVeh->m_ulFlags&VEH_FLYING && level.time<pVeh->m_iTurboTime)
|
|
// {
|
|
// pVeh->m_iTurboTime = 0; // stop turbo
|
|
// }
|
|
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;
|
|
}
|
|
|
|
// BEGIN MATRIX MODE INIT FOR JUMP
|
|
//=================================
|
|
if (pm->gent &&
|
|
pm->gent->owner &&
|
|
(pm->gent->owner->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent->owner)) &&
|
|
pVeh->m_pVehicleInfo->type==VH_SPEEDER &&
|
|
level.time>(LastMatrixJumpTime+5000) && VectorLength(pm->ps->velocity)>30.0f)
|
|
{
|
|
LastMatrixJumpTime = level.time;
|
|
vec3_t predictedApx;
|
|
vec3_t predictedFallVelocity;
|
|
vec3_t predictedLandPosition;
|
|
|
|
VectorScale(pm->ps->velocity, 2.0f, predictedFallVelocity); // take friction into account
|
|
predictedFallVelocity[2] = -(pm->ps->gravity * 1.1f); // take gravity into account
|
|
|
|
VectorMA(pm->ps->origin, 0.25f, pm->ps->velocity, predictedApx);
|
|
VectorMA(predictedApx, 0.25f, predictedFallVelocity, predictedLandPosition);
|
|
|
|
|
|
|
|
|
|
trace_t trace2;
|
|
gi.trace( &trace2, predictedApx, pm->mins, pm->maxs, predictedLandPosition, pm->ps->clientNum, traceContents);
|
|
if (!trace2.startsolid && !trace2.allsolid && trace2.fraction>0.75 && Q_irand(0, 3)==0)
|
|
{
|
|
LastMatrixJumpTime += 20000;
|
|
G_StartMatrixEffect(pm->gent, MEF_HIT_GROUND_STOP);
|
|
// CG_DrawEdge(pm->ps->origin, predictedApx, EDGE_WHITE_TWOSECOND);
|
|
// CG_DrawEdge(predictedApx, predictedLandPosition, EDGE_WHITE_TWOSECOND);
|
|
}
|
|
// else
|
|
// {
|
|
// CG_DrawEdge(pm->ps->origin, predictedApx, EDGE_RED_TWOSECOND);
|
|
// CG_DrawEdge(predictedApx, predictedLandPosition, EDGE_RED_TWOSECOND);
|
|
// }
|
|
}
|
|
//=================================
|
|
}
|
|
pVeh->m_vAngularVelocity *= 0.95f; // Angular Velocity Decays Over Time
|
|
}
|
|
PM_GroundTraceMissed();
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
|
|
short npcsToUpdate[MAX_NPC_WATER_UPDATE]; // queue of npcs
|
|
short npcsToUpdateTop = 0; // top of the queue
|
|
short npcsToUpdateCount = 0; // number of npcs in the queue
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_SetWaterLevelAtPoint2
|
|
Xbox version does not depend on a pmove structure
|
|
This function is used to update AI waterlevels every few
|
|
frames.
|
|
=============
|
|
*/
|
|
static void PM_SetWaterLevelAtPoint2( vec3_t org, int *waterlevel, int *watertype, int clientNum, int viewHeight )
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
int sample1;
|
|
int sample2;
|
|
|
|
// use the server fucntion directly, we don't have a pmove ptr to work with right now
|
|
extern int SV_PointContents( const vec3_t p, int passEntityNum );
|
|
|
|
//
|
|
// get waterlevel, accounting for ducking
|
|
//
|
|
*waterlevel = 0;
|
|
*watertype = 0;
|
|
|
|
point[0] = org[0];
|
|
point[1] = org[1];
|
|
point[2] = org[2] + DEFAULT_MINS_2 + 1;
|
|
cont = SV_PointContents( point, clientNum );
|
|
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
sample2 = viewHeight - DEFAULT_MINS_2;
|
|
sample1 = sample2 / 2;
|
|
|
|
*watertype = cont;
|
|
*waterlevel = 1;
|
|
point[2] = org[2] + DEFAULT_MINS_2 + sample1;
|
|
cont = SV_PointContents( point, clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
*waterlevel = 2;
|
|
point[2] = org[2] + DEFAULT_MINS_2 + sample2;
|
|
cont = SV_PointContents( point, clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
*waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
AddNPCToWaterUpdate
|
|
This function adds an AI to the water level update queue
|
|
=============
|
|
*/
|
|
static void AddNPCToWaterUpdate(int num)
|
|
{
|
|
// get an entity pointer
|
|
gentity_t *ent = g_entities + num;
|
|
|
|
// only add this client if it isn't already queued
|
|
if(ent->wupdate == 0)
|
|
{
|
|
// check to make sure we don't have too many NPCs in the queue
|
|
if((npcsToUpdateCount + 1) < MAX_NPC_WATER_UPDATE)
|
|
{
|
|
// figure out where to place this npc in the queue
|
|
int spot = npcsToUpdateTop + npcsToUpdateCount;
|
|
|
|
if(spot < MAX_NPC_WATER_UPDATE)
|
|
{
|
|
npcsToUpdate[spot] = num;
|
|
}
|
|
else
|
|
{
|
|
npcsToUpdate[spot - MAX_NPC_WATER_UPDATE] = num;
|
|
}
|
|
|
|
// set the water update flag
|
|
ent->wupdate = 1;
|
|
|
|
// update the queue count
|
|
npcsToUpdateCount++;
|
|
}
|
|
else
|
|
{
|
|
// the queue isn't big enough
|
|
assert(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
UpdateNPCWaterLevels
|
|
This function updates the water level for MAX_NPC_WATER_UPDATES_PER_FRAME NPCs
|
|
=============
|
|
*/
|
|
void UpdateNPCWaterLevels(void)
|
|
{
|
|
int i;
|
|
gentity_t *ent;
|
|
|
|
// update the maxium number per frame
|
|
for(i = 0; i < MAX_NPC_WATER_UPDATES_PER_FRAME; i++)
|
|
{
|
|
// make sure we have something to update
|
|
if(npcsToUpdateCount)
|
|
{
|
|
// if the clientnum is -1, we've got some serious problems
|
|
assert(npcsToUpdate[npcsToUpdateTop] != -1);
|
|
|
|
// get an enitiy pointer
|
|
ent = g_entities + npcsToUpdate[npcsToUpdateTop];
|
|
|
|
// make sure this client isn't in Jedi heaven
|
|
if(ent->client)
|
|
{
|
|
// set the previous water level... this is used later to update the water state
|
|
ent->prev_waterlevel = ent->waterlevel;
|
|
// get our new state
|
|
PM_SetWaterLevelAtPoint2( ent->currentOrigin, &ent->waterlevel, &ent->watertype, npcsToUpdate[npcsToUpdateTop], ent->client->ps.viewheight );
|
|
// flag this client as updated
|
|
ent->wupdate = 0;
|
|
}
|
|
|
|
// clear this client from the queue
|
|
npcsToUpdate[npcsToUpdateTop] = -1;
|
|
// move our queue ptr and decr our count
|
|
npcsToUpdateTop++;
|
|
npcsToUpdateCount--;
|
|
|
|
// if the top is pointing to the end wrap it around the the start
|
|
if(npcsToUpdateTop == MAX_NPC_WATER_UPDATE)
|
|
{
|
|
npcsToUpdateTop = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // _XBOX
|
|
|
|
/*
|
|
=============
|
|
PM_SetWaterLevelAtPoint FIXME: avoid this twice? certainly if not moving
|
|
=============
|
|
*/
|
|
static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype )
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
int sample1;
|
|
int sample2;
|
|
|
|
//
|
|
// get waterlevel, accounting for ducking
|
|
//
|
|
*waterlevel = 0;
|
|
*watertype = 0;
|
|
|
|
point[0] = org[0];
|
|
point[1] = org[1];
|
|
point[2] = org[2] + DEFAULT_MINS_2 + 1;
|
|
if (gi.totalMapContents() & (MASK_WATER|CONTENTS_LADDER))
|
|
{
|
|
cont = pm->pointcontents( point, pm->ps->clientNum );
|
|
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
sample2 = pm->ps->viewheight - DEFAULT_MINS_2;
|
|
sample1 = sample2 / 2;
|
|
|
|
*watertype = cont;
|
|
*waterlevel = 1;
|
|
point[2] = org[2] + DEFAULT_MINS_2 + sample1;
|
|
cont = pm->pointcontents( point, pm->ps->clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
*waterlevel = 2;
|
|
point[2] = org[2] + DEFAULT_MINS_2 + sample2;
|
|
cont = pm->pointcontents( point, pm->ps->clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
*waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PM_SetWaterHeight( void )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_NONE;
|
|
if ( pm->waterlevel < 1 )
|
|
{
|
|
pm->ps->waterheight = pm->ps->origin[2] + DEFAULT_MINS_2 - 4;
|
|
return;
|
|
}
|
|
trace_t trace;
|
|
vec3_t top, bottom;
|
|
|
|
VectorCopy( pm->ps->origin, top );
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
top[2] += pm->gent->client->standheight;
|
|
bottom[2] += DEFAULT_MINS_2;
|
|
|
|
gi.trace( &trace, top, pm->mins, pm->maxs, bottom, pm->ps->clientNum, MASK_WATER );
|
|
|
|
if ( trace.startsolid )
|
|
{//under water
|
|
pm->ps->waterheight = top[2] + 4;
|
|
}
|
|
else if ( trace.fraction < 1.0f )
|
|
{//partially in and partially out of water
|
|
pm->ps->waterheight = trace.endpos[2]+pm->mins[2];
|
|
}
|
|
else if ( trace.contents&MASK_WATER )
|
|
{//water is above me
|
|
pm->ps->waterheight = top[2] + 4;
|
|
}
|
|
else
|
|
{//water is below me
|
|
pm->ps->waterheight = bottom[2] - 4;
|
|
}
|
|
float distFromEyes = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;
|
|
|
|
if ( distFromEyes < 0 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_UNDER;
|
|
}
|
|
else if ( distFromEyes < 6 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_HEAD;
|
|
}
|
|
else if ( distFromEyes < 18 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_SHOULDERS;
|
|
}
|
|
else if ( distFromEyes < pm->gent->client->standheight-8 )
|
|
{//at least 8 above origin
|
|
pm->ps->waterHeightLevel = WHL_TORSO;
|
|
}
|
|
else
|
|
{
|
|
float distFromOrg = pm->ps->origin[2]-pm->ps->waterheight;
|
|
if ( distFromOrg < 6 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_WAIST;
|
|
}
|
|
else if ( distFromOrg < 16 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_KNEES;
|
|
}
|
|
else if ( distFromOrg > fabs(pm->mins[2]) )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_NONE;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_ANKLES;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_SetBounds
|
|
|
|
Sets mins, maxs
|
|
==============
|
|
*/
|
|
static void PM_SetBounds (void)
|
|
{
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
|
|
{
|
|
//assert(0);
|
|
}
|
|
|
|
VectorCopy( pm->gent->mins, pm->mins );
|
|
VectorCopy( pm->gent->maxs, pm->maxs );
|
|
}
|
|
else
|
|
{
|
|
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
pm->mins[0] = DEFAULT_MINS_0;
|
|
pm->mins[1] = DEFAULT_MINS_1;
|
|
|
|
pm->maxs[0] = DEFAULT_MAXS_0;
|
|
pm->maxs[1] = DEFAULT_MAXS_1;
|
|
|
|
pm->mins[2] = DEFAULT_MINS_2;
|
|
pm->maxs[2] = DEFAULT_MAXS_2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_CheckDuck
|
|
|
|
Sets mins, maxs, and pm->ps->viewheight
|
|
==============
|
|
*/
|
|
static void PM_CheckDuck (void)
|
|
{
|
|
trace_t trace;
|
|
int standheight;
|
|
int crouchheight;
|
|
int oldHeight;
|
|
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
|
|
{
|
|
//assert(0);
|
|
}
|
|
|
|
if ( pm->ps->clientNum < MAX_CLIENTS
|
|
&& (pm->gent->client->NPC_class == CLASS_ATST ||pm->gent->client->NPC_class == CLASS_RANCOR)
|
|
&& !cg.renderingThirdPerson )
|
|
{
|
|
standheight = crouchheight = 128;
|
|
}
|
|
else
|
|
{
|
|
standheight = pm->gent->client->standheight;
|
|
crouchheight = pm->gent->client->crouchheight;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
standheight = DEFAULT_MAXS_2;
|
|
crouchheight = CROUCH_MAXS_2;
|
|
}
|
|
|
|
if ( PM_RidingVehicle() || (pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE) )
|
|
{//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->maxs[2] = standheight;
|
|
//FIXME: have a crouchviewheight and standviewheight on ent?
|
|
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
|
|
//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?
|
|
return;
|
|
}
|
|
|
|
if ( PM_InGetUp( pm->ps ) )
|
|
{//can't do any kind of crouching when getting up
|
|
if ( pm->ps->legsAnim == BOTH_GETUP_CROUCH_B1 || pm->ps->legsAnim == BOTH_GETUP_CROUCH_F1 )
|
|
{//crouched still
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
pm->maxs[2] = crouchheight;
|
|
}
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
return;
|
|
}
|
|
|
|
oldHeight = pm->maxs[2];
|
|
|
|
if ( PM_InRoll( pm->ps ) )
|
|
{
|
|
/*
|
|
if ( pm->ps->clientNum && pm->gent && pm->gent->client )
|
|
{
|
|
pm->maxs[2] = pm->gent->client->renderInfo.eyePoint[2]-pm->ps->origin[2] + 4;
|
|
if ( crouchheight > pm->maxs[2] )
|
|
{
|
|
pm->maxs[2] = crouchheight;
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
pm->maxs[2] = crouchheight;
|
|
}
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
return;
|
|
}
|
|
if ( PM_GettingUpFromKnockDown( standheight, crouchheight ) )
|
|
{
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
return;
|
|
}
|
|
if ( PM_InKnockDown( pm->ps ) )
|
|
{//forced crouch
|
|
if ( pm->gent && pm->gent->client )
|
|
{//interrupted any potential delayed weapon fires
|
|
pm->gent->client->fireDelay = 0;
|
|
}
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
return;
|
|
}
|
|
if ( pm->cmd.upmove < 0 )
|
|
{ // trying to duck
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && !PM_SwimmingAnim( pm->ps->legsAnim ) )
|
|
{//Not ducked already and trying to duck in mid-air
|
|
//will raise your feet, unducking whilst in air will drop feet
|
|
if ( !(pm->ps->pm_flags&PMF_DUCKED) )
|
|
{
|
|
pm->ps->eFlags ^= EF_TELEPORT_BIT;
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
pm->ps->origin[2] += oldHeight - pm->maxs[2];//diff will be zero if were already ducking
|
|
//Don't worry, we know we fit in a smaller size
|
|
}
|
|
}
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
if ( d_JediAI->integer )
|
|
{
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
|
|
{
|
|
Com_Printf( "ducking\n" );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // want to stop ducking, stand up if possible
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{//Was ducking
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//unducking whilst in air will try to drop feet
|
|
pm->maxs[2] = standheight;
|
|
pm->ps->origin[2] += oldHeight - pm->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->eFlags ^= EF_TELEPORT_BIT;
|
|
pm->ps->pm_flags &= ~PMF_DUCKED;
|
|
}
|
|
else
|
|
{//Put us back
|
|
pm->ps->origin[2] -= oldHeight - pm->maxs[2];
|
|
}
|
|
//NOTE: this isn't the best way to check this, you may have room to unduck
|
|
//while in air, but your feet are close to landing. Probably won't be a
|
|
//noticable shortcoming
|
|
}
|
|
else
|
|
{
|
|
// try to stand up
|
|
pm->maxs[2] = standheight;
|
|
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 )
|
|
{//Still ducking
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
|
|
}
|
|
else
|
|
{//standing now
|
|
pm->maxs[2] = standheight;
|
|
//FIXME: have a crouchviewheight and standviewheight on ent?
|
|
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
qboolean PM_SaberLockAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_BF2LOCK: //#
|
|
case BOTH_BF1LOCK: //#
|
|
case BOTH_CWCIRCLELOCK: //#
|
|
case BOTH_CCWCIRCLELOCK: //#
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_ForceAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_CHOKE1: //being choked...???
|
|
case BOTH_GESTURE1: //taunting...
|
|
case BOTH_RESISTPUSH: //# plant yourself to resist force push/pulls.
|
|
case BOTH_FORCEPUSH: //# Use off-hand to do force power.
|
|
case BOTH_FORCEPULL: //# Use off-hand to do force power.
|
|
case BOTH_MINDTRICK1: //# Use off-hand to do mind trick
|
|
case BOTH_MINDTRICK2: //# Use off-hand to do distraction
|
|
case BOTH_FORCELIGHTNING: //# Use off-hand to do lightning
|
|
case BOTH_FORCELIGHTNING_START:
|
|
case BOTH_FORCELIGHTNING_HOLD: //# Use off-hand to do lightning
|
|
case BOTH_FORCELIGHTNING_RELEASE: //# Use off-hand to do lightning
|
|
case BOTH_FORCEHEAL_START: //# Healing meditation pose start
|
|
case BOTH_FORCEHEAL_STOP: //# Healing meditation pose end
|
|
case BOTH_FORCEHEAL_QUICK: //# Healing meditation gesture
|
|
case BOTH_FORCEGRIP1: //# temp force-grip anim (actually re-using push)
|
|
case BOTH_FORCEGRIP_HOLD: //# temp force-grip anim (actually re-using push)
|
|
case BOTH_FORCEGRIP_RELEASE: //# temp force-grip anim (actually re-using push)
|
|
//case BOTH_FORCEGRIP3: //# force-gripping
|
|
case BOTH_FORCE_RAGE:
|
|
case BOTH_FORCE_2HANDEDLIGHTNING:
|
|
case BOTH_FORCE_2HANDEDLIGHTNING_START:
|
|
case BOTH_FORCE_2HANDEDLIGHTNING_HOLD:
|
|
case BOTH_FORCE_2HANDEDLIGHTNING_RELEASE:
|
|
case BOTH_FORCE_DRAIN:
|
|
case BOTH_FORCE_DRAIN_START:
|
|
case BOTH_FORCE_DRAIN_HOLD:
|
|
case BOTH_FORCE_DRAIN_RELEASE:
|
|
case BOTH_FORCE_ABSORB:
|
|
case BOTH_FORCE_ABSORB_START:
|
|
case BOTH_FORCE_ABSORB_END:
|
|
case BOTH_FORCE_PROTECT:
|
|
case BOTH_FORCE_PROTECT_FAST:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InSaberAnim( int anim )
|
|
{
|
|
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H1_S1_BR )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InForceGetUp( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
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_FORCE_GETUP_B6:
|
|
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:
|
|
if ( ps->legsAnimTimer )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InGetUp( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_GETUP1:
|
|
case BOTH_GETUP2:
|
|
case BOTH_GETUP3:
|
|
case BOTH_GETUP4:
|
|
case BOTH_GETUP5:
|
|
case BOTH_GETUP_CROUCH_F1:
|
|
case BOTH_GETUP_CROUCH_B1:
|
|
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:
|
|
if ( ps->legsAnimTimer )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
default:
|
|
return PM_InForceGetUp( ps );
|
|
break;
|
|
}
|
|
//what the hell, redundant, but...
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InGetUpNoRoll( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_GETUP1:
|
|
case BOTH_GETUP2:
|
|
case BOTH_GETUP3:
|
|
case BOTH_GETUP4:
|
|
case BOTH_GETUP5:
|
|
case BOTH_GETUP_CROUCH_F1:
|
|
case BOTH_GETUP_CROUCH_B1:
|
|
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_FORCE_GETUP_B6:
|
|
if ( ps->legsAnimTimer )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InKnockDown( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_KNOCKDOWN5:
|
|
//special anims:
|
|
case BOTH_RELEASED:
|
|
return qtrue;
|
|
break;
|
|
case BOTH_LK_DL_ST_T_SB_1_L:
|
|
if ( ps->legsAnimTimer < 550 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
case BOTH_PLAYER_PA_3_FLY:
|
|
if ( ps->legsAnimTimer < 300 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
/*
|
|
else if ( ps->clientNum < MAX_CLIENTS
|
|
&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
|
|
{
|
|
return qtrue;
|
|
}
|
|
*/
|
|
break;
|
|
default:
|
|
return PM_InGetUp( ps );
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InKnockDownNoGetup( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_KNOCKDOWN5:
|
|
//special anims:
|
|
case BOTH_RELEASED:
|
|
return qtrue;
|
|
break;
|
|
case BOTH_LK_DL_ST_T_SB_1_L:
|
|
if ( ps->legsAnimTimer < 550 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
case BOTH_PLAYER_PA_3_FLY:
|
|
if ( ps->legsAnimTimer < 300 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
/*
|
|
else if ( ps->clientNum < MAX_CLIENTS
|
|
&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
|
|
{
|
|
return qtrue;
|
|
}
|
|
*/
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InKnockDownOnGround( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_KNOCKDOWN5:
|
|
case BOTH_RELEASED:
|
|
//if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer > 300 )
|
|
{//at end of fall down anim
|
|
return qtrue;
|
|
}
|
|
break;
|
|
case BOTH_GETUP1:
|
|
case BOTH_GETUP2:
|
|
case BOTH_GETUP3:
|
|
case BOTH_GETUP4:
|
|
case BOTH_GETUP5:
|
|
case BOTH_GETUP_CROUCH_F1:
|
|
case BOTH_GETUP_CROUCH_B1:
|
|
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_FORCE_GETUP_B6:
|
|
if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer < 500 )
|
|
{//at beginning of getup anim
|
|
return qtrue;
|
|
}
|
|
break;
|
|
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:
|
|
if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer < 500 )
|
|
{//at beginning of getup anim
|
|
return qtrue;
|
|
}
|
|
break;
|
|
case BOTH_LK_DL_ST_T_SB_1_L:
|
|
if ( ps->legsAnimTimer < 1000 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
case BOTH_PLAYER_PA_3_FLY:
|
|
if ( ps->legsAnimTimer < 300 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
/*
|
|
else if ( ps->clientNum < MAX_CLIENTS
|
|
&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
|
|
{
|
|
return qtrue;
|
|
}
|
|
*/
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_CrouchGetup( float crouchheight )
|
|
{
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
int anim = -1;
|
|
switch ( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_RELEASED:
|
|
case BOTH_PLAYER_PA_3_FLY:
|
|
anim = BOTH_GETUP_CROUCH_B1;
|
|
break;
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN5:
|
|
case BOTH_LK_DL_ST_T_SB_1_L:
|
|
anim = BOTH_GETUP_CROUCH_F1;
|
|
break;
|
|
}
|
|
if ( anim == -1 )
|
|
{//WTF? stay down?
|
|
pm->ps->legsAnimTimer = 100;//hold this anim for another 10th of a second
|
|
return qfalse;
|
|
}
|
|
else
|
|
{//get up into crouch anim
|
|
if ( PM_LockedAnim( pm->ps->torsoAnim ) )
|
|
{//need to be able to override this anim
|
|
pm->ps->torsoAnimTimer = 0;
|
|
}
|
|
if ( PM_LockedAnim( pm->ps->legsAnim ) )
|
|
{//need to be able to override this anim
|
|
pm->ps->legsAnimTimer = 0;
|
|
}
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
extern qboolean PM_GoingToAttackDown( playerState_t *ps );
|
|
qboolean PM_CheckRollGetup( void )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN1
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN2
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN3
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN4
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|
|
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L
|
|
|| pm->ps->legsAnim == BOTH_PLAYER_PA_3_FLY
|
|
|| pm->ps->legsAnim == BOTH_RELEASED )
|
|
{//lying on back or front
|
|
if ( ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && ( pm->cmd.rightmove || (pm->cmd.forwardmove&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) ) )//player pressing left or right
|
|
|| ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) && pm->gent->NPC//an NPC
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0//have at least force jump 1
|
|
&& pm->gent->enemy //I have an enemy
|
|
&& pm->gent->enemy->client//a client
|
|
&& pm->gent->enemy->enemy == pm->gent//he's mad at me!
|
|
&& (PM_GoingToAttackDown( &pm->gent->enemy->client->ps )||!Q_irand(0,2))//he's attacking downward! (or we just feel like doing it this time)
|
|
&& ((pm->gent->client&&pm->gent->client->NPC_class==CLASS_ALORA)||Q_irand( 0, RANK_CAPTAIN )<pm->gent->NPC->rank) ) )//higher rank I am, more likely I am to roll away!
|
|
{//roll away!
|
|
int anim;
|
|
qboolean forceGetUp = qfalse;
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|
|
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{
|
|
anim = BOTH_GETUP_FROLL_F;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP_BROLL_F;
|
|
}
|
|
forceGetUp = qtrue;
|
|
}
|
|
else if ( pm->cmd.forwardmove < 0 )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|
|
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{
|
|
anim = BOTH_GETUP_FROLL_B;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP_BROLL_B;
|
|
}
|
|
forceGetUp = qtrue;
|
|
}
|
|
else if ( pm->cmd.rightmove > 0 )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|
|
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{
|
|
anim = BOTH_GETUP_FROLL_R;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP_BROLL_R;
|
|
}
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|
|
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{
|
|
anim = BOTH_GETUP_FROLL_L;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP_BROLL_L;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|
|
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{//on your front
|
|
anim = Q_irand( BOTH_GETUP_FROLL_B, BOTH_GETUP_FROLL_R );
|
|
}
|
|
else
|
|
{
|
|
anim = Q_irand( BOTH_GETUP_BROLL_B, BOTH_GETUP_BROLL_R );
|
|
}
|
|
}
|
|
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
|
|
{
|
|
if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
|
|
{//oops, try other one
|
|
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|
|
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|
|
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{
|
|
if ( anim == BOTH_GETUP_FROLL_R )
|
|
{
|
|
anim = BOTH_GETUP_FROLL_L;
|
|
}
|
|
else if ( anim == BOTH_GETUP_FROLL_F )
|
|
{
|
|
anim = BOTH_GETUP_FROLL_B;
|
|
}
|
|
else if ( anim == BOTH_GETUP_FROLL_B )
|
|
{
|
|
anim = BOTH_GETUP_FROLL_F;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP_FROLL_L;
|
|
}
|
|
if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
|
|
{//neither side is clear, screw it
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( anim == BOTH_GETUP_BROLL_R )
|
|
{
|
|
anim = BOTH_GETUP_BROLL_L;
|
|
}
|
|
else if ( anim == BOTH_GETUP_BROLL_F )
|
|
{
|
|
anim = BOTH_GETUP_BROLL_B;
|
|
}
|
|
else if ( anim == BOTH_GETUP_FROLL_B )
|
|
{
|
|
anim = BOTH_GETUP_BROLL_F;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP_BROLL_L;
|
|
}
|
|
if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
|
|
{//neither side is clear, screw it
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
pm->cmd.rightmove = pm->cmd.forwardmove = 0;
|
|
if ( PM_LockedAnim( pm->ps->torsoAnim ) )
|
|
{//need to be able to override this anim
|
|
pm->ps->torsoAnimTimer = 0;
|
|
}
|
|
if ( PM_LockedAnim( pm->ps->legsAnim ) )
|
|
{//need to be able to override this anim
|
|
pm->ps->legsAnimTimer = 0;
|
|
}
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer - 300;//don't attack until near end of this anim
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
if ( forceGetUp )
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY
|
|
&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
|
|
&& !Q_irand( 0, 1 ) )
|
|
{
|
|
PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
|
|
pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
|
|
}
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
//launch off ground?
|
|
pm->ps->weaponTime = 300;//just to make sure it's cleared
|
|
}
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
extern int G_MinGetUpTime( gentity_t *ent );
|
|
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight )
|
|
{
|
|
int legsAnim = pm->ps->legsAnim;
|
|
if ( legsAnim == BOTH_KNOCKDOWN1
|
|
||legsAnim == BOTH_KNOCKDOWN2
|
|
||legsAnim == BOTH_KNOCKDOWN3
|
|
||legsAnim == BOTH_KNOCKDOWN4
|
|
||legsAnim == BOTH_KNOCKDOWN5
|
|
||legsAnim == BOTH_PLAYER_PA_3_FLY
|
|
||legsAnim == BOTH_LK_DL_ST_T_SB_1_L
|
|
||legsAnim == BOTH_RELEASED )
|
|
{//in a knockdown
|
|
int minTimeLeft = G_MinGetUpTime( pm->gent );
|
|
if ( pm->ps->legsAnimTimer <= minTimeLeft )
|
|
{//if only a quarter of a second left, allow roll-aways
|
|
if ( PM_CheckRollGetup() )
|
|
{
|
|
pm->cmd.rightmove = pm->cmd.forwardmove = 0;
|
|
return qtrue;
|
|
}
|
|
}
|
|
if ( TIMER_Exists( pm->gent, "noGetUpStraight" ) )
|
|
{
|
|
if ( !TIMER_Done2( pm->gent, "noGetUpStraight", qtrue ) )
|
|
{//not allowed to do straight get-ups for another few seconds
|
|
if ( pm->ps->legsAnimTimer <= minTimeLeft )
|
|
{//hold it for a bit
|
|
pm->ps->legsAnimTimer = minTimeLeft+1;
|
|
}
|
|
}
|
|
}
|
|
if ( !pm->ps->legsAnimTimer || (pm->ps->legsAnimTimer<=minTimeLeft&&(pm->cmd.upmove>0||(pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_ALORA))) )
|
|
{//done with the knockdown - FIXME: somehow this is allowing an *instant* getup...???
|
|
//FIXME: if trying to crouch (holding button?), just get up into a crouch?
|
|
if ( pm->cmd.upmove < 0 )
|
|
{
|
|
return PM_CrouchGetup( crouchheight );
|
|
}
|
|
else
|
|
{
|
|
trace_t trace;
|
|
// try to stand up
|
|
pm->maxs[2] = standheight;
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
|
|
if ( !trace.allsolid )
|
|
{//stand up
|
|
int anim = BOTH_GETUP1;
|
|
qboolean forceGetUp = qfalse;
|
|
pm->maxs[2] = standheight;
|
|
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
//NOTE: the force power checks will stop fencers and grunts from getting up using force jump
|
|
switch ( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP1;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_PLAYER_PA_3_FLY:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP2;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN3:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP3;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_RELEASED:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP4;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN5:
|
|
case BOTH_LK_DL_ST_T_SB_1_L:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP5;
|
|
}
|
|
break;
|
|
}
|
|
//Com_Printf( "getupanim = %s\n", animTable[anim].name );
|
|
if ( forceGetUp )
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY
|
|
&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
|
|
&& !Q_irand( 0, 1 ) )
|
|
{
|
|
PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
|
|
pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
|
|
}
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
//launch off ground?
