mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
5803 lines
172 KiB
C++
5803 lines
172 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "../cgame/cg_local.h"
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#include "Q3_Interface.h"
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#include "wp_saber.h"
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#include "g_vehicles.h"
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#ifdef _DEBUG
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#include <float.h>
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#endif //_DEBUG
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#define SLOWDOWN_DIST 128.0f
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#define MIN_NPC_SPEED 16.0f
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#ifdef _XBOX
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int g_lastFireTime = 0;
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#endif
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extern void VehicleExplosionDelay( gentity_t *self );
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern void G_MaintainFormations(gentity_t *self);
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extern void BG_CalculateOffsetAngles( gentity_t *ent, usercmd_t *ucmd );//in bg_pangles.cpp
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extern void TryUse( gentity_t *ent );
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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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extern void ScoreBoardReset(void);
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extern void WP_SaberReflectCheck( gentity_t *self, usercmd_t *ucmd );
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extern void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd );
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extern void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd );
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extern void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd );
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extern gentity_t *SeekerAcquiresTarget ( gentity_t *ent, vec3_t pos );
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extern void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin, vec3_t dir );
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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 float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
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extern qboolean PM_LockAngles( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesToGripper( gentity_t *gent, usercmd_t *cmd );
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extern qboolean PM_AdjustAnglesToPuller( gentity_t *ent, gentity_t *puller, usercmd_t *ucmd, qboolean faceAway );
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extern qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove );
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extern qboolean PM_AdjustAngleForWallRunUp( gentity_t *ent, usercmd_t *ucmd, qboolean doMove );
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extern qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly );
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extern qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForKnockdown( gentity_t *ent, usercmd_t *ucmd, qboolean angleClampOnly );
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extern qboolean PM_AdjustAnglesForDualJumpAttack( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForLongJump( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForGrapple( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAngleForWallJump( gentity_t *ent, usercmd_t *ucmd, qboolean doMove );
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extern qboolean PM_AdjustAnglesForBFKick( gentity_t *ent, usercmd_t *ucmd, vec3_t fwdAngs, qboolean aimFront );
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extern qboolean PM_AdjustAnglesForStabDown( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForSpinProtect( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForWallRunUpFlipAlt( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForHeldByMonster( gentity_t *ent, gentity_t *monster, usercmd_t *ucmd );
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extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
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extern qboolean PM_LeapingSaberAnim( int anim );
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extern qboolean PM_SpinningSaberAnim( int anim );
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extern qboolean PM_SaberInAttack( int move );
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extern qboolean PM_KickingAnim( int anim );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern qboolean PM_InGetUp( playerState_t *ps );
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extern qboolean PM_InRoll( playerState_t *ps );
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extern void PM_CmdForRoll( playerState_t *ps, usercmd_t *pCmd );
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extern qboolean PM_InAttackRoll( int anim );
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extern qboolean PM_CrouchAnim( int anim );
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extern qboolean PM_FlippingAnim( int anim );
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extern qboolean PM_InCartwheel( int anim );
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extern qboolean PM_StandingAnim( int anim );
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extern qboolean PM_InForceGetUp( playerState_t *ps );
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extern qboolean PM_GetupAnimNoMove( int legsAnim );
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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_CanRollFromSoulCal( playerState_t *ps );
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extern qboolean BG_FullBodyTauntAnim( int anim );
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extern qboolean FlyingCreature( gentity_t *ent );
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extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
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extern void G_AttachToVehicle( gentity_t *ent, usercmd_t **ucmd );
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extern void G_GetBoltPosition( gentity_t *self, int boltIndex, vec3_t pos, int modelIndex = 0 );
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extern void G_UpdateEmplacedWeaponData( gentity_t *ent );
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extern void RunEmplacedWeapon( gentity_t *ent, usercmd_t **ucmd );
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extern qboolean G_PointInBounds( const vec3_t point, const vec3_t mins, const vec3_t maxs );
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extern void NPC_SetPainEvent( gentity_t *self );
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extern qboolean G_HasKnockdownAnims( gentity_t *ent );
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extern int G_GetEntsNearBolt( gentity_t *self, gentity_t **radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
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extern qboolean PM_InOnGroundAnim ( playerState_t *ps );
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extern qboolean PM_LockedAnim( int anim );
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extern qboolean WP_SabersCheckLock2( gentity_t *attacker, gentity_t *defender, sabersLockMode_t lockMode );
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extern qboolean G_JediInNormalAI( gentity_t *ent );
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extern bool in_camera;
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extern qboolean player_locked;
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extern qboolean stop_icarus;
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extern qboolean MatrixMode;
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extern cvar_t *g_spskill;
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extern cvar_t *g_timescale;
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extern cvar_t *g_saberMoveSpeed;
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extern cvar_t *g_saberAutoBlocking;
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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 vmCvar_t cg_thirdPersonAlpha;
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extern vmCvar_t cg_thirdPersonAutoAlpha;
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void ClientEndPowerUps( gentity_t *ent );
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int G_FindLookItem( gentity_t *self )
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{
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//FIXME: should be a more intelligent way of doing this, like auto aim?
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//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
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gentity_t *ent;
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int bestEntNum = ENTITYNUM_NONE;
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gentity_t *entityList[MAX_GENTITIES];
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int numListedEntities;
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vec3_t center, mins, maxs, fwdangles, forward, dir;
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int i, e;
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float radius = 256;
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float rating, bestRating = 0.0f;
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//FIXME: no need to do this in 1st person?
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fwdangles[1] = self->client->ps.viewangles[1];
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AngleVectors( fwdangles, forward, NULL, NULL );
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VectorCopy( self->currentOrigin, center );
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for ( i = 0 ; i < 3 ; i++ )
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{
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mins[i] = center[i] - radius;
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maxs[i] = center[i] + radius;
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}
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numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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if ( !numListedEntities )
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{
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return ENTITYNUM_NONE;
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}
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for ( e = 0 ; e < numListedEntities ; e++ )
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{
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ent = entityList[ e ];
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if ( !ent->item )
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{
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continue;
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}
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if ( ent->s.eFlags&EF_NODRAW )
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{
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continue;
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}
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if ( (ent->spawnflags&4/*ITMSF_MONSTER*/) )
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{//NPCs only
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continue;
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}
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if ( !BG_CanItemBeGrabbed( &ent->s, &self->client->ps ) )
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{//don't need it
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continue;
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}
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if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
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{//not even potentially visible
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continue;
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}
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if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
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{//can't see him
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continue;
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}
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if ( ent->item->giType == IT_WEAPON
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&& ent->item->giType == WP_SABER )
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{//a weapon_saber pickup
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if ( self->client->ps.dualSabers//using 2 sabers already
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|| (self->client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )//using a 2-handed saber
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{//hands are full already, don't look at saber pickups
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continue;
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}
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}
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//rate him based on how close & how in front he is
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VectorSubtract( ent->currentOrigin, center, dir );
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rating = (1.0f-(VectorNormalize( dir )/radius));
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rating *= DotProduct( forward, dir );
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if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == INV_SECURITY_KEY )
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{//security keys are of the highest importance
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rating *= 2.0f;
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}
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if ( rating > bestRating )
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{
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bestEntNum = ent->s.number;
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bestRating = rating;
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}
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}
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return bestEntNum;
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}
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extern void CG_SetClientViewAngles( vec3_t angles, qboolean overrideViewEnt );
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qboolean G_ClearViewEntity( gentity_t *ent )
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{
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if ( !ent->client->ps.viewEntity )
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return qfalse;
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if ( ent->client->ps.viewEntity > 0 && ent->client->ps.viewEntity < ENTITYNUM_NONE )
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{
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if ( &g_entities[ent->client->ps.viewEntity] )
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{
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g_entities[ent->client->ps.viewEntity].svFlags &= ~SVF_BROADCAST;
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if ( g_entities[ent->client->ps.viewEntity].NPC )
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{
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g_entities[ent->client->ps.viewEntity].NPC->controlledTime = 0;
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SetClientViewAngle( &g_entities[ent->client->ps.viewEntity], g_entities[ent->client->ps.viewEntity].currentAngles );
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G_SetAngles( &g_entities[ent->client->ps.viewEntity], g_entities[ent->client->ps.viewEntity].currentAngles );
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VectorCopy( g_entities[ent->client->ps.viewEntity].currentAngles, g_entities[ent->client->ps.viewEntity].NPC->lastPathAngles );
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g_entities[ent->client->ps.viewEntity].NPC->desiredYaw = g_entities[ent->client->ps.viewEntity].currentAngles[YAW];
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}
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}
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CG_SetClientViewAngles( ent->pos4, qtrue );
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SetClientViewAngle( ent, ent->pos4 );
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}
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ent->client->ps.viewEntity = 0;
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return qtrue;
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}
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void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity )
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{
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if ( !self || !self->client || !viewEntity )
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{
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return;
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}
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if ( self->s.number == 0 && cg.zoomMode )
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{
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// yeah, it should really toggle them so it plays the end sound....
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cg.zoomMode = 0;
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}
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if ( viewEntity->s.number == self->client->ps.viewEntity )
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{
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return;
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}
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//clear old one first
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G_ClearViewEntity( self );
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//set new one
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self->client->ps.viewEntity = viewEntity->s.number;
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viewEntity->svFlags |= SVF_BROADCAST;
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//remember current angles
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VectorCopy( self->client->ps.viewangles, self->pos4 );
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if ( viewEntity->client )
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{
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//vec3_t clear = {0,0,0};
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CG_SetClientViewAngles( viewEntity->client->ps.viewangles, qtrue );
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//SetClientViewAngle( self, viewEntity->client->ps.viewangles );
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//SetClientViewAngle( viewEntity, clear );
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/*
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VectorCopy( viewEntity->client->ps.viewangles, self->client->ps.viewangles );
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for ( int i = 0; i < 3; i++ )
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{
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self->client->ps.delta_angles[i] = viewEntity->client->ps.delta_angles[i];
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}
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*/
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}
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if ( !self->s.number )
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{
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CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 );
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}
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}
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qboolean G_ControlledByPlayer( gentity_t *self )
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{
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if ( self && self->NPC && self->NPC->controlledTime > level.time )
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{//being controlled
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gentity_t *controller = &g_entities[0];
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if ( controller->client && controller->client->ps.viewEntity == self->s.number )
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{//we're the player's viewEntity
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return qtrue;
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}
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}
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return qfalse;
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}
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qboolean G_ValidateLookEnemy( gentity_t *self, gentity_t *enemy )
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{
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if ( !enemy )
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{
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return qfalse;
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}
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if ( enemy->flags&FL_NOTARGET )
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{
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return qfalse;
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}
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if ( (enemy->s.eFlags&EF_NODRAW) )
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{
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return qfalse;
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}
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if ( !enemy || enemy == self || !enemy->inuse )
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{
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return qfalse;
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}
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if ( !enemy->client || !enemy->NPC )
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{//not valid
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if ( (enemy->svFlags&SVF_NONNPC_ENEMY)
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&& enemy->s.weapon == WP_TURRET
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&& enemy->noDamageTeam != self->client->playerTeam
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&& enemy->health > 0 )
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{//a turret
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//return qtrue;
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}
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else
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{
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return qfalse;
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}
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}
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else
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{
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if ( self->client->playerTeam != TEAM_FREE//evil player hates everybody
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&& enemy->client->playerTeam == self->client->playerTeam )
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{//on same team
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return qfalse;
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}
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Vehicle_t *pVeh = G_IsRidingVehicle( self );
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if ( pVeh && pVeh == enemy->m_pVehicle )
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{
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return qfalse;
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}
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if ( enemy->health <= 0 && ((level.time-enemy->s.time) > 3000||!InFront(enemy->currentOrigin,self->currentOrigin,self->client->ps.viewangles,0.2f)||DistanceHorizontal(enemy->currentOrigin,self->currentOrigin)>16384))//>128
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{//corpse, been dead too long or too out of sight to be interesting
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if ( !enemy->message )
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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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if ( (!InFront( enemy->currentOrigin, self->currentOrigin, self->client->ps.viewangles, 0.0f) || !G_ClearLOS( self, self->client->renderInfo.eyePoint, enemy ) )
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&& ( DistanceHorizontalSquared( enemy->currentOrigin, self->currentOrigin ) > 65536 || fabs(enemy->currentOrigin[2]-self->currentOrigin[2]) > 384 ) )
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{//(not in front or not clear LOS) & greater than 256 away
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return qfalse;
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}
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//LOS?
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return qtrue;
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}
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void G_ChooseLookEnemy( gentity_t *self, usercmd_t *ucmd )
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{
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//FIXME: should be a more intelligent way of doing this, like auto aim?
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//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
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gentity_t *ent, *bestEnt = NULL;
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gentity_t *entityList[MAX_GENTITIES];
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int numListedEntities;
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vec3_t center, mins, maxs, fwdangles, forward, dir;
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int i, e;
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float radius = 256;
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float rating, bestRating = 0.0f;
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//FIXME: no need to do this in 1st person?
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fwdangles[0] = 0; //Must initialize data!
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fwdangles[1] = self->client->ps.viewangles[1];
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fwdangles[2] = 0;
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AngleVectors( fwdangles, forward, NULL, NULL );
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VectorCopy( self->currentOrigin, center );
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for ( i = 0 ; i < 3 ; i++ )
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{
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mins[i] = center[i] - radius;
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maxs[i] = center[i] + radius;
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}
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numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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if ( !numListedEntities )
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{//should we clear the enemy?
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return;
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}
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for ( e = 0 ; e < numListedEntities ; e++ )
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{
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ent = entityList[ e ];
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if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
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{//not even potentially visible
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continue;
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}
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if ( !G_ValidateLookEnemy( self, ent ) )
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{//doesn't meet criteria of valid look enemy (don't check current since we would have done that before this func's call
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continue;
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}
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if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
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{//can't see him
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continue;
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}
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//rate him based on how close & how in front he is
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VectorSubtract( ent->currentOrigin, center, dir );
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rating = (1.0f-(VectorNormalize( dir )/radius));
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rating *= DotProduct( forward, dir )+1.0f;
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if ( ent->health <= 0 )
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{
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if ( (ucmd->buttons&BUTTON_ATTACK)
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|| (ucmd->buttons&BUTTON_ALT_ATTACK)
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|| (ucmd->buttons&BUTTON_FORCE_FOCUS) )
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{//if attacking, don't consider dead enemies
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continue;
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}
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if ( ent->message )
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{//keyholder
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rating *= 0.5f;
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}
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else
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{
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rating *= 0.1f;
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}
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}
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if ( ent->s.weapon == WP_SABER )
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{
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rating *= 2.0f;
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}
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if ( ent->enemy == self )
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{//he's mad at me, he's more important
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rating *= 2.0f;
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}
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else if ( ent->NPC && ent->NPC->blockedSpeechDebounceTime > level.time - 6000 )
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{//he's detected me, he's more important
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if ( ent->NPC->blockedSpeechDebounceTime > level.time + 4000 )
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{
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rating *= 1.5f;
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}
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else
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{//from 1.0f to 1.5f
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rating += rating * ((float)(ent->NPC->blockedSpeechDebounceTime-level.time) + 6000.0f)/20000.0f;
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}
|
|
}
|
|
/*
|
|
if ( g_crosshairEntNum == ent && !self->enemy )
|
|
{//we don't have an enemy and we are aiming at this guy
|
|
rading *= 2.0f;
|
|
}
|
|
*/
|
|
if ( rating > bestRating )
|
|
{
|
|
bestEnt = ent;
|
|
bestRating = rating;
|
|
}
|
|
}
|
|
if ( bestEnt )
|
|
{
|
|
self->enemy = bestEnt;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
G_DamageFeedback
|
|
|
|
Called just before a snapshot is sent to the given player.
|
|
Totals up all damage and generates both the player_state_t
|
|
damage values to that client for pain blends and kicks, and
|
|
global pain sound events for all clients.
|
|
===============
|
|
*/
|
|
void P_DamageFeedback( gentity_t *player ) {
|
|
gclient_t *client;
|
|
float count;
|
|
vec3_t angles;
|
|
|
|
client = player->client;
|
|
if ( client->ps.pm_type == PM_DEAD ) {
|
|
return;
|
|
}
|
|
|
|
// total points of damage shot at the player this frame
|
|
count = client->damage_blood + client->damage_armor;
|
|
if ( count == 0 ) {
|
|
return; // didn't take any damage
|
|
}
|
|
|
|
if ( count > 255 ) {
|
|
count = 255;
|
|
}
|
|
|
|
// send the information to the client
|
|
|
|
// world damage (falling, slime, etc) uses a special code
|
|
// to make the blend blob centered instead of positional
|
|
if ( client->damage_fromWorld )
|
|
{
|
|
client->ps.damagePitch = 255;
|
|
client->ps.damageYaw = 255;
|
|
|
|
client->damage_fromWorld = false;
|
|
}
|
|
else
|
|
{
|
|
vectoangles( client->damage_from, angles );
|
|
client->ps.damagePitch = angles[PITCH]/360.0 * 256;
|
|
client->ps.damageYaw = angles[YAW]/360.0 * 256;
|
|
}
|
|
|
|
client->ps.damageCount = count;
|
|
|
|
//
|
|
// clear totals
|
|
//
|
|
client->damage_blood = 0;
|
|
client->damage_armor = 0;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
P_WorldEffects
|
|
|
|
Check for lava / slime contents and drowning
|
|
=============
|
|
*/
|
|
|
|
extern void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
|
|
void P_WorldEffects( gentity_t *ent ) {
|
|
int mouthContents = 0;
|
|
|
|
if ( ent->client->noclip )
|
|
{
|
|
ent->client->airOutTime = level.time + 12000; // don't need air
|
|
return;
|
|
}
|
|
|
|
if ( !in_camera )
|
|
{
|
|
#ifndef _XBOX
|
|
if (gi.totalMapContents() & (CONTENTS_WATER|CONTENTS_SLIME))
|
|
{
|
|
mouthContents = gi.pointcontents( ent->client->renderInfo.eyePoint, ent->s.number );
|
|
}
|
|
#endif // _XBOX
|
|
}
|
|
//
|
|
// check for drowning
|
|
//
|
|
|
|
#ifdef _XBOX
|
|
// using waterlevel 3 should be good enough
|
|
// this saves us from doing an expensive trace
|
|
if ( ent->waterlevel == 3 )
|
|
#else
|
|
if ( (mouthContents&(CONTENTS_WATER|CONTENTS_SLIME)) )
|
|
#endif // _XBOX
|
|
{
|
|
|
|
if ( ent->client->NPC_class == CLASS_SWAMPTROOPER )
|
|
{//they have air tanks
|
|
ent->client->airOutTime = level.time + 12000; // don't need air
|
|
ent->damage = 2;
|
|
}
|
|
else if ( ent->client->airOutTime < level.time)
|
|
{// if out of air, start drowning
|
|
// drown!