|
|
pm->ps->weaponTime = 300;//just to make sure it's cleared
|
|
}
|
|
if ( PM_LockedAnim( pm->ps->torsoAnim ) )
|
|
{//need to be able to override this anim
|
|
pm->ps->torsoAnimTimer = 0;
|
|
}
|
|
if ( PM_LockedAnim( pm->ps->legsAnim ) )
|
|
{//need to be able to override this anim
|
|
pm->ps->legsAnimTimer = 0;
|
|
}
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return PM_CrouchGetup( crouchheight );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{
|
|
PM_CmdForRoll( pm->ps, &pm->cmd );
|
|
}
|
|
else
|
|
{
|
|
pm->cmd.rightmove = pm->cmd.forwardmove = 0;
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void PM_CmdForRoll( playerState_t *ps, usercmd_t *pCmd )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
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->legsAnimTimer <= 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->legsAnimTimer <= 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->torsoAnimTimer <= 250 )
|
|
{//end of anim
|
|
pCmd->forwardmove = pCmd->rightmove = 0;
|
|
}
|
|
else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 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->torsoAnimTimer <= 100 )
|
|
{//end of anim
|
|
pCmd->forwardmove = pCmd->rightmove = 0;
|
|
}
|
|
else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 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->torsoAnimTimer <= 550 )
|
|
{//end of anim
|
|
pCmd->forwardmove = pCmd->rightmove = 0;
|
|
}
|
|
else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 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->torsoAnimTimer <= 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;
|
|
case BOTH_LK_DL_ST_T_SB_1_L:
|
|
//kicked backwards
|
|
if ( ps->legsAnimTimer < 3050//at least 10 frames in
|
|
&& ps->legsAnimTimer > 550 )//at least 6 frames from end
|
|
{//move backwards
|
|
pCmd->forwardmove = -64;
|
|
pCmd->rightmove = 0;
|
|
}
|
|
else
|
|
{
|
|
pCmd->forwardmove = pCmd->rightmove = 0;
|
|
}
|
|
break;
|
|
}
|
|
|
|
pCmd->upmove = 0;
|
|
}
|
|
|
|
qboolean PM_InRollIgnoreTimer( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_ROLL_F:
|
|
case BOTH_ROLL_B:
|
|
case BOTH_ROLL_R:
|
|
case BOTH_ROLL_L:
|
|
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;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InRoll( playerState_t *ps )
|
|
{
|
|
if ( ps->legsAnimTimer && PM_InRollIgnoreTimer( ps ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_CrouchAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_SIT1: //# Normal chair sit.
|
|
case BOTH_SIT2: //# Lotus position.
|
|
case BOTH_SIT3: //# Sitting in tired position: elbows on knees
|
|
case BOTH_CROUCH1: //# Transition from standing to crouch
|
|
case BOTH_CROUCH1IDLE: //# Crouching idle
|
|
case BOTH_CROUCH1WALK: //# Walking while crouched
|
|
case BOTH_CROUCH1WALKBACK: //# Walking while crouched
|
|
case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1
|
|
case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9)
|
|
case BOTH_KNEES1: //# Tavion on her knees
|
|
case BOTH_CROUCHATTACKBACK1://FIXME: not if in middle of anim?
|
|
case BOTH_ROLL_STAB:
|
|
//???
|
|
case BOTH_STAND_TO_KNEEL:
|
|
case BOTH_KNEEL_TO_STAND:
|
|
case BOTH_TURNCROUCH1:
|
|
case BOTH_CROUCH4:
|
|
case BOTH_KNEES2: //# Tavion on her knees looking down
|
|
case BOTH_KNEES2TO1: //# Transition of KNEES2 to KNEES1
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_PainAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_PAIN1: //# First take pain anim
|
|
case BOTH_PAIN2: //# Second take pain anim
|
|
case BOTH_PAIN3: //# Third take pain anim
|
|
case BOTH_PAIN4: //# Fourth take pain anim
|
|
case BOTH_PAIN5: //# Fifth take pain anim - from behind
|
|
case BOTH_PAIN6: //# Sixth take pain anim - from behind
|
|
case BOTH_PAIN7: //# Seventh take pain anim - from behind
|
|
case BOTH_PAIN8: //# Eigth take pain anim - from behind
|
|
case BOTH_PAIN9: //#
|
|
case BOTH_PAIN10: //#
|
|
case BOTH_PAIN11: //#
|
|
case BOTH_PAIN12: //#
|
|
case BOTH_PAIN13: //#
|
|
case BOTH_PAIN14: //#
|
|
case BOTH_PAIN15: //#
|
|
case BOTH_PAIN16: //#
|
|
case BOTH_PAIN17: //#
|
|
case BOTH_PAIN18: //#
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
qboolean PM_DodgeHoldAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_DODGE_HOLD_FL:
|
|
case BOTH_DODGE_HOLD_FR:
|
|
case BOTH_DODGE_HOLD_BL:
|
|
case BOTH_DODGE_HOLD_BR:
|
|
case BOTH_DODGE_HOLD_L:
|
|
case BOTH_DODGE_HOLD_R:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_DodgeAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_DODGE_FL: //# lean-dodge forward left
|
|
case BOTH_DODGE_FR: //# lean-dodge forward right
|
|
case BOTH_DODGE_BL: //# lean-dodge backwards left
|
|
case BOTH_DODGE_BR: //# lean-dodge backwards right
|
|
case BOTH_DODGE_L: //# lean-dodge left
|
|
case BOTH_DODGE_R: //# lean-dodge right
|
|
return qtrue;
|
|
break;
|
|
default:
|
|
return PM_DodgeHoldAnim( anim );
|
|
break;
|
|
}
|
|
//return qfalse;
|
|
}
|
|
|
|
qboolean PM_ForceJumpingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FORCEJUMP1: //# Jump - wind-up and leave ground
|
|
case BOTH_FORCEINAIR1: //# In air loop (from jump)
|
|
case BOTH_FORCELAND1: //# Landing (from in air loop)
|
|
case BOTH_FORCEJUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
case BOTH_FORCEINAIRBACK1: //# In air loop (from jump back)
|
|
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_FORCEJUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
case BOTH_FORCEINAIRLEFT1: //# In air loop (from jump left)
|
|
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_FORCEJUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
case BOTH_FORCEINAIRRIGHT1: //# In air loop (from jump right)
|
|
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_JumpingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_JUMP1: //# Jump - wind-up and leave ground
|
|
case BOTH_INAIR1: //# In air loop (from jump)
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
case BOTH_LAND2: //# Landing Hard (from a great height)
|
|
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
case BOTH_INAIRBACK1: //# In air loop (from jump back)
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
return qtrue;
|
|
break;
|
|
default:
|
|
if ( PM_InAirKickingAnim( anim ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return PM_ForceJumpingAnim( anim );
|
|
break;
|
|
}
|
|
//return qfalse;
|
|
}
|
|
|
|
qboolean PM_LandingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
case BOTH_LAND2: //# Landing Hard (from a great height)
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
case BOTH_FORCELAND1: //# Landing (from in air loop)
|
|
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_FlippingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FLIP_F: //# Flip forward
|
|
case BOTH_FLIP_B: //# Flip backwards
|
|
case BOTH_FLIP_L: //# Flip left
|
|
case BOTH_FLIP_R: //# Flip right
|
|
case BOTH_ALORA_FLIP_1:
|
|
case BOTH_ALORA_FLIP_2:
|
|
case BOTH_ALORA_FLIP_3:
|
|
case BOTH_WALL_RUN_RIGHT_FLIP:
|
|
case BOTH_WALL_RUN_LEFT_FLIP:
|
|
case BOTH_WALL_FLIP_RIGHT:
|
|
case BOTH_WALL_FLIP_LEFT:
|
|
case BOTH_FLIP_BACK1:
|
|
case BOTH_FLIP_BACK2:
|
|
case BOTH_FLIP_BACK3:
|
|
case BOTH_WALL_FLIP_BACK1:
|
|
case BOTH_ALORA_FLIP_B:
|
|
//Not really flips, but...
|
|
case BOTH_WALL_RUN_RIGHT:
|
|
case BOTH_WALL_RUN_LEFT:
|
|
case BOTH_WALL_RUN_RIGHT_STOP:
|
|
case BOTH_WALL_RUN_LEFT_STOP:
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
case BOTH_BUTTERFLY_FL1:
|
|
case BOTH_BUTTERFLY_FR1:
|
|
//
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_ARIAL_RIGHT:
|
|
case BOTH_ARIAL_F1:
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
case BOTH_JUMPFLIPSLASHDOWN1:
|
|
case BOTH_JUMPFLIPSTABDOWN:
|
|
case BOTH_JUMPATTACK6:
|
|
case BOTH_JUMPATTACK7:
|
|
//JKA
|
|
case BOTH_FORCEWALLRUNFLIP_END:
|
|
case BOTH_FORCEWALLRUNFLIP_ALT:
|
|
case BOTH_FLIP_ATTACK7:
|
|
case BOTH_A7_SOULCAL:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
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_RUN4:
|
|
case BOTH_RUN_STAFF:
|
|
case BOTH_RUN_DUAL:
|
|
case BOTH_RUNBACK1:
|
|
case BOTH_RUNBACK2:
|
|
case BOTH_RUNBACK_STAFF:
|
|
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_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
|
|
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 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_LeapingSaberAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
//level 7
|
|
case BOTH_T7_BR_TL:
|
|
case BOTH_T7__L_BR:
|
|
case BOTH_T7__L__R:
|
|
case BOTH_T7_BL_BR:
|
|
case BOTH_T7_BL__R:
|
|
case BOTH_T7_BL_TR:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SpinningSaberAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
//level 1 - FIXME: level 1 will have *no* spins
|
|
case BOTH_T1_BR_BL:
|
|
case BOTH_T1__R__L:
|
|
case BOTH_T1__R_BL:
|
|
case BOTH_T1_TR_BL:
|
|
case BOTH_T1_BR_TL:
|
|
case BOTH_T1_BR__L:
|
|
case BOTH_T1_TL_BR:
|
|
case BOTH_T1__L_BR:
|
|
case BOTH_T1__L__R:
|
|
case BOTH_T1_BL_BR:
|
|
case BOTH_T1_BL__R:
|
|
case BOTH_T1_BL_TR:
|
|
//level 2
|
|
case BOTH_T2_BR__L:
|
|
case BOTH_T2_BR_BL:
|
|
case BOTH_T2__R_BL:
|
|
case BOTH_T2__L_BR:
|
|
case BOTH_T2_BL_BR:
|
|
case BOTH_T2_BL__R:
|
|
//level 3
|
|
case BOTH_T3_BR__L:
|
|
case BOTH_T3_BR_BL:
|
|
case BOTH_T3__R_BL:
|
|
case BOTH_T3__L_BR:
|
|
case BOTH_T3_BL_BR:
|
|
case BOTH_T3_BL__R:
|
|
//level 4
|
|
case BOTH_T4_BR__L:
|
|
case BOTH_T4_BR_BL:
|
|
case BOTH_T4__R_BL:
|
|
case BOTH_T4__L_BR:
|
|
case BOTH_T4_BL_BR:
|
|
case BOTH_T4_BL__R:
|
|
//level 5
|
|
case BOTH_T5_BR_BL:
|
|
case BOTH_T5__R__L:
|
|
case BOTH_T5__R_BL:
|
|
case BOTH_T5_TR_BL:
|
|
case BOTH_T5_BR_TL:
|
|
case BOTH_T5_BR__L:
|
|
case BOTH_T5_TL_BR:
|
|
case BOTH_T5__L_BR:
|
|
case BOTH_T5__L__R:
|
|
case BOTH_T5_BL_BR:
|
|
case BOTH_T5_BL__R:
|
|
case BOTH_T5_BL_TR:
|
|
//level 6
|
|
case BOTH_T6_BR_TL:
|
|
case BOTH_T6__R_TL:
|
|
case BOTH_T6__R__L:
|
|
case BOTH_T6__R_BL:
|
|
case BOTH_T6_TR_TL:
|
|
case BOTH_T6_TR__L:
|
|
case BOTH_T6_TR_BL:
|
|
case BOTH_T6_T__TL:
|
|
case BOTH_T6_T__BL:
|
|
case BOTH_T6_TL_BR:
|
|
case BOTH_T6__L_BR:
|
|
case BOTH_T6__L__R:
|
|
case BOTH_T6_TL__R:
|
|
case BOTH_T6_TL_TR:
|
|
case BOTH_T6__L_TR:
|
|
case BOTH_T6__L_T_:
|
|
case BOTH_T6_BL_T_:
|
|
case BOTH_T6_BR__L:
|
|
case BOTH_T6_BR_BL:
|
|
case BOTH_T6_BL_BR:
|
|
case BOTH_T6_BL__R:
|
|
case BOTH_T6_BL_TR:
|
|
//level 7
|
|
case BOTH_T7_BR_TL:
|
|
case BOTH_T7_BR__L:
|
|
case BOTH_T7_BR_BL:
|
|
case BOTH_T7__R__L:
|
|
case BOTH_T7__R_BL:
|
|
case BOTH_T7_TR__L:
|
|
case BOTH_T7_T___R:
|
|
case BOTH_T7_TL_BR:
|
|
case BOTH_T7__L_BR:
|
|
case BOTH_T7__L__R:
|
|
case BOTH_T7_BL_BR:
|
|
case BOTH_T7_BL__R:
|
|
case BOTH_T7_BL_TR:
|
|
case BOTH_T7_TL_TR:
|
|
case BOTH_T7_T__BR:
|
|
case BOTH_T7__L_TR:
|
|
case BOTH_V7_BL_S7:
|
|
//special
|
|
//case BOTH_A2_STABBACK1:
|
|
case BOTH_ATTACK_BACK:
|
|
case BOTH_CROUCHATTACKBACK1:
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
case BOTH_FJSS_TR_BL:
|
|
case BOTH_FJSS_TL_BR:
|
|
case BOTH_JUMPFLIPSLASHDOWN1:
|
|
case BOTH_JUMPFLIPSTABDOWN:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SpinningAnim( int anim )
|
|
{
|
|
/*
|
|
switch ( anim )
|
|
{
|
|
//FIXME: list any other spinning anims
|
|
default:
|
|
break;
|
|
}
|
|
*/
|
|
return PM_SpinningSaberAnim( anim );
|
|
}
|
|
|
|
void PM_ResetAnkleAngles( void )
|
|
{
|
|
if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_ATST )
|
|
{
|
|
return;
|
|
}
|
|
if ( pm->gent->footLBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
}
|
|
if ( pm->gent->footRBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
}
|
|
}
|
|
|
|
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;
|
|
trace_t trace;
|
|
float diff, interval;
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
interval = 10;
|
|
}
|
|
else
|
|
{
|
|
interval = 4;//?
|
|
}
|
|
|
|
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
|
|
{
|
|
if ( pDiff != NULL )
|
|
{
|
|
*pDiff = 0;
|
|
}
|
|
if ( pInterval != NULL )
|
|
{
|
|
*pInterval = interval;
|
|
}
|
|
return;
|
|
}
|
|
#if 1
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
if ( Q_isnan( pm->gent->client->renderInfo.footLPoint[i] )
|
|
|| Q_isnan( pm->gent->client->renderInfo.footRPoint[i] ) )
|
|
{
|
|
if ( pDiff != NULL )
|
|
{
|
|
*pDiff = 0;
|
|
}
|
|
if ( pInterval != NULL )
|
|
{
|
|
*pInterval = interval;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
#else
|
|
|
|
//FIXME: these really should have been gotten on the cgame, but I guess sometimes they're not and we end up with qnan numbers!
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
|
|
//get the feet
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
|
|
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
|
|
#endif
|
|
//NOTE: on AT-STs, rotating the foot moves this point, so it will wiggle...
|
|
// we have to do this extra work (more G2 transforms) to stop the wiggle... is it worth it?
|
|
/*
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
|
|
//get the feet
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
|
|
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
|
|
}
|
|
*/
|
|
//get these on the cgame and store it, save ourselves a ghoul2 construct skel call
|
|
VectorCopy( pm->gent->client->renderInfo.footLPoint, footLOrg );
|
|
VectorCopy( pm->gent->client->renderInfo.footRPoint, footROrg );
|
|
|
|
//step 2: adjust foot tag z height to bottom of bbox+1
|
|
footLOrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
|
|
footROrg[2] = pm->gent->currentOrigin[2] + pm->gent->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
|
|
vec3_t footMins, footMaxs;
|
|
vec3_t footLSlope, footRSlope;
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
VectorSet( footMins, -16, -16, 0 );
|
|
VectorSet( footMaxs, 16, 16, 1 );
|
|
}
|
|
else
|
|
{
|
|
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];
|
|
|
|
//optional step: for atst, tilt the footpads to match the slopes under it...
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
vec3_t footAngles;
|
|
if ( !VectorCompare( footLSlope, vec3_origin ) )
|
|
{//rotate the ATST's left foot pad to match the slope
|
|
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footLSlope, footAngles );
|
|
//Hmm... lerp this?
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
}
|
|
if ( !VectorCompare( footRSlope, vec3_origin ) )
|
|
{//rotate the ATST's right foot pad to match the slope
|
|
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footRSlope, footAngles );
|
|
//Hmm... lerp this?
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
}
|
|
}
|
|
|
|
if ( pDiff != NULL )
|
|
{
|
|
*pDiff = diff;
|
|
}
|
|
if ( pInterval != NULL )
|
|
{
|
|
*pInterval = interval;
|
|
}
|
|
}
|
|
|
|
qboolean PM_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:
|
|
case LEGS_S6_LUP1:
|
|
case LEGS_S6_LUP2:
|
|
case LEGS_S6_LUP3:
|
|
case LEGS_S6_LUP4:
|
|
case LEGS_S6_LUP5:
|
|
case LEGS_S6_RUP1:
|
|
case LEGS_S6_RUP2:
|
|
case LEGS_S6_RUP3:
|
|
case LEGS_S6_RUP4:
|
|
case LEGS_S6_RUP5:
|
|
case LEGS_S7_LUP1:
|
|
case LEGS_S7_LUP2:
|
|
case LEGS_S7_LUP3:
|
|
case LEGS_S7_LUP4:
|
|
case LEGS_S7_LUP5:
|
|
case LEGS_S7_RUP1:
|
|
case LEGS_S7_RUP2:
|
|
case LEGS_S7_RUP3:
|
|
case LEGS_S7_RUP4:
|
|
case LEGS_S7_RUP5:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SaberStanceAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_STAND1://not really a saberstance anim, actually... "saber off" stance
|
|
case BOTH_STAND2://single-saber, medium style
|
|
case BOTH_SABERFAST_STANCE://single-saber, fast style
|
|
case BOTH_SABERSLOW_STANCE://single-saber, strong style
|
|
case BOTH_SABERSTAFF_STANCE://saber staff style
|
|
case BOTH_SABERDUAL_STANCE://dual saber style
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SaberDrawPutawayAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_STAND1TO2:
|
|
case BOTH_STAND2TO1:
|
|
case BOTH_S1_S7:
|
|
case BOTH_S7_S1:
|
|
case BOTH_S1_S6:
|
|
case BOTH_S6_S1:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
#define SLOPE_RECALC_INT 100
|
|
extern qboolean G_StandardHumanoid( gentity_t *self );
|
|
qboolean PM_AdjustStandAnimForSlope( void )
|
|
{
|
|
if ( !pm->gent || !pm->gent->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->gent->client->NPC_class != CLASS_ATST
|
|
&& (!pm->gent||!G_StandardHumanoid( pm->gent )) )
|
|
{//only ATST and player does this
|
|
return qfalse;
|
|
}
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& (!cg.renderingThirdPerson || cg.zoomMode) )
|
|
{//first person doesn't do this
|
|
return qfalse;
|
|
}
|
|
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
|
|
{//need these bolts!
|
|
return qfalse;
|
|
}
|
|
//step 1: find the 2 foot tags
|
|
float diff;
|
|
float interval;
|
|
PM_FootSlopeTrace( &diff, &interval );
|
|
|
|
//step 4: based on difference, choose one of the left/right slope-match intervals
|
|
int destAnim;
|
|
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;
|
|
}
|
|
|
|
int legsAnim = pm->ps->legsAnim;
|
|
if ( pm->gent->client->NPC_class != CLASS_ATST )
|
|
{
|
|
//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_SABERDUAL_STANCE:
|
|
case LEGS_S6_LUP1:
|
|
case LEGS_S6_LUP2:
|
|
case LEGS_S6_LUP3:
|
|
case LEGS_S6_LUP4:
|
|
case LEGS_S6_LUP5:
|
|
case LEGS_S6_RUP1:
|
|
case LEGS_S6_RUP2:
|
|
case LEGS_S6_RUP3:
|
|
case LEGS_S6_RUP4:
|
|
case LEGS_S6_RUP5:
|
|
destAnim = LEGS_S6_LUP1 + (destAnim-LEGS_LEFTUP1);
|
|
break;
|
|
case BOTH_SABERSTAFF_STANCE:
|
|
case LEGS_S7_LUP1:
|
|
case LEGS_S7_LUP2:
|
|
case LEGS_S7_LUP3:
|
|
case LEGS_S7_LUP4:
|
|
case LEGS_S7_LUP5:
|
|
case LEGS_S7_RUP1:
|
|
case LEGS_S7_RUP2:
|
|
case LEGS_S7_RUP3:
|
|
case LEGS_S7_RUP4:
|
|
case LEGS_S7_RUP5:
|
|
destAnim = LEGS_S7_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)
|
|
|| (legsAnim >= LEGS_S6_LUP1 && legsAnim <= LEGS_S6_LUP5)
|
|
|| (legsAnim >= LEGS_S7_LUP1 && legsAnim <= LEGS_S7_LUP5) )
|
|
{//already in left-side up
|
|
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim++;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim--;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{
|
|
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)
|
|
|| (legsAnim >= LEGS_S6_RUP1 && legsAnim <= LEGS_S6_RUP5)
|
|
|| (legsAnim >= LEGS_S7_RUP1 && legsAnim <= LEGS_S7_RUP5) )
|
|
{//already in right-side up
|
|
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim++;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim--;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{
|
|
destAnim = legsAnim;
|
|
}
|
|
}
|
|
else
|
|
{//in a stand of some sort?
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( legsAnim == BOTH_STAND1 || legsAnim == BOTH_STAND2 || legsAnim == BOTH_CROUCH1IDLE )
|
|
{
|
|
if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_LEFTUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_RIGHTUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( legsAnim )
|
|
{
|
|
case BOTH_STAND1:
|
|
if ( destAnim >= LEGS_S1_LUP1 && destAnim <= LEGS_S1_LUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_S1_LUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S1_RUP1 && destAnim <= LEGS_S1_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S1_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + 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;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_RIGHTUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + 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;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S3_RUP1 && destAnim <= LEGS_S3_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S3_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + 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;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S4_RUP1 && destAnim <= LEGS_S4_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S4_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + 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;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S5_RUP1 && destAnim <= LEGS_S5_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S5_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
break;
|
|
case BOTH_SABERDUAL_STANCE:
|
|
if ( destAnim >= LEGS_S6_LUP1 && destAnim <= LEGS_S6_LUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_S6_LUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S6_RUP1 && destAnim <= LEGS_S6_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S6_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
break;
|
|
case BOTH_SABERSTAFF_STANCE:
|
|
if ( destAnim >= LEGS_S7_LUP1 && destAnim <= LEGS_S7_LUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_S7_LUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S7_RUP1 && destAnim <= LEGS_S7_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S7_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + 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( pm, SETANIM_LEGS, destAnim, SETANIM_FLAG_NORMAL );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void PM_JetPackAnim( void )
|
|
{
|
|
if ( !PM_ForceJumpingAnim( pm->ps->legsAnim ) )//haven't started forcejump yet
|
|
{
|
|
vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
int anim = BOTH_FORCEJUMP1;
|
|
AngleVectors( facingAngles, facingFwd, facingRight, NULL );
|
|
float dotR = DotProduct( facingRight, pm->ps->velocity );
|
|
float 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;
|
|
}
|
|
}
|
|
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( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
if ( !pm->ps->legsAnimTimer )
|
|
{//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 )
|
|
{//FIXME: really only care if we're in a saber attack anim...
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
void PM_SwimFloatAnim( void )
|
|
{
|
|
int legsAnim = pm->ps->legsAnim;
|
|
//FIXME: no start or stop anims
|
|
if ( pm->cmd.forwardmove || pm->cmd.rightmove || pm->cmd.upmove )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{//stopping
|
|
if ( legsAnim == BOTH_SWIMFORWARD )
|
|
{//I was swimming
|
|
if ( !pm->ps->legsAnimTimer )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else
|
|
{//idle
|
|
if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
|
|
{//not crouching
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PM_Footsteps
|
|
===============
|
|
*/
|
|
static void PM_Footsteps( void )
|
|
{
|
|
float bobmove;
|
|
int old, oldAnim;
|
|
qboolean footstep = qfalse;
|
|
qboolean validNPC = qfalse;
|
|
qboolean flipping = qfalse;
|
|
int setAnimFlags = SETANIM_FLAG_NORMAL;
|
|
|
|
if( pm->gent == NULL || pm->gent->client == NULL )
|
|
return;
|
|
|
|
if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_HANG_IDLE, SETANIM_FLAG_NORMAL );
|
|
if ( pm->ps->legsAnim == BOTH_HANG_IDLE )
|
|
{
|
|
if ( pm->ps->torsoAnimTimer < 100 )
|
|
{
|
|
pm->ps->torsoAnimTimer = 100;
|
|
}
|
|
if ( pm->ps->legsAnimTimer < 100 )
|
|
{
|
|
pm->ps->legsAnimTimer = 100;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( PM_SpinningSaberAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer )
|
|
{//spinning
|
|
return;
|
|
}
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
|
|
{//in knockdown
|
|
return;
|
|
}
|
|
if ( (pm->ps->eFlags&EF_FORCE_DRAINED) )
|
|
{//being drained
|
|
//PM_SetAnim( pm, SETANIM_LEGS, BOTH_HUGGEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
return;
|
|
}
|
|
if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN))
|
|
&& pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
|
|
{//draining
|
|
//PM_SetAnim( pm, SETANIM_LEGS, BOTH_HUGGER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
return;
|
|
}
|
|
else if (pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_KNEEL)
|
|
{//kneeling
|
|
return;
|
|
}
|
|
|
|
if( pm->gent->NPC != NULL )
|
|
{
|
|
validNPC = qtrue;
|
|
}
|
|
|
|
pm->gent->client->renderInfo.legsFpsMod = 1.0f;
|
|
//PM_ResetAnkleAngles();
|
|
|
|
//
|
|
// 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->legsAnim == BOTH_FLIP_F ||
|
|
pm->ps->legsAnim == BOTH_FLIP_B ||
|
|
pm->ps->legsAnim == BOTH_FLIP_L ||
|
|
pm->ps->legsAnim == BOTH_FLIP_R ||
|
|
pm->ps->legsAnim == BOTH_ALORA_FLIP_1 ||
|
|
pm->ps->legsAnim == BOTH_ALORA_FLIP_2 ||
|
|
pm->ps->legsAnim == BOTH_ALORA_FLIP_3 )
|
|
{
|
|
flipping = qtrue;
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
|| ( pm->watertype & CONTENTS_LADDER )
|
|
|| pm->ps->waterHeightLevel >= WHL_TORSO )
|
|
{//in air or submerged in water or in ladder
|
|
// airborne leaves position in cycle intact, but doesn't advance
|
|
if ( pm->waterlevel > 0 )
|
|
{
|
|
if ( pm->watertype & CONTENTS_LADDER )
|
|
{//FIXME: check for watertype, save waterlevel for whether to play
|
|
//the get off ladder transition anim!
|
|
if ( pm->ps->velocity[2] )
|
|
{//going up or down it
|
|
int anim;
|
|
if ( pm->ps->velocity[2] > 0 )
|
|
{
|
|
anim = BOTH_LADDER_UP1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_LADDER_DWN1;
|
|
}
|
|
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( pm->waterlevel >= 2 ) //arms on ladder
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if (fabs(pm->ps->velocity[2]) >5) {
|
|
bobmove = 0.005 * fabs(pm->ps->velocity[2]); // climbing bobs slow
|
|
if (bobmove > 0.3)
|
|
bobmove = 0.3F;
|
|
goto DoFootSteps;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
pm->ps->legsAnimTimer += 300;
|
|
if ( pm->waterlevel >= 2 ) //arms on ladder
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
pm->ps->torsoAnimTimer += 300;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else if ( pm->ps->waterHeightLevel >= WHL_TORSO
|
|
&& ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
||pm->ps->weapon==WP_SABER||pm->ps->weapon==WP_NONE||pm->ps->weapon==WP_MELEE) )//pm->waterlevel > 1 ) //in deep water
|
|
{
|
|
if ( !PM_ForceJumpingUp( pm->gent ) )
|
|
{
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE && (pm->ps->pm_flags&PMF_DUCKED) )
|
|
{
|
|
if ( !flipping )
|
|
{//you can crouch under water if feet are on ground
|
|
if ( pm->cmd.forwardmove || pm->cmd.rightmove )
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
PM_SwimFloatAnim();
|
|
if ( pm->ps->legsAnim != BOTH_SWIM_IDLE1 )
|
|
{//moving
|
|
old = pm->ps->bobCycle;
|
|
bobmove = 0.15f; // swim is a slow cycle
|
|
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_AddEvent( EV_SWIM );
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{//hmm, in water, but not high enough to swim
|
|
//fall through to walk/run/stand
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//unless in the air
|
|
//NOTE: this is a dupe of the code just below... for when you are not in the water at all
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
if ( !flipping )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
|
|
{
|
|
if ( pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT ||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER)
|
|
&& pm->gent->client->moveType == MT_FLYSWIM )
|
|
{//flying around with jetpack
|
|
//do something else?
|
|
PM_JetPackAnim();
|
|
}
|
|
else
|
|
{
|
|
PM_SwimFloatAnim();
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
if ( !flipping )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
|
|
{
|
|
if ( pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER)
|
|
&& pm->gent->client->moveType == MT_FLYSWIM )
|
|
{//flying around with jetpack
|
|
//do something else?
|
|
PM_JetPackAnim();
|
|
}
|
|
else
|
|
{
|
|
PM_SwimFloatAnim();
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( PM_SwimmingAnim( pm->ps->legsAnim ) && pm->waterlevel < 2 )
|
|
{//legs are in swim anim, and not swimming, be sure to override it
|
|
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
|
|
}
|
|
|
|
// if not trying to move
|
|
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove )
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
if( !PM_InOnGroundAnim( pm->ps ) )
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->legsAnimTimer && PM_LandingAnim( pm->ps->legsAnim ) )
|
|
{//still in a landing anim, let it play
|
|
return;
|
|
}
|
|
if ( pm->ps->legsAnimTimer
|
|
&& (pm->ps->legsAnim == BOTH_THERMAL_READY
|
|
||pm->ps->legsAnim == BOTH_THERMAL_THROW
|
|
||pm->ps->legsAnim == BOTH_ATTACK10) )
|
|
{//still in a thermal anim, let it play
|
|
return;
|
|
}
|
|
qboolean saberInAir = qtrue;
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're stuck in a broken parry
|
|
saberInAir = qfalse;
|
|
}
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
}
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{//NOTE: stand1 is with the helmet retracted, stand1to2 is the helmet going into place
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_STAND2, SETANIM_FLAG_NORMAL );
|
|
}
|
|
else if ( pm->ps->weapon == WP_SABER
|
|
&& pm->ps->saberInFlight
|
|
&& saberInAir
|
|
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
if ( pm->ps->legsAnim != BOTH_LOSE_SABER
|
|
|| !pm->ps->legsAnimTimer )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SABERPULL,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
else if ( (pm->ps->weapon == WP_SABER
|
|
&&pm->ps->SaberLength()>0
|
|
&&!pm->ps->saberInFlight
|
|
&&!PM_SaberDrawPutawayAnim( pm->ps->legsAnim )) )
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
int legsAnim;
|
|
if ( (pm->ps->torsoAnim == BOTH_SPINATTACK6
|
|
|| pm->ps->torsoAnim == BOTH_SPINATTACK7
|
|
|| PM_SaberInAttack( pm->ps->saberMove )
|
|
|| PM_SaberInTransitionAny( pm->ps->saberMove ))
|
|
&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_LAND
|
|
&& (pm->ps->groundEntityNum == ENTITYNUM_NONE//in air
|
|
|| (!PM_JumpingAnim( pm->ps->torsoAnim )&&!PM_InAirKickingAnim( pm->ps->torsoAnim ))) )//OR: on ground and torso not in a jump anim
|
|
{
|
|
legsAnim = pm->ps->torsoAnim;
|
|
}
|
|
else
|
|
{
|
|
switch ( pm->ps->saberAnimLevel )
|
|
{
|
|
case SS_FAST:
|
|
case SS_TAVION:
|
|
legsAnim = BOTH_SABERFAST_STANCE;
|
|
break;
|
|
case SS_STRONG:
|
|
legsAnim = BOTH_SABERSLOW_STANCE;
|
|
break;
|
|
case SS_DUAL:
|
|
legsAnim = BOTH_SABERDUAL_STANCE;
|
|
break;
|
|
case SS_STAFF:
|
|
legsAnim = BOTH_SABERSTAFF_STANCE;
|
|
break;
|
|
case SS_NONE:
|
|
case SS_MEDIUM:
|
|
case SS_DESANN:
|
|
default:
|
|
legsAnim = BOTH_STAND2;
|
|
break;
|
|
}
|
|
}
|
|
PM_SetAnim(pm,SETANIM_LEGS,legsAnim,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if( (validNPC && pm->ps->weapon > WP_SABER && pm->ps->weapon < WP_DET_PACK ))// && pm->gent->client->race != RACE_BORG))//Being careful or carrying a 2-handed weapon
|
|
{//Squadmates use BOTH_STAND3
|
|
oldAnim = pm->ps->legsAnim;
|
|
if(oldAnim != BOTH_GUARD_LOOKAROUND1 && oldAnim != BOTH_GUARD_IDLE1
|
|
&& oldAnim != BOTH_STAND2TO4
|
|
&& oldAnim != BOTH_STAND4TO2 && oldAnim != BOTH_STAND4 )
|
|
{//Don't auto-override the guard idles
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND3,SETANIM_FLAG_NORMAL);
|
|
//if(oldAnim != BOTH_STAND2 && pm->ps->legsAnim == BOTH_STAND2)
|
|
//{
|
|
// pm->ps->legsAnimTimer = 500;
|
|
//}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
// FIXME: Do we need this here... The imps stand is 4, not 1...
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_IMPERIAL )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else if ( pm->ps->weapon == WP_TUSKEN_STAFF )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
|
|
{
|
|
if ( pm->gent->count )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else if ( pm->gent->enemy || pm->gent->wait )
|
|
{//have an enemy or have had one since we spawned
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND2,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
|
|
{
|
|
if ( pm->gent->count )
|
|
{//holding a victim
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_HOLD_IDLE/*BOTH_STAND2*/,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{//not holding a victim
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
//maybe call this every frame, even when moving?
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
PM_FootSlopeTrace( NULL, NULL );
|
|
}
|
|
|
|
//trying to move laterally
|
|
if ( (pm->ps->eFlags&EF_IN_ATST)
|
|
|| (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_RANCOR)//does this catch NPCs, too?
|
|
|| (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_WAMPA) )//does this catch NPCs, too?
|
|
{//atst, Rancor & Wampa, only override turn anims on legs (no torso)
|
|
if ( pm->ps->legsAnim == BOTH_TURN_LEFT1 ||
|
|
pm->ps->legsAnim == BOTH_TURN_RIGHT1 )
|
|
{//moving overrides turning
|
|
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
|
|
}
|
|
}
|
|
else
|
|
{//all other NPCs...
|
|
if ( (PM_InSaberAnim( pm->ps->legsAnim ) && !PM_SpinningSaberAnim( pm->ps->legsAnim ))
|
|
|| PM_SaberStanceAnim( pm->ps->legsAnim )
|
|
|| PM_SaberDrawPutawayAnim( pm->ps->legsAnim )
|
|
|| pm->ps->legsAnim == BOTH_SPINATTACK6//not a full-body spin, just spinning the saber
|
|
|| pm->ps->legsAnim == BOTH_SPINATTACK7//not a full-body spin, just spinning the saber
|
|
|| pm->ps->legsAnim == BOTH_BUTTON_HOLD
|
|
|| pm->ps->legsAnim == BOTH_BUTTON_RELEASE
|
|
|| pm->ps->legsAnim == BOTH_THERMAL_READY
|
|
|| pm->ps->legsAnim == BOTH_THERMAL_THROW
|
|
|| pm->ps->legsAnim == BOTH_ATTACK10
|
|
|| PM_LandingAnim( pm->ps->legsAnim )
|
|
|| PM_PainAnim( pm->ps->legsAnim )
|
|
|| PM_ForceAnim( pm->ps->legsAnim ))
|
|
{//legs are in a saber anim, and not spinning, be sure to override it
|
|
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
bobmove = 0.5; // ducked characters bob much faster
|
|
if( !PM_InOnGroundAnim( pm->ps ) //not on the ground
|
|
&& ( !PM_InRollIgnoreTimer( pm->ps )||(!pm->ps->legsAnimTimer&&pm->cmd.upmove<0) ) )//not in a roll (or you just finished one and you're still holding crouch)
|
|
{
|
|
qboolean rolled = qfalse;
|
|
if ( PM_RunningAnim( pm->ps->legsAnim )
|
|
|| pm->ps->legsAnim == BOTH_FORCEHEAL_START
|
|
|| PM_CanRollFromSoulCal( pm->ps ))
|
|
{//roll!
|
|
rolled = PM_TryRoll();
|
|
}
|
|
if ( !rolled )
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
|
|
}
|
|
if ( !Q_irand( 0, 19 ) )
|
|
{//5% chance of making an alert
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
|
|
}
|
|
}
|
|
else
|
|
{//rolling is a little noisy
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR, qtrue, qtrue );
|
|
}
|
|
}
|
|
// ducked characters never play footsteps
|
|
}
|
|
else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{//Moving backwards
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
|
|
{//running backwards
|
|
bobmove = 0.4F; // faster speeds bob faster
|
|
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
|
|
{
|
|
/*
|
|
if ( pm->ps->saberAnimLevel == SS_STAFF )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK_STAFF,setAnimFlags);
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK2,setAnimFlags);
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
|
|
{//no run anim
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK1,setAnimFlags);
|
|
}
|
|
footstep = qtrue;
|
|
}
|
|
else
|
|
{//walking backwards
|
|
bobmove = 0.3F; // faster speeds bob faster
|
|
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
|
|
{
|
|
if ( pm->ps->saberAnimLevel == SS_DUAL )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK_DUAL,setAnimFlags);
|
|
}
|
|
else if ( pm->ps->saberAnimLevel == SS_STAFF )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK_STAFF,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK2,setAnimFlags);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
|
|
}
|
|
if ( !Q_irand( 0, 9 ) )
|
|
{//10% chance of a small alert, mainly for the sand_creature
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{
|
|
bobmove = 0.3F; // walking bobs slow
|
|
if ( pm->ps->weapon == WP_NONE )
|
|
{//helmet retracted
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK1, SETANIM_FLAG_NORMAL );
|
|
}
|
|
else
|
|
{//helmet in place
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK2, SETANIM_FLAG_NORMAL );
|
|
}
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_SUSPICIOUS, qtrue, qtrue );
|
|
}
|
|
else
|
|
{
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
|
|
{//running
|
|
bobmove = 0.4F; // faster speeds bob faster
|
|
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
|
|
{
|
|
if ( pm->ps->saberAnimLevel == SS_DUAL )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN_DUAL,setAnimFlags);
|
|
}
|
|
else if ( pm->ps->saberAnimLevel == SS_STAFF )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN_STAFF,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,setAnimFlags);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_JAWA )
|
|
{
|
|
//if ( pm->gent->enemy && (pm->ps->weapon == WP_NONE || pm->ps->weapon == WP_MELEE) )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN4,setAnimFlags);
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN1,setAnimFlags);
|
|
}
|
|
*/
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( pm->ps->legsAnim != BOTH_RUN1 )
|
|
{
|
|
if ( pm->ps->legsAnim != BOTH_RUN1START )
|
|
{//Hmm, he should really start slow and have to accelerate... also need to do this for stopping
|
|
PM_SetAnim( pm,SETANIM_LEGS, BOTH_RUN1START, setAnimFlags|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( !pm->ps->legsAnimTimer )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
|
|
{
|
|
if ( pm->gent->NPC && pm->gent->NPC->stats.runSpeed == 300 )
|
|
{//full on run, on all fours
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{//regular, upright run
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
|
|
{//no run anim
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_WALK1, setAnimFlags );
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
|
|
}
|
|
}
|
|
footstep = qtrue;
|
|
}
|
|
else
|
|
{//walking forward
|
|
bobmove = 0.3F; // walking bobs slow
|
|
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
|
|
{
|
|
if ( pm->ps->saberAnimLevel == SS_DUAL )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK_DUAL,setAnimFlags);
|
|
}
|
|
else if ( pm->ps->saberAnimLevel == SS_STAFF )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK_STAFF,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,setAnimFlags);
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
|
|
{
|
|
if ( pm->gent->health <= 50 )
|
|
{//hurt walk
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{//normal walk
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,setAnimFlags);
|
|
}
|
|
//Enemy NPCs always make footsteps for the benefit of the player
|
|
if ( pm->gent
|
|
&& pm->gent->NPC
|
|
&& pm->gent->client
|
|
&& pm->gent->client->playerTeam != TEAM_PLAYER )
|
|
{
|
|
footstep = qtrue;
|
|
}
|
|
else if ( !Q_irand( 0, 9 ) )
|
|
{//10% chance of a small alert, mainly for the sand_creature
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(pm->gent != NULL)
|
|
{
|
|
if( pm->gent->client->renderInfo.legsFpsMod > 2 )
|
|
{
|
|
pm->gent->client->renderInfo.legsFpsMod = 2;
|
|
}
|
|
else if(pm->gent->client->renderInfo.legsFpsMod < 0.5)
|
|
{
|
|
pm->gent->client->renderInfo.legsFpsMod = 0.5;
|
|
}
|
|
}
|
|
|
|
DoFootSteps:
|
|
|
|
// 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 )
|
|
{
|
|
if ( pm->watertype & CONTENTS_LADDER )
|
|
{
|
|
if ( !pm->noFootsteps )
|
|
{
|
|
if (pm->ps->groundEntityNum == ENTITYNUM_NONE) {// on ladder
|
|
PM_AddEvent( EV_FOOTSTEP_METAL );
|
|
} else {
|
|
//PM_AddEvent( PM_FootstepForSurface() ); //still on ground
|
|
}
|
|
}
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR, qtrue );
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->waterlevel == 0 )
|
|
{
|
|
// on ground will only play sounds if running
|
|
if ( footstep )
|
|
{
|
|
if ( !pm->noFootsteps )
|
|
{
|
|
//PM_AddEvent( PM_FootstepForSurface() );
|
|
}
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR, qtrue, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->waterlevel == 1 )
|
|
{
|
|
// splashing
|
|
if ( pm->ps->waterHeightLevel >= WHL_KNEES )
|
|
{
|
|
PM_AddEvent( EV_FOOTWADE );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_FOOTSPLASH );
|
|
}
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS, qfalse, qtrue );//was bottom
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_MINOR );
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->waterlevel == 2 )
|
|
{
|
|
// wading / swimming at surface
|
|
/*
|
|
if ( pm->ps->waterHeightLevel >= WHL_TORSO )
|
|
{
|
|
PM_AddEvent( EV_SWIM );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
PM_AddEvent( EV_FOOTWADE );
|
|
}
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR, qfalse, qtrue );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{// or no sound when completely underwater...?
|
|
PM_AddEvent( EV_SWIM );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_WaterEvents
|
|
|
|
Generate sound events for entering and leaving water
|
|
==============
|
|
*/
|
|
static void PM_WaterEvents( void ) { // FIXME?
|
|
|
|
qboolean impact_splash = qfalse;
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) //fake water for ladder
|
|
{
|
|
return;
|
|
}
|
|
//
|
|
// if just entered a water volume, play a sound
|
|
//
|
|
if (!pml.previous_waterlevel && pm->waterlevel)
|
|
{
|
|
if ( (pm->watertype&CONTENTS_LAVA) )
|
|
{
|
|
PM_AddEvent( EV_LAVA_TOUCH );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_WATER_TOUCH );
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 )
|
|
{
|
|
impact_splash = qtrue;
|
|
}
|
|
|
|
if ( pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// if just completely exited a water volume, play a sound
|
|
//
|
|
if (pml.previous_waterlevel && !pm->waterlevel)
|
|
{
|
|
if ( (pm->watertype&CONTENTS_LAVA) )
|
|
{
|
|
PM_AddEvent( EV_LAVA_LEAVE );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_WATER_LEAVE );
|
|
}
|
|
if ( pm->gent && VectorLengthSquared( pm->ps->velocity ) > 40000 )
|
|
{
|
|
impact_splash = qtrue;
|
|
}
|
|
if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
|
|
if ( impact_splash )
|
|
{
|
|
//play the splash effect
|
|
trace_t tr;
|
|
vec3_t axis[3], angs, start, end;
|
|
|
|
VectorSet( angs, 0, pm->gent->currentAngles[YAW], 0 );
|
|
AngleVectors( angs, axis[2], axis[1], axis[0] );
|
|
|
|
VectorCopy( pm->ps->origin, start );
|
|
VectorCopy( pm->ps->origin, end );
|
|
|
|
// FIXME: set start and end better
|
|
start[2] += 10;
|
|
end[2] -= 40;
|
|
|
|
gi.trace( &tr, start, vec3_origin, vec3_origin, end, pm->gent->s.number, MASK_WATER );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
if ( (tr.contents&CONTENTS_LAVA) )
|
|
{
|
|
G_PlayEffect( "env/lava_splash", tr.endpos, axis );
|
|
}
|
|
else if ( (tr.contents&CONTENTS_SLIME) )
|
|
{
|
|
G_PlayEffect( "env/acid_splash", tr.endpos, axis );
|
|
}
|
|
else //must be water
|
|
{
|
|
G_PlayEffect( "env/water_impact", tr.endpos, axis );
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// check for head just going under water
|
|
//
|
|
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
|
|
if ( (pm->watertype&CONTENTS_LAVA) )
|
|
{
|
|
PM_AddEvent( EV_LAVA_UNDER );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_WATER_UNDER );
|
|
}
|
|
|
|
if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_MINOR );
|
|
}
|
|
}
|
|
|
|
//
|
|
// check for head just coming out of water
|
|
//
|
|
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
|
|
if ( !pm->gent || !pm->gent->client || pm->gent->client->airOutTime < level.time + 2000 )
|
|
{//only do this if we were drowning or about to start drowning
|
|
PM_AddEvent( EV_WATER_CLEAR );
|
|
}
|
|
else
|
|
{
|
|
if ( (pm->watertype&CONTENTS_LAVA) )
|
|
{
|
|
PM_AddEvent( EV_LAVA_LEAVE );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_WATER_LEAVE );
|
|
}
|
|
}
|
|
if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_BeginWeaponChange
|
|
===============
|
|
*/
|
|
static void PM_BeginWeaponChange( int weapon ) {
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
|
|
{//just entered map
|
|
if ( weapon == WP_NONE && pm->ps->weapon != weapon )
|
|
{//don't switch to weapon none if just entered map
|
|
return;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if ( cg.time > 0 )
|
|
{//this way we don't get that annoying change weapon sound every time a map starts
|
|
PM_AddEvent( EV_CHANGE_WEAPON );
|
|
}
|
|
|
|
pm->ps->weaponstate = WEAPON_DROPPING;
|
|
pm->ps->weaponTime += 200;
|
|
if ( !(pm->ps->eFlags&EF_HELD_BY_WAMPA) && !G_IsRidingVehicle(pm->gent))
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_HOLD);
|
|
}
|
|
|
|
// turn of any kind of zooming when weapon switching....except the LA Goggles
|
|
if ( pm->ps->clientNum == 0 )
|
|
{
|
|
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
|
|
{
|
|
cg.zoomMode = 0;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
}
|
|
|
|
if ( pm->gent
|
|
&& pm->gent->client
|
|
&& (pm->gent->client->NPC_class == CLASS_ATST||pm->gent->client->NPC_class == CLASS_RANCOR) )
|
|
{
|
|
if ( pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "1" );
|
|
}
|
|
}
|
|
else if ( weapon == WP_SABER )
|
|
{//going to switch to lightsaber
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->weapon == WP_SABER )
|
|
{//going to switch away from saber
|
|
if ( pm->gent )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
|
|
#ifdef _IMMERSION
|
|
G_Force( pm->gent, G_ForceIndex( "fffx/weapons/saber/saberoffquick", FF_CHANNEL_WEAPON ) );
|
|
#endif // _IMMERSION
|
|
}
|
|
if (!G_IsRidingVehicle(pm->gent))
|
|
{
|
|
PM_SetSaberMove(LS_PUTAWAY);
|
|
}
|
|
}
|
|
//put this back in because saberActive isn't being set somewhere else anymore
|
|
pm->ps->SaberDeactivate();
|
|
pm->ps->SetSaberLength( 0.0f );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_FinishWeaponChange
|
|
===============
|
|
*/
|
|
static void PM_FinishWeaponChange( void ) {
|
|
int weapon;
|
|
qboolean trueSwitch = qtrue;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
|
|
{//just entered map
|
|
if ( pm->cmd.weapon == WP_NONE && pm->ps->weapon != pm->cmd.weapon )
|
|
{//don't switch to weapon none if just entered map
|
|
return;
|
|
}
|
|
}
|
|
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 ( pm->ps->weapon == weapon )
|
|
{
|
|
trueSwitch = qfalse;
|
|
}
|
|
//int oldWeap = pm->ps->weapon;
|
|
pm->ps->weapon = weapon;
|
|
pm->ps->weaponstate = WEAPON_RAISING;
|
|
pm->ps->weaponTime += 250;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{//do nothing
|
|
}
|
|
else if ( weapon == WP_SABER )
|
|
{//turn on the lightsaber
|
|
//FIXME: somehow sometimes I still end up with 2 weapons in hand... usually if I
|
|
// cycle weapons fast enough that I end up in 1st person lightsaber, then
|
|
// somehow throw the saber and switch to another weapon (all in 1st person),
|
|
// making my saber drop to the ground... when I switch back to the saber, it
|
|
// does not remove the current weapon model and then, when I pull the saber
|
|
// back to my hand, I have 2 weaponModels active...?
|
|
if ( pm->gent )
|
|
{// remove gun if we had it.
|
|
G_RemoveWeaponModels( pm->gent );
|
|
}
|
|
|
|
if ( !pm->ps->saberInFlight || pm->ps->dualSabers )
|
|
{//if it's not in flight or lying around, turn it on!
|
|
//FIXME: AddSound/Sight Event
|
|
//FIXME: don't do this if just loaded a game
|
|
if ( trueSwitch )
|
|
{//actually did switch weapons, turn it on
|
|
if ( PM_RidingVehicle() )
|
|
{//only turn on the first saber's first blade...?
|
|
pm->ps->SaberBladeActivate( 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
pm->ps->SaberActivate();
|
|
}
|
|
pm->ps->SetSaberLength( 0.0f );
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{
|
|
WP_SaberAddG2SaberModels( pm->gent );
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: pull it back to us?
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{
|
|
WP_SaberInitBladeData( pm->gent );
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "1" );
|
|
}
|
|
}
|
|
if ( trueSwitch )
|
|
{//actually did switch weapons, play anim
|
|
if (!G_IsRidingVehicle(pm->gent))
|
|
{
|
|
PM_SetSaberMove(LS_DRAW);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//switched away from saber
|
|
if ( pm->gent )
|
|
{
|
|
// remove the sabre if we had it.
|
|
G_RemoveWeaponModels( pm->gent );
|
|
if (weaponData[weapon].weaponMdl[0]) { //might be NONE, so check if it has a model
|
|
G_CreateG2AttachedWeaponModel( pm->gent, weaponData[weapon].weaponMdl, pm->gent->handRBolt, 0 );
|
|
}
|
|
}
|
|
|
|
if ( !(pm->ps->eFlags&EF_HELD_BY_WAMPA) )
|
|
{
|
|
if ( pm->ps->weapon != WP_THERMAL
|
|
&& pm->ps->weapon != WP_TRIP_MINE
|
|
&& pm->ps->weapon != WP_DET_PACK
|
|
&& !G_IsRidingVehicle(pm->gent))
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->clientNum < MAX_CLIENTS
|
|
&& cg_gunAutoFirst.integer
|
|
&& !PM_RidingVehicle()
|
|
// && oldWeap == WP_SABER
|
|
&& weapon != WP_NONE )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "0" );
|
|
}
|
|
pm->ps->saberMove = LS_NONE;
|
|
pm->ps->saberBlocking = BLK_NO;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
|
|
int PM_ReadyPoseForSaberAnimLevel( void )
|
|
{
|
|
int anim = BOTH_STAND2;
|
|
if (PM_RidingVehicle())
|
|
{
|
|
return -1;
|
|
}
|
|
switch ( pm->ps->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_CanDoDualDoubleAttacks( void )
|
|
{
|
|
if ( (pm->ps->saber[0].saberFlags&SFL_NO_MIRROR_ATTACKS) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->ps->dualSabers
|
|
&& (pm->ps->saber[1].saberFlags&SFL_NO_MIRROR_ATTACKS) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
//NOTE: assumes you're using SS_DUAL style and have both sabers on...
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{//player
|
|
return qtrue;
|
|
}
|
|
if ( pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= Q_irand( RANK_LT_COMM, RANK_CAPTAIN+2 ) )
|
|
{//high-rank NPC
|
|
return qtrue;
|
|
}
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
|
|
{//Alora
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void PM_SetJumped( float height, qboolean force )
|
|
{
|
|
pm->ps->velocity[2] = height;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
pm->ps->pm_flags |= PMF_JUMPING;
|
|
pm->cmd.upmove = 0;
|
|
|
|
if ( force )
|
|
{
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
pm->ps->pm_flags |= PMF_SLOW_MO_FALL;
|
|
//start force jump
|
|
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
}
|
|
|
|
|
|
void PM_SetSaberMove(saberMoveName_t newMove)
|
|
{
|
|
unsigned int setflags;
|
|
int anim;
|
|
int parts = SETANIM_TORSO;
|
|
qboolean manualBlocking = qfalse;
|
|
|
|
if ( newMove < LS_NONE || newMove >= LS_MOVE_MAX )
|
|
{
|
|
assert(0);
|
|
return;
|
|
}
|
|
|
|
setflags = saberMoveData[newMove].animSetFlags;
|
|
anim = saberMoveData[newMove].animToUse;
|
|
|
|
if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
|
|
{//no anim
|
|
return;
|
|
}
|
|
|
|
if ( cg_debugSaber.integer&0x01 && (newMove != LS_READY) )
|
|
{
|
|
Com_Printf("SetSaberMove: From '%s' to '%s'\n",
|
|
saberMoveData[pm->ps->saberMove].name,
|
|
saberMoveData[newMove].name);
|
|
}
|
|
|
|
if ( newMove == LS_READY || newMove == LS_A_FLIP_STAB || newMove == LS_A_FLIP_SLASH )
|
|
{//finished with a kata (or in a special move) reset attack counter
|
|
pm->ps->saberAttackChainCount = 0;
|
|
}
|
|
else if ( PM_SaberInAttack( newMove ) )
|
|
{//continuing with a kata, increment attack counter
|
|
//FIXME: maybe some contextual/style-specific logic in here
|
|
pm->ps->saberAttackChainCount++;
|
|
}
|
|
|
|
if ( newMove == LS_READY )
|
|
{
|
|
if ( pm->ps->saberBlockingTime > cg.time )
|
|
{
|
|
manualBlocking = qtrue;
|
|
if ( !pm->ps->SaberActive() )
|
|
{//turn on all blades and sabers if none are currently on
|
|
pm->ps->SaberActivate();
|
|
}
|
|
if ( pm->ps->saber[0].type == SABER_CLAW )
|
|
{
|
|
anim = BOTH_INAIR1;//FIXME: is there a better anim for this?
|
|
}
|
|
else if ( pm->ps->dualSabers && pm->ps->saber[1].Active() )
|
|
{
|
|
anim = BOTH_INAIR1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_P1_S1_T_;
|
|
}
|
|
}
|
|
else if ( pm->ps->saber[0].readyAnim != -1 )
|
|
{
|
|
anim = pm->ps->saber[0].readyAnim;
|
|
}
|
|
else if ( pm->ps->dualSabers
|
|
&& pm->ps->saber[1].readyAnim != -1 )
|
|
{
|
|
anim = pm->ps->saber[1].readyAnim;
|
|
}
|
|
else if ( pm->ps->saber[0].type == SABER_ARC )
|
|
{//FIXME: need it's own style?
|
|
anim = BOTH_SABERFAST_STANCE;
|
|
}
|
|
else if ( (pm->ps->dualSabers && pm->ps->saber[1].Active()) )
|
|
{
|
|
anim = BOTH_SABERDUAL_STANCE;
|
|
}
|
|
else if ( (pm->ps->SaberStaff() && (!pm->ps->saber[0].singleBladeStyle||pm->ps->saber[0].blade[1].active))//saber staff with more than first blade active
|
|
|| pm->ps->saber[0].type == SABER_ARC )
|
|
{
|
|
anim = BOTH_SABERSTAFF_STANCE;
|
|
}
|
|
else if ( pm->ps->saber[0].type == SABER_LANCE || pm->ps->saber[0].type == SABER_TRIDENT )
|
|
{//FIXME: need some 2-handed forward-pointing anim
|
|
anim = BOTH_STAND1;
|
|
}
|
|
else
|
|
{
|
|
anim = PM_ReadyPoseForSaberAnimLevel();
|
|
}
|
|
}
|
|
else if ( newMove == LS_DRAW )
|
|
{
|
|
if ( PM_RunningAnim( pm->ps->torsoAnim ) )
|
|
{
|
|
pm->ps->saberMove = newMove;
|
|
return;
|
|
}
|
|
if ( pm->ps->saber[0].drawAnim != -1 )
|
|
{
|
|
anim = pm->ps->saber[0].drawAnim;
|
|
}
|
|
else if ( pm->ps->dualSabers
|
|
&& pm->ps->saber[1].drawAnim != -1 )
|
|
{
|
|
anim = pm->ps->saber[1].drawAnim;
|
|
}
|
|
else if ( pm->ps->saber[0].stylesLearned==(1<<SS_STAFF) )
|
|
{
|
|
anim = BOTH_S1_S7;
|
|
}
|
|
else if ( pm->ps->dualSabers
|
|
&& !(pm->ps->saber[0].stylesForbidden&(1<<SS_DUAL))
|
|
&& !(pm->ps->saber[1].stylesForbidden&(1<<SS_DUAL)) )
|
|
{
|
|
anim = BOTH_S1_S6;
|
|
}
|
|
if ( pm->ps->torsoAnim == BOTH_STAND1IDLE1 )
|
|
{
|
|
setflags |= SETANIM_FLAG_OVERRIDE;
|
|
}
|
|
}
|
|
else if ( newMove == LS_PUTAWAY )
|
|
{
|
|
if ( pm->ps->saber[0].putawayAnim != -1 )
|
|
{
|
|
anim = pm->ps->saber[0].putawayAnim;
|
|
}
|
|
else if ( pm->ps->dualSabers
|
|
&& pm->ps->saber[1].putawayAnim != -1 )
|
|
{
|
|
anim = pm->ps->saber[1].putawayAnim;
|
|
}
|
|
else if ( pm->ps->saber[0].stylesLearned==(1<<SS_STAFF)
|
|
&& pm->ps->saber[0].blade[1].active )
|
|
{
|
|
anim = BOTH_S7_S1;
|
|
}
|
|
else if ( pm->ps->dualSabers
|
|
&& !(pm->ps->saber[0].stylesForbidden&(1<<SS_DUAL))
|
|
&& !(pm->ps->saber[1].stylesForbidden&(1<<SS_DUAL))
|
|
&& pm->ps->saber[1].Active() )
|
|
{
|
|
anim = BOTH_S6_S1;
|
|
}
|
|
if ( PM_SaberStanceAnim( pm->ps->legsAnim ) && pm->ps->legsAnim != BOTH_STAND1 )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else
|
|
{
|
|
if ( PM_RunningAnim( pm->ps->torsoAnim ) )
|
|
{
|
|
pm->ps->saberMove = newMove;
|
|
return;
|
|
}
|
|
parts = SETANIM_TORSO;
|
|
}
|
|
//FIXME: also dual
|
|
}
|
|
else if ( pm->ps->saberAnimLevel == SS_STAFF && newMove >= LS_S_TL2BR && newMove < LS_REFLECT_LL )
|
|
{//staff has an entirely new set of anims, besides special attacks
|
|
//FIXME: include ready and draw/putaway?
|
|
//FIXME: get hand-made bounces and deflections?
|
|
if ( newMove >= LS_V1_BR && newMove <= LS_REFLECT_LL )
|
|
{//there aren't 1-7, just 1, 6 and 7, so just set it
|
|
anim = BOTH_P7_S7_T_ + (anim-BOTH_P1_S1_T_);//shift it up to the proper set
|
|
}
|
|
else
|
|
{//add the appropriate animLevel
|
|
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
|
|
}
|
|
}
|
|
else if ( (pm->ps->saberAnimLevel == SS_DUAL
|
|
|| (pm->ps->dualSabers&& pm->ps->saber[1].Active()))
|
|
&& newMove >= LS_S_TL2BR
|
|
&& newMove < LS_REFLECT_LL )
|
|
{//staff has an entirely new set of anims, besides special attacks
|
|
//FIXME: include ready and draw/putaway?
|
|
//FIXME: get hand-made bounces and deflections?
|
|
//FIXME: only do the dual FB & LR attacks when on ground?
|
|
if ( newMove >= LS_V1_BR && newMove <= LS_REFLECT_LL )
|
|
{//there aren't 1-7, just 1, 6 and 7, so just set it
|
|
anim = BOTH_P6_S6_T_ + (anim-BOTH_P1_S1_T_);//shift it up to the proper set
|
|
}
|
|
else if ( ( newMove == LS_A_R2L || newMove == LS_S_R2L
|
|
|| newMove == LS_A_L2R || newMove == LS_S_L2R )
|
|
&& PM_CanDoDualDoubleAttacks()
|
|
&& G_CheckEnemyPresence( pm->gent, DIR_RIGHT, 150.0f )
|
|
&& G_CheckEnemyPresence( pm->gent, DIR_LEFT, 150.0f ) )
|
|
{//enemy both on left and right
|
|
newMove = LS_DUAL_LR;
|
|
anim = saberMoveData[newMove].animToUse;
|
|
//probably already moved, but...
|
|
pm->cmd.rightmove = 0;
|
|
}
|
|
else if ( (newMove == LS_A_T2B || newMove == LS_S_T2B
|
|
|| newMove == LS_A_BACK || newMove == LS_A_BACK_CR )
|
|
&& PM_CanDoDualDoubleAttacks()
|
|
&& G_CheckEnemyPresence( pm->gent, DIR_FRONT, 150.0f )
|
|
&& G_CheckEnemyPresence( pm->gent, DIR_BACK, 150.0f ) )
|
|
{//enemy both in front and back
|
|
newMove = LS_DUAL_FB;
|
|
anim = saberMoveData[newMove].animToUse;
|
|
//probably already moved, but...