|
|
ent->client->airOutTime += 1000;
|
|
if ( ent->health > 0 ) {
|
|
// take more damage the longer underwater
|
|
ent->damage += 2;
|
|
if (ent->damage > 15)
|
|
ent->damage = 15;
|
|
|
|
// play a gurp sound instead of a normal pain sound
|
|
if (ent->health <= ent->damage)
|
|
{
|
|
G_AddEvent( ent, EV_WATER_DROWN, 0 );
|
|
}
|
|
else
|
|
{
|
|
G_AddEvent( ent, Q_irand(EV_WATER_GURP1, EV_WATER_GURP2), 0 );
|
|
}
|
|
|
|
// don't play a normal pain sound
|
|
ent->painDebounceTime = level.time + 200;
|
|
|
|
G_Damage (ent, NULL, NULL, NULL, NULL,
|
|
ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->client->airOutTime = level.time + 12000;
|
|
ent->damage = 2;
|
|
}
|
|
|
|
//
|
|
// check for sizzle damage (move to pmove?)
|
|
//
|
|
if (ent->waterlevel &&
|
|
(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
|
|
if (ent->health > 0
|
|
&& ent->painDebounceTime < level.time ) {
|
|
|
|
if (ent->watertype & CONTENTS_LAVA) {
|
|
G_Damage (ent, NULL, NULL, NULL, NULL,
|
|
15*ent->waterlevel, 0, MOD_LAVA);
|
|
}
|
|
|
|
if (ent->watertype & CONTENTS_SLIME) {
|
|
G_Damage (ent, NULL, NULL, NULL, NULL,
|
|
1, 0, MOD_SLIME);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((ent->health > 0) &&
|
|
(ent->painDebounceTime < level.time) &&
|
|
gi.WE_IsOutsideCausingPain(ent->currentOrigin) &&
|
|
TIMER_Done(ent, "AcidPainDebounce"))
|
|
{
|
|
if (ent->NPC && ent->client && (ent->client->ps.forcePowersKnown&(1<< FP_PROTECT)))
|
|
{
|
|
if (!(ent->client->ps.forcePowersActive & (1<<FP_PROTECT)))
|
|
{
|
|
WP_ForcePowerStart( ent, FP_PROTECT, 0 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_Damage (ent, NULL, NULL, NULL, NULL, 1, 0, MOD_SLIME);
|
|
}
|
|
}
|
|
|
|
// Poisoned?
|
|
if ((ent->client->poisonDamage) && (ent->client->poisonTime < level.time))
|
|
{
|
|
ent->client->poisonDamage -= 2;
|
|
ent->client->poisonTime = level.time + 1000;
|
|
G_Damage( ent, NULL, NULL, 0, 0, 2, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_ARMOR, MOD_UNKNOWN );//FIXME: MOD_POISON?
|
|
|
|
if (ent->client->poisonDamage<0)
|
|
{
|
|
ent->client->poisonDamage = 0;
|
|
}
|
|
}
|
|
|
|
//in space?
|
|
if (ent->client->inSpaceIndex && ent->client->inSpaceIndex != ENTITYNUM_NONE)
|
|
{ //we're in space, check for suffocating and for exiting
|
|
gentity_t *spacetrigger = &g_entities[ent->client->inSpaceIndex];
|
|
|
|
if (!spacetrigger->inuse ||
|
|
!G_PointInBounds(ent->client->ps.origin, spacetrigger->absmin, spacetrigger->absmax))
|
|
{ //no longer in space then I suppose
|
|
ent->client->inSpaceIndex = 0;
|
|
}
|
|
else
|
|
{ //check for suffocation
|
|
if (ent->client->inSpaceSuffocation < level.time)
|
|
{ //suffocate!
|
|
if (ent->health > 0)
|
|
{ //if they're still alive..
|
|
G_Damage(ent, spacetrigger, spacetrigger, NULL, ent->client->ps.origin, Q_irand(20, 40), DAMAGE_NO_ARMOR, MOD_SUICIDE);
|
|
|
|
if (ent->health > 0)
|
|
{ //did that last one kill them?
|
|
//play the choking sound
|
|
G_SoundOnEnt( ent, CHAN_VOICE, va( "*choke%d.wav", Q_irand( 1, 3 ) ) );
|
|
|
|
int anim = BOTH_CHOKE3; //left-handed choke
|
|
if ( ent->client->ps.weapon == WP_NONE || ent->client->ps.weapon == WP_MELEE )
|
|
{
|
|
anim = BOTH_CHOKE1; //two-handed choke
|
|
}
|
|
//make them grasp their throat
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_CHOKE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
|
|
ent->client->inSpaceSuffocation = level.time + Q_irand(1000, 2000);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
G_SetClientSound
|
|
===============
|
|
*/
|
|
void G_SetClientSound( gentity_t *ent ) {
|
|
// if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
|
|
// ent->s.loopSound = G_SoundIndex("sound/weapons/stasis/electricloop.wav");
|
|
|
|
// else
|
|
// ent->s.loopSound = 0;
|
|
}
|
|
|
|
|
|
|
|
//==============================================================
|
|
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
|
|
extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
|
|
void G_GetMassAndVelocityForEnt( gentity_t *ent, float *mass, vec3_t velocity )
|
|
{
|
|
if( ent->client )
|
|
{
|
|
VectorCopy( ent->client->ps.velocity, velocity );
|
|
*mass = ent->mass;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->s.pos.trDelta, velocity );
|
|
if ( ent->s.pos.trType == TR_GRAVITY )
|
|
{
|
|
velocity[2] -= 0.25f * g_gravity->value;
|
|
}
|
|
if( !ent->mass )
|
|
{
|
|
*mass = 1;
|
|
}
|
|
else if ( ent->mass <= 10 )
|
|
{
|
|
*mass = 10;
|
|
}
|
|
else
|
|
{
|
|
*mass = ent->mass;///10;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf, trace_t *trace )
|
|
{
|
|
float magnitude, my_mass;
|
|
bool thrown = false;
|
|
vec3_t velocity;
|
|
|
|
Vehicle_t *pSelfVeh = NULL;
|
|
Vehicle_t *pOtherVeh = NULL;
|
|
|
|
// See if either of these guys are vehicles, if so, keep a pointer to the vehicle npc.
|
|
if ( self->client && self->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
pSelfVeh = self->m_pVehicle;
|
|
}
|
|
if ( other->client && other->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
pOtherVeh = other->m_pVehicle;
|
|
}
|
|
|
|
G_GetMassAndVelocityForEnt( self, &my_mass, velocity );
|
|
|
|
if ( pSelfVeh )
|
|
{
|
|
magnitude = VectorLength( velocity ) * pSelfVeh->m_pVehicleInfo->mass / 50.0f;
|
|
}
|
|
else
|
|
{
|
|
magnitude = VectorLength( velocity ) * my_mass / 50;
|
|
}
|
|
|
|
//if vehicle hit another vehicle, factor in their data, too
|
|
// TODO: Bring this back in later on, it's not critical right now...
|
|
/* if ( self->client && self->client->NPC_class == CLASS_VEHICLE )
|
|
{//we're in a vehicle
|
|
if ( other->client && other->client->ps.vehicleIndex != VEHICLE_NONE )
|
|
{//they're in a vehicle
|
|
float o_mass;
|
|
vec3_t o_velocity;
|
|
|
|
G_GetMassAndVelocityForEnt( other, &o_mass, o_velocity );
|
|
|
|
//now combine
|
|
if ( DotProduct( o_velocity, velocity ) < 0 )
|
|
{//were heading towards each other, this is going to be a STRONG impact...
|
|
vec3_t velocityMod;
|
|
|
|
//incorportate mass into each velocity to get directional force
|
|
VectorScale( velocity, my_mass/50, velocityMod );
|
|
VectorScale( o_velocity, o_mass/50, o_velocity );
|
|
//figure out the overall magnitude of those 2 directed forces impacting
|
|
magnitude = (DotProduct( o_velocity, velocityMod ) * -1.0f)/500.0f;
|
|
}
|
|
}
|
|
}*/
|
|
|
|
|
|
|
|
// Check For Vehicle On Vehicle Impact (Ramming)
|
|
//-----------------------------------------------
|
|
if ( pSelfVeh &&
|
|
pSelfVeh->m_pVehicleInfo->type!=VH_ANIMAL &&
|
|
pOtherVeh &&
|
|
pSelfVeh->m_pVehicleInfo==pOtherVeh->m_pVehicleInfo
|
|
)
|
|
{
|
|
gentity_t* attacker = self;
|
|
Vehicle_t* attackerVeh = pSelfVeh;
|
|
gentity_t* victim = other;
|
|
Vehicle_t* victimVeh = pOtherVeh;
|
|
|
|
// Is The Attacker Actually Not Attacking?
|
|
//-----------------------------------------
|
|
if (!(attackerVeh->m_ulFlags&VEH_STRAFERAM))
|
|
{
|
|
// Ok, So Is The Victim Actually Attacking?
|
|
//------------------------------------------
|
|
if (victimVeh->m_ulFlags&VEH_STRAFERAM)
|
|
{
|
|
// Ah, Ok. Swap Who Is The Attacker Then
|
|
//----------------------------------------
|
|
attacker = other;
|
|
attackerVeh = pOtherVeh;
|
|
victim = self;
|
|
victimVeh = pSelfVeh;
|
|
}
|
|
else
|
|
{
|
|
// No Attackers, So Stop
|
|
//-----------------------
|
|
attacker = victim = 0;
|
|
}
|
|
}
|
|
|
|
if (attacker && victim)
|
|
{
|
|
// float maxMoveSpeed = pSelfVeh->m_pVehicleInfo->speedMax;
|
|
// float minLockingSpeed = maxMoveSpeed * 0.75;
|
|
|
|
vec3_t attackerMoveDir;
|
|
float attackerMoveSpeed;
|
|
|
|
vec3_t victimMoveDir;
|
|
float victimMoveSpeed;
|
|
vec3_t victimTowardAttacker;
|
|
float victimTowardAttackerDistance;
|
|
vec3_t victimRight;
|
|
float victimRightAccuracy;
|
|
|
|
VectorCopy(attacker->client->ps.velocity, attackerMoveDir);
|
|
VectorCopy(victim->client->ps.velocity, victimMoveDir);
|
|
|
|
attackerMoveSpeed = VectorNormalize(attackerMoveDir);
|
|
victimMoveSpeed = VectorNormalize(victimMoveDir);
|
|
|
|
AngleVectors(victim->currentAngles, 0, victimRight, 0);
|
|
|
|
VectorSubtract(victim->currentOrigin, attacker->currentOrigin, victimTowardAttacker);
|
|
victimTowardAttackerDistance = VectorNormalize(victimTowardAttacker);
|
|
|
|
victimRightAccuracy = DotProduct(victimTowardAttacker, victimRight);
|
|
|
|
if (
|
|
fabsf(victimRightAccuracy)>0.25 // Must Be Exactly Right Or Left
|
|
// && victimTowardAttackerDistance<100.0f // Must Be Close Enough
|
|
// && attackerMoveSpeed>minLockingSpeed // Must be moving fast enough
|
|
// && fabsf(attackerMoveSpeed - victimMoveSpeed)<100 // Both must be going about the same speed
|
|
)
|
|
{
|
|
thrown = true;
|
|
|
|
vec3_t victimRight;
|
|
vec3_t victimAngles;
|
|
VectorCopy(victim->currentAngles, victimAngles);
|
|
victimAngles[2] = 0;
|
|
AngleVectors(victimAngles, 0, victimRight, 0);
|
|
|
|
if (attackerVeh->m_fStrafeTime<0)
|
|
{
|
|
VectorScale(victimRight, -1.0f, victimRight);
|
|
}
|
|
if ( !(victim->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw(victim, victimRight, 250);
|
|
}
|
|
// if (false)
|
|
// {
|
|
// VectorMA(victim->currentOrigin, 250.0f, victimRight, victimRight);
|
|
// CG_DrawEdge(victim->currentOrigin, victimRight, EDGE_IMPACT_POSSIBLE);
|
|
// }
|
|
if (victimVeh->m_pVehicleInfo->iImpactFX)
|
|
{
|
|
G_PlayEffect(victimVeh->m_pVehicleInfo->iImpactFX, victim->currentOrigin, trace->plane.normal );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if ( !self->client || self->client->ps.lastOnGround+300<level.time || ( self->client->ps.lastOnGround+100 < level.time ) )
|
|
{
|
|
vec3_t dir1, dir2;
|
|
float force = 0, dot;
|
|
qboolean vehicleHitOwner = qfalse;
|
|
|
|
if ( other->material == MAT_GLASS || other->material == MAT_GLASS_METAL || other->material == MAT_GRATE1 || ((other->svFlags&SVF_BBRUSH)&&(other->spawnflags&8/*THIN*/)) )//(other->absmax[0]-other->absmin[0]<=32||other->absmax[1]-other->absmin[1]<=32||other->absmax[2]-other->absmin[2]<=32)) )
|
|
{//glass and thin breakable brushes (axially aligned only, unfortunately) take more impact damage
|
|
magnitude *= 2;
|
|
}
|
|
|
|
// See if the vehicle has crashed into the ground.
|
|
if ( pSelfVeh && pSelfVeh->m_pVehicleInfo->type!=VH_ANIMAL)
|
|
{
|
|
if ((magnitude >= 80) && (self->painDebounceTime < level.time))
|
|
{
|
|
|
|
// Setup Some Variables
|
|
//----------------------
|
|
vec3_t vehFwd;
|
|
VectorCopy(velocity, vehFwd);
|
|
float vehSpeed = VectorNormalize(vehFwd);
|
|
float vehToughnessAgainstOther = pSelfVeh->m_pVehicleInfo->toughness;
|
|
float vehHitPercent = fabsf(DotProduct(vehFwd, trace->plane.normal));
|
|
int vehDFlags = DAMAGE_NO_ARMOR;
|
|
bool vehPilotedByPlayer = (pSelfVeh->m_pPilot && pSelfVeh->m_pPilot->s.number<MAX_CLIENTS);
|
|
bool vehInTurbo = (pSelfVeh->m_iTurboTime>level.time);
|
|
|
|
self->painDebounceTime = level.time + 200;
|
|
|
|
|
|
// Modify Magnitude By Hit Percent And Toughness Against Other
|
|
//-------------------------------------------------------------
|
|
if (pSelfVeh->m_ulFlags & VEH_OUTOFCONTROL)
|
|
{
|
|
vehToughnessAgainstOther *= 0.01f; // If Out Of Control, No Damage Resistance
|
|
}
|
|
else
|
|
{
|
|
if (vehPilotedByPlayer)
|
|
{
|
|
vehToughnessAgainstOther *= 1.5f;
|
|
}
|
|
if (other && other->client)
|
|
{
|
|
vehToughnessAgainstOther *= 15.0f; // Very Tough against other clients (NPCS, Player, etc)
|
|
}
|
|
}
|
|
if (vehToughnessAgainstOther>0.0f)
|
|
{
|
|
magnitude *= (vehHitPercent / vehToughnessAgainstOther);
|
|
}
|
|
else
|
|
{
|
|
magnitude *= vehHitPercent;
|
|
}
|
|
|
|
|
|
// If We Hit Architecture
|
|
//------------------------
|
|
if (!other || !other->client)
|
|
{
|
|
// Turbo Hurts
|
|
//-------------
|
|
if (vehInTurbo)
|
|
{
|
|
magnitude *= 5.0f;
|
|
}
|
|
|
|
else if (trace->plane.normal[2]>0.75f && vehHitPercent<0.2f)
|
|
{
|
|
magnitude /= 10.0f;
|
|
}
|
|
|
|
|
|
// If No Pilot, Blow This Thing Now
|
|
//----------------------------------
|
|
if (vehHitPercent>0.9f && !pSelfVeh->m_pPilot && vehSpeed>1000.0f)
|
|
{
|
|
vehDFlags |= DAMAGE_IMPACT_DIE;
|
|
}
|
|
|
|
// If Out Of Control, And We Hit A Wall Or Landed Or Head On
|
|
//------------------------------------------------------------
|
|
if ((pSelfVeh->m_ulFlags&VEH_OUTOFCONTROL) && (vehHitPercent>0.5f || trace->plane.normal[2]<0.5f || velocity[2]<-50.0f))
|
|
{
|
|
vehDFlags |= DAMAGE_IMPACT_DIE;
|
|
}
|
|
|
|
// If This Is A Direct Impact (Debounced By 4 Seconds)
|
|
//-----------------------------------------------------
|
|
if (vehHitPercent>0.9f && (level.time - self->lastImpact)>2000 && vehSpeed>300.0f)
|
|
{
|
|
self->lastImpact = level.time;
|
|
|
|
// The Player Has Harder Requirements to Explode
|
|
//-----------------------------------------------
|
|
if (vehPilotedByPlayer)
|
|
{
|
|
if ((vehHitPercent>0.99f && vehSpeed>1000.0f && !Q_irand(0,30)) ||
|
|
(vehHitPercent>0.999f && vehInTurbo))
|
|
{
|
|
vehDFlags |= DAMAGE_IMPACT_DIE;
|
|
}
|
|
}
|
|
else if (player && G_IsRidingVehicle(player) &&
|
|
(Distance(self->currentOrigin, player->currentOrigin)<800.0f) &&
|
|
(vehInTurbo || !Q_irand(0,1) || vehHitPercent>0.999f))
|
|
{
|
|
vehDFlags |= DAMAGE_IMPACT_DIE;
|
|
}
|
|
}
|
|
|
|
// Make Sure He Dies This Time. I will accept no excuses.
|
|
//---------------------------------------------------------
|
|
if (vehDFlags&DAMAGE_IMPACT_DIE)
|
|
{
|
|
// If close enough To The PLayer
|
|
if (player &&
|
|
G_IsRidingVehicle(player) &&
|
|
self->owner &&
|
|
Distance(self->currentOrigin, player->currentOrigin)<500.0f)
|
|
{
|
|
player->lastEnemy = self->owner;
|
|
G_StartMatrixEffect(player, MEF_LOOK_AT_ENEMY|MEF_NO_RANGEVAR|MEF_NO_VERTBOB|MEF_NO_SPIN, 1000);
|
|
}
|
|
magnitude = 100000.0f;
|
|
}
|
|
}
|
|
|
|
if (magnitude>10.0f)
|
|
{
|
|
// Play The Impact Effect
|
|
//------------------------
|
|
if (pSelfVeh->m_pVehicleInfo->iImpactFX && vehSpeed>100.0f)
|
|
{
|
|
G_PlayEffect( pSelfVeh->m_pVehicleInfo->iImpactFX, self->currentOrigin, trace->plane.normal );
|
|
}
|
|
|
|
// Set The Crashing Flag And Pain Debounce Time
|
|
//----------------------------------------------
|
|
pSelfVeh->m_ulFlags |= VEH_CRASHING;
|
|
}
|
|
|
|
G_Damage( self, player, player, NULL, self->currentOrigin, magnitude, vehDFlags, MOD_FALLING );//FIXME: MOD_IMPACT
|
|
}
|
|
|
|
if ( self->owner == other || self->activator == other )
|
|
{//hit owner/activator
|
|
if ( self->m_pVehicle && !self->m_pVehicle->m_pVehicleInfo->Inhabited( self->m_pVehicle ) )
|
|
{//empty swoop
|
|
if ( self->client->respawnTime - level.time < 1000 )
|
|
{//just spawned in a second ago
|
|
//don't actually damage or throw him...
|
|
vehicleHitOwner = qtrue;
|
|
}
|
|
}
|
|
}
|
|
//if 2 vehicles on same side hit each other, tone it down
|
|
//NOTE: we do this here because we still want the impact effect
|
|
if ( pOtherVeh )
|
|
{
|
|
if ( self->client->playerTeam == other->client->playerTeam )
|
|
{
|
|
magnitude /= 25;
|
|
}
|
|
}
|
|
}
|
|
else if ( self->client
|
|
&& (PM_InKnockDown( &self->client->ps )||(self->client->ps.eFlags&EF_FORCE_GRIPPED))
|
|
&& magnitude >= 120 )
|
|
{//FORCE-SMACKED into something
|
|
if ( TIMER_Done( self, "impactEffect" ) )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "env/impact_dustonly" ), trace->endpos, trace->plane.normal );
|
|
G_Sound( self, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
|
|
TIMER_Set( self, "impactEffect", 1000 );
|
|
}
|
|
}
|
|
|
|
//damage them
|
|
if ( magnitude >= 100 && other->s.number < ENTITYNUM_WORLD )
|
|
{
|
|
VectorCopy( velocity, dir1 );
|
|
VectorNormalize( dir1 );
|
|
if( VectorCompare( other->currentOrigin, vec3_origin ) )
|
|
{//a brush with no origin
|
|
VectorCopy ( dir1, dir2 );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( other->currentOrigin, self->currentOrigin, dir2 );
|
|
VectorNormalize( dir2 );
|
|
}
|
|
|
|
dot = DotProduct( dir1, dir2 );
|
|
|
|
if ( dot >= 0.2 )
|
|
{
|
|
force = dot;
|
|
}
|
|
else
|
|
{
|
|
force = 0;
|
|
}
|
|
|
|
force *= (magnitude/50);
|
|
|
|
int cont = gi.pointcontents( other->absmax, other->s.number );
|
|
if( (cont&CONTENTS_WATER) )
|
|
{//water absorbs 2/3 velocity
|
|
force *= 0.33333f;
|
|
}
|
|
|
|
if ( self->NPC && other->s.number == ENTITYNUM_WORLD )
|
|
{//NPCs take less damage
|
|
force *= 0.5f;
|
|
}
|
|
|
|
if ( self->s.number >= MAX_CLIENTS && self->client && (PM_InKnockDown( &self->client->ps )||self->client->ps.eFlags&EF_FORCE_GRIPPED) )
|
|
{//NPC: I was knocked down or being gripped, impact should be harder
|
|
//FIXME: what if I was just thrown - force pushed/pulled or thrown from a grip?
|
|
force *= 10;
|
|
}
|
|
|
|
//FIXME: certain NPCs/entities should be TOUGH - like Ion Cannons, AT-STs, Mark1 droids, etc.
|
|
if ( pOtherVeh )
|
|
{//if hit another vehicle, take their toughness into account, too
|
|
force /= pOtherVeh->m_pVehicleInfo->toughness;
|
|
}
|
|
|
|
if( ( (force >= 1 || pSelfVeh) && other->s.number>=MAX_CLIENTS ) || force >= 10)
|
|
{
|
|
/*
|
|
dprint("Damage other (");
|
|
dprint(loser.classname);
|
|
dprint("): ");
|
|
dprint(ftos(force));
|
|
dprint("\n");
|
|
*/
|
|
if ( other->svFlags & SVF_GLASS_BRUSH )
|
|
{
|
|
other->splashRadius = (float)(self->maxs[0] - self->mins[0])/4.0f;
|
|
}
|
|
|
|
if ( pSelfVeh )
|
|
{//if in a vehicle when land on someone, always knockdown, throw, damage
|
|
if ( !vehicleHitOwner )
|
|
{//didn't hit owner
|
|
// If the player was hit don't make the damage so bad...
|
|
if ( other && other->s.number<MAX_CLIENTS )
|
|
{
|
|
force *= 0.5f;
|
|
}
|
|
//Hmm, maybe knockdown?
|
|
if ( !(other->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( other, dir2, force );
|
|
}
|
|
G_Knockdown( other, self, dir2, force, qtrue );
|
|
G_Damage( other, self, self, velocity, self->currentOrigin, force, DAMAGE_NO_ARMOR|DAMAGE_EXTRA_KNOCKBACK, MOD_IMPACT );
|
|
}
|
|
}
|
|
else if ( self->forcePushTime > level.time - 1000//was force pushed/pulled in the last 1600 milliseconds
|
|
&& self->forcePuller == other->s.number>=MAX_CLIENTS )//hit the person who pushed/pulled me
|
|
{//ignore the impact
|
|
}
|
|
else if ( other->takedamage )
|
|
{
|
|
if ( !self->client || other->s.number<MAX_CLIENTS || !other->client )
|
|
{//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player
|
|
if ( other->client //he's a client
|
|
&& self->client //I'm a client
|
|
&& other->client->ps.forceGripEntityNum == self->s.number )//he's force-gripping me
|
|
{//don't damage the other guy if he's gripping me
|
|
}
|
|
else
|
|
{
|
|
G_Damage( other, self, self, velocity, self->currentOrigin, floor(force), DAMAGE_NO_ARMOR, MOD_IMPACT );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GEntity_PainFunc( other, self, self, self->currentOrigin, force, MOD_IMPACT );
|
|
//Hmm, maybe knockdown?
|
|
if (!thrown)
|
|
{
|
|
if ( !(other->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( other, dir2, force );
|
|
}
|
|
}
|
|
}
|
|
if ( other->health > 0 )
|
|
{//still alive?
|
|
//TODO: if someone was thrown through the air (in a knockdown or being gripped)
|
|
// and they hit me hard enough, knock me down
|
|
if ( other->client )
|
|
{
|
|
if ( self->client )
|
|
{
|
|
if ( PM_InKnockDown( &self->client->ps ) || (self->client->ps.eFlags&EF_FORCE_GRIPPED) )
|
|
{
|
|
G_Knockdown( other, self, dir2, Q_irand( 200, 400 ), qtrue );
|
|
}
|
|
}
|
|
else if ( self->forcePuller != ENTITYNUM_NONE
|
|
&& g_entities[self->forcePuller].client
|
|
&& self->mass > Q_irand( 50, 100 ) )
|
|
{
|
|
G_Knockdown( other, &g_entities[self->forcePuller], dir2, Q_irand( 200, 400 ), qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Hmm, maybe knockdown?
|
|
if (!thrown)
|
|
{
|
|
if ( !(other->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( other, dir2, force );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( damageSelf && self->takedamage && !(self->flags&FL_NO_IMPACT_DMG))
|
|
{
|
|
//Now damage me
|
|
//FIXME: more lenient falling damage, especially for when driving a vehicle
|
|
if ( pSelfVeh && self->client->ps.forceJumpZStart )
|
|
{//we were force-jumping
|
|
if ( self->currentOrigin[2] >= self->client->ps.forceJumpZStart )
|
|
{//we landed at same height or higher than we landed
|
|
magnitude = 0;
|
|
}
|
|
else
|
|
{//FIXME: take off some of it, at least?
|
|
magnitude = (self->client->ps.forceJumpZStart-self->currentOrigin[2])/3;
|
|
}
|
|
}
|
|
|
|
if( ( magnitude >= 100 + self->health
|
|
&& self->s.number >= MAX_CLIENTS
|
|
&& self->s.weapon != WP_SABER )
|
|
|| self->client->NPC_class == CLASS_VEHICLE
|
|
|| ( magnitude >= 700 ) )//health here is used to simulate structural integrity
|
|
{
|
|
if ( (self->s.weapon == WP_SABER || self->s.number<MAX_CLIENTS || (self->client&&(self->client->NPC_class==CLASS_BOBAFETT||self->client->NPC_class==CLASS_ROCKETTROOPER))) && self->client && self->client->ps.groundEntityNum < ENTITYNUM_NONE && magnitude < 1000 )
|
|
{//players and jedi take less impact damage
|
|
//allow for some lenience on high falls
|
|
magnitude /= 2;
|
|
}
|
|
//drop it some (magic number... sigh)
|
|
magnitude /= 40;
|
|
//If damage other, subtract half of that damage off of own injury
|
|
if ( other->bmodel && other->material != MAT_GLASS )
|
|
{//take off only a little because we broke architecture (not including glass), that should hurt
|
|
magnitude = magnitude - force/8;
|
|
}
|
|
else
|
|
{//take off half damage we did to it
|
|
magnitude = magnitude - force/2;
|
|
}
|
|
|
|
if ( pSelfVeh )
|
|
{
|
|
//FIXME: if hit another vehicle, take their toughness into
|
|
// account, too? Or should their toughness only matter
|
|
// when they hit me?
|
|
magnitude /= pSelfVeh->m_pVehicleInfo->toughness * 1000.0f;
|
|
if ( other->bmodel && other->material != MAT_GLASS )
|
|
{//broke through some architecture, take a good amount of damage
|
|
}
|
|
else if ( pOtherVeh )
|
|
{//they're tougher
|
|
//magnitude /= 4.0f;//FIXME: get the toughness of other from vehicles.cfg
|
|
}
|
|
else
|
|
{//take some off because of give
|
|
//NOTE: this covers all other entities and impact with world...
|
|
//FIXME: certain NPCs/entities should be TOUGH - like Ion Cannons, AT-STs, Mark1 droids, etc.
|
|
magnitude /= 10.0f;
|
|
}
|
|
if ( magnitude < 1.0f )
|
|
{
|
|
magnitude = 0;
|
|
}
|
|
}
|
|
if ( magnitude >= 1 )
|
|
{
|
|
//FIXME: Put in a thingtype impact sound function
|
|
/*
|
|
dprint("Damage self (");
|
|
dprint(self.classname);
|
|
dprint("): ");
|
|
dprint(ftos(magnitude));
|
|
dprint("\n");
|
|
*/
|
|
if ( self->NPC && self->s.weapon == WP_SABER )
|
|
{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
|
|
magnitude = 0;
|
|
}
|
|
G_Damage( self, NULL, NULL, NULL, self->currentOrigin, magnitude/2, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT
|
|
}
|
|
}
|
|
}
|
|
|
|
//FIXME: slow my velocity some?
|
|
|
|
|
|
|
|
/*
|
|
if(self.flags&FL_ONGROUND)
|
|
self.last_onground=time;
|
|
*/
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientImpacts
|
|
==============
|
|
*/
|
|
void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
|
|
int i, j;
|
|
trace_t trace;
|
|
gentity_t *other;
|
|
|
|
memset( &trace, 0, sizeof( trace ) );
|
|
for (i=0 ; i<pm->numtouch ; i++) {
|
|
for (j=0 ; j<i ; j++) {
|
|
if (pm->touchents[j] == pm->touchents[i] ) {
|
|
break;
|
|
}
|
|
}
|
|
if (j != i) {
|
|
continue; // duplicated
|
|
}
|
|
other = &g_entities[ pm->touchents[i] ];
|
|
|
|
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) { // last check unneccessary
|
|
GEntity_TouchFunc( ent, other, &trace );
|
|
}
|
|
|
|
if ( other->e_TouchFunc == touchF_NULL ) { // not needed, but I'll leave it I guess (cache-hit issues)
|
|
continue;
|
|
}
|
|
GEntity_TouchFunc( other, ent, &trace );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_TouchTriggersLerped
|
|
|
|
Find all trigger entities that ent's current position touches.
|
|
Spectators will only interact with teleporters.
|
|
|
|
This version checks at 6 unit steps between last and current origins
|
|
============
|
|
*/
|
|
void G_TouchTriggersLerped( gentity_t *ent ) {
|
|
int i, num;
|
|
float dist, curDist = 0;
|
|
gentity_t *touch[MAX_GENTITIES], *hit;
|
|
trace_t trace;
|
|
vec3_t end, mins, maxs, diff;
|
|
const vec3_t range = { 40, 40, 52 };
|
|
qboolean touched[MAX_GENTITIES];
|
|
qboolean done = qfalse;
|
|
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
|
|
// dead NPCs don't activate triggers!
|
|
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( ent->s.number>=MAX_CLIENTS )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
for ( int j = 0; j < 3; j++ )
|
|
{
|
|
assert( !Q_isnan(ent->currentOrigin[j]));
|
|
assert( !Q_isnan(ent->lastOrigin[j]));
|
|
}
|
|
#endif// _DEBUG
|
|
VectorSubtract( ent->currentOrigin, ent->lastOrigin, diff );
|
|
dist = VectorNormalize( diff );
|
|
#ifdef _DEBUG
|
|
assert( (dist<1024) && "insane distance in G_TouchTriggersLerped!" );
|
|
#endif// _DEBUG
|
|
|
|
if ( dist > 1024 )
|
|
{
|
|
return;
|
|
}
|
|
memset (touched, qfalse, sizeof(touched) );
|
|
|
|
for ( curDist = 0; !done && ent->maxs[1]>0; curDist += (float)ent->maxs[1]/2.0f )
|
|
{
|
|
if ( curDist >= dist )
|
|
{
|
|
VectorCopy( ent->currentOrigin, end );
|
|
done = qtrue;
|
|
}
|
|
else
|
|
{
|
|
VectorMA( ent->lastOrigin, curDist, diff, end );
|
|
}
|
|
VectorSubtract( end, range, mins );
|
|
VectorAdd( end, range, maxs );
|
|
|
|
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
// can't use ent->absmin, because that has a one unit pad
|
|
VectorAdd( end, ent->mins, mins );
|
|
VectorAdd( end, ent->maxs, maxs );
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
hit = touch[i];
|
|
|
|
if ( (hit->e_TouchFunc == touchF_NULL) && (ent->e_TouchFunc == touchF_NULL) ) {
|
|
continue;
|
|
}
|
|
if ( !( hit->contents & CONTENTS_TRIGGER ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( touched[i] == qtrue ) {
|
|
continue;//already touched this move
|
|
}
|
|
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( Q_stricmp( "trigger_teleport", hit->classname ) || !(hit->spawnflags&16/*TTSF_DEAD_OK*/) )
|
|
{//dead clients can only touch tiogger_teleports that are marked as touchable
|
|
continue;
|
|
}
|
|
}
|
|
// use seperate code for determining if an item is picked up
|
|
// so you don't have to actually contact its bounding box
|
|
/*
|
|
if ( hit->s.eType == ET_ITEM ) {
|
|
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
|
|
continue;
|
|
}
|
|
} else */
|
|
{
|
|
if ( !gi.EntityContact( mins, maxs, hit ) ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
touched[i] = qtrue;
|
|
|
|
memset( &trace, 0, sizeof(trace) );
|
|
|
|
if ( hit->e_TouchFunc != touchF_NULL ) {
|
|
GEntity_TouchFunc(hit, ent, &trace);
|
|
}
|
|
|
|
//WTF? Why would a trigger ever fire off the NPC's touch func??!!!
|
|
/*
|
|
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) {
|
|
GEntity_TouchFunc( ent, hit, &trace );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_TouchTriggers
|
|
|
|
Find all trigger entities that ent's current position touches.
|
|
Spectators will only interact with teleporters.
|
|
============
|
|
*/
|
|
void G_TouchTriggers( gentity_t *ent ) {
|
|
int i, num;
|
|
gentity_t *touch[MAX_GENTITIES], *hit;
|
|
trace_t trace;
|
|
vec3_t mins, maxs;
|
|
const vec3_t range = { 40, 40, 52 };
|
|
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
|
|
// dead clients don't activate triggers!
|
|
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( ent->client->ps.origin, range, mins );
|
|
VectorAdd( ent->client->ps.origin, range, maxs );
|
|
|
|
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
// can't use ent->absmin, because that has a one unit pad
|
|
VectorAdd( ent->client->ps.origin, ent->mins, mins );
|
|
VectorAdd( ent->client->ps.origin, ent->maxs, maxs );
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
hit = touch[i];
|
|
|
|
if ( (hit->e_TouchFunc == touchF_NULL) && (ent->e_TouchFunc == touchF_NULL) ) {
|
|
continue;
|
|
}
|
|
if ( !( hit->contents & CONTENTS_TRIGGER ) ) {
|
|
continue;
|
|
}
|
|
|
|
// use seperate code for determining if an item is picked up
|
|
// so you don't have to actually contact its bounding box
|
|
/*
|
|
if ( hit->s.eType == ET_ITEM ) {
|
|
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
|
|
continue;
|
|
}
|
|
} else */
|
|
{
|
|
if ( !gi.EntityContact( mins, maxs, hit ) ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
memset( &trace, 0, sizeof(trace) );
|
|
|
|
if ( hit->e_TouchFunc != touchF_NULL ) {
|
|
GEntity_TouchFunc(hit, ent, &trace);
|
|
}
|
|
|
|
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) {
|
|
GEntity_TouchFunc( ent, hit, &trace );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
G_MoverTouchTriggers
|
|
|
|
Find all trigger entities that ent's current position touches.
|
|
Spectators will only interact with teleporters.
|
|
============
|
|
*/
|
|
void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg )
|
|
{
|
|
int i, num;
|
|
float step, stepSize, dist;
|
|
gentity_t *touch[MAX_GENTITIES], *hit;
|
|
trace_t trace;
|
|
vec3_t mins, maxs, dir, size, checkSpot;
|
|
const vec3_t range = { 40, 40, 52 };
|
|
|
|
// non-moving movers don't hit triggers!