|
|
pm->cmd.forwardmove = 0;
|
|
}
|
|
else
|
|
{//add the appropriate animLevel
|
|
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
|
|
}
|
|
}
|
|
/*
|
|
else if ( newMove == LS_DRAW && pm->ps->saberAnimLevel == SS_STAFF )//pm->ps->SaberStaff() )
|
|
{//hold saber out front as we turn it on
|
|
//FIXME: need a real "draw" anim for this (and put-away)
|
|
anim = BOTH_SABERSTAFF_STANCE;
|
|
}
|
|
*/
|
|
else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 &&
|
|
!PM_SaberInIdle( newMove ) && !PM_SaberInParry( newMove ) && !PM_SaberInKnockaway( newMove ) && !PM_SaberInBrokenParry( newMove ) && !PM_SaberInReflect( newMove ) && !PM_SaberInSpecial( newMove ))
|
|
{//readies, parries and reflections have only 1 level
|
|
if ( pm->ps->saber[0].type == SABER_LANCE || pm->ps->saber[0].type == SABER_TRIDENT )
|
|
{//FIXME: hack for now - these use the fast anims, but slowed down. Should have own style
|
|
}
|
|
else
|
|
{//increment the anim to the next level of saber anims
|
|
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
|
|
}
|
|
}
|
|
else if ( newMove == LS_KICK_F_AIR
|
|
|| newMove == LS_KICK_B_AIR
|
|
|| newMove == LS_KICK_R_AIR
|
|
|| newMove == LS_KICK_L_AIR )
|
|
{
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
PM_SetJumped( 200, qtrue );
|
|
}
|
|
}
|
|
|
|
// If the move does the same animation as the last one, we need to force a restart...
|
|
// if ( saberMoveData[pm->ps->saberMove].animToUse == anim && newMove > LS_PUTAWAY)
|
|
if ( ( pm->ps->torsoAnim == anim || pm->ps->legsAnim == anim )
|
|
&& newMove > LS_PUTAWAY )
|
|
{
|
|
setflags |= SETANIM_FLAG_RESTART;
|
|
}
|
|
|
|
if ( (anim == BOTH_STAND1 && (pm->ps->saber[0].type == SABER_ARC || (pm->ps->dualSabers && pm->ps->saber[1].Active())) )
|
|
|| anim == BOTH_STAND2
|
|
//FIXME: temp hack to stop it from using run2 with staff
|
|
|| (0 && anim == BOTH_SABERSTAFF_STANCE)
|
|
|| anim == BOTH_SABERDUAL_STANCE
|
|
|| anim == BOTH_SABERFAST_STANCE
|
|
|| anim == BOTH_SABERSLOW_STANCE )
|
|
{//match torso anim to walk/run anim if newMove is just LS_READY
|
|
//FIXME: play both_stand2_random1 when you've been idle for a while
|
|
switch ( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_WALK1:
|
|
case BOTH_WALK2:
|
|
case BOTH_WALK_STAFF:
|
|
case BOTH_WALK_DUAL:
|
|
case BOTH_WALKBACK1:
|
|
case BOTH_WALKBACK2:
|
|
case BOTH_WALKBACK_STAFF:
|
|
case BOTH_WALKBACK_DUAL:
|
|
case BOTH_RUN1:
|
|
case BOTH_RUN2:
|
|
case BOTH_RUN_STAFF:
|
|
case BOTH_RUN_DUAL:
|
|
case BOTH_RUNBACK1:
|
|
case BOTH_RUNBACK2:
|
|
case BOTH_RUNBACK_STAFF:
|
|
anim = pm->ps->legsAnim;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !PM_RidingVehicle() )
|
|
{
|
|
if ( !manualBlocking )
|
|
{
|
|
if ( newMove == LS_A_LUNGE
|
|
|| newMove == LS_A_JUMP_T__B_
|
|
|| newMove == LS_A_BACKSTAB
|
|
|| newMove == LS_A_BACK
|
|
|| newMove == LS_A_BACK_CR
|
|
|| newMove == LS_ROLL_STAB
|
|
|| newMove == LS_A_FLIP_STAB
|
|
|| newMove == LS_A_FLIP_SLASH
|
|
|| newMove == LS_JUMPATTACK_DUAL
|
|
|| newMove == LS_JUMPATTACK_ARIAL_LEFT
|
|
|| newMove == LS_JUMPATTACK_ARIAL_RIGHT
|
|
|| newMove == LS_JUMPATTACK_CART_LEFT
|
|
|| newMove == LS_JUMPATTACK_CART_RIGHT
|
|
|| newMove == LS_JUMPATTACK_STAFF_LEFT
|
|
|| newMove == LS_JUMPATTACK_STAFF_RIGHT
|
|
|| newMove == LS_BUTTERFLY_LEFT
|
|
|| newMove == LS_BUTTERFLY_RIGHT
|
|
|| newMove == LS_A_BACKFLIP_ATK
|
|
|| newMove == LS_STABDOWN
|
|
|| newMove == LS_STABDOWN_STAFF
|
|
|| newMove == LS_STABDOWN_DUAL
|
|
|| newMove == LS_DUAL_SPIN_PROTECT
|
|
|| newMove == LS_STAFF_SOULCAL
|
|
|| newMove == LS_A1_SPECIAL
|
|
|| newMove == LS_A2_SPECIAL
|
|
|| newMove == LS_A3_SPECIAL
|
|
|| newMove == LS_UPSIDE_DOWN_ATTACK
|
|
|| newMove == LS_PULL_ATTACK_STAB
|
|
|| newMove == LS_PULL_ATTACK_SWING
|
|
|| PM_KickMove( newMove ) )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else if ( PM_SpinningSaberAnim( anim ) )
|
|
{//spins must be played on entire body
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else if ( (!pm->cmd.forwardmove&&!pm->cmd.rightmove&&!pm->cmd.upmove))
|
|
{//not trying to run, duck or jump
|
|
if ( !PM_FlippingAnim( pm->ps->legsAnim ) &&
|
|
!PM_InRoll( pm->ps ) &&
|
|
!PM_InKnockDown( pm->ps ) &&
|
|
!PM_JumpingAnim( pm->ps->legsAnim ) &&
|
|
!PM_PainAnim( pm->ps->legsAnim ) &&
|
|
!PM_InSpecialJump( pm->ps->legsAnim ) &&
|
|
!PM_InSlopeAnim( pm->ps->legsAnim ) &&
|
|
//!PM_CrouchAnim( pm->ps->legsAnim ) &&
|
|
//pm->cmd.upmove >= 0 &&
|
|
!(pm->ps->pm_flags & PMF_DUCKED) &&
|
|
newMove != LS_PUTAWAY )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else if ( !(pm->ps->pm_flags & PMF_DUCKED)
|
|
&& ( newMove == LS_SPINATTACK_DUAL || newMove == LS_SPINATTACK ) )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!pm->ps->saberBlocked)
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
setflags &= ~SETANIM_FLAG_RESTART;
|
|
}
|
|
}
|
|
if (anim!=-1)
|
|
{
|
|
PM_SetAnim( pm, parts, anim, setflags, saberMoveData[newMove].blendTime );
|
|
}
|
|
|
|
if ( pm->ps->torsoAnim == anim )
|
|
{//successfully changed anims
|
|
//special check for *starting* a saber swing
|
|
if ( pm->gent && pm->ps->SaberLength() > 1 )
|
|
{
|
|
if ( PM_SaberInAttack( newMove ) || PM_SaberInSpecialAttack( anim ) )
|
|
{//playing an attack
|
|
if ( pm->ps->saberMove != newMove )
|
|
{//wasn't playing that attack before
|
|
if ( PM_SaberInSpecialAttack( anim ) )
|
|
{
|
|
WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
|
|
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
|
|
{//can still attack during a cartwheel/arial
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;//so we know our weapon is busy
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( pm->ps->saberAnimLevel )
|
|
{
|
|
case SS_DESANN:
|
|
case SS_STRONG:
|
|
WP_SaberSwingSound( pm->gent, 0, SWING_STRONG );
|
|
break;
|
|
case SS_MEDIUM:
|
|
case SS_DUAL:
|
|
case SS_STAFF:
|
|
WP_SaberSwingSound( pm->gent, 0, SWING_MEDIUM );
|
|
break;
|
|
case SS_TAVION:
|
|
case SS_FAST:
|
|
WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if ( (setflags&SETANIM_FLAG_RESTART) && PM_SaberInSpecialAttack( anim ) )
|
|
{//sigh, if restarted a special, then set the weaponTime *again*
|
|
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
|
|
{//can still attack during a cartwheel/arial
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;//so we know our weapon is busy
|
|
}
|
|
}
|
|
}
|
|
else if ( PM_SaberInStart( newMove ) )
|
|
{
|
|
//if ( g_saberRealisticCombat->integer < 1 )
|
|
{//don't damage on the first few frames of a start anim because it may pop from one position to some drastically different one, killing the enemy without hitting them.
|
|
int damageDelay = 150;
|
|
if ( pm->ps->torsoAnimTimer < damageDelay )
|
|
{
|
|
damageDelay = pm->ps->torsoAnimTimer;
|
|
}
|
|
//ent->client->ps.saberDamageDebounceTime = level.time + damageDelay;
|
|
}
|
|
if ( pm->ps->saberAnimLevel == SS_STRONG )
|
|
{
|
|
WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
//wtf... getting stuck with weaponTime set even though we're not in an attack...?
|
|
if ( PM_SaberInAttack( pm->ps->saberMove )
|
|
&& !PM_SaberInAttack( newMove ) )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
*/
|
|
|
|
|
|
//Some special attacks can be started when sabers are off, make sure we turn them on, first!
|
|
switch ( newMove )
|
|
{//make sure the saber is on!
|
|
case LS_A_LUNGE:
|
|
case LS_ROLL_STAB:
|
|
if ( PM_InSecondaryStyle() )
|
|
{//staff as medium or dual as fast
|
|
if ( pm->ps->dualSabers )
|
|
{//only force on the first saber
|
|
pm->ps->saber[0].Activate();
|
|
}
|
|
else if ( pm->ps->saber[0].numBlades > 1 )
|
|
{//only force on the first saber's first blade
|
|
pm->ps->SaberBladeActivate(0,0);
|
|
}
|
|
}
|
|
else
|
|
{//turn on all blades on all sabers
|
|
pm->ps->SaberActivate();
|
|
}
|
|
break;
|
|
case LS_SPINATTACK_ALORA:
|
|
case LS_SPINATTACK_DUAL:
|
|
case LS_SPINATTACK:
|
|
case LS_A1_SPECIAL:
|
|
case LS_A2_SPECIAL:
|
|
case LS_A3_SPECIAL:
|
|
case LS_DUAL_SPIN_PROTECT:
|
|
case LS_STAFF_SOULCAL:
|
|
//FIXME: probably more...
|
|
pm->ps->SaberActivate();
|
|
break;
|
|
}
|
|
|
|
pm->ps->saberMove = newMove;
|
|
pm->ps->saberBlocking = saberMoveData[newMove].blocking;
|
|
|
|
if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
|
|
{
|
|
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ
|
|
&& newMove >= LS_REFLECT_UP && newMove <= LS_REFLECT_LL )
|
|
{//don't clear it when blocking projectiles
|
|
}
|
|
else
|
|
{
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
else if ( pm->ps->saberBlocked <= BLOCKED_ATK_BOUNCE || !pm->ps->SaberActive() || (newMove < LS_PARRY_UR || newMove > LS_REFLECT_LL) )
|
|
{//NPCs only clear blocked if not blocking?
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( saberMoveData[newMove].trailLength > 0 )
|
|
{
|
|
pm->gent->client->ps.SaberActivateTrail( saberMoveData[newMove].trailLength ); // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
|
|
}
|
|
else
|
|
{
|
|
pm->gent->client->ps.SaberDeactivateTrail( 0 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_Use
|
|
|
|
Generates a use event
|
|
==============
|
|
*/
|
|
#define USE_DELAY 250
|
|
|
|
void PM_Use( void )
|
|
{
|
|
if ( pm->ps->useTime > 0 )
|
|
{
|
|
pm->ps->useTime -= pml.msec;
|
|
if ( pm->ps->useTime < 0 )
|
|
{
|
|
pm->ps->useTime = 0;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
extern saberMoveName_t PM_AttackForEnemyPos( qboolean allowFB, qboolean allowStabDown );
|
|
saberMoveName_t PM_NPCSaberAttackFromQuad( int quad )
|
|
{
|
|
//FIXME: this should be an AI decision
|
|
// It should be based on the enemy's current LS_ move, saberAnimLevel,
|
|
// the jedi's difficulty level, rank and FP_OFFENSE skill...
|
|
saberMoveName_t autoMove = LS_NONE;
|
|
if ( pm->gent && ((pm->gent->NPC && pm->gent->NPC->rank != RANK_ENSIGN && pm->gent->NPC->rank != RANK_CIVILIAN ) || (pm->gent->client && (pm->gent->client->NPC_class == CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA))) )
|
|
{
|
|
autoMove = PM_AttackForEnemyPos( qtrue, qtrue );
|
|
}
|
|
if ( autoMove != LS_NONE && PM_SaberInSpecial( autoMove ) )
|
|
{//if have opportunity to do a special attack, do one
|
|
return autoMove;
|
|
}
|
|
else
|
|
{//pick another one
|
|
saberMoveName_t newmove = LS_NONE;
|
|
switch( quad )
|
|
{
|
|
case Q_T://blocked top
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_A_T2B;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_TR2BL;
|
|
}
|
|
break;
|
|
case Q_TR:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_A_TR2BL;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_T1_TR_BR;
|
|
}
|
|
break;
|
|
case Q_TL:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_A_TL2BR;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_T1_TL_BL;
|
|
}
|
|
break;
|
|
case Q_BR:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_BR2TL;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1_BR_TR;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
break;
|
|
case Q_BL:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_BL2TR;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1_BL_TL;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
break;
|
|
case Q_L:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1__L_T_;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
break;
|
|
case Q_R:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1__R_T_;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
break;
|
|
case Q_B:
|
|
if ( pm->gent
|
|
&& pm->gent->NPC
|
|
&& pm->gent->NPC->rank >= RANK_LT_JG )
|
|
{//fencers and above can do bottom-up attack
|
|
if ( Q_irand( 0, pm->gent->NPC->rank ) >= RANK_LT_JG )
|
|
{//but not overly likely
|
|
newmove = PM_SaberLungeAttackMove( qtrue );
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return newmove;
|
|
}
|
|
}
|
|
|
|
int PM_SaberMoveQuadrantForMovement( usercmd_t *ucmd )
|
|
{
|
|
if ( ucmd->rightmove > 0 )
|
|
{//moving right
|
|
if ( ucmd->forwardmove > 0 )
|
|
{//forward right = TL2BR slash
|
|
return Q_TL;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{//backward right = BL2TR uppercut
|
|
return Q_BL;
|
|
}
|
|
else
|
|
{//just right is a left slice
|
|
return Q_L;
|
|
}
|
|
}
|
|
else if ( ucmd->rightmove < 0 )
|
|
{//moving left
|
|
if ( ucmd->forwardmove > 0 )
|
|
{//forward left = TR2BL slash
|
|
return Q_TR;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{//backward left = BR2TL uppercut
|
|
return Q_BR;
|
|
}
|
|
else
|
|
{//just left is a right slice
|
|
return Q_R;
|
|
}
|
|
}
|
|
else
|
|
{//not moving left or right
|
|
if ( ucmd->forwardmove > 0 )
|
|
{//forward= T2B slash
|
|
return Q_T;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{//backward= T2B slash //or B2T uppercut?
|
|
return Q_T;
|
|
}
|
|
else //if ( curmove == LS_READY )//???
|
|
{//Not moving at all
|
|
return Q_R;
|
|
}
|
|
}
|
|
//return Q_R;//????
|
|
}
|
|
|
|
void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs )
|
|
{
|
|
if ( !gi.G2API_HaveWeGhoul2Models( gent->ghoul2 ) )
|
|
{
|
|
return;
|
|
}
|
|
int actualTime = (cg.time?cg.time:level.time);
|
|
if ( torso && gent->lowerLumbarBone != -1 )//gent->upperLumbarBone
|
|
{
|
|
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
|
|
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
|
|
if ( gent->motionBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, //gent->upperLumbarBone
|
|
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
|
|
}
|
|
}
|
|
if ( legs && gent->rootBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone,
|
|
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
|
|
}
|
|
}
|
|
|
|
int PM_SaberLockWinAnim( saberLockResult_t result, int breakType )
|
|
{
|
|
int winAnim = -1;
|
|
switch ( pm->ps->torsoAnim )
|
|
{
|
|
/*
|
|
default:
|
|
#ifndef FINAL_BUILD
|
|
Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", pm->gent->NPC_type, pm->ps->torsoAnim, animTable[pm->ps->torsoAnim].name );
|
|
#endif
|
|
*/
|
|
case BOTH_BF2LOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
winAnim = BOTH_LK_S_S_T_SB_1_W;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
winAnim = BOTH_BF1BREAK;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->saberMove = LS_A_T2B;
|
|
winAnim = BOTH_A3_T__B_;
|
|
}
|
|
break;
|
|
case BOTH_BF1LOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
winAnim = BOTH_LK_S_S_T_SB_1_W;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
winAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->saberMove = LS_K1_T_;
|
|
winAnim = BOTH_K1_S1_T_;
|
|
}
|
|
break;
|
|
case BOTH_CWCIRCLELOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
winAnim = BOTH_LK_S_S_S_SB_1_W;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BL;
|
|
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
winAnim = BOTH_V1_BL_S1;
|
|
}
|
|
else
|
|
{
|
|
winAnim = BOTH_CWCIRCLEBREAK;
|
|
}
|
|
break;
|
|
case BOTH_CCWCIRCLELOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
winAnim = BOTH_LK_S_S_S_SB_1_W;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BR;
|
|
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
winAnim = BOTH_V1_BR_S1;
|
|
}
|
|
else
|
|
{
|
|
winAnim = BOTH_CCWCIRCLEBREAK;
|
|
}
|
|
break;
|
|
default:
|
|
//must be using new system:
|
|
break;
|
|
}
|
|
if ( winAnim != -1 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
if ( breakType == SABERLOCK_SUPERBREAK
|
|
&& winAnim != BOTH_LK_ST_DL_T_SB_1_W )
|
|
{//going to attack with saber, do a saber trail
|
|
pm->ps->SaberActivateTrail( 200 );
|
|
}
|
|
}
|
|
return winAnim;
|
|
}
|
|
|
|
int PM_SaberLockLoseAnim( gentity_t *genemy, saberLockResult_t result, int breakType )
|
|
{
|
|
int loseAnim = -1;
|
|
switch ( genemy->client->ps.torsoAnim )
|
|
{
|
|
/*
|
|
default:
|
|
#ifndef FINAL_BUILD
|
|
Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", genemy->NPC_type, genemy->client->ps.torsoAnim, animTable[genemy->client->ps.torsoAnim].name );
|
|
#endif
|
|
*/
|
|
case BOTH_BF2LOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
loseAnim = BOTH_LK_S_S_T_SB_1_L;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
loseAnim = BOTH_BF1BREAK;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
genemy->client->ps.saberMove = LS_K1_T_;
|
|
loseAnim = BOTH_K1_S1_T_;
|
|
}
|
|
else
|
|
{//FIXME: this anim needs to transition back to ready when done
|
|
loseAnim = BOTH_BF1BREAK;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_BF1LOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
loseAnim = BOTH_LK_S_S_T_SB_1_L;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
loseAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
genemy->client->ps.saberMove = LS_A_T2B;
|
|
loseAnim = BOTH_A3_T__B_;
|
|
}
|
|
else
|
|
{
|
|
loseAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_CWCIRCLELOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
loseAnim = BOTH_LK_S_S_S_SB_1_L;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BL_S1;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
loseAnim = BOTH_CCWCIRCLEBREAK;
|
|
}
|
|
else
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BL_S1;
|
|
/*
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BR;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_H1_S1_BL;
|
|
*/
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_CCWCIRCLELOCK:
|
|
if ( breakType == SABERLOCK_SUPERBREAK )
|
|
{
|
|
loseAnim = BOTH_LK_S_S_S_SB_1_L;
|
|
}
|
|
else if ( result == LOCK_DRAW )
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BR_S1;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
loseAnim = BOTH_CWCIRCLEBREAK;
|
|
}
|
|
else
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BR_S1;
|
|
/*
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BL;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_H1_S1_BR;
|
|
*/
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if ( loseAnim != -1 )
|
|
{
|
|
NPC_SetAnim( genemy, SETANIM_BOTH, loseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
genemy->client->ps.weaponTime = genemy->client->ps.torsoAnimTimer;// + 250;
|
|
genemy->client->ps.saberBlocked = BLOCKED_NONE;
|
|
genemy->client->ps.weaponstate = WEAPON_READY;
|
|
}
|
|
return loseAnim;
|
|
}
|
|
|
|
int PM_SaberLockResultAnim( gentity_t *duelist, int lockOrBreakOrSuperBreak, int winOrLose )
|
|
{
|
|
int baseAnim = duelist->client->ps.torsoAnim;
|
|
switch ( baseAnim )
|
|
{
|
|
case BOTH_LK_S_S_S_L_2: //lock if I'm using single vs. a single and other intitiated
|
|
baseAnim = BOTH_LK_S_S_S_L_1;
|
|
break;
|
|
case BOTH_LK_S_S_T_L_2: //lock if I'm using single vs. a single and other initiated
|
|
baseAnim = BOTH_LK_S_S_T_L_1;
|
|
break;
|
|
case BOTH_LK_DL_DL_S_L_2: //lock if I'm using dual vs. dual and other initiated
|
|
baseAnim = BOTH_LK_DL_DL_S_L_1;
|
|
break;
|
|
case BOTH_LK_DL_DL_T_L_2: //lock if I'm using dual vs. dual and other initiated
|
|
baseAnim = BOTH_LK_DL_DL_T_L_1;
|
|
break;
|
|
case BOTH_LK_ST_ST_S_L_2: //lock if I'm using staff vs. a staff and other initiated
|
|
baseAnim = BOTH_LK_ST_ST_S_L_1;
|
|
break;
|
|
case BOTH_LK_ST_ST_T_L_2: //lock if I'm using staff vs. a staff and other initiated
|
|
baseAnim = BOTH_LK_ST_ST_T_L_1;
|
|
break;
|
|
}
|
|
//what kind of break?
|
|
if ( lockOrBreakOrSuperBreak == SABERLOCK_BREAK )
|
|
{
|
|
baseAnim -= 2;
|
|
}
|
|
else if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK )
|
|
{
|
|
baseAnim += 1;
|
|
}
|
|
else
|
|
{//WTF? Not a valid result
|
|
return -1;
|
|
}
|
|
//win or lose?
|
|
if ( winOrLose == SABERLOCK_WIN )
|
|
{
|
|
baseAnim += 1;
|
|
}
|
|
//play the anim and hold it
|
|
NPC_SetAnim( duelist, SETANIM_BOTH, baseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
|
|
if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK
|
|
&& winOrLose == SABERLOCK_LOSE )
|
|
{//if you lose a superbreak, you're defenseless
|
|
//make saberent not block
|
|
gentity_t *saberent = &g_entities[duelist->client->ps.saberEntityNum];
|
|
if ( saberent )
|
|
{
|
|
VectorClear(saberent->mins);
|
|
VectorClear(saberent->maxs);
|
|
G_SetOrigin(saberent, duelist->currentOrigin);
|
|
}
|
|
//set sabermove to none
|
|
duelist->client->ps.saberMove = LS_NONE;
|
|
//Hold the anim a little longer than it is
|
|
duelist->client->ps.torsoAnimTimer += 250;;
|
|
}
|
|
|
|
//no attacking during this anim
|
|
duelist->client->ps.weaponTime = duelist->client->ps.torsoAnimTimer;
|
|
duelist->client->ps.saberBlocked = BLOCKED_NONE;
|
|
if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK
|
|
&& winOrLose == SABERLOCK_WIN
|
|
&& baseAnim != BOTH_LK_ST_DL_T_SB_1_W )
|
|
{//going to attack with saber, do a saber trail
|
|
duelist->client->ps.SaberActivateTrail( 200 );
|
|
}
|
|
return baseAnim;
|
|
}
|
|
|
|
void PM_SaberLockBreak( gentity_t *gent, gentity_t *genemy, saberLockResult_t result, int victoryStrength )
|
|
{
|
|
int winAnim = -1, loseAnim = -1;
|
|
int breakType = SABERLOCK_BREAK;
|
|
qboolean singleVsSingle = qtrue;
|
|
|
|
if ( result == LOCK_VICTORY
|
|
&& Q_irand(0,7) < victoryStrength )
|
|
{
|
|
if ( genemy
|
|
&& genemy->NPC
|
|
&& ((genemy->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
|
|
||(genemy->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER)
|
|
||(genemy->client&&genemy->client->NPC_class == CLASS_SHADOWTROOPER))
|
|
&& Q_irand(0, 4)
|
|
)
|
|
{//less of a chance of getting a superbreak against a boss
|
|
breakType = SABERLOCK_BREAK;
|
|
}
|
|
else
|
|
{
|
|
breakType = SABERLOCK_SUPERBREAK;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
breakType = SABERLOCK_BREAK;
|
|
}
|
|
winAnim = PM_SaberLockWinAnim( result, breakType );
|
|
if ( winAnim != -1 )
|
|
{//a single vs. single break
|
|
if ( genemy && genemy->client )
|
|
{
|
|
loseAnim = PM_SaberLockLoseAnim( genemy, result, breakType );
|
|
}
|
|
}
|
|
else
|
|
{//must be a saberlock that's not between single and single...
|
|
singleVsSingle = qfalse;
|
|
winAnim = PM_SaberLockResultAnim( gent, breakType, SABERLOCK_WIN );
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
if ( genemy && genemy->client )
|
|
{
|
|
loseAnim = PM_SaberLockResultAnim( genemy, breakType, SABERLOCK_LOSE );
|
|
genemy->client->ps.weaponstate = WEAPON_READY;
|
|
}
|
|
}
|
|
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s won saber lock, anim = %s!\n", gent->NPC_type, animTable[winAnim].name );
|
|
Com_Printf( "%s lost saber lock, anim = %s!\n", genemy->NPC_type, animTable[loseAnim].name );
|
|
}
|
|
|
|
pm->ps->saberLockTime = genemy->client->ps.saberLockTime = 0;
|
|
pm->ps->saberLockEnemy = genemy->client->ps.saberLockEnemy = ENTITYNUM_NONE;
|
|
pm->ps->saberMoveNext = LS_NONE;
|
|
if ( genemy && genemy->client )
|
|
{
|
|
genemy->client->ps.saberMoveNext = LS_NONE;
|
|
}
|
|
|
|
PM_AddEvent( EV_JUMP );
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
G_AddEvent( genemy, EV_JUMP, 0 );
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->clientNum )
|
|
{//an NPC
|
|
pm->ps->saberEventFlags |= SEF_LOCK_WON;//tell the winner to press the advantage
|
|
}
|
|
//painDebounceTime will stop them from doing anything
|
|
genemy->painDebounceTime = level.time + genemy->client->ps.torsoAnimTimer + 500;
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
G_AddEvent( genemy, EV_PAIN, Q_irand( 0, 75 ) );
|
|
}
|
|
else
|
|
{
|
|
if ( genemy->NPC )
|
|
{
|
|
genemy->NPC->blockedSpeechDebounceTime = 0;
|
|
}
|
|
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
|
|
}
|
|
if ( result == LOCK_VICTORY )
|
|
{//one person won
|
|
if ( Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_2 ) < pm->ps->forcePowerLevel[FP_SABER_OFFENSE] )
|
|
{
|
|
vec3_t throwDir = {0,0,350};
|
|
int winMove = pm->ps->saberMove;
|
|
if ( !singleVsSingle )
|
|
{//all others have their own super breaks
|
|
//so it doesn't try to set some other anim below
|
|
winAnim = -1;
|
|
}
|
|
else if ( winAnim == BOTH_LK_S_S_S_SB_1_W
|
|
|| winAnim == BOTH_LK_S_S_T_SB_1_W )
|
|
{//doing a superbreak on single-vs-single, don't do the old superbreaks this time
|
|
//so it doesn't try to set some other anim below
|
|
winAnim = -1;
|
|
}
|
|
else
|
|
{//JK2-style
|
|
switch ( winAnim )
|
|
{
|
|
case BOTH_A3_T__B_:
|
|
winAnim = BOTH_D1_TL___;
|
|
winMove = LS_D1_TL;
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
case BOTH_K1_S1_T_:
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
case BOTH_CWCIRCLEBREAK:
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
case BOTH_CCWCIRCLEBREAK:
|
|
winAnim = BOTH_A1_BR_TL;
|
|
winMove = LS_A_BR2TL;
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
}
|
|
if ( winAnim != BOTH_CCWCIRCLEBREAK )
|
|
{
|
|
if ( (!genemy->s.number&&genemy->health<=25)//player low on health
|
|
||(genemy->s.number&&genemy->client->NPC_class!=CLASS_KYLE&&genemy->client->NPC_class!=CLASS_LUKE&&genemy->client->NPC_class!=CLASS_TAVION&&genemy->client->NPC_class!=CLASS_ALORA&&genemy->client->NPC_class!=CLASS_DESANN)//any NPC that's not a boss character
|
|
||(genemy->s.number&&genemy->health<=50) )//boss character with less than 50 health left
|
|
{//possibly knock saber out of hand OR cut hand off!