|
|
if ( !VectorLengthSquared( ent->s.pos.trDelta ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( ent->mins, ent->maxs, size );
|
|
stepSize = VectorLength( size );
|
|
if ( stepSize < 1 )
|
|
{
|
|
stepSize = 1;
|
|
}
|
|
|
|
VectorSubtract( ent->currentOrigin, oldOrg, dir );
|
|
dist = VectorNormalize( dir );
|
|
for ( step = 0; step <= dist; step += stepSize )
|
|
{
|
|
VectorMA( ent->currentOrigin, step, dir, checkSpot );
|
|
VectorSubtract( checkSpot, range, mins );
|
|
VectorAdd( checkSpot, range, maxs );
|
|
|
|
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
// can't use ent->absmin, because that has a one unit pad
|
|
VectorAdd( checkSpot, ent->mins, mins );
|
|
VectorAdd( checkSpot, ent->maxs, maxs );
|
|
|
|
for ( i=0 ; i<num ; i++ )
|
|
{
|
|
hit = touch[i];
|
|
|
|
if ( hit->s.eType != ET_PUSH_TRIGGER )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( hit->e_TouchFunc == touchF_NULL )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( !( hit->contents & CONTENTS_TRIGGER ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
if ( !gi.EntityContact( mins, maxs, hit ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
memset( &trace, 0, sizeof(trace) );
|
|
|
|
if ( hit->e_TouchFunc != touchF_NULL )
|
|
{
|
|
GEntity_TouchFunc(hit, ent, &trace);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_MatchPlayerWeapon( gentity_t *ent )
|
|
{
|
|
if ( g_entities[0].inuse && g_entities[0].client )
|
|
{//player is around
|
|
int newWeap;
|
|
if ( g_entities[0].client->ps.weapon > WP_CONCUSSION )
|
|
{
|
|
newWeap = WP_BLASTER_PISTOL;
|
|
}
|
|
else
|
|
{
|
|
newWeap = g_entities[0].client->ps.weapon;
|
|
}
|
|
if ( newWeap != WP_NONE && ent->client->ps.weapon != newWeap )
|
|
{
|
|
G_RemoveWeaponModels( ent );
|
|
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << newWeap );
|
|
ent->client->ps.ammo[weaponData[newWeap].ammoIndex] = 999;
|
|
ChangeWeapon( ent, newWeap );
|
|
ent->client->ps.weapon = newWeap;
|
|
ent->client->ps.weaponstate = WEAPON_READY;
|
|
if ( newWeap == WP_SABER )
|
|
{
|
|
//FIXME: AddSound/Sight Event
|
|
int numSabers = WP_SaberInitBladeData( ent );
|
|
WP_SaberAddG2SaberModels( ent );
|
|
for ( int saberNum = 0; saberNum < numSabers; saberNum++ )
|
|
{
|
|
//G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saber[saberNum].model, ent->handRBolt, 0 );
|
|
ent->client->ps.saber[saberNum].type = g_entities[0].client->ps.saber[saberNum].type;
|
|
for ( int bladeNum = 0; bladeNum < ent->client->ps.saber[saberNum].numBlades; bladeNum++ )
|
|
{
|
|
ent->client->ps.saber[saberNum].blade[0].active = g_entities[0].client->ps.saber[saberNum].blade[bladeNum].active;
|
|
ent->client->ps.saber[saberNum].blade[0].length = g_entities[0].client->ps.saber[saberNum].blade[bladeNum].length;
|
|
}
|
|
}
|
|
ent->client->ps.saberAnimLevel = g_entities[0].client->ps.saberAnimLevel;
|
|
ent->client->ps.saberStylesKnown = g_entities[0].client->ps.saberStylesKnown;
|
|
}
|
|
else
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[newWeap].weaponMdl, ent->handRBolt, 0 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_NPCMunroMatchPlayerWeapon( gentity_t *ent )
|
|
{
|
|
//special uber hack for cinematic players to match player's weapon
|
|
if ( !in_camera )
|
|
{
|
|
if ( ent && ent->client && ent->NPC && (ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON) )
|
|
{//we're a Player NPC
|
|
G_MatchPlayerWeapon( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientTimerActions
|
|
|
|
Actions that happen once a second
|
|
==================
|
|
*/
|
|
void ClientTimerActions( gentity_t *ent, int msec ) {
|
|
gclient_t *client;
|
|
|
|
client = ent->client;
|
|
client->timeResidual += msec;
|
|
|
|
while ( client->timeResidual >= 1000 )
|
|
{
|
|
client->timeResidual -= 1000;
|
|
|
|
if ( ent->s.weapon != WP_NONE )
|
|
{
|
|
ent->client->sess.missionStats.weaponUsed[ent->s.weapon]++;
|
|
}
|
|
// if we've got the seeker powerup, see if we can shoot it at someone
|
|
/* if ( ent->client->ps.powerups[PW_SEEKER] > level.time )
|
|
{
|
|
vec3_t seekerPos, dir;
|
|
gentity_t *enemy = SeekerAcquiresTarget( ent, seekerPos );
|
|
|
|
if ( enemy != NULL ) // set the client's enemy to a valid target
|
|
{
|
|
FireSeeker( ent, enemy, seekerPos, dir );
|
|
|
|
gentity_t *tent;
|
|
tent = G_TempEntity( seekerPos, EV_POWERUP_SEEKER_FIRE );
|
|
VectorCopy( dir, tent->pos1 );
|
|
tent->s.eventParm = ent->s.number;
|
|
}
|
|
}*/
|
|
if ( (ent->flags&FL_OVERCHARGED_HEALTH) )
|
|
{//need to gradually reduce health back to max
|
|
if ( ent->health > ent->client->ps.stats[STAT_MAX_HEALTH] )
|
|
{//decrement it
|
|
ent->health--;
|
|
ent->client->ps.stats[STAT_HEALTH] = ent->health;
|
|
}
|
|
else
|
|
{//done
|
|
ent->flags &= ~FL_OVERCHARGED_HEALTH;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
ClientIntermissionThink
|
|
====================
|
|
*/
|
|
static qboolean ClientCinematicThink( gclient_t *client ) {
|
|
client->ps.eFlags &= ~EF_FIRING;
|
|
|
|
// swap button actions
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = client->usercmd.buttons;
|
|
if ( client->buttons & ( BUTTON_USE ) & ( client->oldbuttons ^ client->buttons ) ) {
|
|
return( qtrue );
|
|
}
|
|
return( qfalse );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
ClientEvents
|
|
|
|
Events will be passed on to the clients for presentation,
|
|
but any server game effects are handled here
|
|
================
|
|
*/
|
|
extern void WP_SabersDamageTrace( gentity_t *ent, qboolean noEffects = qfalse );
|
|
extern void WP_SaberUpdateOldBladeData( gentity_t *ent );
|
|
void ClientEvents( gentity_t *ent, int oldEventSequence ) {
|
|
int i;
|
|
int event;
|
|
gclient_t *client;
|
|
//int damage;
|
|
qboolean fired;
|
|
|
|
client = ent->client;
|
|
|
|
fired = qfalse;
|
|
|
|
for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
|
|
event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
|
|
|
|
switch ( event ) {
|
|
case EV_FALL_MEDIUM:
|
|
case EV_FALL_FAR://these come from bg_pmove, PM_CrashLand
|
|
if ( ent->s.eType != ET_PLAYER ) {
|
|
break; // not in the player model
|
|
}
|
|
/*
|
|
//FIXME: isn't there a more accurate way to calculate damage from falls?
|
|
if ( event == EV_FALL_FAR )
|
|
{
|
|
damage = 50;
|
|
}
|
|
else
|
|
{
|
|
damage = 25;
|
|
}
|
|
ent->painDebounceTime = level.time + 200; // no normal pain sound
|
|
G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
|
|
*/
|
|
break;
|
|
|
|
case EV_FIRE_WEAPON:
|
|
#ifndef FINAL_BUILD
|
|
if ( fired ) {
|
|
gi.Printf( "DOUBLE EV_FIRE_WEAPON AND-OR EV_ALT_FIRE!!\n" );
|
|
}
|
|
#endif
|
|
fired = qtrue;
|
|
FireWeapon( ent, qfalse );
|
|
#ifdef _XBOX
|
|
extern int Sys_Milliseconds();
|
|
if (ent->s.clientNum == 0)
|
|
g_lastFireTime = Sys_Milliseconds();
|
|
#endif
|
|
break;
|
|
|
|
case EV_ALT_FIRE:
|
|
#ifndef FINAL_BUILD
|
|
if ( fired ) {
|
|
gi.Printf( "DOUBLE EV_FIRE_WEAPON AND-OR EV_ALT_FIRE!!\n" );
|
|
}
|
|
#endif
|
|
fired = qtrue;
|
|
FireWeapon( ent, qtrue );
|
|
#ifdef _XBOX
|
|
if (ent->s.clientNum == 0)
|
|
g_lastFireTime = Sys_Milliseconds();
|
|
#endif
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
//by the way, if you have your saber in hand and it's on, do the damage trace
|
|
if ( client->ps.weapon == WP_SABER )
|
|
{
|
|
if ( g_timescale->value >= 1.0f || !(client->ps.forcePowersActive&(1<<FP_SPEED)) )
|
|
{
|
|
int wait = FRAMETIME/2;
|
|
//sanity check
|
|
if ( client->ps.saberDamageDebounceTime - level.time > wait )
|
|
{//when you unpause the game with force speed on, the time gets *really* wiggy...
|
|
client->ps.saberDamageDebounceTime = level.time + wait;
|
|
}
|
|
if ( client->ps.saberDamageDebounceTime <= level.time )
|
|
{
|
|
WP_SabersDamageTrace( ent );
|
|
WP_SaberUpdateOldBladeData( ent );
|
|
/*
|
|
if ( g_timescale->value&&client->ps.clientNum==0&&!player_locked&&!MatrixMode&&client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
wait = floor( (float)wait*g_timescale->value );
|
|
}
|
|
*/
|
|
client->ps.saberDamageDebounceTime = level.time + wait;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_ThrownDeathAnimForDeathAnim( gentity_t *hitEnt, vec3_t impactPoint )
|
|
{
|
|
int anim = -1;
|
|
if ( !hitEnt || !hitEnt->client )
|
|
{
|
|
return;
|
|
}
|
|
switch ( hitEnt->client->ps.legsAnim )
|
|
{
|
|
case BOTH_DEATH9://fall to knees, fall over
|
|
case BOTH_DEATH10://fall to knees, fall over
|
|
case BOTH_DEATH11://fall to knees, fall over
|
|
case BOTH_DEATH13://stumble back, fall over
|
|
case BOTH_DEATH17://jerky fall to knees, fall over
|
|
case BOTH_DEATH18://grab gut, fall to knees, fall over
|
|
case BOTH_DEATH19://grab gut, fall to knees, fall over
|
|
case BOTH_DEATH20://grab shoulder, fall forward
|
|
case BOTH_DEATH21://grab shoulder, fall forward
|
|
case BOTH_DEATH3://knee collapse, twist & fall forward
|
|
case BOTH_DEATH7://knee collapse, twist & fall forward
|
|
{
|
|
vec3_t dir2Impact, fwdAngles, facing;
|
|
VectorSubtract( impactPoint, hitEnt->currentOrigin, dir2Impact );
|
|
dir2Impact[2] = 0;
|
|
VectorNormalize( dir2Impact );
|
|
VectorSet( fwdAngles, 0, hitEnt->client->ps.viewangles[YAW], 0 );
|
|
AngleVectors( fwdAngles, facing, NULL, NULL );
|
|
float dot = DotProduct( facing, dir2Impact );//-1 = hit in front, 0 = hit on side, 1 = hit in back
|
|
if ( dot > 0.5f )
|
|
{//kicked in chest, fly backward
|
|
switch ( Q_irand( 0, 4 ) )
|
|
{//FIXME: don't start at beginning of anim?
|
|
case 0:
|
|
anim = BOTH_DEATH1;//thrown backwards
|
|
break;
|
|
case 1:
|
|
anim = BOTH_DEATH2;//fall backwards
|
|
break;
|
|
case 2:
|
|
anim = BOTH_DEATH15;//roll over backwards
|
|
break;
|
|
case 3:
|
|
anim = BOTH_DEATH22;//fast fall back
|
|
break;
|
|
case 4:
|
|
anim = BOTH_DEATH23;//fast fall back
|
|
break;
|
|
}
|
|
}
|
|
else if ( dot < -0.5f )
|
|
{//kicked in back, fly forward
|
|
switch ( Q_irand( 0, 5 ) )
|
|
{//FIXME: don't start at beginning of anim?
|
|
case 0:
|
|
anim = BOTH_DEATH14;
|
|
break;
|
|
case 1:
|
|
anim = BOTH_DEATH24;
|
|
break;
|
|
case 2:
|
|
anim = BOTH_DEATH25;
|
|
break;
|
|
case 3:
|
|
anim = BOTH_DEATH4;//thrown forwards
|
|
break;
|
|
case 4:
|
|
anim = BOTH_DEATH5;//thrown forwards
|
|
break;
|
|
case 5:
|
|
anim = BOTH_DEATH16;//thrown forwards
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{//hit on side, spin
|
|
switch ( Q_irand( 0, 2 ) )
|
|
{//FIXME: don't start at beginning of anim?
|
|
case 0:
|
|
anim = BOTH_DEATH12;
|
|
break;
|
|
case 1:
|
|
anim = BOTH_DEATH14;
|
|
break;
|
|
case 2:
|
|
anim = BOTH_DEATH15;
|
|
break;
|
|
case 3:
|
|
anim = BOTH_DEATH6;
|
|
break;
|
|
case 4:
|
|
anim = BOTH_DEATH8;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
NPC_SetAnim( hitEnt, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
|
|
gentity_t *G_KickTrace( gentity_t *ent, vec3_t kickDir, float kickDist, vec3_t kickEnd, int kickDamage, float kickPush, qboolean doSoundOnWalls )
|
|
{
|
|
vec3_t traceOrg, traceEnd, kickMins={-2,-2,-2}, kickMaxs={2,2,2};
|
|
trace_t trace;
|
|
gentity_t *hitEnt = NULL;
|
|
//FIXME: variable kick height?
|
|
if ( kickEnd && !VectorCompare( kickEnd, vec3_origin ) )
|
|
{//they passed us the end point of the trace, just use that
|
|
//this makes the trace flat
|
|
VectorSet( traceOrg, ent->currentOrigin[0], ent->currentOrigin[1], kickEnd[2] );
|
|
VectorCopy( kickEnd, traceEnd );
|
|
}
|
|
else
|
|
{//extrude
|
|
VectorSet( traceOrg, ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2]+ent->maxs[2]*0.5f );
|
|
VectorMA( traceOrg, kickDist, kickDir, traceEnd );
|
|
}
|
|
|
|
gi.trace( &trace, traceOrg, kickMins, kickMaxs, traceEnd, ent->s.number, MASK_SHOT );//clipmask ok?
|
|
if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid && trace.entityNum < ENTITYNUM_NONE )
|
|
{
|
|
hitEnt = &g_entities[trace.entityNum];
|
|
if ( ent->client->ps.lastKickedEntNum != trace.entityNum )
|
|
{
|
|
TIMER_Remove( ent, "kickSoundDebounce" );
|
|
ent->client->ps.lastKickedEntNum = trace.entityNum;
|
|
}
|
|
if ( hitEnt )
|
|
{//we hit an entity
|
|
if ( hitEnt->client )
|
|
{
|
|
if ( !(hitEnt->client->ps.pm_flags&PMF_TIME_KNOCKBACK)
|
|
&& TIMER_Done( hitEnt, "kickedDebounce" ) )//not already flying through air? Intended to stop multiple hits, but...
|
|
{//FIXME: this should not always work
|
|
if ( PM_InKnockDown( &hitEnt->client->ps )
|
|
&& !PM_InGetUp( &hitEnt->client->ps ) )
|
|
{//don't hit people who are knocked down or being knocked down (okay to hit people getting up, though)
|
|
return NULL;
|
|
}
|
|
if ( PM_InRoll( &hitEnt->client->ps ) )
|
|
{//can't hit people who are rolling
|
|
return NULL;
|
|
}
|
|
//don't hit same ent more than once per kick
|
|
if ( hitEnt->takedamage )
|
|
{//hurt it
|
|
G_Damage( hitEnt, ent, ent, kickDir, trace.endpos, kickDamage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_KILL, MOD_MELEE );
|
|
}
|
|
//do kick hit sound and impact effect
|
|
if ( TIMER_Done( ent, "kickSoundDebounce" ) )
|
|
{
|
|
if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
|
|
{
|
|
G_Sound( ent, G_SoundIndex( "sound/movers/objects/saber_slam" ) );
|
|
}
|
|
else
|
|
{
|
|
vec3_t fxOrg, fxDir;
|
|
VectorCopy( kickDir, fxDir );
|
|
VectorMA( trace.endpos, Q_flrand( 5.0f, 10.0f ), fxDir, fxOrg );
|
|
VectorScale( fxDir, -1, fxDir );
|
|
G_PlayEffect( G_EffectIndex( "melee/kick_impact" ), fxOrg, fxDir );
|
|
//G_Sound( ent, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
|
|
}
|
|
TIMER_Set( ent, "kickSoundDebounce", 2000 );
|
|
}
|
|
TIMER_Set( hitEnt, "kickedDebounce", 1000 );
|
|
if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
|
|
{//hit in head
|
|
if ( hitEnt->health > 0 )
|
|
{//knock down
|
|
if ( kickPush >= 150.0f/*75.0f*/ && !Q_irand( 0, 1 ) )
|
|
{//knock them down
|
|
if ( !(hitEnt->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( hitEnt, kickDir, kickPush/3.0f );
|
|
}
|
|
G_Knockdown( hitEnt, ent, kickDir, 300, qtrue );
|
|
}
|
|
else
|
|
{//force them to play a pain anim
|
|
if ( hitEnt->s.number < MAX_CLIENTS )
|
|
{
|
|
NPC_SetPainEvent( hitEnt );
|
|
}
|
|
else
|
|
{
|
|
GEntity_PainFunc( hitEnt, ent, ent, hitEnt->currentOrigin, 0, MOD_MELEE );
|
|
}
|
|
}
|
|
//just so we don't hit him again...