|
|
if ( Q_irand( 0, 25 ) < victoryStrength
|
|
&& ((!genemy->s.number&&genemy->health<=10)||genemy->s.number) )
|
|
{
|
|
NPC_SetAnim( genemy, SETANIM_BOTH, BOTH_RIGHTHANDCHOPPEDOFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//force this
|
|
genemy->client->dismembered = false;
|
|
G_DoDismemberment( genemy, genemy->client->renderInfo.handRPoint, MOD_SABER, 1000, HL_HAND_RT, qtrue );
|
|
G_Damage( genemy, gent, gent, throwDir, genemy->client->renderInfo.handRPoint, genemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_SABER, HL_NONE );
|
|
|
|
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer + 500;
|
|
pm->ps->saberMove = winMove;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//else see if we can knock the saber out of their hand
|
|
//FIXME: for now, always disarm the right-hand saber
|
|
if ( !(genemy->client->ps.saber[0].saberFlags&SFL_NOT_DISARMABLE) )
|
|
{
|
|
//add disarmBonus into this check
|
|
victoryStrength += pm->ps->SaberDisarmBonus( 0 )*2;
|
|
if ( (genemy->client->ps.saber[0].saberFlags&SFL_TWO_HANDED)
|
|
|| (genemy->client->ps.dualSabers && genemy->client->ps.saber[1].Active()) )
|
|
{//defender gets a bonus for using a 2-handed saber or 2 sabers
|
|
victoryStrength -= 2;
|
|
}
|
|
if ( pm->ps->forcePowersActive&(1<<FP_RAGE) )
|
|
{
|
|
victoryStrength += gent->client->ps.forcePowerLevel[FP_RAGE];
|
|
}
|
|
else if ( pm->ps->forceRageRecoveryTime > pm->cmd.serverTime )
|
|
{
|
|
victoryStrength--;
|
|
}
|
|
if ( genemy->client->ps.forceRageRecoveryTime > pm->cmd.serverTime )
|
|
{
|
|
victoryStrength++;
|
|
}
|
|
if ( Q_irand( 0, 10 ) < victoryStrength )
|
|
{
|
|
if ( !(genemy->client->ps.saber[0].saberFlags&SFL_TWO_HANDED)
|
|
|| !Q_irand( 0, 1 ) )
|
|
{//if it's a two-handed saber, it has a 50% chance of resisting a disarming
|
|
WP_SaberLose( genemy, throwDir );
|
|
if ( winAnim != -1 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
pm->ps->saberMove = winMove;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int G_SaberLockStrength( gentity_t *gent )
|
|
{
|
|
int strength = gent->client->ps.saber[0].lockBonus;
|
|
if ( (gent->client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
|
|
{
|
|
strength += 1;
|
|
}
|
|
if ( gent->client->ps.dualSabers && gent->client->ps.saber[1].Active() )
|
|
{
|
|
strength += 1 + gent->client->ps.saber[1].lockBonus;
|
|
}
|
|
if ( gent->client->ps.forcePowersActive&(1<<FP_RAGE) )
|
|
{
|
|
strength += gent->client->ps.forcePowerLevel[FP_RAGE];
|
|
}
|
|
else if ( gent->client->ps.forceRageRecoveryTime > pm->cmd.serverTime )
|
|
{
|
|
strength--;
|
|
}
|
|
if ( gent->s.number >= MAX_CLIENTS )
|
|
{
|
|
if ( gent->client->NPC_class == CLASS_DESANN || gent->client->NPC_class == CLASS_LUKE )
|
|
{
|
|
strength += 5+Q_irand(0,g_spskill->integer);
|
|
}
|
|
else
|
|
{
|
|
strength += gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer);
|
|
if ( gent->NPC )
|
|
{
|
|
if ( (gent->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
|
|
|| (gent->NPC->aiFlags&NPCAI_ROSH)
|
|
|| gent->client->NPC_class == CLASS_SHADOWTROOPER )
|
|
{
|
|
strength += Q_irand(0,2);
|
|
}
|
|
else if ( (gent->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER) )
|
|
{
|
|
strength += Q_irand(-1,1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//player
|
|
strength += gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer)+Q_irand(0,1);
|
|
}
|
|
return strength;
|
|
}
|
|
|
|
qboolean PM_InSaberLockOld( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_BF2LOCK:
|
|
case BOTH_BF1LOCK:
|
|
case BOTH_CWCIRCLELOCK:
|
|
case BOTH_CCWCIRCLELOCK:
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InSaberLock( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_LK_S_DL_S_L_1: //lock if I'm using single vs. a dual
|
|
case BOTH_LK_S_DL_T_L_1: //lock if I'm using single vs. a dual
|
|
case BOTH_LK_S_ST_S_L_1: //lock if I'm using single vs. a staff
|
|
case BOTH_LK_S_ST_T_L_1: //lock if I'm using single vs. a staff
|
|
case BOTH_LK_S_S_S_L_1: //lock if I'm using single vs. a single and I initiated
|
|
case BOTH_LK_S_S_T_L_1: //lock if I'm using single vs. a single and I initiated
|
|
case BOTH_LK_DL_DL_S_L_1: //lock if I'm using dual vs. dual and I initiated
|
|
case BOTH_LK_DL_DL_T_L_1: //lock if I'm using dual vs. dual and I initiated
|
|
case BOTH_LK_DL_ST_S_L_1: //lock if I'm using dual vs. a staff
|
|
case BOTH_LK_DL_ST_T_L_1: //lock if I'm using dual vs. a staff
|
|
case BOTH_LK_DL_S_S_L_1: //lock if I'm using dual vs. a single
|
|
case BOTH_LK_DL_S_T_L_1: //lock if I'm using dual vs. a single
|
|
case BOTH_LK_ST_DL_S_L_1: //lock if I'm using staff vs. dual
|
|
case BOTH_LK_ST_DL_T_L_1: //lock if I'm using staff vs. dual
|
|
case BOTH_LK_ST_ST_S_L_1: //lock if I'm using staff vs. a staff and I initiated
|
|
case BOTH_LK_ST_ST_T_L_1: //lock if I'm using staff vs. a staff and I initiated
|
|
case BOTH_LK_ST_S_S_L_1: //lock if I'm using staff vs. a single
|
|
case BOTH_LK_ST_S_T_L_1: //lock if I'm using staff vs. a single
|
|
case BOTH_LK_S_S_S_L_2:
|
|
case BOTH_LK_S_S_T_L_2:
|
|
case BOTH_LK_DL_DL_S_L_2:
|
|
case BOTH_LK_DL_DL_T_L_2:
|
|
case BOTH_LK_ST_ST_S_L_2:
|
|
case BOTH_LK_ST_ST_T_L_2:
|
|
return qtrue;
|
|
break;
|
|
default:
|
|
return PM_InSaberLockOld( anim );
|
|
break;
|
|
}
|
|
//return qfalse;
|
|
}
|
|
|
|
extern qboolean ValidAnimFileIndex ( int index );
|
|
extern qboolean G_CheckIncrementLockAnim( int anim, int winOrLose );
|
|
qboolean PM_SaberLocked( void )
|
|
{
|
|
//FIXME: maybe kick out of saberlock?
|
|
if ( pm->ps->saberLockEnemy == ENTITYNUM_NONE )
|
|
{
|
|
if ( PM_InSaberLock( pm->ps->torsoAnim ) )
|
|
{//wtf? Maybe enemy died?
|
|
PM_SaberLockWinAnim( LOCK_STALEMATE, SABERLOCK_BREAK );
|
|
}
|
|
return qfalse;
|
|
}
|
|
gentity_t *gent = pm->gent;
|
|
if ( !gent )
|
|
{
|
|
return qfalse;
|
|
}
|
|
gentity_t *genemy = &g_entities[pm->ps->saberLockEnemy];
|
|
if ( !genemy )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( PM_InSaberLock( pm->ps->torsoAnim ) && PM_InSaberLock( genemy->client->ps.torsoAnim ) )
|
|
{
|
|
if ( pm->ps->saberLockTime <= level.time + 500
|
|
&& pm->ps->saberLockEnemy != ENTITYNUM_NONE )
|
|
{//lock just ended
|
|
int strength = G_SaberLockStrength( gent );
|
|
int eStrength = G_SaberLockStrength( genemy );
|
|
if ( strength > 1 && eStrength > 1 && !Q_irand( 0, abs(strength-eStrength)+1 ) )
|
|
{//both knock each other down!
|
|
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
|
|
}
|
|
else
|
|
{//both "win"
|
|
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
|
|
}
|
|
return qtrue;
|
|
}
|
|
else if ( pm->ps->saberLockTime < level.time )
|
|
{//done... tie breaker above should have handled this, but...?
|
|
if ( PM_InSaberLock( pm->ps->torsoAnim ) && pm->ps->torsoAnimTimer > 0 )
|
|
{
|
|
pm->ps->torsoAnimTimer = 0;
|
|
}
|
|
if ( PM_InSaberLock( pm->ps->legsAnim ) && pm->ps->legsAnimTimer > 0 )
|
|
{
|
|
pm->ps->legsAnimTimer = 0;
|
|
}
|
|
return qfalse;
|
|
}
|
|
else if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{//holding attack
|
|
if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
|
|
{//tapping
|
|
int remaining = 0;
|
|
if( ValidAnimFileIndex( gent->client->clientInfo.animFileIndex ) )
|
|
{
|
|
animation_t *anim;
|
|
float currentFrame, junk2;
|
|
int curFrame, junk;
|
|
int strength = 1;
|
|
anim = &level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations[pm->ps->torsoAnim];
|
|
qboolean ret;
|
|
ret=gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, (cg.time?cg.time:level.time), ¤tFrame, &junk, &junk, &junk, &junk2, NULL );
|
|
|
|
assert(ret); // this would be pretty bad, the below code seems to assume the call succeeds. -gil
|
|
|
|
strength = G_SaberLockStrength( gent );
|
|
if ( PM_InSaberLockOld( pm->ps->torsoAnim ) )
|
|
{//old locks
|
|
if ( pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK ||
|
|
pm->ps->torsoAnim == BOTH_BF2LOCK )
|
|
{
|
|
curFrame = floor( currentFrame )-strength;
|
|
//drop my frame one
|
|
if ( curFrame <= anim->firstFrame )
|
|
{//I won! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
|
|
remaining = curFrame-anim->firstFrame;
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
curFrame = ceil( currentFrame )+strength;
|
|
//advance my frame one
|
|
if ( curFrame >= anim->firstFrame+anim->numFrames )
|
|
{//I won! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
|
|
remaining = anim->firstFrame+anim->numFrames-curFrame;
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//new locks
|
|
if ( G_CheckIncrementLockAnim( pm->ps->torsoAnim, SABERLOCK_WIN ) )
|
|
{
|
|
curFrame = ceil( currentFrame )+strength;
|
|
//advance my frame one
|
|
if ( curFrame >= anim->firstFrame+anim->numFrames )
|
|
{//I won! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
|
|
remaining = anim->firstFrame+anim->numFrames-curFrame;
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
curFrame = floor( currentFrame )-strength;
|
|
//drop my frame one
|
|
if ( curFrame <= anim->firstFrame )
|
|
{//I won! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
|
|
remaining = curFrame-anim->firstFrame;
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
if ( pm->ps->clientNum < MAX_CLIENTS )
|
|
{
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( Q_irand( EV_PUSHED1, EV_PUSHED3 ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( gent->NPC && gent->NPC->blockedSpeechDebounceTime < level.time )
|
|
{
|
|
switch ( Q_irand( 0, 3 ) )
|
|
{
|
|
case 0:
|
|
PM_AddEvent( EV_JUMP );
|
|
break;
|
|
case 1:
|
|
PM_AddEvent( Q_irand( EV_ANGER1, EV_ANGER3 ) );
|
|
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
break;
|
|
case 2:
|
|
PM_AddEvent( Q_irand( EV_TAUNT1, EV_TAUNT3 ) );
|
|
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
break;
|
|
case 3:
|
|
PM_AddEvent( Q_irand( EV_GLOAT1, EV_GLOAT3 ) );
|
|
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if( ValidAnimFileIndex( genemy->client->clientInfo.animFileIndex ) )
|
|
{
|
|
animation_t *anim;
|
|
anim = &level.knownAnimFileSets[genemy->client->clientInfo.animFileIndex].animations[genemy->client->ps.torsoAnim];
|
|
/*
|
|
float currentFrame, junk2;
|
|
int junk;
|
|
|
|
gi.G2API_GetBoneAnimIndex( &genemy->ghoul2[genemy->playerModel], genemy->lowerLumbarBone, (cg.time?cg.time:level.time), ¤tFrame, &junk, &junk, &junk, &junk2, NULL );
|
|
*/
|
|
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
switch ( Q_irand( 0, 3 ) )
|
|
{
|
|
case 0:
|
|
G_AddEvent( genemy, EV_PAIN, floor((float)genemy->health/genemy->max_health*100.0f) );
|
|
break;
|
|
case 1:
|
|
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
|
|
break;
|
|
case 2:
|
|
G_AddVoiceEvent( genemy, Q_irand( EV_CHOKE1, EV_CHOKE3 ), 500 );
|
|
break;
|
|
case 3:
|
|
G_AddVoiceEvent( genemy, EV_PUSHFAIL, 2000 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( PM_InSaberLockOld( genemy->client->ps.torsoAnim ) )
|
|
{
|
|
if ( genemy->client->ps.torsoAnim == BOTH_CCWCIRCLELOCK ||
|
|
genemy->client->ps.torsoAnim == BOTH_BF2LOCK )
|
|
{
|
|
PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
|
|
}
|
|
}
|
|
else
|
|
{//new locks
|
|
//???
|
|
if ( G_CheckIncrementLockAnim( genemy->client->ps.torsoAnim, SABERLOCK_LOSE ) )
|
|
{
|
|
PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: other ways out of a saberlock?
|
|
//force-push? (requires more force power?)
|
|
//kick? (requires anim ... hit jump key?)
|
|
//roll?
|
|
//backflip?
|
|
}
|
|
}
|
|
else
|
|
{//something broke us out of it
|
|
if ( gent->painDebounceTime > level.time && genemy->painDebounceTime > level.time )
|
|
{
|
|
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
|
|
}
|
|
else if ( gent->painDebounceTime > level.time )
|
|
{
|
|
PM_SaberLockBreak( genemy, gent, LOCK_VICTORY, 0 );
|
|
}
|
|
else if ( genemy->painDebounceTime > level.time )
|
|
{
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
|
|
}
|
|
else
|
|
{
|
|
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean G_EnemyInKickRange( gentity_t *self, gentity_t *enemy )
|
|
{
|
|
if ( !self || !enemy )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( fabs(self->currentOrigin[2]-enemy->currentOrigin[2]) < 32 )
|
|
{//generally at same height
|
|
if ( DistanceHorizontal( self->currentOrigin, enemy->currentOrigin ) <= (STAFF_KICK_RANGE+8.0f+(self->maxs[0]*1.5f)+(enemy->maxs[0]*1.5f)) )
|
|
{//within kicking range!
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_CanKickEntity( gentity_t *self, gentity_t *target )
|
|
{
|
|
if ( target && target->client
|
|
&& !PM_InKnockDown( &target->client->ps )
|
|
&& G_EnemyInKickRange( self, target ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
float PM_GroundDistance(void)
|
|
{
|
|
trace_t tr;
|
|
vec3_t down;
|
|
|
|
VectorCopy(pm->ps->origin, down);
|
|
|
|
down[2] -= 4096;
|
|
|
|
pm->trace(&tr, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
|
|
|
|
VectorSubtract(pm->ps->origin, tr.endpos, down);
|
|
|
|
return VectorLength(down);
|
|
}
|
|
|
|
float G_GroundDistance(gentity_t *self)
|
|
{
|
|
if ( !self )
|
|
{//wtf?!!
|
|
return Q3_INFINITE;
|
|
}
|
|
trace_t tr;
|
|
vec3_t down;
|
|
|
|
VectorCopy(self->currentOrigin, down);
|
|
|
|
down[2] -= 4096;
|
|
|
|
gi.trace(&tr, self->currentOrigin, self->mins, self->maxs, down, self->s.number, self->clipmask);
|
|
|
|
VectorSubtract(self->currentOrigin, tr.endpos, down);
|
|
|
|
return VectorLength(down);
|
|
}
|
|
|
|
saberMoveName_t G_PickAutoKick( gentity_t *self, gentity_t *enemy, qboolean storeMove )
|
|
{
|
|
saberMoveName_t kickMove = LS_NONE;
|
|
if ( !self || !self->client )
|
|
{
|
|
return LS_NONE;
|
|
}
|
|
if ( !enemy )
|
|
{
|
|
return LS_NONE;
|
|
}
|
|
vec3_t v_fwd, v_rt, enemyDir, fwdAngs = {0,self->client->ps.viewangles[YAW],0};
|
|
VectorSubtract( enemy->currentOrigin, self->currentOrigin, enemyDir );
|
|
VectorNormalize( enemyDir );//not necessary, I guess, but doesn't happen often
|
|
AngleVectors( fwdAngs, v_fwd, v_rt, NULL );
|
|
float fDot = DotProduct( enemyDir, v_fwd );
|
|
float rDot = DotProduct( enemyDir, v_rt );
|
|
if ( fabs( rDot ) > 0.5f && fabs( fDot ) < 0.5f )
|
|
{//generally to one side
|
|
if ( rDot > 0 )
|
|
{//kick right
|
|
kickMove = LS_KICK_R;
|
|
}
|
|
else
|
|
{//kick left
|
|
kickMove = LS_KICK_L;
|
|
}
|
|
}
|
|
else if ( fabs( fDot ) > 0.5f && fabs( rDot ) < 0.5f )
|
|
{//generally in front or behind us
|
|
if ( fDot > 0 )
|
|
{//kick fwd
|
|
kickMove = LS_KICK_F;
|
|
}
|
|
else
|
|
{//kick back
|
|
kickMove = LS_KICK_B;
|
|
}
|
|
}
|
|
else
|
|
{//diagonal to us, kick would miss
|
|
}
|
|
if ( kickMove != LS_NONE )
|
|
{//have a valid one to do
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//if in air, convert kick to an in-air kick
|
|
float gDist = G_GroundDistance( self );
|
|
//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 ((!PM_FlippingAnim( self->client->ps.legsAnim ) || self->client->ps.legsAnimTimer <= 0) &&
|
|
gDist > 64.0f && //strict minimum
|
|
gDist > (-self->client->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 = LS_NONE;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{//leave it as a normal kick unless we're too high up
|
|
if ( gDist > 128.0f || self->client->ps.velocity[2] >= 0 )
|
|
{ //off ground, but too close to ground
|
|
kickMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
if ( storeMove )
|
|
{
|
|
self->client->ps.saberMoveNext = kickMove;
|
|
}
|
|
}
|
|
return kickMove;
|
|
}
|
|
|
|
saberMoveName_t PM_PickAutoKick( gentity_t *enemy )
|
|
{
|
|
return G_PickAutoKick( pm->gent, enemy, qfalse );
|
|
}
|
|
|
|
saberMoveName_t G_PickAutoMultiKick( gentity_t *self, qboolean allowSingles, qboolean storeMove )
|
|
{
|
|
gentity_t *ent;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
vec3_t mins, maxs;
|
|
int i, e;
|
|
int radius = ((self->maxs[0]*1.5f)+(self->maxs[0]*1.5f)+STAFF_KICK_RANGE+24.0f);//a little wide on purpose
|
|
vec3_t center;
|
|
saberMoveName_t kickMove, bestKick = LS_NONE;
|
|
float distToEnt, bestDistToEnt = Q3_INFINITE;
|
|
gentity_t *bestEnt = NULL;
|
|
int enemiesFront = 0;
|
|
int enemiesBack = 0;
|
|
int enemiesRight = 0;
|
|
int enemiesLeft = 0;
|
|
int enemiesSpin = 0;
|
|
|
|
if ( !self || !self->client )
|
|
{
|
|
return LS_NONE;
|
|
}
|
|
|
|
VectorCopy( self->currentOrigin, center );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
int numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if (ent == self)
|
|
continue;
|
|
if (ent->owner == self)
|
|
continue;
|
|
if ( !(ent->inuse) )
|
|
continue;
|
|
//not a client?
|
|
if ( !ent->client )
|
|
continue;
|
|
//ally?
|
|
if ( ent->client->playerTeam == self->client->playerTeam )
|
|
continue;
|
|
//dead?
|
|
if ( ent->health <= 0 )
|
|
continue;
|
|
//too far?
|
|
distToEnt = DistanceSquared( ent->currentOrigin, center );
|
|
if ( distToEnt > (radius*radius) )
|
|
continue;
|
|
kickMove = G_PickAutoKick( self, ent, qfalse );
|
|
if ( kickMove == LS_KICK_F_AIR
|
|
&& kickMove == LS_KICK_B_AIR
|
|
&& kickMove == LS_KICK_R_AIR
|
|
&& kickMove == LS_KICK_L_AIR )
|
|
{//in air? Can't do multikicks
|
|
}
|
|
else
|
|
{
|
|
switch ( kickMove )
|
|
{
|
|
case LS_KICK_F:
|
|
enemiesFront++;
|
|
break;
|
|
case LS_KICK_B:
|
|
enemiesBack++;
|
|
break;
|
|
case LS_KICK_R:
|
|
enemiesRight++;
|
|
break;
|
|
case LS_KICK_L:
|
|
enemiesLeft++;
|
|
break;
|
|
default:
|
|
enemiesSpin++;
|
|
break;
|
|
}
|
|
}
|
|
if ( allowSingles )
|
|
{
|
|
if ( kickMove != LS_NONE
|
|
&& distToEnt < bestDistToEnt )
|
|
{
|
|
bestKick = kickMove;
|
|
bestEnt = ent;
|
|
}
|
|
}
|
|
}
|
|
kickMove = LS_NONE;
|
|
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//can't do the multikicks in air
|
|
if ( enemiesFront && enemiesBack
|
|
&& (enemiesFront+enemiesBack)-(enemiesRight+enemiesLeft)>1 )
|
|
{//more enemies in front/back than left/right
|
|
kickMove = LS_KICK_BF;
|
|
}
|
|
else if ( enemiesRight && enemiesLeft
|
|
&& (enemiesRight+enemiesLeft)-(enemiesFront+enemiesBack)>1 )
|
|
{//more enemies on left & right than front/back
|
|
kickMove = LS_KICK_RL;
|
|
}
|
|
else if ( (enemiesFront || enemiesBack) && (enemiesRight || enemiesLeft) )
|
|
{//at least 2 enemies around us, not aligned
|
|
kickMove = LS_KICK_S;
|
|
}
|
|
else if ( enemiesSpin > 1 )
|
|
{//at least 2 enemies around us, not aligned
|
|
kickMove = LS_KICK_S;
|
|
}
|
|
}
|
|
if ( kickMove == LS_NONE
|
|
&& bestKick != LS_NONE )
|
|
{//no good multi-kick move, but we do have a nice single-kick we found
|
|
kickMove = bestKick;
|
|
//get mad at him so he knows he's being targetted
|
|
if ( (self->s.number < MAX_CLIENTS||G_ControlledByPlayer(self))
|
|
&& bestEnt != NULL )
|
|
{//player
|
|
G_SetEnemy( self, bestEnt );
|
|
}
|
|
}
|
|
if ( kickMove != LS_NONE )
|
|
{
|
|
if ( storeMove )
|
|
{
|
|
self->client->ps.saberMoveNext = kickMove;
|
|
}
|
|
}
|
|
return kickMove;
|
|
}
|
|
|
|
qboolean PM_PickAutoMultiKick( qboolean allowSingles )
|
|
{
|
|
saberMoveName_t kickMove = G_PickAutoMultiKick( pm->gent, allowSingles, qfalse );
|
|
if ( kickMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( kickMove );
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SaberThrowable( void )
|
|
{
|
|
//ugh, hard-coding this is bad...
|
|
if ( pm->ps->saberAnimLevel == SS_STAFF )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NOT_THROWABLE) )
|
|
{//yes, this saber is always throwable
|
|
return qtrue;
|
|
}
|
|
|
|
//saber is not normally throwable
|
|
if ( (pm->ps->saber[0].saberFlags&SFL_SINGLE_BLADE_THROWABLE) )
|
|
{//it is throwable if only one blade is on
|
|
if ( pm->ps->saber[0].numBlades > 1 )
|
|
{//it has more than one blade
|
|
int numBladesActive = 0;
|
|
for ( int i = 0; i < pm->ps->saber[0].numBlades; i++ )
|
|
{
|
|
if ( pm->ps->saber[0].blade[i].active )
|
|
{
|
|
numBladesActive++;
|
|
}
|
|
}
|
|
if ( numBladesActive == 1 )
|
|
{//only 1 blade is on
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
//nope, can't throw it
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_CheckAltKickAttack( void )
|
|
{
|
|
if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK)
|
|
&& (!(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) ||PM_SaberInReturn(pm->ps->saberMove))
|
|
&& (!PM_FlippingAnim(pm->ps->legsAnim)||pm->ps->legsAnimTimer<=250)
|
|
&& (!PM_SaberThrowable())
|
|
&& pm->ps->SaberActive()
|
|
&& !(pm->ps->saber[0].saberFlags&SFL_NO_KICKS)//okay to do kicks with this saber
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_KICKS) )//okay to do kicks with this saber
|
|
)
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_CheckUpsideDownAttack( void )
|
|
{
|
|
if ( pm->ps->saberMove != LS_READY )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !(pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->ps->saberAnimLevel < SS_FAST
|
|
|| pm->ps->saberAnimLevel > SS_STRONG )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
|
|
{//FIXME: check ranks?
|
|
return qfalse;
|
|
}
|
|
//FIXME: enemy below
|
|
//FIXME: more than 64 off ground
|
|
if ( !g_debugMelee->integer )
|
|
{//hmm, can't get this to work quite the way we wanted... secret move, then!
|
|
return qfalse;
|
|
}
|
|
|
|
switch( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_WALL_RUN_RIGHT_FLIP:
|
|
case BOTH_WALL_RUN_LEFT_FLIP:
|
|
case BOTH_WALL_FLIP_RIGHT:
|
|
case BOTH_WALL_FLIP_LEFT:
|
|
case BOTH_FLIP_BACK1:
|
|
case BOTH_FLIP_BACK2:
|
|
case BOTH_FLIP_BACK3:
|
|
case BOTH_WALL_FLIP_BACK1:
|
|
case BOTH_ALORA_FLIP_B:
|
|
//JKA
|
|
case BOTH_FORCEWALLRUNFLIP_END:
|
|
{
|
|
float animLength = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, (animNumber_t)pm->ps->legsAnim );
|
|
float elapsedTime = (float)(animLength-pm->ps->legsAnimTimer);
|
|
float midPoint = animLength/2.0f;
|
|
if ( elapsedTime < midPoint-100.0f
|
|
|| elapsedTime > midPoint+100.0f )
|
|
{//only a 200ms window (in middle of anim) of opportunity to do this move in these anims
|
|
return qfalse;
|
|
}
|
|
}
|
|
//NOTE: falls through on purpose
|
|
case BOTH_FLIP_HOLD7:
|
|
pm->ps->pm_flags |= PMF_SLOW_MO_FALL;
|
|
PM_SetSaberMove( LS_UPSIDE_DOWN_ATTACK );
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SaberMoveOkayForKata( void )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{
|
|
if ( pm->ps->saberMove == LS_READY //not doing anything
|
|
|| PM_SaberInReflect( pm->ps->saberMove ) )//interrupt a projectile blocking move
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//old control scheme, allow it to interrupt a start or ready
|
|
if ( pm->ps->saberMove == LS_READY
|
|
|| PM_SaberInReflect( pm->ps->saberMove )//interrupt a projectile blocking move
|
|
|| PM_SaberInStart( pm->ps->saberMove ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean PM_CanDoKata( void )
|
|
{
|
|
if ( PM_InSecondaryStyle() )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !pm->ps->saberInFlight//not throwing saber
|
|
&& PM_SaberMoveOkayForKata()
|
|
/*
|
|
&& pm->ps->saberAnimLevel >= SS_FAST//fast, med or strong style
|
|
&& pm->ps->saberAnimLevel <= SS_STRONG//FIXME: Tavion, too?
|
|
*/
|
|
&& pm->ps->groundEntityNum != ENTITYNUM_NONE//not in the air
|
|
&& (pm->cmd.buttons&BUTTON_ATTACK)//pressing attack
|
|
&& pm->cmd.forwardmove >=0 //not moving back (used to be !pm->cmd.forwardmove)
|
|
&& !pm->cmd.rightmove//not moving r/l
|
|
&& pm->cmd.upmove <= 0//not jumping...?
|
|
&& G_TryingKataAttack(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*///holding focus
|
|
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER, qtrue )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER*/ )//SINGLE_SPECIAL_POWER )// have enough power
|
|
{//FIXME: check rage, etc...
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void PM_SaberDroidWeapon( void )
|
|
{
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
|
|
// Now we react to a block action by the player's lightsaber.
|
|
if ( pm->ps->saberBlocked )
|
|
{
|
|
switch ( pm->ps->saberBlocked )
|
|
{
|
|
case BLOCKED_PARRY_BROKEN:
|
|
PM_SetAnim( pm, SETANIM_BOTH, Q_irand(BOTH_PAIN1,BOTH_PAIN3), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->legsAnimTimer;
|
|
break;
|
|
case BLOCKED_ATK_BOUNCE:
|
|
PM_SetAnim( pm, SETANIM_BOTH, Q_irand(BOTH_PAIN1,BOTH_PAIN3), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->legsAnimTimer;
|
|
break;
|
|
case BLOCKED_UPPER_RIGHT:
|
|
case BLOCKED_UPPER_RIGHT_PROJ:
|
|
case BLOCKED_LOWER_RIGHT:
|
|
case BLOCKED_LOWER_RIGHT_PROJ:
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_TR, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
|
|
pm->ps->weaponTime = pm->ps->legsAnimTimer;
|
|
break;
|
|
case BLOCKED_UPPER_LEFT:
|
|
case BLOCKED_UPPER_LEFT_PROJ:
|
|
case BLOCKED_LOWER_LEFT:
|
|
case BLOCKED_LOWER_LEFT_PROJ:
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_TL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
|
|
pm->ps->weaponTime = pm->ps->legsAnimTimer;
|
|
break;
|
|
case BLOCKED_TOP:
|
|
case BLOCKED_TOP_PROJ:
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_T_, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
|
|
pm->ps->weaponTime = pm->ps->legsAnimTimer;
|
|
break;
|
|
default:
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
break;
|
|
}
|
|
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
|
|
// Done with block, so stop these active weapon branches.
|
|
return;
|
|
}
|
|
}
|
|
|
|
void PM_TryGrab( void )
|
|
{
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE
|
|
//&& !pm->ps->saberInFlight
|
|
&& pm->ps->weaponTime <= 0 )//< 200 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_KYLE_GRAB, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->torsoAnimTimer += 200;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
pm->ps->saberMove = pm->ps->saberMoveNext = LS_READY;
|
|
VectorClear( pm->ps->velocity );
|
|
VectorClear( pm->ps->moveDir );
|
|
pm->cmd.rightmove = pm->cmd.forwardmove = pm->cmd.upmove = 0;
|
|
if ( pm->gent )
|
|
{
|
|
pm->gent->painDebounceTime = level.time + pm->ps->torsoAnimTimer;
|
|
}
|
|
pm->ps->SaberDeactivate();
|
|
}
|
|
}
|
|
|
|
void PM_TryAirKick( saberMoveName_t kickMove )
|
|
{
|
|
if ( pm->ps->groundEntityNum < ENTITYNUM_NONE )
|
|
{//just do it
|
|
PM_SetSaberMove( kickMove );
|
|
}
|
|
else
|
|
{
|
|
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 ((!PM_FlippingAnim( pm->ps->legsAnim ) || pm->ps->legsAnimTimer <= 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
|
|
)
|
|
{
|
|
PM_SetSaberMove( kickMove );
|
|
}
|
|
else
|
|
{//leave it as a normal kick unless we're too high up
|
|
if ( gDist > 128.0f || pm->ps->velocity[2] >= 0 )
|
|
{ //off ground, but too close to ground
|
|
}
|
|
else
|
|
{//high close enough to ground to do a normal kick, convert it
|
|
switch ( kickMove )
|
|
{
|
|
case LS_KICK_F_AIR:
|
|
PM_SetSaberMove( LS_KICK_F );
|
|
break;
|
|
case LS_KICK_B_AIR:
|
|
PM_SetSaberMove( LS_KICK_B );
|
|
break;
|
|
case LS_KICK_R_AIR:
|
|
PM_SetSaberMove( LS_KICK_R );
|
|
break;
|
|
case LS_KICK_L_AIR:
|
|
PM_SetSaberMove( LS_KICK_L );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PM_CheckKick( void )
|
|
{
|
|
if ( !PM_KickMove( pm->ps->saberMove )//not already in a kick
|
|
&& !(pm->ps->pm_flags&PMF_DUCKED)//not ducked
|
|
&& (pm->cmd.upmove >= 0 ) )//not trying to duck
|
|
{//player kicks
|
|
//FIXME: only if FP_SABER_OFFENSE >= 3
|
|
if ( pm->cmd.rightmove )
|
|
{//kick to side
|
|
if ( pm->cmd.rightmove > 0 )
|
|
{//kick right
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
|| pm->cmd.upmove > 0 )
|
|
{
|
|
PM_TryAirKick( LS_KICK_R_AIR );
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_KICK_R );
|
|
}
|
|
}
|
|
else
|
|
{//kick left
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
|| pm->cmd.upmove > 0 )
|
|
{
|
|
PM_TryAirKick( LS_KICK_L_AIR );
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_KICK_L );
|
|
}
|
|
}
|
|
pm->cmd.rightmove = 0;
|
|
}
|
|
else if ( pm->cmd.forwardmove )
|
|
{//kick front/back
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{//kick fwd
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
|| pm->cmd.upmove > 0 )
|
|
{
|
|
PM_TryAirKick( LS_KICK_F_AIR );
|
|
}
|
|
/*
|
|
else if ( pm->ps->weapon == WP_SABER
|
|
&& pm->ps->saberAnimLevel == SS_STAFF
|
|
&& pm->gent
|
|
&& G_CheckEnemyPresence( pm->gent, DIR_FRONT, 64, 0.8f ) )
|
|
{//FIXME: don't jump while doing this move and don't do this move if in air
|
|
PM_SetSaberMove( LS_HILT_BASH );
|
|
}
|
|
*/
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_KICK_F );
|
|
}
|
|
}
|
|
else if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
|| pm->cmd.upmove > 0 )
|
|
{
|
|
PM_TryAirKick( LS_KICK_B_AIR );
|
|
}
|
|
else
|
|
{//kick back
|
|
PM_SetSaberMove( LS_KICK_B );
|
|
}
|
|
pm->cmd.forwardmove = 0;
|
|
}
|
|
else if ( pm->gent
|
|
&& pm->gent->enemy
|
|
&& G_CanKickEntity( pm->gent, pm->gent->enemy ) )
|
|
{//auto-pick?