|
|
hitEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
hitEnt->client->ps.pm_time = 100;
|
|
}
|
|
else
|
|
{
|
|
if ( !(hitEnt->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( hitEnt, kickDir, kickPush );
|
|
}
|
|
//see if we should play a better looking death on them
|
|
G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos );
|
|
}
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_GETUP_BROLL_B
|
|
|| ent->client->ps.legsAnim == BOTH_GETUP_BROLL_F
|
|
|| ent->client->ps.legsAnim == BOTH_GETUP_FROLL_B
|
|
|| ent->client->ps.legsAnim == BOTH_GETUP_FROLL_F )
|
|
{
|
|
if ( hitEnt->health > 0 )
|
|
{//knock down
|
|
if ( hitEnt->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//he's in the air? Send him flying back
|
|
if ( !(hitEnt->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( hitEnt, kickDir, kickPush );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//just so we don't hit him again...
|
|
hitEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
hitEnt->client->ps.pm_time = 100;
|
|
}
|
|
//knock them down
|
|
G_Knockdown( hitEnt, ent, kickDir, 300, qtrue );
|
|
}
|
|
else
|
|
{
|
|
if ( !(hitEnt->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( hitEnt, kickDir, kickPush );
|
|
}
|
|
//see if we should play a better looking death on them
|
|
G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos );
|
|
}
|
|
}
|
|
else if ( hitEnt->health <= 0 )
|
|
{//we kicked a dead guy
|
|
//throw harder - FIXME: no matter how hard I push them, they don't go anywhere... corpses use less physics???
|
|
if ( !(hitEnt->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( hitEnt, kickDir, kickPush*4 );
|
|
}
|
|
//see if we should play a better looking death on them
|
|
G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos );
|
|
}
|
|
else
|
|
{
|
|
if ( !(hitEnt->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( hitEnt, kickDir, kickPush );
|
|
}
|
|
if ( kickPush >= 150.0f/*75.0f*/ && !Q_irand( 0, 2 ) )
|
|
{
|
|
G_Knockdown( hitEnt, ent, kickDir, 300, qtrue );
|
|
}
|
|
else
|
|
{
|
|
G_Knockdown( hitEnt, ent, kickDir, kickPush, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: don't do this in repeated frames... only allow 1 frame in kick to hit wall? The most extended one? Pass in a bool on that frame.
|
|
if ( doSoundOnWalls )
|
|
{//do kick hit sound and impact effect
|
|
if ( TIMER_Done( ent, "kickSoundDebounce" ) )
|
|
{
|
|
if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
|
|
{
|
|
G_Sound( ent, G_SoundIndex( "sound/movers/objects/saber_slam" ) );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "melee/kick_impact" ), trace.endpos, trace.plane.normal );
|
|
//G_Sound( ent, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
|
|
}
|
|
TIMER_Set( ent, "kickSoundDebounce", 2000 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return (hitEnt);
|
|
}
|
|
|
|
qboolean G_CheckRollSafety( gentity_t *self, int anim, float testDist )
|
|
{
|
|
vec3_t forward, right, testPos, angles;
|
|
trace_t trace;
|
|
int contents = (CONTENTS_SOLID|CONTENTS_BOTCLIP);
|
|
|
|
if ( !self || !self->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( self->s.number < MAX_CLIENTS )
|
|
{//player
|
|
contents |= CONTENTS_PLAYERCLIP;
|
|
}
|
|
else
|
|
{//NPC
|
|
contents |= CONTENTS_MONSTERCLIP;
|
|
}
|
|
if ( PM_InAttackRoll( self->client->ps.legsAnim ) )
|
|
{//we don't care if people are in the way, we'll knock them down!
|
|
contents &= ~CONTENTS_BODY;
|
|
}
|
|
angles[PITCH] = angles[ROLL] = 0;
|
|
angles[YAW] = self->client->ps.viewangles[YAW];//Add ucmd.angles[YAW]?
|
|
AngleVectors( angles, forward, right, NULL );
|
|
|
|
switch ( anim )
|
|
{
|
|
case BOTH_GETUP_BROLL_R:
|
|
case BOTH_GETUP_FROLL_R:
|
|
VectorMA( self->currentOrigin, testDist, right, testPos );
|
|
break;
|
|
case BOTH_GETUP_BROLL_L:
|
|
case BOTH_GETUP_FROLL_L:
|
|
VectorMA( self->currentOrigin, -testDist, right, testPos );
|
|
break;
|
|
case BOTH_GETUP_BROLL_F:
|
|
case BOTH_GETUP_FROLL_F:
|
|
VectorMA( self->currentOrigin, testDist, forward, testPos );
|
|
break;
|
|
case BOTH_GETUP_BROLL_B:
|
|
case BOTH_GETUP_FROLL_B:
|
|
VectorMA( self->currentOrigin, -testDist, forward, testPos );
|
|
break;
|
|
default://FIXME: add normal rolls? Make generic for any forced-movement anim?
|
|
return qtrue;
|
|
break;
|
|
}
|
|
|
|
gi.trace( &trace, self->currentOrigin, self->mins, self->maxs, testPos, self->s.number, contents );
|
|
if ( trace.fraction < 1.0f
|
|
|| trace.allsolid
|
|
|| trace.startsolid )
|
|
{//inside something or will hit something
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void G_CamPullBackForLegsAnim( gentity_t *ent, qboolean useTorso = qfalse )
|
|
{
|
|
if ( (ent->s.number < MAX_CLIENTS||G_ControlledByPlayer(ent)) )
|
|
{
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (useTorso?(animNumber_t)ent->client->ps.torsoAnim:(animNumber_t)ent->client->ps.legsAnim) );
|
|
float elapsedTime = (float)(animLength-(useTorso?ent->client->ps.torsoAnimTimer:ent->client->ps.legsAnimTimer));
|
|
float backDist = 0;
|
|
if ( elapsedTime < animLength/2.0f )
|
|
{//starting anim
|
|
backDist = (elapsedTime/animLength)*120.0f;
|
|
}
|
|
else
|
|
{//ending anim
|
|
backDist = ((animLength-elapsedTime)/animLength)*120.0f;
|
|
}
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG;
|
|
cg.overrides.thirdPersonRange = cg_thirdPersonRange.value+backDist;
|
|
}
|
|
}
|
|
|
|
void G_CamCircleForLegsAnim( gentity_t *ent )
|
|
{
|
|
if ( (ent->s.number < MAX_CLIENTS||G_ControlledByPlayer(ent)) )
|
|
{
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.legsAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
|
|
float angle = 0;
|
|
angle = (elapsedTime/animLength)*360.0f;
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_ANG;
|
|
cg.overrides.thirdPersonAngle = cg_thirdPersonAngle.value+angle;
|
|
}
|
|
}
|
|
|
|
qboolean G_GrabClient( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
gentity_t *bestEnt = NULL, *radiusEnts[ 128 ];
|
|
int numEnts;
|
|
const float radius = 100.0f;
|
|
const float radiusSquared = (radius*radius);
|
|
float bestDistSq = (radiusSquared+1.0f), distSq;
|
|
int i;
|
|
vec3_t boltOrg;
|
|
|
|
numEnts = G_GetEntsNearBolt( ent, radiusEnts, radius, ent->handRBolt, boltOrg );
|
|
|
|
for ( i = 0; i < numEnts; i++ )
|
|
{
|
|
if ( !radiusEnts[i]->inuse )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( radiusEnts[i] == ent )
|
|
{//Skip the rancor ent
|
|
continue;
|
|
}
|
|
|
|
if ( !radiusEnts[i]->inuse || radiusEnts[i]->health <= 0 )
|
|
{//must be alive
|
|
continue;
|
|
}
|
|
|
|
if ( radiusEnts[i]->client == NULL )
|
|
{//must be a client
|
|
continue;
|
|
}
|
|
|
|
if ( (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_RANCOR)
|
|
||(radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_WAMPA)
|
|
||(radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_SAND_CREATURE) )
|
|
{//can't be one being held
|
|
continue;
|
|
}
|
|
|
|
if ( PM_LockedAnim( radiusEnts[i]->client->ps.torsoAnim )
|
|
|| PM_LockedAnim( radiusEnts[i]->client->ps.legsAnim ) )
|
|
{//don't interrupt
|
|
continue;
|
|
}
|
|
if ( radiusEnts[i]->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//must be on ground
|
|
continue;
|
|
}
|
|
|
|
if ( PM_InOnGroundAnim( &radiusEnts[i]->client->ps ) )
|
|
{//must be standing up
|
|
continue;
|
|
}
|
|
|
|
if ( fabs(radiusEnts[i]->currentOrigin[2]-ent->currentOrigin[2])>8.0f )
|
|
{//have to be close in Z
|
|
continue;
|
|
}
|
|
|
|
if ( !PM_HasAnimation( radiusEnts[i], BOTH_PLAYER_PA_1 ) )
|
|
{//doesn't have matching anims
|
|
continue;
|
|
}
|
|
|
|
distSq = DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg );
|
|
if ( distSq < bestDistSq )
|
|
{
|
|
bestDistSq = distSq;
|
|
bestEnt = radiusEnts[i];
|
|
}
|
|
}
|
|
|
|
if ( bestEnt != NULL )
|
|
{
|
|
int lockType = LOCK_KYLE_GRAB1;
|
|
if ( ucmd->forwardmove > 0 )
|
|
{
|
|
lockType = LOCK_KYLE_GRAB3;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{
|
|
lockType = LOCK_KYLE_GRAB2;
|
|
}
|
|
WP_SabersCheckLock2( ent, bestEnt, (sabersLockMode_t)lockType );
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_PullAttack( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
qboolean overridAngles = qfalse;
|
|
if ( ent->client->ps.torsoAnim == BOTH_PULL_IMPALE_STAB
|
|
|| ent->client->ps.torsoAnim == BOTH_PULL_IMPALE_SWING )
|
|
{//pulling
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
overridAngles = (PM_LockAngles( ent, ucmd )?qtrue:overridAngles);
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
}
|
|
else if ( ent->client->ps.torsoAnim == BOTH_PULLED_INAIR_B
|
|
|| ent->client->ps.torsoAnim == BOTH_PULLED_INAIR_F )
|
|
{//being pulled
|
|
gentity_t *puller = &g_entities[ent->client->ps.pullAttackEntNum];
|
|
if ( puller
|
|
&& puller->inuse
|
|
&& puller->client
|
|
&& ( puller->client->ps.torsoAnim == BOTH_PULL_IMPALE_STAB
|
|
|| puller->client->ps.torsoAnim == BOTH_PULL_IMPALE_SWING ) )
|
|
{
|
|
vec3_t pullDir;
|
|
vec3_t pullPos;
|
|
//calc where to pull me to
|
|
/*
|
|
VectorCopy( puller->client->ps.saber[0].blade[0].muzzlePoint, pullPos );
|
|
VectorMA( pullPos, puller->client->ps.saber[0].blade[0].length*0.5f, puller->client->ps.saber[0].blade[0].muzzleDir, pullPos );
|
|
*/
|
|
vec3_t pullerFwd;
|
|
AngleVectors( puller->client->ps.viewangles, pullerFwd, NULL, NULL );
|
|
VectorMA( puller->currentOrigin, (puller->maxs[0]*1.5f)+16.0f, pullerFwd, pullPos );
|
|
//pull me towards that pos
|
|
VectorSubtract( pullPos, ent->currentOrigin, pullDir );
|
|
float pullDist = VectorNormalize( pullDir );
|
|
int sweetSpotTime = (puller->client->ps.torsoAnim == BOTH_PULL_IMPALE_STAB)?1250:1350;
|
|
float pullLength = PM_AnimLength( puller->client->clientInfo.animFileIndex, (animNumber_t)puller->client->ps.torsoAnim )-sweetSpotTime;
|
|
if ( pullLength <= 0.25f )
|
|
{
|
|
pullLength = 0.25f;
|
|
}
|
|
//float pullTimeRemaining = ent->client->ps.pullAttackTime - level.time;
|
|
|
|
//float pullSpeed = pullDist * (pullTimeRemaining/pullLength);
|
|
float pullSpeed = (pullDist*1000.0f)/pullLength;
|
|
|
|
VectorScale( pullDir, pullSpeed, ent->client->ps.velocity );
|
|
//slide, if necessary
|
|
ent->client->ps.pm_flags |= PMF_TIME_NOFRICTION;
|
|
ent->client->ps.pm_time = 100;
|
|
//make it so I don't actually hurt them when pulled at them...
|
|
ent->forcePuller = puller->s.number;
|
|
ent->forcePushTime = level.time + 100; // let the push effect last for 100 more ms
|
|
//look at him
|
|
PM_AdjustAnglesToPuller( ent, puller, ucmd, qboolean(ent->client->ps.legsAnim==BOTH_PULLED_INAIR_B) );
|
|
overridAngles = qtrue;
|
|
//don't move
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
}
|
|
}
|
|
return overridAngles;
|
|
}
|
|
|
|
void G_FixMins( gentity_t *ent )
|
|
{
|
|
//do a trace to make sure it's okay
|
|
float downdist = (DEFAULT_MINS_2-ent->mins[2]);
|
|
vec3_t end={ent->currentOrigin[0],ent->currentOrigin[1],ent->currentOrigin[2]+downdist};
|
|
trace_t trace;
|
|
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, end, ent->s.number, ent->clipmask );
|
|
if ( !trace.allsolid && !trace.startsolid )
|
|
{
|
|
if ( trace.fraction >= 1.0f )
|
|
{//all clear
|
|
//drop the bottom of my bbox back down
|
|
ent->mins[2] = DEFAULT_MINS_2;
|
|
if ( ent->client )
|
|
{
|
|
ent->client->ps.pm_flags &= ~PMF_FIX_MINS;
|
|
}
|
|
}
|
|
else
|
|
{//move me up so the bottom of my bbox will be where the trace ended, at least
|
|
//need to trace up, too
|
|
float updist = ((1.0f-trace.fraction) * -downdist);
|
|
end[2] = ent->currentOrigin[2]+updist;
|
|
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, end, ent->s.number, ent->clipmask );
|
|
if ( !trace.allsolid && !trace.startsolid )
|
|
{
|
|
if ( trace.fraction >= 1.0f )
|
|
{//all clear
|
|
//move me up
|
|
ent->currentOrigin[2] += updist;
|
|
//drop the bottom of my bbox back down
|
|
ent->mins[2] = DEFAULT_MINS_2;
|
|
G_SetOrigin( ent, ent->currentOrigin );
|
|
gi.linkentity( ent );
|
|
if ( ent->client )
|
|
{
|
|
ent->client->ps.pm_flags &= ~PMF_FIX_MINS;
|
|
}
|
|
}
|
|
else
|
|
{//crap, no room to expand!
|
|
if ( ent->client->ps.legsAnimTimer <= 200 )
|
|
{//at the end of the anim, and we can't leave ourselves like this
|
|
//so drop the maxs, put the mins back and move us up
|
|
ent->maxs[2] += downdist;
|
|
ent->currentOrigin[2] -= downdist;
|
|
ent->mins[2] = DEFAULT_MINS_2;
|
|
G_SetOrigin( ent, ent->currentOrigin );
|
|
gi.linkentity( ent );
|
|
//this way we'll be in a crouch when we're done
|
|
ent->client->ps.legsAnimTimer = ent->client->ps.torsoAnimTimer = 0;
|
|
ent->client->ps.pm_flags |= PMF_DUCKED;
|
|
//FIXME: do we need to set a crouch anim here?
|
|
if ( ent->client )
|
|
{
|
|
ent->client->ps.pm_flags &= ~PMF_FIX_MINS;
|
|
}
|
|
}
|
|
}
|
|
}//crap, stuck
|
|
}
|
|
}//crap, stuck!
|
|
}
|
|
|
|
|
|
qboolean G_CheckClampUcmd( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
qboolean overridAngles = qfalse;
|
|
|
|
if ( ent->client->NPC_class == CLASS_PROTOCOL
|
|
|| ent->client->NPC_class == CLASS_R2D2
|
|
|| ent->client->NPC_class == CLASS_R5D2
|
|
|| ent->client->NPC_class == CLASS_GONK
|
|
|| ent->client->NPC_class == CLASS_MOUSE )
|
|
{//these droids *cannot* strafe (looks bad)
|
|
if ( ucmd->rightmove )
|
|
{
|
|
//clear the strafe
|
|
ucmd->rightmove = 0;
|
|
//movedir is invalid now, but PM_WalkMove will rebuild it from the ucmds, with the appropriate speed
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.pullAttackEntNum < ENTITYNUM_WORLD
|
|
&& ent->client->ps.pullAttackTime > level.time )
|
|
{
|
|
return G_PullAttack( ent, ucmd );
|
|
}
|
|
|
|
if ( (ent->s.number < MAX_CLIENTS||G_ControlledByPlayer(ent))
|
|
&& ent->s.weapon == WP_MELEE
|
|
&& ent->client->ps.torsoAnim == BOTH_KYLE_GRAB )
|
|
{//see if we grabbed enemy
|
|
if ( ent->client->ps.torsoAnimTimer <= 200 )
|
|
{//close to end of anim
|
|
if ( G_GrabClient( ent, ucmd ) )
|
|
{//grabbed someone!
|
|
}
|
|
else
|
|
{//missed
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ent->client->ps.weaponTime = ent->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
ucmd->rightmove = ucmd->forwardmove = ucmd->upmove = 0;
|
|
}
|
|
|
|
if ( (!ent->s.number&&ent->aimDebounceTime>level.time)
|
|
|| (ent->client->ps.pm_time && (ent->client->ps.pm_flags&PMF_TIME_KNOCKBACK))
|
|
|| ent->forcePushTime > level.time )
|
|
{//being knocked back, can't do anything!
|
|
ucmd->buttons = 0;
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
ucmd->upmove = 0;
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
overridAngles = (PM_AdjustAnglesForKnockdown( ent, ucmd, qfalse )?qtrue:overridAngles);
|
|
if ( PM_GetupAnimNoMove( ent->client->ps.legsAnim ) )
|
|
{
|
|
ucmd->forwardmove = ucmd->rightmove = 0;//ucmd->upmove = ?