|
|
if ( /*(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD)
|
|
&& (pm->cmd.buttons&BUTTON_ATTACK)
|
|
&&*/ PM_PickAutoMultiKick( qfalse ) )
|
|
{//kicked!
|
|
if ( pm->ps->saberMove == LS_KICK_RL )
|
|
{//just pull back
|
|
if ( d_slowmodeath->integer > 3 )
|
|
{
|
|
G_StartMatrixEffect( pm->gent, MEF_NO_SPIN, pm->ps->legsAnimTimer+500 );
|
|
}
|
|
}
|
|
else
|
|
{//normal spin
|
|
if ( d_slowmodeath->integer > 3 )
|
|
{
|
|
G_StartMatrixEffect( pm->gent, 0, pm->ps->legsAnimTimer+500 );
|
|
}
|
|
}
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
&&( pm->ps->saberMove == LS_KICK_S
|
|
||pm->ps->saberMove == LS_KICK_BF
|
|
||pm->ps->saberMove == LS_KICK_RL ) )
|
|
{//in the air and doing a jump-kick, which is a ground anim, so....
|
|
//cut z velocity...?
|
|
pm->ps->velocity[2] = 0;
|
|
}
|
|
pm->cmd.upmove = 0;
|
|
}
|
|
else
|
|
{
|
|
saberMoveName_t kickMove = PM_PickAutoKick( pm->gent->enemy );
|
|
if ( kickMove != LS_NONE )
|
|
{//Matrix?
|
|
PM_SetSaberMove( kickMove );
|
|
int meFlags = 0;
|
|
switch ( kickMove )
|
|
{
|
|
case LS_KICK_B://just pull back
|
|
case LS_KICK_B_AIR://just pull back
|
|
meFlags = MEF_NO_SPIN;
|
|
break;
|
|
case LS_KICK_L://spin to the left
|
|
case LS_KICK_L_AIR://spin to the left
|
|
meFlags = MEF_REVERSE_SPIN;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if ( d_slowmodeath->integer > 3 )
|
|
{
|
|
G_StartMatrixEffect( pm->gent, meFlags, pm->ps->legsAnimTimer+500 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( PM_PickAutoMultiKick( qtrue ) )
|
|
{
|
|
int meFlags = 0;
|
|
switch ( pm->ps->saberMove )
|
|
{
|
|
case LS_KICK_RL://just pull back
|
|
case LS_KICK_B://just pull back
|
|
case LS_KICK_B_AIR://just pull back
|
|
meFlags = MEF_NO_SPIN;
|
|
break;
|
|
case LS_KICK_L://spin to the left
|
|
case LS_KICK_L_AIR://spin to the left
|
|
meFlags = MEF_REVERSE_SPIN;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if ( d_slowmodeath->integer > 3 )
|
|
{
|
|
G_StartMatrixEffect( pm->gent, meFlags, pm->ps->legsAnimTimer+500 );
|
|
}
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
&&( pm->ps->saberMove == LS_KICK_S
|
|
||pm->ps->saberMove == LS_KICK_BF
|
|
||pm->ps->saberMove == LS_KICK_RL ) )
|
|
{//in the air and doing a jump-kick, which is a ground anim, so....
|
|
//cut z velocity...?
|
|
pm->ps->velocity[2] = 0;
|
|
}
|
|
pm->cmd.upmove = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PM_CheckClearSaberBlock( void )
|
|
{
|
|
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() )
|
|
{//player
|
|
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
|
|
{//blocking a projectile
|
|
if ( pm->ps->forcePowerDebounce[FP_SABER_DEFENSE] < level.time )
|
|
{//block is done or breaking out of it with an attack
|
|
pm->ps->weaponTime = 0;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
else if ( (pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{//block is done or breaking out of it with an attack
|
|
pm->ps->weaponTime = 0;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
else if ( pm->ps->saberBlocked == BLOCKED_UPPER_LEFT
|
|
&& pm->ps->powerups[PW_SHOCKED] > level.time )
|
|
{//probably blocking lightning
|
|
if ( (pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{//trying to attack
|
|
//allow the attack
|
|
pm->ps->weaponTime = 0;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean PM_SaberBlocking( void )
|
|
{
|
|
// Now we react to a block action by the player's lightsaber.
|
|
if ( pm->ps->saberBlocked )
|
|
{
|
|
if ( pm->ps->saberMove > LS_PUTAWAY && pm->ps->saberMove <= LS_A_BL2TR && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN &&
|
|
(pm->ps->saberBlocked < BLOCKED_UPPER_RIGHT_PROJ || pm->ps->saberBlocked > BLOCKED_TOP_PROJ))//&& Q_irand( 0, 2 )
|
|
{//we parried another lightsaber while attacking, so treat it as a bounce
|
|
pm->ps->saberBlocked = BLOCKED_ATK_BOUNCE;
|
|
}
|
|
else if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )//player
|
|
{
|
|
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ
|
|
&& pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
|
|
{//blocking a projectile
|
|
if ( (pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{//trying to attack
|
|
if ( pm->ps->saberMove == LS_READY
|
|
|| PM_SaberInReflect( pm->ps->saberMove ) )
|
|
{//not already busy or already in projectile deflection
|
|
//trying to attack during projectile blocking, so do the attack instead
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
if ( PM_SaberInReflect( pm->ps->saberMove ) && pm->ps->weaponTime > 0 )
|
|
{//interrupt the current deflection move
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
else if ( (pm->cmd.buttons&BUTTON_ATTACK)
|
|
&& pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT
|
|
&& pm->ps->saberBlocked <= BLOCKED_TOP
|
|
&& !PM_SaberInKnockaway( pm->ps->saberBounceMove ) )
|
|
{//if hitting attack during a parry (not already a knockaway)
|
|
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
|
|
{//have high saber defense, turn the parry into a knockaway?
|
|
//FIXME: this could actually be bad for us...? Leaves us open
|
|
pm->ps->saberBounceMove = PM_KnockawayForParry( pm->ps->saberBlocked );
|
|
}
|
|
}
|
|
*/
|
|
|
|
if ( pm->ps->saberBlocked != BLOCKED_ATK_BOUNCE )
|
|
{//can't attack for twice whatever your skill level's parry debounce time is
|
|
if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
|
|
{//player
|
|
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 )
|
|
{
|
|
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]];
|
|
}
|
|
}
|
|
else
|
|
{//NPC
|
|
//pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
|
|
if ( pm->gent )
|
|
{
|
|
pm->ps->weaponTime = Jedi_ReCalcParryTime( pm->gent, EVASION_PARRY );
|
|
}
|
|
else
|
|
{//WTF???
|
|
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
|
|
}
|
|
}
|
|
}
|
|
switch ( pm->ps->saberBlocked )
|
|
{
|
|
case BLOCKED_PARRY_BROKEN:
|
|
//whatever parry we were is in now broken, play the appropriate knocked-away anim
|
|
{
|
|
saberMoveName_t nextMove;
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberBounceMove ) )
|
|
{//already have one...?
|
|
nextMove = (saberMoveName_t)pm->ps->saberBounceMove;
|
|
}
|
|
else
|
|
{
|
|
nextMove = PM_BrokenParryForParry( (saberMoveName_t)pm->ps->saberMove );
|
|
}
|
|
if ( nextMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( nextMove );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{//Maybe in a knockaway?
|
|
}
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
}
|
|
break;
|
|
case BLOCKED_ATK_BOUNCE:
|
|
// If there is absolutely no blocked move in the chart, don't even mess with the animation.
|
|
// OR if we are already in a block or parry.
|
|
if ( pm->ps->saberMove >= LS_T1_BR__R/*LS_BOUNCE_TOP*/ )//|| saberMoveData[pm->ps->saberMove].bounceMove == LS_NONE )
|
|
{//an actual bounce? Other bounces before this are actually transitions?
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
else if ( PM_SaberInBounce( pm->ps->saberMove ) || !PM_SaberInAttack( pm->ps->saberMove ) )
|
|
{//already in the bounce, go into an attack or transition to ready.. should never get here since can't be blocked in a bounce!
|
|
int nextMove;
|
|
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{//transition to a new attack
|
|
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
|
|
{//NPC
|
|
nextMove = saberMoveData[pm->ps->saberMove].chain_attack;
|
|
}
|
|
else
|
|
{//player
|
|
int newQuad = PM_SaberMoveQuadrantForMovement( &pm->cmd );
|
|
while ( newQuad == saberMoveData[pm->ps->saberMove].startQuad )
|
|
{//player is still in same attack quad, don't repeat that attack because it looks bad,
|
|
//FIXME: try to pick one that might look cool?
|
|
newQuad = Q_irand( Q_BR, Q_BL );
|
|
//FIXME: sanity check, just in case?
|
|
}//else player is switching up anyway, take the new attack dir
|
|
nextMove = transitionMove[saberMoveData[pm->ps->saberMove].startQuad][newQuad];
|
|
}
|
|
}
|
|
else
|
|
{//return to ready
|
|
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
|
|
{//NPC
|
|
nextMove = saberMoveData[pm->ps->saberMove].chain_idle;
|
|
}
|
|
else
|
|
{//player
|
|
if ( saberMoveData[pm->ps->saberMove].startQuad == Q_T )
|
|
{
|
|
nextMove = LS_R_BL2TR;
|
|
}
|
|
else if ( saberMoveData[pm->ps->saberMove].startQuad < Q_T )
|
|
{
|
|
nextMove = LS_R_TL2BR+(saberMoveName_t)(saberMoveData[pm->ps->saberMove].startQuad-Q_BR);
|
|
}
|
|
else// if ( saberMoveData[pm->ps->saberMove].startQuad > Q_T )
|
|
{
|
|
nextMove = LS_R_BR2TL+(saberMoveName_t)(saberMoveData[pm->ps->saberMove].startQuad-Q_TL);
|
|
}
|
|
}
|
|
}
|
|
PM_SetSaberMove( (saberMoveName_t)nextMove );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{//start the bounce move
|
|
saberMoveName_t bounceMove;
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
bounceMove = (saberMoveName_t)pm->ps->saberBounceMove;
|
|
}
|
|
else
|
|
{
|
|
bounceMove = PM_SaberBounceForAttack( (saberMoveName_t)pm->ps->saberMove );
|
|
}
|
|
PM_SetSaberMove( bounceMove );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
//clear the saberBounceMove
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
|
|
if (cg_debugSaber.integer>=2)
|
|
{
|
|
Com_Printf("Saber Block: Bounce\n");
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_RIGHT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_UR );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf( "Saber Block: Parry UR\n" );
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_RIGHT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_UR );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect UR\n");
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_LEFT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_UL );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf( "Saber Block: Parry UL\n" );
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_LEFT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_UL );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect UL\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_LR );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Parry LR\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_LR );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect LR\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_LEFT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_LL );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Parry LL\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_LEFT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_LL);
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect LL\n");
|
|
}
|
|
break;
|
|
case BLOCKED_TOP:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_UP );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Parry Top\n");
|
|
}
|
|
break;
|
|
case BLOCKED_TOP_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_UP );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect Top\n");
|
|
}
|
|
break;
|
|
default:
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
break;
|
|
}
|
|
|
|
// Charging is like a lead-up before attacking again. This is an appropriate use, or we can create a new weaponstate for blocking
|
|
pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
|
|
// Done with block, so stop these active weapon branches.
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_NPCCheckAttackRoll( void )
|
|
{
|
|
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer()//NPC
|
|
&& pm->gent
|
|
&& pm->gent->NPC
|
|
//&& Q_irand(-3,pm->gent->NPC->rank)>RANK_CREWMAN)
|
|
&& ( pm->gent->NPC->rank > RANK_CREWMAN && !Q_irand(0,3-g_spskill->integer) )
|
|
&& pm->gent->enemy
|
|
&& fabs(pm->gent->enemy->currentOrigin[2]-pm->ps->origin[2])<32
|
|
&& DistanceHorizontalSquared(pm->gent->enemy->currentOrigin, pm->ps->origin ) < (128.0f*128.0f)
|
|
&& InFOV( pm->gent->enemy->currentOrigin, pm->ps->origin, pm->ps->viewangles, 30, 90 ) )
|
|
{//stab!
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
/*
|
|
=================
|
|
PM_WeaponLightsaber
|
|
|
|
Consults a chart to choose what to do with the lightsaber.
|
|
While this is a little different than the Quake 3 code, there is no clean way of using the Q3 code for this kind of thing.
|
|
=================
|
|
*/
|
|
// Ultimate goal is to set the sabermove to the proper next location
|
|
// Note that if the resultant animation is NONE, then the animation is essentially "idle", and is set in WP_TorsoAnim
|
|
void PM_WeaponLightsaber(void)
|
|
{
|
|
int addTime,amount;
|
|
qboolean delayed_fire = qfalse, animLevelOverridden = qfalse;
|
|
weaponInfo_t *weapon;
|
|
int anim=-1;
|
|
int curmove, newmove=LS_NONE;
|
|
|
|
if ( pm->gent
|
|
&& pm->gent->client
|
|
&& pm->gent->client->NPC_class == CLASS_SABER_DROID )
|
|
{//Saber droid does it's own attack logic
|
|
PM_SaberDroidWeapon();
|
|
return;
|
|
}
|
|
|
|
// don't allow attack until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return;
|
|
}
|
|
|
|
// check for dead player
|
|
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( pm->gent )
|
|
{
|
|
pm->gent->s.loopSound = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->stats[STAT_WEAPONS]&(1<<WP_SCEPTER)
|
|
&& !pm->ps->dualSabers
|
|
&& pm->gent
|
|
&& pm->gent->weaponModel[1] )
|
|
{//holding scepter in left hand, use dual style
|
|
pm->ps->saberAnimLevel = SS_DUAL;
|
|
animLevelOverridden = qtrue;
|
|
}
|
|
else if ( pm->ps->saber[0].singleBladeStyle != SS_NONE//SaberStaff()
|
|
&& !pm->ps->dualSabers
|
|
&& pm->ps->saber[0].blade[0].active
|
|
&& !pm->ps->saber[0].blade[1].active )
|
|
{//using a staff, but only with first blade turned on, so use is as a normal saber...?
|
|
//override so that single-blade staff must be used with specified style
|
|
pm->ps->saberAnimLevel = pm->ps->saber[0].singleBladeStyle;//SS_STRONG;
|
|
animLevelOverridden = qtrue;
|
|
}
|
|
else if ( pm->gent
|
|
&& cg.saberAnimLevelPending != pm->ps->saberAnimLevel
|
|
&& WP_SaberStyleValidForSaber( pm->gent, cg.saberAnimLevelPending ) )
|
|
{//go ahead and use the cg.saberAnimLevelPending below
|
|
animLevelOverridden = qfalse;
|
|
}
|
|
else if ( pm->gent
|
|
&& ( WP_SaberStyleValidForSaber( pm->gent, pm->ps->saberAnimLevel )
|
|
|| WP_UseFirstValidSaberStyle( pm->gent, &pm->ps->saberAnimLevel ) ) )
|
|
{//style we are using is not valid, switched us to a valid one
|
|
animLevelOverridden = qtrue;
|
|
}
|
|
/*
|
|
else if ( pm->ps->saber[0].Active()
|
|
&& pm->ps->saber[0].stylesAllowed )
|
|
{//one of the sabers I'm using forces me to use one of a set of styles
|
|
if ( !(pm->ps->saber[0].stylesAllowed&(1<<pm->ps->saberAnimLevel)) )
|
|
{//I'm not currently using a valid one
|
|
for ( int styleNum = SS_NONE+1; styleNum < SS_NUM_SABER_STYLES; styleNum++ )
|
|
{//loop through and use the first valid one
|
|
if ( (pm->ps->saber[0].stylesAllowed&(1<<styleNum)) )
|
|
{//found one we can use
|
|
pm->ps->saberAnimLevel = styleNum;
|
|
animLevelOverridden = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
else if ( pm->ps->dualSabers )
|
|
{
|
|
/*
|
|
if ( pm->ps->saber[1].Active()
|
|
&& pm->ps->saber[1].stylesAllowed )
|
|
{//one of the sabers I'm using forces me to use one of a set of styles
|
|
if ( !(pm->ps->saber[1].stylesAllowed&(1<<pm->ps->saberAnimLevel)) )
|
|
{//I'm not currently using a valid one
|
|
for ( int styleNum = SS_NONE+1; styleNum < SS_NUM_SABER_STYLES; styleNum++ )
|
|
{//loop through and use the first valid one
|
|
if ( (pm->ps->saber[1].stylesAllowed&(1<<styleNum)) )
|
|
{//found one we can use
|
|
pm->ps->saberAnimLevel = styleNum;
|
|
animLevelOverridden = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else*/ if ( pm->ps->saber[1].Active() )
|
|
{//if second saber is on, must use dual style
|
|
pm->ps->saberAnimLevel = SS_DUAL;
|
|
animLevelOverridden = qtrue;
|
|
}
|
|
else if ( pm->ps->saber[0].Active() )
|
|
{//with only one saber on, use fast style
|
|
pm->ps->saberAnimLevel = SS_FAST;
|
|
animLevelOverridden = qtrue;
|
|
}
|
|
}
|
|
if ( !animLevelOverridden )
|
|
{
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& cg.saberAnimLevelPending > SS_NONE
|
|
&& cg.saberAnimLevelPending != pm->ps->saberAnimLevel )
|
|
{
|
|
if ( !PM_SaberInStart( pm->ps->saberMove )
|
|
&& !PM_SaberInTransition( pm->ps->saberMove )
|
|
&& !PM_SaberInAttack( pm->ps->saberMove ) )
|
|
{//don't allow changes when in the middle of an attack set...(or delay the change until it's done)
|
|
pm->ps->saberAnimLevel = cg.saberAnimLevelPending;
|
|
}
|
|
}
|
|
}
|
|
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{//if overrid the player's saberAnimLevel, let the cgame know
|
|
cg.saberAnimLevelPending = pm->ps->saberAnimLevel;
|
|
}
|
|
/*
|
|
if ( PM_InForceGetUp( pm->ps ) )
|
|
{//if mostly up, can start attack
|
|
if ( pm->ps->torsoAnimTimer > 800 )
|
|
{//not up enough yet
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{//let an attack interrupt the torso part of this force getup
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
|
|
{//in knockdown
|
|
if ( pm->ps->legsAnim == BOTH_ROLL_F
|
|
&& pm->ps->legsAnimTimer <= 250 )
|
|
{
|
|
if ( (pm->cmd.buttons&BUTTON_ATTACK)
|
|
|| PM_NPCCheckAttackRoll() )
|
|
{
|
|
if ( G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )
|
|
{
|
|
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_ROLL_STAB)
|
|
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_ROLL_STAB)) )
|
|
{//okay to do roll-stab
|
|
PM_SetSaberMove( LS_ROLL_STAB );
|
|
if ( pm->gent )
|
|
{
|
|
G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER_FB );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( PM_SaberLocked() )
|
|
{
|
|
pm->ps->saberMove = LS_NONE;
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_LAND
|
|
|| (pm->ps->torsoAnim == BOTH_FORCELONGLEAP_START && !(pm->cmd.buttons&BUTTON_ATTACK)) )
|
|
{//if you're in the long-jump and you're not attacking (or are landing), you're not doing anything
|
|
if ( pm->ps->torsoAnimTimer )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->legsAnim == BOTH_FLIP_HOLD7
|
|
&& !(pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{//if you're in the upside-down attack hold, don't do anything unless you're attacking
|
|
return;
|
|
}
|
|
|
|
if ( PM_KickingAnim( pm->ps->legsAnim ) )
|
|
{
|
|
if ( pm->ps->legsAnimTimer )
|
|
{//you're kicking, no interruptions
|
|
return;
|
|
}
|
|
//done? be immeditately ready to do an attack
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
|
|
if ( pm->ps->saberMoveNext != LS_NONE
|
|
&& (pm->ps->saberMove == LS_READY||pm->ps->saberMove == LS_NONE))//ready for another one
|
|
{//something is forcing us to set a specific next saberMove
|
|
//FIXME: if this is a NPC kick, re-verify it before executing it!
|
|
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberMoveNext );
|
|
pm->ps->saberMoveNext = LS_NONE;//clear it now that we played it
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->saberEventFlags&SEF_INWATER )//saber in water
|
|
{
|
|
pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS);
|
|
}
|
|
|
|
qboolean saberInAir = qtrue;
|
|
if ( !PM_SaberInBrokenParry( pm->ps->saberMove ) && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN && !PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're not stuck in a broken parry
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING )
|
|
{
|
|
if ( pm->ps->weapon != pm->cmd.weapon )
|
|
{
|
|
PM_BeginWeaponChange( pm->cmd.weapon );
|
|
}
|
|
}
|
|
else if ( pm->ps->weapon == WP_SABER
|
|
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()) )
|
|
{//guiding saber
|
|
if ( saberInAir )
|
|
{
|
|
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
|
|
{//don't interrupt a force power anim
|
|
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|
|
|| !pm->ps->torsoAnimTimer )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
pm->gent->client->fireDelay -= pml.msec;
|
|
if ( pm->gent->client->fireDelay <= 0 )
|
|
{//just finished delay timer
|
|
pm->gent->client->fireDelay = 0;
|
|
delayed_fire = qtrue;
|
|
}
|
|
}
|
|
|
|
PM_CheckClearSaberBlock();
|
|
|
|
if ( PM_LockedAnim( pm->ps->torsoAnim )
|
|
&& pm->ps->torsoAnimTimer )
|
|
{//can't interrupt these anims ever
|
|
return;
|
|
}
|
|
if ( PM_SuperBreakLoseAnim( pm->ps->torsoAnim )
|
|
&& pm->ps->torsoAnimTimer )
|
|
{//don't interrupt these anims
|
|
return;
|
|
}
|
|
if ( PM_SuperBreakWinAnim( pm->ps->torsoAnim )
|
|
&& pm->ps->torsoAnimTimer )
|
|
{//don't interrupt these anims
|
|
return;
|
|
}
|
|
|
|
if ( PM_SaberBlocking() )
|
|
{//busy blocking, don't do attacks
|
|
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 )
|
|
{
|
|
//FIXME: allow some window of opportunity to change your attack
|
|
// if it just started and your directional input is different
|
|
// than it was before... but only 100 milliseconds at most?
|
|
//OR: Make it so that attacks don't start until 100ms after you
|
|
// press the attack button...???
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) //player
|
|
&& PM_SaberInReturn( pm->ps->saberMove )//in a saber return move - FIXME: what about transitions?
|
|
//&& pm->ps->torsoAnimTimer<=250//towards the end of a saber return anim
|
|
&& pm->ps->saberBlocked == BLOCKED_NONE//not interacting with any other saber
|
|
&& !(pm->cmd.buttons&BUTTON_ATTACK)//not trying to swing the saber
|
|
&& (pm->cmd.forwardmove||pm->cmd.rightmove) )//trying to kick in a specific direction
|
|
{
|
|
if ( PM_CheckAltKickAttack() )//trying to do a kick
|
|
{//allow them to do the kick now!
|
|
pm->ps->weaponTime = 0;
|
|
PM_CheckKick();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !pm->cmd.rightmove
|
|
&&!pm->cmd.forwardmove
|
|
&&(pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{
|
|
/*
|
|
if ( PM_CheckDualSpinProtect() )
|
|
{//check to see if we're going to do the special dual push protect move
|
|
PM_SetSaberMove( LS_DUAL_SPIN_PROTECT );
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
return;
|
|
}
|
|
else
|
|
*/
|
|
if ( !g_saberNewControlScheme->integer )
|
|
{
|
|
saberMoveName_t pullAtk = PM_CheckPullAttack();
|
|
if ( pullAtk != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( pullAtk );
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// *********************************************************
|
|
// WEAPON_DROPPING
|
|
// *********************************************************
|
|
|
|
// change weapon if time
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
// *********************************************************
|
|
// WEAPON_RAISING
|
|
// *********************************************************
|
|
|
|
if ( pm->ps->weaponstate == WEAPON_RAISING )
|
|
{//Just selected the weapon
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
if(pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)))
|
|
{
|
|
switch ( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_WALK1:
|
|
case BOTH_WALK2:
|
|
case BOTH_WALK_STAFF:
|
|
case BOTH_WALK_DUAL:
|
|
case BOTH_WALKBACK1:
|
|
case BOTH_WALKBACK2:
|
|
case BOTH_WALKBACK_STAFF:
|
|
case BOTH_WALKBACK_DUAL:
|
|
case BOTH_RUN1:
|
|
case BOTH_RUN2:
|
|
case BOTH_RUN_STAFF:
|
|
case BOTH_RUN_DUAL:
|
|
case BOTH_RUNBACK1:
|
|
case BOTH_RUNBACK2:
|
|
case BOTH_RUNBACK_STAFF:
|
|
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
|
|
break;
|
|
default:
|
|
int anim = PM_ReadyPoseForSaberAnimLevel();
|
|
if (anim!=-1)
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,anim,SETANIM_FLAG_NORMAL);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
qboolean saberInAir = qtrue;
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're stuck in a broken parry
|
|
saberInAir = qfalse;
|
|
}
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
}
|
|
if ( pm->ps->weapon == WP_SABER
|
|
&& pm->ps->saberInFlight
|
|
&& saberInAir
|
|
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
|
|
{//guiding saber
|
|
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
|
|
{//don't interrupt a force power anim
|
|
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|
|
|| !pm->ps->torsoAnimTimer )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// PM_SetAnim(pm, SETANIM_TORSO, BOTH_ATTACK1, SETANIM_FLAG_NORMAL);
|
|
// Select the proper idle Lightsaber attack move from the chart.
|
|
PM_SetSaberMove(LS_READY);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// *********************************************************
|
|
// Check for WEAPON ATTACK
|
|
// *********************************************************
|
|
|
|
if ( PM_CanDoKata() )
|
|
{
|
|
saberMoveName_t overrideMove = LS_INVALID;
|
|
//see if we have an overridden (or cancelled) kata move
|
|
if ( pm->ps->saber[0].kataMove != LS_INVALID )
|
|
{
|
|
if ( pm->ps->saber[0].kataMove != LS_NONE )
|
|
{
|
|
overrideMove = (saberMoveName_t)pm->ps->saber[0].kataMove;
|
|
}
|
|
}
|
|
if ( overrideMove == LS_INVALID )
|
|
{//not overridden by first saber, check second
|
|
if ( pm->ps->dualSabers )
|
|
{
|
|
if ( pm->ps->saber[1].kataMove != LS_INVALID )
|
|
{
|
|
if ( pm->ps->saber[1].kataMove != LS_NONE )
|
|
{
|
|
overrideMove = (saberMoveName_t)pm->ps->saber[1].kataMove;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//no overrides, cancelled?
|
|
if ( overrideMove == LS_INVALID )
|
|
{
|
|
if ( pm->ps->saber[0].kataMove == LS_NONE )
|
|
{
|
|
overrideMove = LS_NONE;
|
|
}
|
|
else if ( pm->ps->dualSabers )
|
|
{
|
|
if ( pm->ps->saber[1].kataMove == LS_NONE )
|
|
{
|
|
overrideMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
if ( overrideMove == LS_INVALID )
|
|
{//not overridden
|
|
//FIXME: make sure to turn on saber(s)!
|
|
switch ( pm->ps->saberAnimLevel )
|
|
{
|
|
case SS_FAST:
|
|
case SS_TAVION:
|
|
PM_SetSaberMove( LS_A1_SPECIAL );
|
|
break;
|
|
case SS_MEDIUM:
|
|
PM_SetSaberMove( LS_A2_SPECIAL );
|
|
break;
|
|
case SS_STRONG:
|
|
case SS_DESANN:
|
|
PM_SetSaberMove( LS_A3_SPECIAL );
|
|
break;
|
|
case SS_DUAL:
|
|
PM_SetSaberMove( LS_DUAL_SPIN_PROTECT );//PM_CheckDualSpinProtect();
|
|
break;
|
|
case SS_STAFF:
|
|
PM_SetSaberMove( LS_STAFF_SOULCAL );
|
|
break;
|
|
}
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
if ( pm->gent )
|
|
{
|
|
G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER, qtrue );//FP_SPEED, SINGLE_SPECIAL_POWER );
|
|
//G_StartMatrixEffect( pm->gent, MEF_REVERSE_SPIN, pm->ps->torsoAnimTimer );
|
|
}
|
|
}
|
|
else if ( overrideMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( overrideMove );
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
if ( pm->gent )
|
|
{
|
|
G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER, qtrue );//FP_SPEED, SINGLE_SPECIAL_POWER );
|
|
//G_StartMatrixEffect( pm->gent, MEF_REVERSE_SPIN, pm->ps->torsoAnimTimer );
|
|
}
|
|
}
|
|
if ( overrideMove != LS_NONE )
|
|
{//not cancelled
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( PM_CheckAltKickAttack() )
|
|
{//trying to do a kick
|
|
//FIXME: in-air kicks?
|
|
if ( pm->ps->saberAnimLevel == SS_STAFF
|
|
&& (pm->ps->clientNum >= MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{//NPCs spin the staff
|
|
//NOTE: only NPCs can do it the easy way... they kick directly, not through ucmds...
|
|
PM_SetSaberMove( LS_SPINATTACK );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
PM_CheckKick();
|
|
}
|
|
return;
|
|
}
|
|
//this is never a valid regular saber attack button
|
|
//pm->cmd.buttons &= ~BUTTON_FORCE_FOCUS;
|
|
|
|
if ( PM_CheckUpsideDownAttack() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
weapon = &cg_weapons[pm->ps->weapon];
|
|
|
|
if(!delayed_fire)
|
|
{
|
|
// Start with the current move, and cross index it with the current control states.
|
|
if ( pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX )
|
|
{
|
|
curmove = (saberMoveName_t)pm->ps->saberMove;
|
|
}
|
|
else
|
|
{
|
|
curmove = LS_READY;
|
|
}
|
|
if ( curmove == LS_A_JUMP_T__B_ || pm->ps->torsoAnim == BOTH_FORCELEAP2_T__B_ )
|
|
{//must transition back to ready from this anim
|
|
newmove = LS_R_T2B;
|
|
}
|
|
// check for fire
|
|
else if ( !(pm->cmd.buttons & BUTTON_ATTACK) )//(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS)) )
|
|
{//not attacking
|
|
pm->ps->weaponTime = 0;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//Still firing
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
}
|
|
else if ( pm->ps->weaponstate != WEAPON_READY )
|
|
{
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
}
|
|
//Check for finishing an anim if necc.
|
|
if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
|
|
{//started a swing, must continue from here
|
|
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
|
|
}
|
|
else if ( curmove >= LS_A_TL2BR && curmove <= LS_A_T2B )
|
|
{//finished an attack, must continue from here
|
|
newmove = LS_R_TL2BR + (curmove-LS_A_TL2BR);
|
|
}
|
|
else if ( PM_SaberInTransition( curmove ) )
|
|
{//in a transition, must play sequential attack
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
}
|
|
else if ( PM_SaberInBounce( curmove ) )
|
|
{//in a bounce
|
|
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
|
|
{//NPCs must play sequential attack
|
|
//going into another attack...
|
|
//allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3
|
|
if ( PM_SaberKataDone( LS_NONE, LS_NONE ) )
|
|
{//done with this kata, must return to ready before attack again
|
|
newmove = saberMoveData[curmove].chain_idle;
|
|
}
|
|
else
|
|
{//okay to chain to another attack
|
|
newmove = saberMoveData[curmove].chain_attack;//we assume they're attacking, even if they're not
|
|
pm->ps->saberAttackChainCount++;
|
|
}
|
|
}
|
|
else
|
|
{//player gets his by directional control
|
|
newmove = saberMoveData[curmove].chain_idle;//oops, not attacking, so don't chain
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: what about returning from a parry?
|
|
//PM_SetSaberMove( LS_READY );
|
|
if ( pm->ps->saberBlockingTime > cg.time )
|
|
{
|
|
PM_SetSaberMove( LS_READY );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ***************************************************
|
|
// Pressing attack, so we must look up the proper attack move.
|
|
qboolean saberInAir = qtrue;
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're stuck in a broken parry
|
|
saberInAir = qfalse;
|
|
}
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_SABER
|
|
&& pm->ps->saberInFlight
|
|
&& saberInAir
|
|
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
|
|
{//guiding saber
|
|
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
|
|
{//don't interrupt a force power anim
|
|
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|
|
|| !pm->ps->torsoAnimTimer )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->ps->weaponTime > 0 )
|
|
{ // Last attack is not yet complete.