|
|
}
|
|
//check saberlock
|
|
if ( ent->client->ps.saberLockTime > level.time )
|
|
{//in saberlock
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->client->ps.saberLockTime - level.time > SABER_LOCK_DELAYED_TIME )
|
|
{//2 second delay before either can push
|
|
//FIXME: base on difficulty
|
|
ucmd->buttons = 0;
|
|
}
|
|
else
|
|
{
|
|
ucmd->buttons &= ~(ucmd->buttons&~BUTTON_ATTACK);
|
|
}
|
|
overridAngles = (PM_AdjustAnglesForSaberLock( ent, ucmd )?qtrue:overridAngles);
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
//check force drain
|
|
if ( (ent->client->ps.forcePowersActive&(1<<FP_DRAIN)) )
|
|
{//draining
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
ucmd->buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS);
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.saberMove == LS_A_LUNGE )
|
|
{//can't move during lunge
|
|
ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->client->ps.legsAnimTimer > 500 && (ent->s.number || !player_locked) )
|
|
{
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
else
|
|
{
|
|
ucmd->forwardmove = 0;
|
|
}
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.legsAnim == BOTH_FORCEWALLRUNFLIP_ALT
|
|
&& ent->client->ps.legsAnimTimer )
|
|
{
|
|
vec3_t vFwd, fwdAng = {0,ent->currentAngles[YAW],0};
|
|
AngleVectors( fwdAng, vFwd, NULL, NULL );
|
|
if ( ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
float savZ = ent->client->ps.velocity[2];
|
|
VectorScale( vFwd, 100, ent->client->ps.velocity );
|
|
ent->client->ps.velocity[2] = savZ;
|
|
}
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
overridAngles = (PM_AdjustAnglesForWallRunUpFlipAlt( ent, ucmd )?qtrue:overridAngles);
|
|
}
|
|
|
|
if ( ent->client->ps.saberMove == LS_A_JUMP_T__B_ )
|
|
{//can't move during leap
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE || (!ent->s.number && player_locked) )
|
|
{//hit the ground
|
|
ucmd->forwardmove = 0;
|
|
}
|
|
ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.saberMove == LS_A_BACKFLIP_ATK
|
|
&& ent->client->ps.legsAnim == BOTH_JUMPATTACK7 )
|
|
{//backflip attack
|
|
if ( ent->client->ps.legsAnimTimer > 800 //not at end
|
|
&& PM_AnimLength( ent->client->clientInfo.animFileIndex, BOTH_JUMPATTACK7 ) - ent->client->ps.legsAnimTimer >= 400 )//not in beginning
|
|
{//middle of anim
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//still on ground?
|
|
vec3_t yawAngles, backDir;
|
|
|
|
//push backwards some?
|
|
VectorSet( yawAngles, 0, ent->client->ps.viewangles[YAW]+180, 0 );
|
|
AngleVectors( yawAngles, backDir, 0, 0 );
|
|
VectorScale( backDir, 100, ent->client->ps.velocity );
|
|
|
|
//jump!
|
|
ent->client->ps.velocity[2] = 180;
|
|
ent->client->ps.forceJumpZStart = ent->client->ps.origin[2];//so we don't take damage if we land at same height
|
|
ent->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
|
|
//FIXME: NPCs yell?
|
|
G_AddEvent( ent, EV_JUMP, 0 );
|
|
G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
ucmd->upmove = 0;//clear any actual jump command
|
|
}
|
|
}
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
|
|
if ( ent->client->ps.legsAnim == BOTH_JUMPATTACK6
|
|
&& ent->client->ps.legsAnimTimer > 0 )
|
|
{
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
//FIXME: don't slide off people/obstacles?
|
|
if ( ent->client->ps.legsAnimTimer >= 100 //not at end
|
|
&& PM_AnimLength( ent->client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - ent->client->ps.legsAnimTimer >= 250 )//not in beginning
|
|
{//middle of anim
|
|
//push forward
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
|
|
if ( (ent->client->ps.legsAnimTimer >= 900 //not at end
|
|
&& PM_AnimLength( ent->client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - ent->client->ps.legsAnimTimer >= 950 ) //not in beginning
|
|
|| ( ent->client->ps.legsAnimTimer >= 1600
|
|
&& PM_AnimLength( ent->client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - ent->client->ps.legsAnimTimer >= 400 ) )//not in beginning
|
|
{//one of the two jumps
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//still on ground?
|
|
//jump!
|
|
ent->client->ps.velocity[2] = 250;
|
|
ent->client->ps.forceJumpZStart = ent->client->ps.origin[2];//so we don't take damage if we land at same height
|
|
ent->client->ps.pm_flags |= PMF_JUMPING;//|PMF_SLOW_MO_FALL;
|
|
//FIXME: NPCs yell?
|
|
G_AddEvent( ent, EV_JUMP, 0 );
|
|
G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
}
|
|
else
|
|
{//FIXME: if this is the second jump, maybe we should just stop the anim?
|
|
}
|
|
}
|
|
//else
|
|
{//disallow turning unless in the middle frame when you're on the ground
|
|
//overridAngles = (PM_AdjustAnglesForDualJumpAttack( ent, ucmd )?qtrue:overridAngles);
|
|
}
|
|
|
|
//dynamically reduce bounding box to let character sail over heads of enemies
|
|
if ( ( ent->client->ps.legsAnimTimer >= 1450
|
|
&& PM_AnimLength( ent->client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - ent->client->ps.legsAnimTimer >= 400 )
|
|
||(ent->client->ps.legsAnimTimer >= 400
|
|
&& PM_AnimLength( ent->client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - ent->client->ps.legsAnimTimer >= 1100 ) )
|
|
{//in a part of the anim that we're pretty much sideways in, raise up the mins
|
|
ent->mins[2] = 0;
|
|
ent->client->ps.pm_flags |= PMF_FIX_MINS;
|
|
}
|
|
else if ( (ent->client->ps.pm_flags&PMF_FIX_MINS) )
|
|
{//drop the mins back down
|
|
G_FixMins( ent );
|
|
}
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
else if ( (ent->client->ps.pm_flags&PMF_FIX_MINS) )
|
|
{
|
|
G_FixMins( ent );
|
|
}
|
|
|
|
if ( ( ent->client->ps.legsAnim == BOTH_BUTTERFLY_FL1
|
|
&& ent->client->ps.saberMove == LS_JUMPATTACK_STAFF_LEFT )
|
|
|| ( ent->client->ps.legsAnim == BOTH_BUTTERFLY_FR1
|
|
&& ent->client->ps.saberMove == LS_JUMPATTACK_STAFF_RIGHT )
|
|
|| ( ent->client->ps.legsAnim == BOTH_BUTTERFLY_RIGHT
|
|
&& ent->client->ps.saberMove == LS_BUTTERFLY_RIGHT )
|
|
|| ( ent->client->ps.legsAnim == BOTH_BUTTERFLY_LEFT
|
|
&& ent->client->ps.saberMove == LS_BUTTERFLY_LEFT ) )
|
|
{//forward flip/spin attack
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
|
|
/*if ( ent->client->ps.legsAnim == BOTH_BUTTERFLY_FL1
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY_FR1
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY_LEFT
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY RIGHT )*/
|
|
{
|
|
//FIXME: don't slide off people/obstacles?
|
|
if ( ent->client->ps.legsAnim != BOTH_BUTTERFLY_LEFT
|
|
&& ent->client->ps.legsAnim != BOTH_BUTTERFLY_RIGHT )
|
|
{
|
|
if ( ent->client->ps.legsAnimTimer >= 100 //not at end
|
|
&& PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.legsAnim ) - ent->client->ps.legsAnimTimer >= 250 )//not in beginning
|
|
{//middle of anim
|
|
//push forward
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.legsAnimTimer >= 1700 && ent->client->ps.legsAnimTimer < 1800 )
|
|
{//one of the two jumps
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//still on ground?
|
|
//jump!
|
|
ent->client->ps.velocity[2] = 250;
|
|
ent->client->ps.forceJumpZStart = ent->client->ps.origin[2];//so we don't take damage if we land at same height
|
|
ent->client->ps.pm_flags |= PMF_JUMPING;//|PMF_SLOW_MO_FALL;
|
|
//FIXME: NPCs yell?
|
|
G_AddEvent( ent, EV_JUMP, 0 );
|
|
G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
}
|
|
else
|
|
{//FIXME: if this is the second jump, maybe we should just stop the anim?
|
|
}
|
|
}
|
|
|
|
//disallow turning unless in the middle frame when you're on the ground
|
|
//overridAngles = (PM_AdjustAnglesForDualJumpAttack( ent, ucmd )?qtrue:overridAngles);
|
|
}
|
|
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.legsAnim == BOTH_A7_SOULCAL
|
|
&& ent->client->ps.saberMove == LS_STAFF_SOULCAL )
|
|
{//forward spinning staff attack
|
|
ucmd->upmove = 0;
|
|
|
|
if ( PM_CanRollFromSoulCal( &ent->client->ps ) )
|
|
{
|
|
ucmd->upmove = -127;
|
|
}
|
|
else
|
|
{
|
|
ucmd->rightmove = 0;
|
|
//FIXME: don't slide off people/obstacles?
|
|
if ( ent->client->ps.legsAnimTimer >= 2750 )
|
|
{//not at end
|
|
//push forward
|
|
ucmd->forwardmove = 64;
|
|
}
|
|
else
|
|
{
|
|
ucmd->forwardmove = 0;
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer >= 2650
|
|
&& ent->client->ps.legsAnimTimer < 2850 )
|
|
{//the jump
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//still on ground?
|
|
//jump!
|
|
ent->client->ps.velocity[2] = 250;
|
|
ent->client->ps.forceJumpZStart = ent->client->ps.origin[2];//so we don't take damage if we land at same height
|
|
ent->client->ps.pm_flags |= PMF_JUMPING;//|PMF_SLOW_MO_FALL;
|
|
//FIXME: NPCs yell?
|
|
G_AddEvent( ent, EV_JUMP, 0 );
|
|
G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
}
|
|
}
|
|
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.torsoAnim == BOTH_LK_DL_S_T_SB_1_W )
|
|
{
|
|
G_CamPullBackForLegsAnim( ent, qtrue );
|
|
}
|
|
|
|
if ( ent->client->ps.torsoAnim == BOTH_A6_FB
|
|
|| ent->client->ps.torsoAnim == BOTH_A6_LR )
|
|
{//can't turn or move during dual attack
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
overridAngles = (PM_LockAngles( ent, ucmd )?qtrue:overridAngles);
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_ROLL_STAB )
|
|
{
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
overridAngles = (PM_LockAngles( ent, ucmd )?qtrue:overridAngles);
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->client->ps.legsAnimTimer )
|
|
{
|
|
ucmd->upmove = -127;
|
|
}
|
|
if ( ent->client->ps.dualSabers && ent->client->ps.saber[1].Active() )
|
|
{
|
|
G_CamPullBackForLegsAnim( ent );
|
|
}
|
|
}
|
|
else if ( PM_SuperBreakLoseAnim( ent->client->ps.torsoAnim ) )
|
|
{//can't turn during Kyle's grappling
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
overridAngles = (PM_LockAngles( ent, ucmd )?qtrue:overridAngles);
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->client->ps.legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
|
|
{
|
|
PM_CmdForRoll( &ent->client->ps, ucmd );
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
ent->client->ps.speed = 400;
|
|
}
|
|
}
|
|
else if ( ent->client->ps.torsoAnim==BOTH_FORCE_DRAIN_GRAB_START
|
|
|| ent->client->ps.torsoAnim==BOTH_FORCE_DRAIN_GRAB_HOLD
|
|
|| ent->client->ps.torsoAnim==BOTH_FORCE_DRAIN_GRAB_END
|
|
|| ent->client->ps.legsAnim==BOTH_FORCE_DRAIN_GRABBED )
|
|
{//can't turn or move
|
|
if ( ent->s.number < MAX_CLIENTS
|
|
|| G_ControlledByPlayer(ent) )
|
|
{//player
|
|
float forceDrainAngle = 90.0f;
|
|
if ( ent->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_START )
|
|
{//starting drain
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
|
|
float angle = (elapsedTime/animLength)*forceDrainAngle;
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_ANG;
|
|
cg.overrides.thirdPersonAngle = cg_thirdPersonAngle.value+angle;
|
|
}
|
|
else if ( ent->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_HOLD )
|
|
{//draining
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_ANG;
|
|
cg.overrides.thirdPersonAngle = cg_thirdPersonAngle.value+forceDrainAngle;
|
|
}
|
|
else if ( ent->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_END )
|
|
{//ending drain
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
|
|
float angle = forceDrainAngle-((elapsedTime/animLength)*forceDrainAngle);
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_ANG;
|
|
cg.overrides.thirdPersonAngle = cg_thirdPersonAngle.value+angle;
|
|
}
|
|
}
|
|
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
overridAngles = PM_LockAngles( ent, ucmd )?qtrue:overridAngles;
|
|
}
|
|
else if ( ent->client->ps.legsAnim==BOTH_PLAYER_PA_1
|
|
|| ent->client->ps.legsAnim==BOTH_PLAYER_PA_2
|
|
|| ent->client->ps.legsAnim==BOTH_PLAYER_PA_3
|
|
|| ent->client->ps.legsAnim==BOTH_PLAYER_PA_3_FLY
|
|
|| ent->client->ps.legsAnim==BOTH_KYLE_PA_1
|
|
|| ent->client->ps.legsAnim==BOTH_KYLE_PA_2
|
|
|| ent->client->ps.legsAnim==BOTH_KYLE_PA_3 )
|
|
{//can't turn during Kyle's grappling
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
overridAngles = PM_AdjustAnglesForGrapple( ent, ucmd )?qtrue:overridAngles;
|
|
//if ( g_debugMelee->integer )
|
|
{//actually do some damage during sequence
|
|
int damage = 0;
|
|
int dflags = (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_ARMOR|DAMAGE_NO_KILL);
|
|
if ( TIMER_Done( ent, "grappleDamageDebounce" ) )
|
|
{
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_PLAYER_PA_1:
|
|
if ( ent->client->ps.legsAnimTimer <= 3150
|
|
&& ent->client->ps.legsAnimTimer > 3050 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 1, 3 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 3, 5 );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer <= 1150
|
|
&& ent->client->ps.legsAnimTimer > 10500 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 3, 5 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 5, 8 );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer <= 100 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 5, 8 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 10, 20 );
|
|
}
|
|
dflags &= ~DAMAGE_NO_KILL;
|
|
}
|
|
break;
|
|
case BOTH_PLAYER_PA_2:
|
|
if ( ent->client->ps.legsAnimTimer <= 5700
|
|
&& ent->client->ps.legsAnimTimer > 5600 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 3, 6 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 7, 10 );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer <= 5200
|
|
&& ent->client->ps.legsAnimTimer > 5100 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 1, 3 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 3, 5 );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer <= 4550
|
|
&& ent->client->ps.legsAnimTimer > 4450 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 3, 6 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 10, 15 );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer <= 3550
|
|
&& ent->client->ps.legsAnimTimer > 3450 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 3, 6 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 10, 20 );
|
|
}
|
|
dflags &= ~DAMAGE_NO_KILL;
|
|
}
|
|
break;
|
|
case BOTH_PLAYER_PA_3:
|
|
if ( ent->client->ps.legsAnimTimer <= 3800
|
|
&& ent->client->ps.legsAnimTimer > 3700 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 2, 5 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 5, 8 );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer <= 3100
|
|
&& ent->client->ps.legsAnimTimer > 3000 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 2, 5 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 5, 8 );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer <= 1650
|
|
&& ent->client->ps.legsAnimTimer > 1550 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
damage = Q_irand( 3, 6 );
|
|
}
|
|
else
|
|
{
|
|
damage = Q_irand( 7, 12 );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_PLAYER_PA_3_FLY:
|
|
/*
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//special case
|
|
if ( ent->client->ps.legsAnimTimer > PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME
|
|
&& ent->client->ps.legsAnimTimer <= PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME + 100 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
damage = Q_irand( 4, 8 );
|
|
dflags &= ~DAMAGE_NO_KILL;
|
|
}
|
|
}
|
|
else*/ if ( ent->client->ps.legsAnimTimer <= 100 )
|
|
{
|
|
TIMER_Set( ent, "grappleDamageDebounce", 150 );
|
|
damage = Q_irand( 10, 20 );
|
|
dflags &= ~DAMAGE_NO_KILL;
|
|
}
|
|
break;
|
|
}
|
|
if ( damage )
|
|
{
|
|
G_Damage( ent, ent->enemy, ent->enemy, NULL, ent->currentOrigin, damage, dflags, MOD_MELEE );//MOD_IMPACT?
|
|
}
|
|
}
|
|
}
|
|
qboolean clearMove = qtrue;
|
|
int endOfAnimTime = 100;
|
|
if ( ent->s.number < MAX_CLIENTS
|
|
&& ent->client->ps.legsAnim == BOTH_PLAYER_PA_3_FLY )
|
|
{//player holds extra long so you have more time to decide to do the quick getup
|
|
//endOfAnimTime += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
if ( ent->client->ps.legsAnimTimer <= endOfAnimTime )//PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
|
|
{
|
|
clearMove = qfalse;
|
|
}
|
|
}
|
|
if ( clearMove )
|
|
{
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
}
|
|
|
|
if ( ent->client->ps.legsAnimTimer <= endOfAnimTime )
|
|
{//pretty much done with the anim, so get up now
|
|
if ( ent->client->ps.legsAnim==BOTH_PLAYER_PA_3 )
|
|
{
|
|
vec3_t ang = {10,ent->currentAngles[YAW],0};
|
|
vec3_t throwDir;
|
|
AngleVectors( ang, throwDir, NULL, NULL );
|
|
if ( !(ent->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( ent, throwDir, -100 );
|
|
}
|
|
ent->client->ps.legsAnimTimer = ent->client->ps.torsoAnimTimer = 0;
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_PLAYER_PA_3_FLY, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ent->client->ps.weaponTime = ent->client->ps.legsAnimTimer;
|
|
/*
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//player holds extra long so you have more time to decide to do the quick getup
|
|
ent->client->ps.legsAnimTimer += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
ent->client->ps.torsoAnimTimer += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
}
|
|
*/
|
|
//force-thrown - FIXME: start earlier?