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int both = qfalse;
|
|
if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_ATTACK
|
|
|| pm->ps->torsoAnim == BOTH_FORCELONGLEAP_LAND )
|
|
{//can't attack in these anims
|
|
return;
|
|
}
|
|
else if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_START )
|
|
{//only 1 attack you can do from this anim
|
|
if ( pm->ps->torsoAnimTimer >= 200 )
|
|
{//hit it early enough to do the attack
|
|
PM_SetSaberMove( LS_LEAP_ATTACK );
|
|
}
|
|
return;
|
|
}
|
|
if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL )
|
|
{//from a parry or reflection, can go directly into an attack
|
|
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
|
|
{//NPCs
|
|
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
|
|
}
|
|
else
|
|
{
|
|
newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
|
|
}
|
|
}
|
|
|
|
if ( newmove != LS_NONE )
|
|
{//have a valid, final LS_ move picked, so skip findingt he transition move and just get the anim
|
|
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
|
|
{
|
|
anim = saberMoveData[newmove].animToUse;
|
|
}
|
|
}
|
|
|
|
//FIXME: diagonal dirs use the figure-eight attacks from ready pose?
|
|
if ( anim == -1 )
|
|
{
|
|
//FIXME: take FP_SABER_OFFENSE into account here somehow?
|
|
if ( PM_SaberInTransition( curmove ) )
|
|
{//in a transition, must play sequential attack
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
}
|
|
else if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
|
|
{//started a swing, must continue from here
|
|
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
|
|
}
|
|
else if ( PM_SaberInBrokenParry( curmove ) )
|
|
{//broken parries must always return to ready
|
|
newmove = LS_READY;
|
|
}
|
|
else//if ( pm->cmd.buttons&BUTTON_ATTACK && !(pm->ps->pm_flags&PMF_ATTACK_HELD) )//only do this if just pressed attack button?
|
|
{//get attack move from movement command
|
|
/*
|
|
if ( PM_SaberKataDone() )
|
|
{//we came from a bounce and cannot chain to another attack because our kata is done
|
|
newmove = saberMoveData[curmove].chain_idle;
|
|
}
|
|
else */
|
|
if ( pm->ps->clientNum >= MAX_CLIENTS
|
|
&& !PM_ControlledByPlayer()
|
|
&& (Q_irand( 0, pm->ps->forcePowerLevel[FP_SABER_OFFENSE]-1 )
|
|
|| (pm->gent&&pm->gent->enemy&&pm->gent->enemy->client&&PM_InKnockDownOnGround(&pm->gent->enemy->client->ps))//enemy knocked down, use some logic
|
|
|| ( pm->ps->saberAnimLevel == SS_FAST && pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, 1 ) ) ) )//minor change to make fast-attack users use the special attacks more
|
|
{//NPCs use more randomized attacks the more skilled they are
|
|
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
|
|
}
|
|
else
|
|
{
|
|
newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
|
|
if ( (PM_SaberInBounce( curmove )||PM_SaberInBrokenParry( curmove ))
|
|
&& saberMoveData[newmove].startQuad == saberMoveData[curmove].endQuad )
|
|
{//this attack would be a repeat of the last (which was blocked), so don't actually use it, use the default chain attack for this bounce
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
}
|
|
}
|
|
if ( PM_SaberKataDone( curmove, newmove ) )
|
|
{//cannot chain this time
|
|
newmove = saberMoveData[curmove].chain_idle;
|
|
}
|
|
}
|
|
/*
|
|
if ( newmove == LS_NONE )
|
|
{//FIXME: should we allow this? Are there some anims that you should never be able to chain into an attack?
|
|
//only curmove that might get in here is LS_NONE, LS_DRAW, LS_PUTAWAY and the LS_R_ returns... all of which are in Q_R
|
|
newmove = PM_AttackMoveForQuad( saberMoveData[curmove].endQuad );
|
|
}
|
|
*/
|
|
if ( newmove != LS_NONE )
|
|
{
|
|
if ( !PM_InCartwheel( pm->ps->legsAnim ) )
|
|
{//don't do transitions when cartwheeling - could make you spin!
|
|
//Now get the proper transition move
|
|
newmove = PM_SaberAnimTransitionMove( (saberMoveName_t)curmove, (saberMoveName_t)newmove );
|
|
if ( PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse ) )
|
|
{
|
|
anim = saberMoveData[newmove].animToUse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (anim == -1)
|
|
{//not side-stepping, pick neutral anim
|
|
if ( !G_TryingSpecial(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/ )
|
|
{//but only if not trying one of the special attacks!
|
|
if ( PM_InCartwheel( pm->ps->legsAnim )
|
|
&& pm->ps->legsAnimTimer > 100 )
|
|
{//if in the middle of a cartwheel, the chain attack is just a normal attack
|
|
//NOTE: this should match the switch in PM_InCartwheel!
|
|
switch( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_ARIAL_LEFT://swing from l to r
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
newmove = LS_A_L2R;
|
|
break;
|
|
case BOTH_ARIAL_RIGHT://swing from r to l
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
newmove = LS_A_R2L;
|
|
break;
|
|
case BOTH_ARIAL_F1://random l/r attack
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add randomness for prototype?
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
}
|
|
if ( newmove != LS_NONE )
|
|
{
|
|
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
|
|
{
|
|
anim= saberMoveData[newmove].animToUse;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove && pm->cmd.upmove >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{//not moving at all, so set the anim on entire body
|
|
both = qtrue;
|
|
}
|
|
|
|
}
|
|
|
|
if ( anim == -1)
|
|
{
|
|
switch ( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_WALK1:
|
|
case BOTH_WALK2:
|
|
case BOTH_WALK_STAFF:
|
|
case BOTH_WALK_DUAL:
|
|
case BOTH_WALKBACK1:
|
|
case BOTH_WALKBACK2:
|
|
case BOTH_WALKBACK_STAFF:
|
|
case BOTH_WALKBACK_DUAL:
|
|
case BOTH_RUN1:
|
|
case BOTH_RUN2:
|
|
case BOTH_RUN_STAFF:
|
|
case BOTH_RUN_DUAL:
|
|
case BOTH_RUNBACK1:
|
|
case BOTH_RUNBACK2:
|
|
case BOTH_RUNBACK_STAFF:
|
|
anim = pm->ps->legsAnim;
|
|
break;
|
|
default:
|
|
anim = PM_ReadyPoseForSaberAnimLevel();
|
|
break;
|
|
}
|
|
newmove = LS_READY;
|
|
}
|
|
|
|
if ( !pm->ps->SaberActive() )
|
|
{//turn on the saber if it's not on
|
|
pm->ps->SaberActivate();
|
|
}
|
|
|
|
PM_SetSaberMove( (saberMoveName_t)newmove );
|
|
|
|
if ( both && pm->ps->legsAnim != pm->ps->torsoAnim )
|
|
{
|
|
PM_SetAnim( pm,SETANIM_LEGS,pm->ps->torsoAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
// pm->gent->client->saberTrail.inAction = qtrue;
|
|
// pm->gent->client->saberTrail.duration = 75; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
|
|
}
|
|
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
|
|
{//can still attack during a cartwheel/arial
|
|
//don't fire again until anim is done
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
/*
|
|
//FIXME: this may be making it so sometimes you can't swing again right away...
|
|
if ( newmove == LS_READY )
|
|
{
|
|
pm->ps->weaponTime = 500;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
// *********************************************************
|
|
// WEAPON_FIRING
|
|
// *********************************************************
|
|
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
|
|
/*
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
|
|
else*/
|
|
amount = weaponData[pm->ps->weapon].energyPerShot;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
// Clear these out since we're not actually firing yet
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
return;
|
|
}
|
|
|
|
addTime = pm->ps->weaponTime;
|
|
/*if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) {
|
|
PM_AddEvent( EV_ALT_FIRE );
|
|
if ( !addTime )
|
|
{
|
|
addTime = weaponData[pm->ps->weapon].altFireTime;
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{//Special test for Matrix Mode (tm)
|
|
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{//player always fires at normal speed
|
|
addTime *= g_timescale->value;
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{
|
|
addTime *= g_timescale->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else */{
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
if ( !addTime )
|
|
{
|
|
addTime = weaponData[pm->ps->weapon].fireTime;
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{//Special test for Matrix Mode (tm)
|
|
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{//player always fires at normal speed
|
|
addTime *= g_timescale->value;
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client
|
|
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{
|
|
addTime *= g_timescale->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pm->ps->forcePowersActive & (1 << FP_RAGE))
|
|
{
|
|
addTime *= 0.75;
|
|
}
|
|
else if (pm->ps->forceRageRecoveryTime > pm->cmd.serverTime)
|
|
{
|
|
addTime *= 1.5;
|
|
}
|
|
|
|
//If the phaser has been fired, delay the next recharge time
|
|
if ( !PM_ControlledByPlayer() )
|
|
{
|
|
if( pm->gent && pm->gent->NPC != NULL )
|
|
{//NPCs have their own refire logic
|
|
//FIXME: this really should be universal...
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
|
|
{//can still attack during a cartwheel/arial
|
|
pm->ps->weaponTime = addTime;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------
|
|
static bool PM_DoChargedWeapons( void )
|
|
//---------------------------------------
|
|
{
|
|
qboolean charging = qfalse,
|
|
altFire = qfalse;
|
|
|
|
//FIXME: make jedi aware they're being aimed at with a charged-up weapon (strafe and be evasive?)
|
|
// If you want your weapon to be a charging weapon, just set this bit up
|
|
switch( pm->ps->weapon )
|
|
{
|
|
//------------------
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_BLASTER_PISTOL:
|
|
|
|
// alt-fire charges the weapon
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_DISRUPTOR:
|
|
|
|
// alt-fire charges the weapon...but due to zooming being controlled by the alt-button, the main button actually charges...but only when zoomed.
|
|
// lovely, eh?
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{
|
|
if ( cg.zoomMode == 2 )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue; // believe it or not, it really is an alt-fire in this case!
|
|
#ifndef _XBOX
|
|
}
|
|
#else
|
|
cgi_FF_StartFX( fffx_StartConst );
|
|
}
|
|
else
|
|
{
|
|
cgi_FF_StartFX( fffx_StopConst );
|
|
}
|
|
#endif
|
|
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->NPC )
|
|
{
|
|
if ( (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE) )
|
|
{
|
|
if ( pm->gent->fly_sound_debounce_time > level.time )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_BOWCASTER:
|
|
|
|
// main-fire charges the weapon
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_DEMP2:
|
|
|
|
// alt-fire charges the weapon
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_ROCKET_LAUNCHER:
|
|
|
|
// 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
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_THERMAL:
|
|
// FIXME: Really should have a wind-up anim for player
|
|
// as he holds down the fire button to throw, then play
|
|
// the actual throw when he lets go...
|
|
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;
|
|
|
|
} // 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 && pm->ps->weaponstate != WEAPON_DROPPING )
|
|
{
|
|
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
|
|
{
|
|
PM_AddEvent( EV_NOAMMO );
|
|
pm->ps->weaponTime += 500;
|
|
return true;
|
|
}
|
|
|
|
// charge isn't started, so do it now
|
|
pm->ps->weaponstate = WEAPON_CHARGING_ALT;
|
|
pm->ps->weaponChargeTime = level.time;
|
|
|
|
if ( cg_weapons[pm->ps->weapon].altChargeSound )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].altChargeSnd );
|
|
}
|
|
#ifdef _IMMERSION
|
|
if ( cg_weapons[pm->ps->weapon].altChargeForce )
|
|
{
|
|
G_Force( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].altChargeFrc, FF_CHANNEL_WEAPON ) );
|
|
}
|
|
#endif // _IMMERSION
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
if ( pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_DROPPING )
|
|
{
|
|
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
|
|
{
|
|
PM_AddEvent( EV_NOAMMO );
|
|
pm->ps->weaponTime += 500;
|
|
return true;
|
|
}
|
|
|
|
// charge isn't started, so do it now
|
|
pm->ps->weaponstate = WEAPON_CHARGING;
|
|
pm->ps->weaponChargeTime = level.time;
|
|
|
|
#ifdef _IMMERSION
|
|
if ( pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
|
|
{
|
|
if ( cg_weapons[pm->ps->weapon].chargeSound )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
|
|
}
|
|
|
|
if ( cg_weapons[pm->ps->weapon].chargeForce )
|
|
{
|
|
G_Force( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].chargeFrc, FF_CHANNEL_WEAPON ) );
|
|
}
|
|
}
|
|
#else
|
|
if ( cg_weapons[pm->ps->weapon].chargeSound && pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
|
|
}
|
|
#endif // _IMMERSION
|
|
}
|
|
}
|
|
|
|
return true; // short-circuit rest of weapon code
|
|
}
|
|
|
|
// 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
|
|
// 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;
|
|
#ifdef _IMMERSION
|
|
// HACKHACKHACK - charging sound effect stops when button released,
|
|
// but I can't find the place where this stop occurs... it's here for now...
|
|
G_ForceStop( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].chargeFrc, FF_CHANNEL_WEAPON ) );
|
|
#endif // _IMMERSION
|
|
}
|
|
else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT )
|
|
{
|
|
// weapon has a charge, so let us do an alt-attack
|
|
// 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);
|
|
#ifdef _IMMERSION
|
|
// HACKHACKHACK - charging sound effect stops when button released,
|
|
// but I can't find the place where this stop occurs... it's here for now...
|
|
G_ForceStop( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].altChargeFrc, FF_CHANNEL_WEAPON ) );
|
|
#endif // _IMMERSION
|
|
}
|
|
|
|
return false; // 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
|
|
#define DEMP2_CHARGE_UNIT 500.0f // ditto
|
|
#define DISRUPTOR_CHARGE_UNIT 150.0f // ditto
|
|
|
|
// Specific weapons can opt to modify the ammo usage based on charges, otherwise if no special case code
|
|
// is handled below, regular ammo usage will happen
|
|
//---------------------------------------
|
|
static int PM_DoChargingAmmoUsage( int *amount )
|
|
//---------------------------------------
|
|
{
|
|
int count = 0;
|
|
|
|
if ( pm->ps->weapon == WP_BOWCASTER && !( pm->cmd.buttons & BUTTON_ALT_ATTACK ))
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bowcaster alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 5 )
|
|
{
|
|
count = 5;
|
|
}
|
|
|
|
if ( !(count & 1 ))
|
|
{
|
|
// if we aren't odd, knock us down a level
|
|
count--;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * BOWCASTER_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
}
|
|
else if( ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
|| ( pm->ps->weapon == WP_BLASTER_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK ) )
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bryar alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / BRYAR_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 5 )
|
|
{
|
|
count = 5;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * BRYAR_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
}
|
|
else if ( pm->ps->weapon == WP_DEMP2 && pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the demp2 alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / DEMP2_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 3 )
|
|
{
|
|
count = 3;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * DEMP2_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
|
|
// this is an after-thought. should probably re-write the function to do this naturally.
|
|
if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
|
|
{
|
|
*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
|
|
}
|
|
}
|
|
else if ( pm->ps->weapon == WP_DISRUPTOR && pm->cmd.buttons & BUTTON_ALT_ATTACK ) // BUTTON_ATTACK will have been mapped to BUTTON_ALT_ATTACK if we are zoomed
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the disruptor alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / DISRUPTOR_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 10 )
|
|
{
|
|
count = 10;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * DISRUPTOR_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
|
|
// this is an after-thought. should probably re-write the function to do this naturally.
|
|
if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
|
|
{
|
|
*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
qboolean PM_DroidMelee( int npc_class )
|
|
{
|
|
if ( npc_class == CLASS_PROBE
|
|
|| npc_class == CLASS_SEEKER
|
|
|| npc_class == CLASS_INTERROGATOR
|
|
|| npc_class == CLASS_SENTRY
|
|
|| npc_class == CLASS_REMOTE )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void PM_WeaponWampa( void )
|
|
{
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// change weapon if time
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_SABER
|
|
&& (pm->cmd.buttons&BUTTON_ATTACK)
|
|
&& pm->ps->torsoAnim == BOTH_HANG_IDLE )
|
|
{
|
|
pm->ps->SaberActivate();
|
|
pm->ps->SaberActivateTrail( 150 );
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_HANG_ATTACK, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->saberMoveNext = LS_NONE;
|
|
}
|
|
else if ( pm->ps->torsoAnim == BOTH_HANG_IDLE )
|
|
{
|
|
pm->ps->SaberDeactivateTrail( 0 );
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->saberMoveNext = LS_NONE;
|
|
}
|
|
}
|
|
/*
|
|
==============
|
|
PM_Weapon
|
|
|
|
Generates weapon events and modifes the weapon counter
|
|
==============
|
|
*/
|
|
static void PM_Weapon( void )
|
|
{
|
|
int addTime, amount, trueCount = 1;
|
|
qboolean delayed_fire = qfalse;
|
|
|
|
if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
|
|
{
|
|
PM_WeaponWampa();
|
|
return;
|
|
}
|
|
if ( pm->ps->eFlags&EF_FORCE_DRAINED )
|
|
{//being drained
|
|
return;
|
|
}
|
|
if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN))
|
|
&& pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
|
|
{//draining
|
|
return;
|
|
}
|
|
if (pm->ps->weapon == WP_SABER && (cg.zoomMode==3||!cg.zoomMode||pm->ps->clientNum) ) // WP_LIGHTSABER
|
|
{ // Separate logic for lightsaber, but not for player when zoomed
|
|
PM_WeaponLightsaber();
|
|
if ( pm->gent && pm->gent->client && pm->ps->saber[0].Active() && pm->ps->saberInFlight )
|
|
{//FIXME: put saberTrail in playerState
|
|
if ( pm->gent->client->ps.saberEntityState == SES_RETURNING )
|
|
{//turn off the saber trail
|
|
pm->gent->client->ps.SaberDeactivateTrail( 75 );
|
|
}
|
|
else
|
|
{//turn on the saber trail
|
|
pm->gent->client->ps.SaberActivateTrail( 150 );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
|
|
{//in knockdown
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if( pm->gent && pm->gent->client )
|
|
{
|
|
if ( pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
pm->gent->client->fireDelay -= pml.msec;
|
|
if(pm->gent->client->fireDelay <= 0)
|
|
{//just finished delay timer
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/lock.wav" );
|
|
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
|
|
}
|
|
pm->gent->client->fireDelay = 0;
|
|
delayed_fire = qtrue;
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& pm->ps->weapon == WP_THERMAL
|
|
&& pm->gent->alt_fire )
|
|
{
|
|
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER && Q_irand( 0, 1 ) )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/tick.wav" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't allow attack until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return;
|
|
}
|
|
|
|
// check for dead player
|
|
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
// borg no longer exist, use NPC_class to check for any npc's that don't drop their weapons (if there are any)
|
|
// Sigh..borg shouldn't drop their weapon attachments when they die. Also, never drop a lightsaber!
|
|
// if ( pm->gent->client->playerTeam != TEAM_BORG)
|
|
{
|
|
pm->ps->weapon = WP_NONE;
|
|
}
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{
|
|
pm->gent->s.loopSound = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// change weapon if time
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weaponstate == WEAPON_RAISING )
|
|
{
|
|
//Just selected the weapon
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
|
|
if(pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)))
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
switch(pm->ps->weapon)
|
|
{
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_BLASTER_PISTOL:
|
|
if ( pm->gent
|
|
&& pm->gent->weaponModel[1] > 0 )
|
|
{//dual pistols
|
|
//FIXME: should be a better way of detecting a dual-pistols user so it's not hardcoded to the saboteurcommando...
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{//single pistol
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
|
|
}
|
|
break;
|
|
default:
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{//ready to throw thermal again, add it
|
|
if ( pm->ps->weapon == WP_THERMAL
|
|
&& pm->gent->weaponModel[0] == -1 )
|
|
{//add the thermal model back in our hand
|
|
// remove anything if we have anything already
|
|
G_RemoveWeaponModels( pm->gent );
|
|
if (weaponData[pm->ps->weapon].weaponMdl[0]) { //might be NONE, so check if it has a model
|
|
G_CreateG2AttachedWeaponModel( pm->gent, weaponData[pm->ps->weapon].weaponMdl, pm->gent->handRBolt, 0 );
|
|
//make it sound like we took another one out from... uh.. somewhere...
|
|
if ( cg.time > 0 )
|
|
{//this way we don't get that annoying change weapon sound every time a map starts
|
|
PM_AddEvent( EV_CHANGE_WEAPON );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !delayed_fire )
|
|
{//didn't just finish a fire delay
|
|
if ( PM_DoChargedWeapons())
|
|
{
|
|
// In some cases the charged weapon code may want us to short circuit the rest of the firing code
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( !pm->gent->client->fireDelay//not already waiting to fire
|
|
&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//player
|
|
&& pm->ps->weapon == WP_THERMAL//holding thermal
|
|
&& pm->gent//gent
|
|
&& pm->gent->client//client
|
|
&& (pm->cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )//holding fire
|
|
{//delay the actual firing of the missile until the anim has played some
|
|
if ( PM_StandingAnim( pm->ps->legsAnim )
|
|
|| pm->ps->legsAnim == BOTH_THERMAL_READY )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_THROW, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
pm->gent->client->fireDelay = 300;
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
pm->gent->alt_fire = (qboolean)(pm->cmd.buttons&BUTTON_ALT_ATTACK);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!delayed_fire)
|
|
{
|
|
if ( pm->ps->weapon == WP_MELEE && (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{//melee
|
|
if ( (pm->cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) != (BUTTON_ATTACK|BUTTON_ALT_ATTACK) )
|
|
{//not holding both buttons
|
|
if ( (pm->cmd.buttons&BUTTON_ATTACK)&&(pm->ps->pm_flags&PMF_ATTACK_HELD) )
|
|
{//held button
|
|
//clear it
|
|
pm->cmd.buttons &= ~BUTTON_ATTACK;
|
|
}
|
|
if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK)&&(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) )
|
|
{//held button
|
|
//clear it
|
|
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
// check for fire
|
|
if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//Still firing
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
}
|
|
else if ( pm->ps->weaponstate != WEAPON_READY )
|
|
{
|
|
if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
|
|
{
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_MELEE
|
|
&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
|
|
&& PM_KickMove( pm->ps->saberMove ) )
|
|
{//melee, not attacking, clear move
|
|
pm->ps->saberMove = LS_NONE;
|
|
}
|
|
return;
|
|
}
|
|
if (pm->gent->s.m_iVehicleNum!=0)
|
|
{
|
|
// No Anims if on Veh
|
|
}
|
|
|
|
// start the animation even if out of ammo
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{
|
|
if ( pm->gent->client->moveType == MT_FLYSWIM )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ASSASSIN_DROID )
|
|
{
|
|
// Crouched Attack
|
|
if (PM_CrouchAnim(pm->gent->client->ps.legsAnim))
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
|
|
}
|
|
|
|
// Standing Attack
|
|
//-----------------
|
|
else
|
|
{
|
|
// if (PM_StandingAnim(pm->gent->client->ps.legsAnim))
|
|
// {
|
|
// PM_SetAnim(pm,SETANIM_BOTH,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
|
|
// }
|
|
// else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch(pm->ps->weapon)
|
|
{
|
|
/*
|
|
case WP_SABER://1 - handed
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
*/
|
|
case WP_BRYAR_PISTOL://1-handed
|
|
case WP_BLASTER_PISTOL://1-handed
|
|
if ( pm->gent && pm->gent->weaponModel[1] > 0 )
|
|
{//dual pistols
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{//single pistol
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
break;
|
|
|
|
case WP_MELEE:
|
|
|
|
// since there's no RACE_BOTS, I listed all the droids that have might have melee attacks - dmv
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( PM_DroidMelee( pm->gent->client->NPC_class ) )
|
|
{
|
|
if ( rand() & 1 )
|
|
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
else
|
|
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
int anim = -1;
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS ||PM_ControlledByPlayer())
|
|
&& g_debugMelee->integer )
|
|
{
|
|
if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK) )
|
|
{
|
|
if ( (pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{
|
|
PM_TryGrab();
|
|
}
|
|
else if ( !(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) )
|
|
{
|
|
PM_CheckKick();
|
|
}
|
|
}
|
|
else if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
|
|
{
|
|
anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_TUSKEN_RIFLE:
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{//shoot
|
|
//in alt-fire, sniper mode
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{//melee
|
|
int anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 ); // Rifle
|
|
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_TUSKEN_STAFF:
|
|
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
int anim;
|
|
int flags = (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
|
|
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
|
|
{//player
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
anim = BOTH_TUSKENATTACK3;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_TUSKENATTACK2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_TUSKENATTACK1;
|
|
}
|
|
}
|
|
else
|
|
{// npc
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
anim = BOTH_TUSKENLUNGE1;
|
|
if (pm->ps->torsoAnimTimer>0)
|
|
{
|
|
flags &= ~SETANIM_FLAG_RESTART;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 );
|
|
}
|
|
}
|
|
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, flags, 0);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, anim, flags, 0);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_NOGHRI_STICK:
|
|
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
int anim;
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
anim = BOTH_ATTACK3;
|
|
}
|
|
else
|
|
{
|
|
anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 );
|
|
}
|
|
if ( anim != BOTH_ATTACK3 && VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_BLASTER:
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
|
|
break;
|
|
|
|
case WP_DISRUPTOR:
|
|
if ( ((pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())&& pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE)) ||
|
|
((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.zoomMode == 2 ) )
|
|
{//NPC or player in alt-fire, sniper mode
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{//in primary fire mode
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
|
|
}
|
|
break;
|
|
|
|
case WP_BOT_LASER:
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
|
|
{
|
|
if ( PM_StandingAnim( pm->ps->legsAnim ) )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_ATTACK10, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK10,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
if ( cg.renderingThirdPerson )
|
|
{
|
|
if ( PM_StandingAnim( pm->ps->legsAnim )
|
|
|| pm->ps->legsAnim == BOTH_THERMAL_READY )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_THROW, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//|SETANIM_FLAG_RESTART
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_EMPLACED_GUN:
|
|
// Guess we don't play an attack animation? Maybe we should have a custom one??
|
|
break;
|
|
|
|
case WP_NONE:
|
|
// no anim
|
|
break;
|
|
|
|
case WP_REPEATER:
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{//
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
break;
|
|
|
|
case WP_TRIP_MINE:
|
|
case WP_DET_PACK:
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK11,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
|
|
default://2-handed heavy weapon
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
|
|
}
|
|
else
|
|
{
|
|
amount = weaponData[pm->ps->weapon].energyPerShot;
|
|
}
|
|
|
|
if ( (pm->ps->weaponstate == WEAPON_CHARGING) || (pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
|
|
{
|
|
// charging weapons may want to do their own ammo logic.
|
|
trueCount = PM_DoChargingAmmoUsage( &amount );
|
|
}
|
|
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
|
|
// take an ammo away if not infinite
|
|
if ( 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
|
|
{
|
|
if ( !( pm->ps->eFlags & EF_LOCKED_TO_WEAPON ))
|
|
{
|
|
// Switch weapons
|
|
PM_AddEvent( EV_NOAMMO );
|
|
pm->ps->weaponTime += 500;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
// Clear these out since we're not actually firing yet
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_EMPLACED_GUN )
|
|
{
|
|
if ( pm->gent
|
|
&& pm->gent->owner
|
|
&& pm->gent->owner->e_UseFunc == useF_eweb_use )
|
|
{//eweb always shoots alt-fire, for proper effects and sounds
|
|
PM_AddEvent( EV_ALT_FIRE );
|
|
addTime = weaponData[pm->ps->weapon].altFireTime;
|
|
}
|
|
else
|
|
{//emplaced gun always shoots normal fire
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
addTime = weaponData[pm->ps->weapon].fireTime;
|
|
}
|
|
}
|
|
else if ( (pm->ps->weapon == WP_MELEE && (pm->ps->clientNum>=MAX_CLIENTS||!g_debugMelee->integer) )
|
|
|| pm->ps->weapon == WP_TUSKEN_STAFF
|
|
|| (pm->ps->weapon == WP_TUSKEN_RIFLE&&!(pm->cmd.buttons&BUTTON_ALT_ATTACK)) )
|
|
{
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
addTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
PM_AddEvent( EV_ALT_FIRE );
|
|
addTime = weaponData[pm->ps->weapon].altFireTime;
|
|
if ( pm->ps->weapon == WP_THERMAL )
|
|
{//threw our thermal
|
|
if ( pm->gent )
|
|
{// remove the thermal model if we had it.
|
|
G_RemoveWeaponModels( pm->gent );
|
|
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
|
|
{//NPCs need to know when to put the thermal back in their hand
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer-500;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->clientNum //NPC
|
|
&& !PM_ControlledByPlayer() //not under player control
|
|
&& pm->ps->weapon == WP_THERMAL //using thermals
|
|
&& pm->ps->torsoAnim != BOTH_ATTACK10 )//not in the throw anim
|
|
{//oops, got knocked out of the anim, don't throw the thermal
|
|
return;
|
|
}
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
addTime = weaponData[pm->ps->weapon].fireTime;
|
|
|
|
switch( pm->ps->weapon)
|
|
{
|
|
case WP_REPEATER:
|
|
// repeater is supposed to do smoke after sustained bursts
|
|
pm->ps->weaponShotCount++;
|
|
break;
|
|
case WP_BOWCASTER:
|
|
addTime *= (( trueCount < 3 ) ? 0.35f : 1.0f );// if you only did a small charge shot with the bowcaster, use less time between shots
|
|
break;
|
|
case WP_THERMAL:
|
|
if ( pm->gent )
|
|
{// remove the thermal model if we had it.
|
|
G_RemoveWeaponModels( pm->gent );
|
|
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
|
|
{//NPCs need to know when to put the thermal back in their hand
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer-500;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
if(pm->gent && pm->gent->NPC != NULL )
|
|
{//NPCs have their own refire logic
|
|
return;
|
|
}
|
|
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{//Special test for Matrix Mode (tm)
|
|
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{//player always fires at normal speed
|
|
addTime *= g_timescale->value;
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client
|
|
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{
|
|
addTime *= g_timescale->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pm->ps->weaponTime += addTime;
|
|
pm->ps->lastShotTime = level.time;//so we know when the last time we fired our gun is
|
|
|
|
// HACK!!!!!
|
|
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0 )
|
|
{
|
|
if ( pm->ps->weapon == WP_THERMAL || pm->ps->weapon == WP_TRIP_MINE )
|
|
{
|
|
// because these weapons have the ammo attached to the hand, we should switch weapons when the last one is thrown, otherwise it will look silly
|
|
// NOTE: could also switch to an empty had version, but was told we aren't getting any new models at this point
|
|
CG_OutOfAmmoChange();
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1 + 2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); // hack weapon down!
|
|
pm->ps->weaponTime = 50;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_VehicleWeapon
|
|
|
|
Generates weapon events and modifes the weapon counter
|
|
==============
|
|
*/
|
|
static void PM_VehicleWeapon( void )
|
|
{
|
|
int addTime = 0, amount;
|
|
qboolean delayed_fire = qfalse;
|
|
|
|
if ( pm->ps->weapon == WP_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0)
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
pm->gent->client->fireDelay -= pml.msec;
|
|
if(pm->gent->client->fireDelay <= 0)
|
|
{//just finished delay timer
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/lock.wav" );
|
|
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
|
|
}
|
|
pm->gent->client->fireDelay = 0;
|
|
delayed_fire = qtrue;
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER && Q_irand( 0, 1 ) )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/tick.wav" );
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't allow attack until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return;
|
|
}
|
|
|
|
// check for dead player
|
|
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
// borg no longer exist, use NPC_class to check for any npc's that don't drop their weapons (if there are any)
|
|
// Sigh..borg shouldn't drop their weapon attachments when they die. Also, never drop a lightsaber!
|
|
// if ( pm->gent->client->playerTeam != TEAM_BORG)
|
|
{
|
|
// pm->ps->weapon = WP_NONE;
|
|
}
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{
|
|
pm->gent->s.loopSound = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->weaponTime > 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// change weapon if time
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
if ( PM_DoChargedWeapons())
|
|
{
|
|
// In some cases the charged weapon code may want us to short circuit the rest of the firing code
|
|
return;
|
|
}
|
|
|
|
if(!delayed_fire)
|
|
{
|
|
// check for fire
|
|
if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//Still firing
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
}
|
|
else if ( pm->ps->weaponstate != WEAPON_READY )
|
|
{
|
|
if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
|
|
{
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
// Clear these out since we're not actually firing yet
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
return;
|
|
}
|
|
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
PM_AddEvent( EV_ALT_FIRE );
|
|
//addTime = weaponData[pm->ps->weapon].altFireTime;
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
// TODO: Use the real weapon fire time from the vehicle cfg file.
|
|
//addTime = weaponData[pm->ps->weapon].fireTime;
|
|
}
|
|
|
|
/* if(pm->gent && pm->gent->NPC != NULL )
|
|
{//NPCs have their own refire logic
|
|
return;
|
|
}*/
|
|
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{//Special test for Matrix Mode (tm)
|
|
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{//player always fires at normal speed
|
|
addTime *= g_timescale->value;
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client
|
|
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{
|
|
addTime *= g_timescale->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pm->ps->weaponTime += addTime;
|
|
pm->ps->lastShotTime = level.time;//so we know when the last time we fired our gun is
|
|
}
|
|
|
|
|
|
extern void ForceHeal( gentity_t *self );
|
|
extern void ForceTelepathy( gentity_t *self );
|
|
extern void ForceRage( gentity_t *self );
|
|
extern void ForceProtect( gentity_t *self );
|
|
extern void ForceAbsorb( gentity_t *self );
|
|
extern void ForceSeeing( gentity_t *self );
|
|
void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( !ent )
|
|
{
|
|
return;
|
|
}
|
|
if ( ucmd->buttons & BUTTON_USE_FORCE )
|
|
{
|
|
if (!(ent->client->ps.pm_flags & PMF_USEFORCE_HELD))
|
|
{
|
|
//impulse one shot
|
|
switch ( showPowers[cg.forcepowerSelect] )
|
|
{
|
|
case FP_HEAL:
|
|
ForceHeal( ent );
|
|
break;
|
|
case FP_SPEED:
|
|
ForceSpeed( ent );
|
|
break;
|
|
case FP_PUSH:
|
|
ForceThrow( ent, qfalse );
|
|
break;
|
|
case FP_PULL:
|
|
ForceThrow( ent, qtrue );
|
|
break;
|
|
case FP_TELEPATHY:
|
|
ForceTelepathy( ent );
|
|
break;
|
|
// Added 01/20/03 by AReis.
|
|
// New Jedi Academy powers.
|
|
case FP_RAGE: //duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
|
|
ForceRage( ent );
|
|
break;
|
|
case FP_PROTECT: //duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
|
|
ForceProtect( ent );
|
|
break;
|
|
case FP_ABSORB: //duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)
|
|
ForceAbsorb( ent );
|
|
break;
|
|
case FP_SEE: //duration - detect/see hidden enemies
|
|
ForceSeeing( ent );
|
|
break;
|
|
}
|
|
}
|
|
//these stay are okay to call every frame button is down
|
|
switch ( showPowers[cg.forcepowerSelect] )
|
|
{
|
|
case FP_LEVITATION:
|
|
ucmd->upmove = 127;
|
|
break;
|
|
case FP_GRIP:
|
|
ucmd->buttons |= BUTTON_FORCEGRIP;
|
|
break;
|
|
case FP_LIGHTNING:
|
|
ucmd->buttons |= BUTTON_FORCE_LIGHTNING;
|
|
break;
|
|
case FP_DRAIN:
|
|
// FIXME! Failing at WP_ForcePowerUsable(). -AReis
|
|
ucmd->buttons |= BUTTON_FORCE_DRAIN;
|
|
break;
|
|
// default:
|
|
// Com_Printf( "Use Force: Unhandled force: %d\n", showPowers[cg.forcepowerSelect]);
|
|
// break;
|
|
}
|
|
ent->client->ps.pm_flags |= PMF_USEFORCE_HELD;
|
|
}
|
|
else//not pressing USE_FORCE
|
|
{
|
|
ent->client->ps.pm_flags &= ~PMF_USEFORCE_HELD;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_ForcePower
|
|
================
|
|
sends event to client for client side fx, not used
|
|
*/
|
|
|
|
/*
|
|
static void PM_ForcePower(void)
|
|
{
|
|
// check for item using
|
|
if ( pm->cmd.buttons & BUTTON_USE_FORCE )
|
|
{
|
|
if ( ! ( pm->ps->pm_flags & PMF_USE_FORCE ) )
|
|
{
|
|
pm->ps->pm_flags |= PMF_USE_FORCE;
|
|
PM_AddEvent( EV_USE_FORCE);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_USE_FORCE;
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
================
|
|
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 legs animation counter
|
|
if ( pm->ps->legsAnimTimer > 0 )
|
|
{
|
|
int newTime = pm->ps->legsAnimTimer - pml.msec;
|
|
|
|
if ( newTime < 0 )
|
|
{
|
|
newTime = 0;
|
|
}
|
|
|
|
PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, newTime );
|
|
}
|
|
|
|
// drop torso animation counter
|
|
if ( pm->ps->torsoAnimTimer > 0 )
|
|
{
|
|
int newTime = pm->ps->torsoAnimTimer - pml.msec;
|
|
|
|
if ( newTime < 0 )
|
|
{
|
|
newTime = 0;
|
|
}
|
|
|
|
PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, newTime );
|
|
}
|
|
}
|
|
|
|
void PM_SetSpecialMoveValues (void )
|
|
{
|
|
Flying = 0;
|
|
if ( pm->gent )
|
|
{
|
|
if ( pm->gent->client && pm->gent->client->moveType == MT_FLYSWIM )
|
|
{
|
|
Flying = FLY_NORMAL;
|
|
}
|
|
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{
|
|
Flying = FLY_VEHICLE;
|
|
}
|
|
else if ( pm->gent->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
|
|
{//FIXME: or just check for hoverHeight?
|
|
Flying = FLY_HOVER;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{
|
|
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{
|
|
pml.frametime *= (1.0f/g_timescale->value);
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client
|
|
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
|
|
{
|
|
pml.frametime *= (1.0f/g_timescale->value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern float cg_zoomFov; //from cg_view.cpp
|
|
|
|
//-------------------------------------------
|
|
void PM_AdjustAttackStates( pmove_t *pm )
|
|
//-------------------------------------------
|
|
{
|
|
int amount;
|
|
|
|
if ( !g_saberAutoBlocking->integer
|
|
&& !g_saberNewControlScheme->integer
|
|
&& (pm->cmd.buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
pm->ps->saberBlockingTime = pm->cmd.serverTime + 100;
|
|
pm->cmd.buttons &= ~BUTTON_ATTACK;
|
|
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
// 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;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_SABER && (!cg.zoomMode||pm->ps->clientNum) )
|
|
{//don't let the alt-attack be interpreted as an actual attack command
|
|
if ( pm->ps->saberInFlight )
|
|
{
|
|
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
//FIXME: what about alt-attack modifier button?
|
|
if ( (!pm->ps->dualSabers || !pm->ps->saber[1].Active()) )
|
|
{//saber not in hand, can't swing it
|
|
pm->cmd.buttons &= ~BUTTON_ATTACK;
|
|
}
|
|
}
|
|
//saber staff alt-attack does a special attack anim, non-throwable sabers do kicks
|
|
if ( pm->ps->saberAnimLevel != SS_STAFF
|
|
&& !(pm->ps->saber[0].saberFlags&SFL_NOT_THROWABLE) )
|
|
{//using a throwable saber, so remove the saber throw button
|
|
if ( !g_saberNewControlScheme->integer
|
|
&& PM_CanDoKata() )
|
|
{//old control scheme - alt-attack + attack does kata
|
|
}
|
|
else
|
|
{//new control scheme - alt-attack doesn't have anything to do with katas, safe to clear it here
|
|
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
|
|
// disruptor alt-fire should toggle the zoom mode, but only bother doing this for the player?
|
|
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) && pm->ps->weaponstate != WEAPON_DROPPING )
|
|
{
|
|
// we are not alt-firing yet, but the alt-attack button was just pressed and
|
|
// we either are ducking ( in which case we don't care if they are moving )...or they are not ducking...and also not moving right/forward.
|
|
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 ( cg.zoomMode == 0 || cg.zoomMode == 3 )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
|
|
#ifdef _IMMERSION
|
|
G_Force( pm->gent, G_ForceIndex( "fffx/weapons/disruptor/zoomstart", FF_CHANNEL_WEAPON ) );
|
|
#endif // _IMMERSION
|
|
// not already zooming, so do it now
|
|
cg.zoomMode = 2;
|
|
cg.zoomLocked = qfalse;
|
|
cg_zoomFov = 80.0f;//(cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value;
|
|
}
|
|
else if ( cg.zoomMode == 2 )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomend.wav" );
|
|
#ifdef _IMMERSION
|
|
G_Force( pm->gent, G_ForceIndex( "fffx/weapons/disruptor/zoomend", FF_CHANNEL_WEAPON ) );
|
|
#endif // _IMMERSION
|
|
// already zooming, so must be wanting to turn it off
|
|
cg.zoomMode = 0;
|
|
cg.zoomTime = cg.time;
|
|
cg.zoomLocked = qfalse;
|
|
}
|
|
}
|
|
else if ( !(pm->cmd.buttons & BUTTON_ALT_ATTACK ))
|
|
{
|
|
// Not pressing zoom any more
|
|
if ( cg.zoomMode == 2 )
|
|
{
|
|
// were zooming in, so now lock the zoom
|
|
cg.zoomLocked = qtrue;
|
|
}
|
|
}
|
|
|
|
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 ( cg.zoomMode == 2 )
|
|
{
|
|
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;
|
|
}
|
|
|
|
}
|
|
|
|
// Check for binocular specific mode
|
|
if ( cg.zoomMode == 1 && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) ) //
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK && pm->ps->batteryCharge )
|
|
{
|
|
// zooming out
|
|
cg.zoomLocked = qfalse;
|
|
cg.zoomDir = 1;
|
|
}
|
|
else if ( pm->cmd.buttons & BUTTON_ATTACK && pm->ps->batteryCharge )
|
|
{
|
|
// zooming in
|
|
cg.zoomLocked = qfalse;
|
|
cg.zoomDir = -1;
|
|
}
|
|
else
|
|
{
|
|
// if no buttons are down, we should be in a locked state
|
|
cg.zoomLocked = qtrue;
|
|
}
|
|
|
|
// kill buttons and associated firing flags so we can't fire
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
pm->cmd.buttons &= ~(BUTTON_ALT_ATTACK|BUTTON_ATTACK);
|
|
}
|
|
|
|
// set the firing flag for continuous beam weapons, phaser will fire even if out of ammo
|
|
if ( (( pm->cmd.buttons & BUTTON_ATTACK || pm->cmd.buttons & BUTTON_ALT_ATTACK ) && ( amount >= 0 || pm->ps->weapon == WP_SABER )) )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
pm->ps->eFlags |= EF_ALT_FIRING;
|
|
if ( pm->ps->clientNum < MAX_CLIENTS && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
|
|
{//switch ATST barrels
|
|
pm->gent->alt_fire = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
if ( pm->ps->clientNum < MAX_CLIENTS && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
|
|
{//switch ATST barrels
|
|
pm->gent->alt_fire = qfalse;
|
|
}
|
|
}
|
|
|
|
// This flag should always get set, even when alt-firing
|
|
pm->ps->eFlags |= EF_FIRING;
|
|
}
|
|
else
|
|
{
|
|
// int iFlags = pm->ps->eFlags;
|
|
|
|
// Clear 'em out
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
|
|
// if I don't check the flags before stopping FX then it switches them off too often, which tones down
|
|
// the stronger FFFX so you can hardly feel them. However, if you only do iton these flags then the
|
|
// repeat-fire weapons like tetrion and dreadnought don't switch off quick enough. So...
|
|
//
|
|
/* // Might need this for beam type weapons
|
|
if ( pm->ps->weapon == WP_DREADNOUGHT || (iFlags & (EF_FIRING|EF_ALT_FIRING) )
|
|
{
|
|
cgi_FF_StopAllFX();
|
|
}
|
|
*/
|
|
}
|
|
|
|
// disruptor should convert a main fire to an alt-fire if the gun is currently zoomed
|
|
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK && cg.zoomMode == 2 )
|
|
{
|
|
// converting the main fire to an alt-fire
|
|
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
|
|
pm->ps->eFlags |= EF_ALT_FIRING;
|
|
}
|
|
else
|
|
{
|
|
// don't let an alt-fire through
|
|
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean PM_WeaponOkOnVehicle( int weapon )
|
|
{
|
|
//FIXME: check g_vehicleInfo for our vehicle?
|
|
switch ( weapon )
|
|
{
|
|
case WP_NONE:
|
|
case WP_SABER:
|
|
case WP_BLASTER:
|
|
case WP_THERMAL:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void PM_CheckInVehicleSaberAttackAnim( void )
|
|
{//A bit of a hack, but makes the vehicle saber attacks act like any other saber attack...
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
PM_CheckClearSaberBlock();
|
|
|
|
/* if ( PM_SaberBlocking() )
|
|
{//busy blocking, don't do attacks
|
|
return;
|
|
}
|
|
*/
|
|
saberMoveName_t saberMove = LS_INVALID;
|
|
switch ( pm->ps->torsoAnim )
|
|
{
|
|
case BOTH_VS_ATR_S:
|
|
saberMove = LS_SWOOP_ATTACK_RIGHT;
|
|
break;
|
|
case BOTH_VS_ATL_S:
|
|
saberMove = LS_SWOOP_ATTACK_LEFT;
|
|
break;
|
|
case BOTH_VT_ATR_S:
|
|
saberMove = LS_TAUNTAUN_ATTACK_RIGHT;
|
|
break;
|
|
case BOTH_VT_ATL_S:
|
|
saberMove = LS_TAUNTAUN_ATTACK_LEFT;
|
|
break;
|
|
}
|
|
if ( saberMove != LS_INVALID )
|
|
{
|
|
if ( pm->ps->saberMove == saberMove )
|
|
{//already playing it
|
|
if ( !pm->ps->torsoAnimTimer )
|
|
{//anim was done, set it back to ready
|
|
PM_SetSaberMove( LS_READY );
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
if (pm->cmd.buttons&BUTTON_ATTACK)
|
|
{
|
|
if ( !pm->ps->weaponTime )
|
|
{
|
|
PM_SetSaberMove( saberMove );
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->ps->torsoAnimTimer
|
|
&& !pm->ps->weaponTime )
|
|
{
|
|
PM_SetSaberMove( LS_READY );
|
|
pm->ps->saberMove = LS_READY;
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
PM_SetSaberMove( saberMove );
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
}
|
|
pm->ps->saberBlocking = saberMoveData[pm->ps->saberMove].blocking;
|
|
}
|
|
|
|
//force the vehicle to turn and travel to its forced destination point
|
|
void PM_VehForcedTurning( gentity_t *veh )
|
|
{
|
|
gentity_t *dst = &g_entities[pm->ps->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->currentOrigin, dir);
|
|
vectoangles(dir, dir);
|
|
|
|
yawD = AngleSubtract(pm->ps->viewangles[YAW], dir[YAW]);
|
|
pitchD = AngleSubtract(pm->ps->viewangles[PITCH], dir[PITCH]);
|
|
|
|
yawD *= 0.2f*pml.frametime;
|
|
pitchD *= 0.6f*pml.frametime;
|
|
|
|
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);
|
|
SetClientViewAngle(pm->gent, pm->ps->viewangles);
|
|
}
|
|
/*
|
|
================
|
|
Pmove
|
|
|
|
Can be called by either the server or the client
|
|
================
|
|
*/
|
|
void Pmove( pmove_t *pmove )
|
|
{
|
|
Vehicle_t *pVeh = NULL;
|
|
|
|
pm = pmove;
|
|
|
|
// 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;
|
|
#ifndef _XBOX
|
|
pm->watertype = 0;
|
|
pm->waterlevel = 0;
|
|
#endif
|
|
|
|
// Clear the blocked flag
|
|
//pm->ps->pm_flags &= ~PMF_BLOCKED;
|
|
pm->ps->pm_flags &= ~PMF_BUMPED;
|
|
|
|
// 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 ) )
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_RESPAWNED;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
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->gent &&
|
|
pm->gent->client &&
|
|
pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{ //we are a vehicle
|
|
pVeh = pm->gent->m_pVehicle;
|
|
assert( pVeh );
|
|
if ( pVeh )
|
|
{
|
|
pVeh->m_fTimeModifier = (pml.frametime*60.0f);//at 16.67ms (60fps), should be 1.0f
|
|
}
|
|
}
|
|
else if ( pm->gent && PM_RidingVehicle() )
|
|
{
|
|
if ( pm->ps->vehTurnaroundIndex
|
|
&& pm->ps->vehTurnaroundTime > pm->cmd.serverTime )
|
|
{ //riding this vehicle, turn my view too
|
|
PM_VehForcedTurning( &g_entities[pm->gent->s.m_iVehicleNum] );
|
|
}
|
|
}
|
|
|
|
PM_SetSpecialMoveValues();
|
|
|
|
// update the viewangles
|
|
PM_UpdateViewAngles( pm->ps, &pm->cmd, pm->gent);
|
|
|
|
AngleVectors ( pm->ps->viewangles, pml.forward, pml.right, pml.up );
|
|
|
|
if ( pm->cmd.upmove < 10 ) {
|
|
// 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->viewheight > -12 )
|
|
{//slowly sink view to ground
|
|
pm->ps->viewheight -= 1;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->pm_type == PM_SPECTATOR ) {
|
|
PM_CheckDuck ();
|
|
PM_FlyMove ();
|
|
PM_DropTimers ();
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->pm_type == PM_NOCLIP ) {
|
|
PM_NoclipMove ();
|
|
PM_DropTimers ();
|
|
return;
|
|
}
|
|
|
|
if (pm->ps->pm_type == PM_FREEZE) {
|
|
return; // no movement at all
|
|
}
|
|
|
|
if ( pm->ps->pm_type == PM_INTERMISSION ) {
|
|
return; // no movement at all
|
|
}
|
|
|
|
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
|
|
{//half grav
|
|
pm->ps->gravity *= 0.5;
|
|
}
|
|
|
|
// set watertype, and waterlevel
|
|
#ifdef _XBOX
|
|
// if the client is the player do a normal water test
|
|
// if it's an npc add the client to the npc water test queue
|
|
// we don't want to update too many npcs in one frame
|
|
if(pm->ps->clientNum == 0)
|
|
{
|
|
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
|
|
}
|
|
else
|
|
{
|
|
AddNPCToWaterUpdate(pm->ps->clientNum);
|
|
}
|
|
#else
|
|
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
|
|
#endif
|
|
|
|
PM_SetWaterHeight();
|
|
|
|
#ifdef _XBOX
|
|
if ( !(pm->watertype & CONTENTS_LADDER) )
|
|
{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)
|
|
|
|
// if we're the player set the water test from the pmove
|
|
// otherwise set it from the entitity structure
|
|
if(pm->ps->clientNum == 0 )
|
|
{
|
|
pml.previous_waterlevel = pmove->waterlevel;
|
|
}
|
|
else
|
|
{
|
|
pml.previous_waterlevel = (g_entities + pm->ps->clientNum)->prev_waterlevel;
|
|
}
|
|
}
|
|
#else
|
|
if ( !(pm->watertype & CONTENTS_LADDER) )
|
|
{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)
|
|
pml.previous_waterlevel = pmove->waterlevel;
|
|
}
|
|
#endif
|
|
|
|
|
|
waterForceJump = qfalse;
|
|
if ( pmove->waterlevel && pm->ps->clientNum )
|
|
{
|
|
if ( pm->ps->forceJumpZStart//force jumping
|
|
||(pm->gent&&pm->gent->NPC && level.time<pm->gent->NPC->jumpTime)) //TIMER_Done(pm->gent, "forceJumpChasing" )) )//force-jumping
|
|
{
|
|
waterForceJump = qtrue;
|
|
}
|
|
}
|
|
|
|
// set mins, maxs, and viewheight
|
|
PM_SetBounds();
|
|
|
|
if ( !Flying && !(pm->watertype & CONTENTS_LADDER) && pm->ps->pm_type != PM_DEAD )
|
|
{//NOTE: noclippers shouldn't jump or duck either, no?
|
|
PM_CheckDuck();
|
|
}
|
|
|
|
// set groundentity
|
|
PM_GroundTrace();
|
|
if ( Flying == FLY_HOVER )
|
|
{//never stick to the ground
|
|
PM_HoverTrace();
|
|
}
|
|
|
|
if ( pm->ps->pm_type == PM_DEAD ) {
|
|
PM_DeadMove ();
|
|
}
|
|
|
|
PM_DropTimers();
|
|
|
|
/*
|
|
if ( PM_RidingVehicle() )
|
|
{
|
|
PM_NoclipMove();
|
|
}
|
|
else */if ( pm->ps && ( (pm->ps->eFlags&EF_LOCKED_TO_WEAPON)
|
|
|| (pm->ps->eFlags&EF_HELD_BY_RANCOR)
|
|
|| (pm->ps->eFlags&EF_HELD_BY_WAMPA)
|
|
|| (pm->ps->eFlags&EF_HELD_BY_SAND_CREATURE) ) )
|
|
{//in an emplaced gun
|
|
PM_NoclipMove();
|
|
}
|
|
else if ( Flying == FLY_NORMAL )//|| pm->ps->gravity <= 0 )
|
|
{
|
|
// flight powerup doesn't allow jump and has different friction
|
|
PM_FlyMove();
|
|
}
|
|
else if ( Flying == FLY_VEHICLE )
|
|
{
|
|
PM_FlyVehicleMove();
|
|
}
|
|
else if ( pm->ps->pm_flags & PMF_TIME_WATERJUMP )
|
|
{
|
|
PM_WaterJumpMove();
|
|
}
|
|
else if ( pm->waterlevel > 1 //in water
|
|
&&((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || !waterForceJump) )//player or NPC not force jumping
|
|
{//force-jumping NPCs should
|
|
// swimming or in ladder
|
|
PM_WaterMove();
|
|
}
|
|
else if (pm->gent && pm->gent->NPC && pm->gent->NPC->jumpTime!=0)
|
|
{
|
|
ucmd.forwardmove = 0;
|
|
ucmd.rightmove = 0;
|
|
ucmd.upmove = 0;
|
|
pm->ps->speed = 0;
|
|
VectorClear(pm->ps->moveDir);
|
|
|
|
PM_AirMove();
|
|
}
|
|
else if ( pml.walking )
|
|
{// walking on ground
|
|
vec3_t oldOrg;
|
|
|
|
VectorCopy( pm->ps->origin, oldOrg );
|
|
|
|
PM_WalkMove();
|
|
|
|
|
|
float threshHold = 0.001f, movedDist = DistanceSquared( oldOrg, pm->ps->origin );
|
|
if ( PM_StandingAnim( pm->ps->legsAnim ) || pm->ps->legsAnim == BOTH_CROUCH1 )
|
|
{
|
|
threshHold = 0.005f;
|
|
}
|
|
|
|
if ( movedDist < threshHold )
|
|
{//didn't move, play no legs anim
|
|
// pm->cmd.forwardmove = pm->cmd.rightmove = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->gravity <= 0 )
|
|
{
|
|
PM_FlyMove();
|
|
}
|
|
else
|
|
{
|
|
// airborne
|
|
PM_AirMove();
|
|
}
|
|
}
|
|
|
|
//PM_Animate();
|
|
|
|
// If we didn't move at all, then why bother doing this again -MW.
|
|
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
|
|
{
|
|
PM_GroundTrace();
|
|
if ( Flying == FLY_HOVER )
|
|
{//never stick to the ground
|
|
PM_HoverTrace();
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{//on ground
|
|
pm->ps->forceJumpZStart = 0;
|
|
pm->ps->jumpZStart = 0;
|
|
pm->ps->pm_flags &= ~PMF_JUMPING;
|
|
pm->ps->pm_flags &= ~PMF_TRIGGER_PUSHED;
|
|
pm->ps->pm_flags &= ~PMF_SLOW_MO_FALL;
|
|
}
|
|
|
|
// If we didn't move at all, then why bother doing this again -MW.
|
|
// Note: ok, so long as we don't have water levels that change.
|
|
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
|
|
{
|
|
#ifdef _XBOX
|
|
// only do this on xbox if it's a player not an npc
|
|
if(pm->ps->clientNum == 0)
|
|
{
|
|
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
|
|
}
|
|
#else
|
|
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
|
|
#endif
|
|
PM_SetWaterHeight();
|
|
}
|
|
|
|
// PM_ForcePower(); sends event to client for client side fx, not used
|
|
|
|
// If we're a vehicle, do our special weapon function.
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
pVeh = pm->gent->m_pVehicle;
|
|
|
|
// Using vehicle weapon...
|
|
//if ( pm->cmd.weapon == WP_NONE )
|
|
{
|
|
//PM_Weapon();
|
|
//PM_AddEvent( EV_FIRE_WEAPON );
|
|
PM_VehicleWeapon();
|
|
}
|
|
}
|
|
// If we are riding a vehicle...
|
|
else if ( PM_RidingVehicle() )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{// alt attack always does other stuff when riding a vehicle (turbo)
|
|
}
|
|
else if ( (pm->ps->eFlags&EF_NODRAW) )
|
|
{//inside a vehicle? don't do any weapon stuff
|
|
}
|
|
else if ( pm->ps->weapon == WP_BLASTER//using blaster
|
|
|| pm->ps->weapon == WP_THERMAL//using thermal
|
|
|| pm->ps->weaponstate == WEAPON_DROPPING//changing weapon - dropping
|
|
|| pm->ps->weaponstate == WEAPON_RAISING//changing weapon - raising
|
|
|| (pm->cmd.weapon != pm->ps->weapon && PM_WeaponOkOnVehicle( pm->cmd.weapon )) )//FIXME: make this a vehicle call to see if this new weapon is valid for this vehicle
|
|
{//either weilding a weapon we can fire with normal weapon logic, or trying to change to a valid weapon
|
|
// call normal weapons code... should we override the normal fire anims with vehicle fire anims in here or in a subsequent call to VehicleWeapons or something?
|
|
//Maybe break PM_Weapon into PM_Weapon and PM_WeaponAnimate (then call our own PM_VehicleWeaponAnimate)?
|
|
PM_Weapon();
|
|
}
|
|
//BUT: now call Vehicle's weapon code, to handle lightsaber and (maybe) overriding weapon ready/firing anims?
|
|
}
|
|
// otherwise do the normal weapon function.
|
|
else
|
|
{
|
|
// weapons
|
|
PM_Weapon();
|
|
}
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
pm->ps->pm_flags |= PMF_ATTACK_HELD;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_ATTACK_HELD;
|
|
}
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
pm->ps->pm_flags |= PMF_ALT_ATTACK_HELD;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_ALT_ATTACK_HELD;
|
|
}
|
|
if ( pm->cmd.buttons & BUTTON_FORCE_FOCUS )
|
|
{
|
|
pm->ps->pm_flags |= PMF_FORCE_FOCUS_HELD;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_FORCE_FOCUS_HELD;
|
|
}
|
|
|
|
if ( pm->gent )//&& pm->gent->s.number == 0 )//player only?
|
|
{
|
|
// Use
|
|
PM_Use();
|
|
}
|
|
|
|
// Calculate the resulting speed of the last pmove
|
|
//-------------------------------------------------
|
|
if ( pm->gent )
|
|
{
|
|
pm->gent->resultspeed = ((Distance(pm->ps->origin, pm->gent->currentOrigin) / pml.msec) * 1000);
|
|
if (pm->gent->resultspeed>5.0f)
|
|
{
|
|
pm->gent->lastMoveTime = level.time;
|
|
}
|
|
|
|
// If Have Not Been Moving For A While, Stop
|
|
//-------------------------------------------
|
|
if (pml.walking && (level.time - pm->gent->lastMoveTime)>1000)
|
|
{
|
|
pm->cmd.forwardmove = pm->cmd.rightmove = 0;
|
|
}
|
|
}
|
|
|
|
|
|
// ANIMATION
|
|
//================================
|
|
|
|
// TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
|
|
if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
if ( pm->gent->owner && pm->gent->owner->e_UseFunc == useF_emplaced_gun_use )//ugly way to tell, but...
|
|
{//full body
|
|
PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
|
|
}
|
|
else
|
|
{//stand (or could be overridden by strafe anims)
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->ps && (pm->ps->eFlags&EF_HELD_BY_RANCOR) )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
|
|
}
|
|
// If we are a vehicle, animate...
|
|
else if ( pVeh )
|
|
{
|
|
pVeh->m_pVehicleInfo->Animate( pVeh );
|
|
}
|
|
// If we're riding a vehicle, don't do anything!.
|
|
else if ( ( pVeh = PM_RidingVehicle() ) != 0 )
|
|
{
|
|
PM_CheckInVehicleSaberAttackAnim();
|
|
}
|
|
else // TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
|
|
{
|
|
// footstep events / legs animations
|
|
PM_Footsteps();
|
|
}
|
|
// torso animation
|
|
if ( !pVeh )
|
|
{//not riding a vehicle
|
|
PM_TorsoAnimation();
|
|
}
|
|
|
|
// entering / leaving water splashes
|
|
PM_WaterEvents();
|
|
|
|
// snap some parts of playerstate to save network bandwidth
|
|
// SnapVector( pm->ps->velocity );
|
|
|
|
if ( !pm->cmd.rightmove && !pm->cmd.forwardmove && pm->cmd.upmove <= 0 )
|
|
{
|
|
if ( VectorCompare( pm->ps->velocity, vec3_origin ) )
|
|
{
|
|
pm->ps->lastStationary = level.time;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
|
|
{//half grav
|
|
pm->ps->gravity *= 2;
|
|
}
|
|
}
|