|
|
ent->forcePushTime = level.time + 500;
|
|
}
|
|
else if ( ent->client->ps.legsAnim==BOTH_PLAYER_PA_1 )
|
|
{
|
|
vec3_t ang = {10,ent->currentAngles[YAW],0};
|
|
vec3_t throwDir;
|
|
AngleVectors( ang, throwDir, NULL, NULL );
|
|
if ( !(ent->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( ent, throwDir, -100 );
|
|
}
|
|
ent->client->ps.legsAnimTimer = ent->client->ps.torsoAnimTimer = 0;
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ent->client->ps.weaponTime = ent->client->ps.legsAnimTimer;
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//player holds extra long so you have more time to decide to do the quick getup
|
|
ent->client->ps.legsAnimTimer += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
ent->client->ps.torsoAnimTimer += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
}
|
|
}
|
|
//FIXME: should end so you can do a getup
|
|
/*
|
|
else if ( ent->client->ps.legsAnim==BOTH_PLAYER_PA_2 )
|
|
{
|
|
ent->client->ps.legsAnimTimer = ent->client->ps.torsoAnimTimer = 0;
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_GETUP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ent->client->ps.weaponTime = ent->client->ps.legsAnimTimer;
|
|
}
|
|
*/
|
|
}
|
|
if ( d_slowmodeath->integer <= 3
|
|
&& ent->s.number < MAX_CLIENTS )
|
|
{//no matrix effect, so slide the camera back and to the side
|
|
G_CamPullBackForLegsAnim( ent );
|
|
G_CamCircleForLegsAnim( ent );
|
|
}
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_FORCELONGLEAP_START
|
|
|| ent->client->ps.legsAnim == BOTH_FORCELONGLEAP_ATTACK
|
|
|| ent->client->ps.legsAnim == BOTH_FORCELONGLEAP_LAND )
|
|
{//can't turn during force leap
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
overridAngles = PM_AdjustAnglesForLongJump( ent, ucmd )?qtrue:overridAngles;
|
|
}
|
|
else if ( PM_KickingAnim( ent->client->ps.legsAnim )
|
|
|| ent->client->ps.legsAnim == BOTH_ARIAL_F1
|
|
|| ent->client->ps.legsAnim == BOTH_ARIAL_LEFT
|
|
|| ent->client->ps.legsAnim == BOTH_ARIAL_RIGHT
|
|
|| ent->client->ps.legsAnim == BOTH_CARTWHEEL_LEFT
|
|
|| ent->client->ps.legsAnim == BOTH_CARTWHEEL_RIGHT
|
|
|| ent->client->ps.legsAnim == BOTH_JUMPATTACK7
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY_FL1
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY_FR1
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY_RIGHT
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY_LEFT
|
|
|| ent->client->ps.legsAnim == BOTH_A7_SOULCAL )
|
|
{//can't move, check for damage frame
|
|
if ( PM_KickingAnim( ent->client->ps.legsAnim ) )
|
|
{
|
|
ucmd->forwardmove = ucmd->rightmove = 0;
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
vec3_t kickDir={0,0,0}, kickDir2={0,0,0}, kickEnd={0,0,0}, kickEnd2={0,0,0}, fwdAngs = {0,ent->client->ps.viewangles[YAW],0};
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.legsAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
|
|
float remainingTime = (animLength-elapsedTime);
|
|
float kickDist = (ent->maxs[0]*1.5f)+STAFF_KICK_RANGE+8.0f;//fudge factor of 8
|
|
float kickDist2 = kickDist;
|
|
int kickDamage = Q_irand( 3, 8 );
|
|
int kickDamage2 = Q_irand( 3, 8 );
|
|
int kickPush = Q_flrand( 100.0f, 200.0f );//Q_flrand( 50.0f, 100.0f );
|
|
int kickPush2 = Q_flrand( 100.0f, 200.0f );//Q_flrand( 50.0f, 100.0f );
|
|
qboolean doKick = qfalse;
|
|
qboolean doKick2 = qfalse;
|
|
qboolean kickSoundOnWalls = qfalse;
|
|
//HMM... or maybe trace from origin to footRBolt/footLBolt? Which one? G2 trace? Will do hitLoc, if so...
|
|
if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
|
|
{
|
|
if ( elapsedTime >= 250 && remainingTime >= 250 )
|
|
{//front
|
|
doKick = qtrue;
|
|
if ( ent->handRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->handRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_A7_SOULCAL:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
if ( elapsedTime >= 1400 && elapsedTime <= 1500 )
|
|
{//right leg
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_ARIAL_F1:
|
|
if ( elapsedTime >= 550 && elapsedTime <= 1000 )
|
|
{//right leg
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
if ( elapsedTime >= 800 && elapsedTime <= 1200 )
|
|
{//left leg
|
|
doKick2 = qtrue;
|
|
if ( ent->footLBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footLBolt, kickEnd2 );
|
|
VectorSubtract( kickEnd2, ent->currentOrigin, kickDir2 );
|
|
kickDir2[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir2 );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir2, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_ARIAL_RIGHT:
|
|
if ( elapsedTime >= 200 && elapsedTime <= 600 )
|
|
{//lead leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_ARIAL_LEFT)?ent->footRBolt:ent->footLBolt;//mirrored anims
|
|
doKick = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
if ( elapsedTime >= 400 && elapsedTime <= 850 )
|
|
{//trailing leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_ARIAL_LEFT)?ent->footLBolt:ent->footRBolt;//mirrored anims
|
|
doKick2 = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd2 );
|
|
VectorSubtract( kickEnd2, ent->currentOrigin, kickDir2 );
|
|
kickDir2[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir2 );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir2, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
if ( elapsedTime >= 200 && elapsedTime <= 600 )
|
|
{//lead leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_CARTWHEEL_LEFT)?ent->footRBolt:ent->footLBolt;//mirrored anims
|
|
doKick = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
if ( elapsedTime >= 350 && elapsedTime <= 650 )
|
|
{//trailing leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_CARTWHEEL_LEFT)?ent->footLBolt:ent->footRBolt;//mirrored anims
|
|
doKick2 = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd2 );
|
|
VectorSubtract( kickEnd2, ent->currentOrigin, kickDir2 );
|
|
kickDir2[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir2 );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir2, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_JUMPATTACK7:
|
|
if ( elapsedTime >= 300 && elapsedTime <= 900 )
|
|
{//right knee
|
|
doKick = qtrue;
|
|
if ( ent->kneeRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->kneeRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
if ( elapsedTime >= 600 && elapsedTime <= 900 )
|
|
{//left leg
|
|
doKick2 = qtrue;
|
|
if ( ent->footLBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footLBolt, kickEnd2 );
|
|
VectorSubtract( kickEnd2, ent->currentOrigin, kickDir2 );
|
|
kickDir2[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir2 );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir2, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_BUTTERFLY_FL1:
|
|
case BOTH_BUTTERFLY_FR1:
|
|
if ( elapsedTime >= 950 && elapsedTime <= 1300 )
|
|
{//lead leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_BUTTERFLY_FL1)?ent->footRBolt:ent->footLBolt;//mirrored anims
|
|
doKick = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
if ( elapsedTime >= 1150 && elapsedTime <= 1600 )
|
|
{//trailing leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_BUTTERFLY_FL1)?ent->footLBolt:ent->footRBolt;//mirrored anims
|
|
doKick2 = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd2 );
|
|
VectorSubtract( kickEnd2, ent->currentOrigin, kickDir2 );
|
|
kickDir2[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir2 );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir2, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
if ( (elapsedTime >= 100 && elapsedTime <= 450)
|
|
|| (elapsedTime >= 1100 && elapsedTime <= 1350) )
|
|
{//lead leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_BUTTERFLY_LEFT)?ent->footLBolt:ent->footRBolt;//mirrored anims
|
|
doKick = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
if ( elapsedTime >= 900 && elapsedTime <= 1600 )
|
|
{//trailing leg
|
|
int footBolt = (ent->client->ps.legsAnim==BOTH_BUTTERFLY_LEFT)?ent->footRBolt:ent->footLBolt;//mirrored anims
|
|
doKick2 = qtrue;
|
|
if ( footBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, footBolt, kickEnd2 );
|
|
VectorSubtract( kickEnd2, ent->currentOrigin, kickDir2 );
|
|
kickDir2[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir2 );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir2, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_GETUP_BROLL_B:
|
|
case BOTH_GETUP_BROLL_F:
|
|
case BOTH_GETUP_FROLL_B:
|
|
case BOTH_GETUP_FROLL_F:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
if ( elapsedTime >= 250 && remainingTime >= 250 )
|
|
{//front
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnim == BOTH_GETUP_BROLL_B
|
|
|| ent->client->ps.legsAnim == BOTH_GETUP_FROLL_B )
|
|
{//rolling back, pull back the view
|
|
G_CamPullBackForLegsAnim( ent );
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_F_AIR:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
kickSoundOnWalls = qtrue;
|
|
if ( elapsedTime >= 100 && remainingTime >= 500 )
|
|
{//front
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_F:
|
|
kickSoundOnWalls = qtrue;
|
|
//FIXME: push forward?
|
|
if ( elapsedTime >= 250 && remainingTime >= 250 )
|
|
{//front
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_B_AIR:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
kickSoundOnWalls = qtrue;
|
|
if ( elapsedTime >= 100 && remainingTime >= 400 )
|
|
{//back
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_B:
|
|
kickSoundOnWalls = qtrue;
|
|
if ( elapsedTime >= 250 && remainingTime >= 250 )
|
|
{//back
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_R_AIR:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
kickSoundOnWalls = qtrue;
|
|
if ( elapsedTime >= 150 && remainingTime >= 300 )
|
|
{//left
|
|
doKick = qtrue;
|
|
if ( ent->footLBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footLBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_R:
|
|
kickSoundOnWalls = qtrue;
|
|
//FIXME: push right?
|
|
if ( elapsedTime >= 250 && remainingTime >= 250 )
|
|
{//right
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_L_AIR:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
kickSoundOnWalls = qtrue;
|
|
if ( elapsedTime >= 150 && remainingTime >= 300 )
|
|
{//left
|
|
doKick = qtrue;
|
|
if ( ent->footLBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footLBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_L:
|
|
kickSoundOnWalls = qtrue;
|
|
//FIXME: push left?
|
|
if ( elapsedTime >= 250 && remainingTime >= 250 )
|
|
{//left
|
|
doKick = qtrue;
|
|
if ( ent->footLBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footLBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_S:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
if ( elapsedTime >= 550
|
|
&& elapsedTime <= 1050 )
|
|
{
|
|
doKick = qtrue;
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
|
|
VectorMA( kickEnd, 8.0f, kickDir, kickEnd );
|
|
}
|
|
}
|
|
else
|
|
{//guess
|
|
if ( elapsedTime >= 400 && elapsedTime < 500 )
|
|
{//front
|
|
doKick = qtrue;
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
else if ( elapsedTime >= 500 && elapsedTime < 600 )
|
|
{//front-right?
|
|
doKick = qtrue;
|
|
fwdAngs[YAW] += 45;
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
else if ( elapsedTime >= 600 && elapsedTime < 700 )
|
|
{//right
|
|
doKick = qtrue;
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
}
|
|
else if ( elapsedTime >= 700 && elapsedTime < 800 )
|
|
{//back-right?
|
|
doKick = qtrue;
|
|
fwdAngs[YAW] += 45;
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
}
|
|
else if ( elapsedTime >= 800 && elapsedTime < 900 )
|
|
{//back
|
|
doKick = qtrue;
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
else if ( elapsedTime >= 900 && elapsedTime < 1000 )
|
|
{//back-left?
|
|
doKick = qtrue;
|
|
fwdAngs[YAW] += 45;
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
else if ( elapsedTime >= 1000 && elapsedTime < 1100 )
|
|
{//left
|
|
doKick = qtrue;
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
else if ( elapsedTime >= 1100 && elapsedTime < 1200 )
|
|
{//front-left?
|
|
doKick = qtrue;
|
|
fwdAngs[YAW] += 45;
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_BF:
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
if ( elapsedTime < 1500 )
|
|
{//auto-aim!
|
|
overridAngles = PM_AdjustAnglesForBFKick( ent, ucmd, fwdAngs, qboolean(elapsedTime<850) )?qtrue:overridAngles;
|
|
//FIXME: if we haven't done the back kick yet and there's no-one there to
|
|
// kick anymore, go into some anim that returns us to our base stance
|
|
}
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
if ( ( elapsedTime >= 750 && elapsedTime < 850 )
|
|
|| ( elapsedTime >= 1400 && elapsedTime < 1500 ) )
|
|
{//right, though either would do
|
|
doKick = qtrue;
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
|
|
VectorMA( kickEnd, 8, kickDir, kickEnd );
|
|
}
|
|
}
|
|
else
|
|
{//guess
|
|
if ( elapsedTime >= 250 && elapsedTime < 350 )
|
|
{//front
|
|
doKick = qtrue;
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
}
|
|
else if ( elapsedTime >= 350 && elapsedTime < 450 )
|
|
{//back
|
|
doKick = qtrue;
|
|
AngleVectors( fwdAngs, kickDir, NULL, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_A7_KICK_RL:
|
|
kickSoundOnWalls = qtrue;
|
|
kickPush = Q_flrand( 150.0f, 250.0f );//Q_flrand( 75.0f, 125.0f );
|
|
//FIXME: auto aim at enemies on the side of us?
|
|
//overridAngles = PM_AdjustAnglesForRLKick( ent, ucmd, fwdAngs, qboolean(elapsedTime<850) )?qtrue:overridAngles;
|
|
if ( elapsedTime >= 250 && elapsedTime < 350 )
|
|
{//right
|
|
doKick = qtrue;
|
|
if ( ent->footRBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footRBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
|
|
VectorMA( kickEnd, 8, kickDir, kickEnd );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
}
|
|
}
|
|
else if ( elapsedTime >= 350 && elapsedTime < 450 )
|
|
{//left
|
|
doKick = qtrue;
|
|
if ( ent->footLBolt != -1 )
|
|
{//actually trace to a bolt
|
|
G_GetBoltPosition( ent, ent->footLBolt, kickEnd );
|
|
VectorSubtract( kickEnd, ent->currentOrigin, kickDir );
|
|
kickDir[2] = 0;//ah, flatten it, I guess...
|
|
VectorNormalize( kickDir );
|
|
//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
|
|
VectorMA( kickEnd, 8, kickDir, kickEnd );
|
|
}
|
|
else
|
|
{//guess
|
|
AngleVectors( fwdAngs, NULL, kickDir, NULL );
|
|
VectorScale( kickDir, -1, kickDir );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if ( doKick )
|
|
{
|
|
G_KickTrace( ent, kickDir, kickDist, kickEnd, kickDamage, kickPush, kickSoundOnWalls );
|
|
}
|
|
if ( doKick2 )
|
|
{
|
|
G_KickTrace( ent, kickDir2, kickDist2, kickEnd2, kickDamage2, kickPush2, kickSoundOnWalls );
|
|
}
|
|
}
|
|
else if ( ent->client->ps.saberMove == LS_DUAL_FB )
|
|
{
|
|
//pull back the view
|
|
G_CamPullBackForLegsAnim( ent );
|
|
}
|
|
else if ( ent->client->ps.saberMove == LS_A_BACK || ent->client->ps.saberMove == LS_A_BACK_CR
|
|
|| ent->client->ps.saberMove == LS_A_BACKSTAB )
|
|
{//can't move or turn during back attacks
|
|
ucmd->forwardmove = ucmd->rightmove = 0;
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
if ( (overridAngles = (PM_AdjustAnglesForBackAttack( ent, ucmd )?qtrue:overridAngles)) == qtrue )
|
|
{
|
|
//pull back the view
|
|
G_CamPullBackForLegsAnim( ent );
|
|
}
|
|
}
|
|
else if ( ent->client->ps.torsoAnim == BOTH_WALL_FLIP_BACK1
|
|
|| ent->client->ps.torsoAnim == BOTH_WALL_FLIP_BACK2
|
|
|| ent->client->ps.legsAnim == BOTH_FORCEWALLRUNFLIP_END
|
|
|| ent->client->ps.legsAnim == BOTH_FORCEWALLREBOUND_BACK )
|
|
{
|
|
//pull back the view
|
|
G_CamPullBackForLegsAnim( ent );
|
|
}
|
|
else if ( ent->client->ps.torsoAnim == BOTH_A6_SABERPROTECT )
|
|
{
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
ent->client->ps.forceJumpCharge = 0;
|
|
}
|
|
if ( !ent->s.number )
|
|
{
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.torsoAnimTimer);
|
|
float backDist = 0;
|
|
if ( elapsedTime <= 300.0f )
|
|
{//starting anim
|
|
backDist = (elapsedTime/300.0f)*90.0f;
|
|
}
|
|
else if ( ent->client->ps.torsoAnimTimer <= 300.0f )
|
|
{//ending anim
|
|
backDist = (ent->client->ps.torsoAnimTimer/300.0f)*90.0f;
|
|
}
|
|
else
|
|
{//in middle of anim
|
|
backDist = 90.0f;
|
|
}
|
|
//back off and look down
|
|
cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_3RD_PERSON_POF);
|
|
cg.overrides.thirdPersonRange = cg_thirdPersonRange.value+backDist;
|
|
cg.overrides.thirdPersonPitchOffset = cg_thirdPersonPitchOffset.value+(backDist/2.0f);
|
|
}
|
|
overridAngles = (PM_AdjustAnglesForSpinProtect( ent, ucmd )?qtrue:overridAngles);
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_A3_SPECIAL )
|
|
{//push forward
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.torsoAnimTimer);
|
|
ucmd->upmove = ucmd->rightmove = 0;
|
|
ucmd->forwardmove = 0;
|
|
if ( elapsedTime >= 350 && elapsedTime < 1500 )
|
|
{//push forward
|
|
ucmd->forwardmove = 64;
|
|
ent->client->ps.speed = 200.0f;
|
|
}
|
|
//FIXME: pull back camera?
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_A2_SPECIAL )
|
|
{//push forward
|
|
ucmd->upmove = ucmd->rightmove = 0;
|
|
ucmd->forwardmove = 0;
|
|
if ( ent->client->ps.legsAnimTimer > 200.0f )
|
|
{
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.torsoAnimTimer);
|
|
if ( elapsedTime < 750
|
|
|| (elapsedTime >= 1650 && elapsedTime < 2400) )
|
|
{//push forward
|
|
ucmd->forwardmove = 64;
|
|
ent->client->ps.speed = 200.0f;
|
|
}
|
|
}
|
|
//FIXME: pull back camera?
|
|
}//FIXME: fast special?
|
|
else if ( ent->client->ps.legsAnim == BOTH_A1_SPECIAL
|
|
&& (ucmd->forwardmove || ucmd->rightmove || (VectorCompare( ent->client->ps.moveDir, vec3_origin )&&ent->client->ps.speed>0)) )
|
|
{//moving during full-body fast special
|
|
ent->client->ps.legsAnimTimer = 0;//don't hold this legsAnim, allow them to run
|
|
//FIXME: just add this to the list of overridable special moves in PM_Footsteps?
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_FLIP_LAND )
|
|
{//moving during full-body fast special
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.torsoAnimTimer);
|
|
ucmd->upmove = ucmd->rightmove = ucmd->forwardmove = 0;
|
|
if ( elapsedTime > 600 && elapsedTime < 800
|
|
&& ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//jump - FIXME: how do we stop double-jumps?
|
|
ent->client->ps.pm_flags |= PMF_JUMP_HELD;
|
|
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
|
|
ent->client->ps.jumpZStart = ent->currentOrigin[2];
|
|
ent->client->ps.velocity[2] = JUMP_VELOCITY;
|
|
G_AddEvent( ent, EV_JUMP, 0 );
|
|
}
|
|
}
|
|
else if ( ( PM_SuperBreakWinAnim( ent->client->ps.torsoAnim )
|
|
|| PM_SuperBreakLoseAnim( ent->client->ps.torsoAnim ) )
|
|
&& ent->client->ps.torsoAnimTimer )
|
|
{//can't move or turn
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
ent->client->ps.forceJumpCharge = 0;
|
|
}
|
|
overridAngles = (PM_LockAngles( ent, ucmd )?qtrue:overridAngles);
|
|
}
|
|
else if ( BG_FullBodyTauntAnim( ent->client->ps.legsAnim )
|
|
&& BG_FullBodyTauntAnim( ent->client->ps.torsoAnim ) )
|
|
{
|
|
if ( (ucmd->buttons&BUTTON_ATTACK)
|
|
|| (ucmd->buttons&BUTTON_ALT_ATTACK)
|
|
|| (ucmd->buttons&BUTTON_USE_FORCE)
|
|
|| (ucmd->buttons&BUTTON_FORCEGRIP)
|
|
|| (ucmd->buttons&BUTTON_FORCE_LIGHTNING)
|
|
|| (ucmd->buttons&BUTTON_FORCE_DRAIN)
|
|
|| ucmd->upmove )
|
|
{//stop the anim
|
|
if ( ent->client->ps.legsAnim == BOTH_MEDITATE
|
|
&& ent->client->ps.torsoAnim == BOTH_MEDITATE )
|
|
{
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_MEDITATE_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.legsAnimTimer = ent->client->ps.torsoAnimTimer = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ent->client->ps.legsAnim == BOTH_MEDITATE )
|
|
{
|
|
if ( ent->client->ps.legsAnimTimer < 100 )
|
|
{
|
|
ent->client->ps.legsAnimTimer = 100;
|
|
}
|
|
}
|
|
if ( ent->client->ps.torsoAnim == BOTH_MEDITATE )
|
|
{
|
|
if ( ent->client->ps.torsoAnimTimer < 100 )
|
|
{
|
|
ent->client->ps.legsAnimTimer = 100;
|
|
}
|
|
}
|
|
if ( ent->client->ps.legsAnimTimer > 0 || ent->client->ps.torsoAnimTimer > 0 )
|
|
{
|
|
ucmd->rightmove = 0;
|
|
ucmd->upmove = 0;
|
|
ucmd->forwardmove = 0;
|
|
ucmd->buttons = 0;
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
ent->client->ps.forceJumpCharge = 0;
|
|
}
|
|
overridAngles = (PM_LockAngles( ent, ucmd )?qtrue:overridAngles);
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_MEDITATE_END
|
|
&& ent->client->ps.legsAnimTimer > 0 )
|
|
{
|
|
ucmd->rightmove = 0;
|
|
ucmd->upmove = 0;
|
|
ucmd->forwardmove = 0;
|
|
ucmd->buttons = 0;
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
ent->client->ps.forceJumpCharge = 0;
|
|
}
|
|
overridAngles = (PM_LockAngles( ent, ucmd )?qtrue:overridAngles);
|
|
}
|
|
else if ( !ent->s.number )
|
|
{
|
|
if ( ent->client->NPC_class != CLASS_ATST )
|
|
{
|
|
// Not in a vehicle.
|
|
if ( ent->s.m_iVehicleNum == 0 )
|
|
{
|
|
if ( !MatrixMode )
|
|
{
|
|
cg.overrides.active &= ~(CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_3RD_PERSON_POF|CG_OVERRIDE_3RD_PERSON_ANG);
|
|
cg.overrides.thirdPersonRange = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if ( PM_InRoll( &ent->client->ps ) )
|
|
{
|
|
if ( ent->s.number >= MAX_CLIENTS || !player_locked )
|
|
{
|
|
//FIXME: NPCs should try to face us during this roll, so they roll around us...?
|
|
PM_CmdForRoll( &ent->client->ps, ucmd );
|
|
if ( ent->s.number >= MAX_CLIENTS )
|
|
{//make sure it doesn't roll me off a ledge
|
|
if ( !G_CheckRollSafety( ent, ent->client->ps.legsAnim, 24 ) )
|
|
{//crap! I guess all we can do is stop... UGH
|
|
ucmd->rightmove = ucmd->forwardmove = 0;
|
|
}
|
|
}
|
|
}
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
ent->client->ps.speed = 400;
|
|
}
|
|
|
|
if ( PM_InCartwheel( ent->client->ps.legsAnim ) )
|
|
{//can't keep moving in cartwheel
|
|
if ( ent->client->ps.legsAnimTimer > 100 )
|
|
{//still have time left in the anim
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
if ( ent->s.number || !player_locked )
|
|
{
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
ucmd->rightmove = -127;
|
|
break;
|
|
case BOTH_ARIAL_RIGHT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
ucmd->rightmove = 127;
|
|
break;
|
|
case BOTH_ARIAL_F1:
|
|
ucmd->forwardmove = 127;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.legsAnim == BOTH_BUTTERFLY_LEFT
|
|
|| ent->client->ps.legsAnim == BOTH_BUTTERFLY_RIGHT )
|
|
{
|
|
if ( ent->client->ps.legsAnimTimer > 100 )
|
|
{//still have time left in the anim
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
if ( ent->s.number || !player_locked )
|
|
{
|
|
if ( ent->client->ps.legsAnimTimer > 450 )
|
|
{
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
ucmd->rightmove = -127;
|
|
break;
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
ucmd->rightmove = 127;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
overridAngles = (PM_AdjustAnglesForStabDown( ent, ucmd )?qtrue:overridAngles);
|
|
overridAngles = (PM_AdjustAngleForWallJump( ent, ucmd, qtrue )?qtrue:overridAngles);
|
|
overridAngles = (PM_AdjustAngleForWallRunUp( ent, ucmd, qtrue )?qtrue:overridAngles);
|
|
overridAngles = (PM_AdjustAngleForWallRun( ent, ucmd, qtrue )?qtrue:overridAngles);
|
|
|
|
return overridAngles;
|
|
}
|
|
|
|
void BG_AddPushVecToUcmd( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
vec3_t forward, right, moveDir;
|
|
float pushSpeed, fMove, rMove;
|
|
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
pushSpeed = VectorLengthSquared(self->client->pushVec);
|
|
if(!pushSpeed)
|
|
{//not being pushed
|
|
return;
|
|
}
|
|
|
|
AngleVectors(self->client->ps.viewangles, forward, right, NULL);
|
|
VectorScale(forward, ucmd->forwardmove/127.0f * self->client->ps.speed, moveDir);
|
|
VectorMA(moveDir, ucmd->rightmove/127.0f * self->client->ps.speed, right, moveDir);
|
|
//moveDir is now our intended move velocity
|
|
|
|
VectorAdd(moveDir, self->client->pushVec, moveDir);
|
|
self->client->ps.speed = VectorNormalize(moveDir);
|
|
//moveDir is now our intended move velocity plus our push Vector
|
|
|
|
fMove = 127.0 * DotProduct(forward, moveDir);
|
|
rMove = 127.0 * DotProduct(right, moveDir);
|
|
ucmd->forwardmove = floor(fMove);//If in the same dir , will be positive
|
|
ucmd->rightmove = floor(rMove);//If in the same dir , will be positive
|
|
|
|
if ( self->client->pushVecTime < level.time )
|
|
{
|
|
VectorClear( self->client->pushVec );
|
|
}
|
|
}
|
|
|
|
void NPC_Accelerate( gentity_t *ent, qboolean fullWalkAcc, qboolean fullRunAcc )
|
|
{
|
|
if ( !ent->client || !ent->NPC )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !ent->NPC->stats.acceleration )
|
|
{//No acceleration means just start and stop
|
|
ent->NPC->currentSpeed = ent->NPC->desiredSpeed;
|
|
}
|
|
//FIXME: in cinematics always accel/decel?
|
|
else if ( ent->NPC->desiredSpeed <= ent->NPC->stats.walkSpeed )
|
|
{//Only accelerate if at walkSpeeds
|
|
if ( ent->NPC->desiredSpeed > ent->NPC->currentSpeed + ent->NPC->stats.acceleration )
|
|
{
|
|
//ent->client->ps.friction = 0;
|
|
ent->NPC->currentSpeed += ent->NPC->stats.acceleration;
|
|
}
|
|
else if ( ent->NPC->desiredSpeed > ent->NPC->currentSpeed )
|
|
{
|
|
//ent->client->ps.friction = 0;
|
|
ent->NPC->currentSpeed = ent->NPC->desiredSpeed;
|
|
}
|
|
else if ( fullWalkAcc && ent->NPC->desiredSpeed < ent->NPC->currentSpeed - ent->NPC->stats.acceleration )
|
|
{//decelerate even when walking
|
|
ent->NPC->currentSpeed -= ent->NPC->stats.acceleration;
|
|
}
|
|
else if ( ent->NPC->desiredSpeed < ent->NPC->currentSpeed )
|
|
{//stop on a dime
|
|
ent->NPC->currentSpeed = ent->NPC->desiredSpeed;
|
|
}
|
|
}
|
|
else// if ( ent->NPC->desiredSpeed > ent->NPC->stats.walkSpeed )
|
|
{//Only decelerate if at runSpeeds
|
|
if ( fullRunAcc && ent->NPC->desiredSpeed > ent->NPC->currentSpeed + ent->NPC->stats.acceleration )
|
|
{//Accelerate to runspeed
|
|
//ent->client->ps.friction = 0;
|
|
ent->NPC->currentSpeed += ent->NPC->stats.acceleration;
|
|
}
|
|
else if ( ent->NPC->desiredSpeed > ent->NPC->currentSpeed )
|
|
{//accelerate instantly
|
|
//ent->client->ps.friction = 0;
|
|
ent->NPC->currentSpeed = ent->NPC->desiredSpeed;
|
|
}
|
|
else if ( fullRunAcc && ent->NPC->desiredSpeed < ent->NPC->currentSpeed - ent->NPC->stats.acceleration )
|
|
{
|
|
ent->NPC->currentSpeed -= ent->NPC->stats.acceleration;
|
|
}
|
|
else if ( ent->NPC->desiredSpeed < ent->NPC->currentSpeed )
|
|
{
|
|
ent->NPC->currentSpeed = ent->NPC->desiredSpeed;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_GetWalkSpeed
|
|
-------------------------
|
|
*/
|
|
|
|
static int NPC_GetWalkSpeed( gentity_t *ent )
|
|
{
|
|
int walkSpeed = 0;
|
|
|
|
if ( ( ent->client == NULL ) || ( ent->NPC == NULL ) )
|
|
return 0;
|
|
|
|
switch ( ent->client->playerTeam )
|
|
{
|
|
case TEAM_PLAYER: //To shutup compiler, will add entries later (this is stub code)
|
|
default:
|
|
walkSpeed = ent->NPC->stats.walkSpeed;
|
|
break;
|
|
}
|
|
|
|
return walkSpeed;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_GetRunSpeed
|
|
-------------------------
|
|
*/
|
|
#define BORG_RUN_INCR 25
|
|
#define SPECIES_RUN_INCR 25
|
|
#define STASIS_RUN_INCR 20
|
|
#define WARBOT_RUN_INCR 20
|
|
|
|
static int NPC_GetRunSpeed( gentity_t *ent )
|
|
{
|
|
int runSpeed = 0;
|
|
|
|
if ( ( ent->client == NULL ) || ( ent->NPC == NULL ) )
|
|
return 0;
|
|
/*
|
|
switch ( ent->client->playerTeam )
|
|
{
|
|
case TEAM_BORG:
|
|
runSpeed = ent->NPC->stats.runSpeed;
|
|
runSpeed += BORG_RUN_INCR * (g_spskill->integer%3);
|
|
break;
|
|
|
|
case TEAM_8472:
|
|
runSpeed = ent->NPC->stats.runSpeed;
|
|
runSpeed += SPECIES_RUN_INCR * (g_spskill->integer%3);
|
|
break;
|
|
|
|
case TEAM_STASIS:
|
|
runSpeed = ent->NPC->stats.runSpeed;
|
|
runSpeed += STASIS_RUN_INCR * (g_spskill->integer%3);
|
|
break;
|
|
|
|
case TEAM_BOTS:
|
|
runSpeed = ent->NPC->stats.runSpeed;
|
|
break;
|
|
|
|
default:
|
|
runSpeed = ent->NPC->stats.runSpeed;
|
|
break;
|
|
}
|
|
*/
|
|
// team no longer indicates species/race. Use NPC_class to adjust speed for specific npc types
|
|
switch( ent->client->NPC_class)
|
|
{
|
|
case CLASS_PROBE: // droid cases here to shut-up compiler
|
|
case CLASS_GONK:
|
|
case CLASS_R2D2:
|
|
case CLASS_R5D2:
|
|
case CLASS_MARK1:
|
|
case CLASS_MARK2:
|
|
case CLASS_PROTOCOL:
|
|
case CLASS_ATST: // hmm, not really your average droid
|
|
case CLASS_MOUSE:
|
|
case CLASS_SEEKER:
|
|
case CLASS_REMOTE:
|
|
runSpeed = ent->NPC->stats.runSpeed;
|
|
break;
|
|
|
|
default:
|
|
runSpeed = ent->NPC->stats.runSpeed;
|
|
break;
|
|
}
|
|
|
|
return runSpeed;
|
|
}
|
|
|
|
void G_HeldByMonster( gentity_t *ent, usercmd_t **ucmd )
|
|
{
|
|
if ( ent && ent->activator && ent->activator->inuse && ent->activator->health > 0 )
|
|
{
|
|
gentity_t *monster = ent->activator;
|
|
//take the monster's waypoint as your own
|
|
ent->waypoint = monster->waypoint;
|
|
|
|
//update the actual origin of the victim
|
|
mdxaBone_t boltMatrix;
|
|
|
|
// Getting the bolt here
|
|
int boltIndex = monster->gutBolt;//default to being held in his mouth
|
|
if ( monster->count == 1 )
|
|
{//being held in hand rather than the mouth, so use *that* bolt
|
|
boltIndex = monster->handRBolt;
|
|
}
|
|
vec3_t monAngles = {0};
|
|
monAngles[YAW] = monster->currentAngles[YAW];//only use YAW when passing angles to G2
|
|
gi.G2API_GetBoltMatrix( monster->ghoul2, monster->playerModel, boltIndex,
|
|
&boltMatrix, monAngles, monster->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, monster->s.modelScale );
|
|
// Storing ent position, bolt position, and bolt axis
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->ps.origin );
|
|
gi.linkentity( ent );
|
|
//lock view angles
|
|
PM_AdjustAnglesForHeldByMonster( ent, monster, *ucmd );
|
|
if ( monster->client && monster->client->NPC_class == CLASS_WAMPA )
|
|
{//can only hit attack button
|
|
(*ucmd)->buttons &= ~((*ucmd)->buttons&~BUTTON_ATTACK);
|
|
}
|
|
}
|
|
else if (ent)
|
|
{//doh, my captor died!
|
|
ent->activator = NULL;
|
|
if (ent->client)
|
|
{
|
|
ent->client->ps.eFlags &= ~(EF_HELD_BY_WAMPA|EF_HELD_BY_RANCOR);
|
|
}
|
|
}
|
|
// don't allow movement, weapon switching, and most kinds of button presses
|
|
(*ucmd)->forwardmove = 0;
|
|
(*ucmd)->rightmove = 0;
|
|
(*ucmd)->upmove = 0;
|
|
}
|
|
|
|
// yes... so stop skipping...
|
|
void G_StopCinematicSkip( void )
|
|
{
|
|
gi.cvar_set("skippingCinematic", "0");
|
|
gi.cvar_set("timescale", "1");
|
|
}
|
|
|
|
void G_StartCinematicSkip( void )
|
|
{
|
|
|
|
if (cinematicSkipScript[0])
|
|
{
|
|
Quake3Game()->RunScript( &g_entities[0], cinematicSkipScript );
|
|
|
|
cinematicSkipScript[0] = 0;
|
|
gi.cvar_set("skippingCinematic", "1");
|
|
gi.cvar_set("timescale", "100");
|
|
}
|
|
else
|
|
{
|
|
// no... so start skipping...
|
|
gi.cvar_set("skippingCinematic", "1");
|
|
gi.cvar_set("timescale", "100");
|
|
}
|
|
}
|
|
|
|
void G_CheckClientIdle( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( !ent || !ent->client || ent->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !ent->s.number && ( !cg.renderingThirdPerson || cg.zoomMode ) )
|
|
{
|
|
if ( ent->client->idleTime < level.time )
|
|
{
|
|
ent->client->idleTime = level.time;
|
|
}
|
|
return;
|
|
}
|
|
if ( !VectorCompare( vec3_origin, ent->client->ps.velocity )
|
|
|| ucmd->buttons || ucmd->forwardmove || ucmd->rightmove || ucmd->upmove
|
|
|| !PM_StandingAnim( ent->client->ps.legsAnim )
|
|
|| ent->enemy
|
|
|| ent->client->ps.legsAnimTimer
|
|
|| ent->client->ps.torsoAnimTimer )
|
|
{//FIXME: also check for turning?
|
|
if ( !VectorCompare( vec3_origin, ent->client->ps.velocity )
|
|
|| ucmd->buttons || ucmd->forwardmove || ucmd->rightmove || ucmd->upmove
|
|
|| ent->enemy )
|
|
{
|
|
//if in an idle, break out
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_STAND1IDLE1:
|
|
case BOTH_STAND2IDLE1:
|
|
case BOTH_STAND2IDLE2:
|
|
case BOTH_STAND3IDLE1:
|
|
case BOTH_STAND5IDLE1:
|
|
ent->client->ps.legsAnimTimer = 0;
|
|
break;
|
|
}
|
|
switch ( ent->client->ps.torsoAnim )
|
|
{
|
|
case BOTH_STAND1IDLE1:
|
|
case BOTH_STAND2IDLE1:
|
|
case BOTH_STAND2IDLE2:
|
|
case BOTH_STAND3IDLE1:
|
|
case BOTH_STAND5IDLE1:
|
|
ent->client->ps.torsoAnimTimer = 0;
|
|
break;
|
|
}
|
|
}
|
|
//
|
|
if ( ent->client->idleTime < level.time )
|
|
{
|
|
ent->client->idleTime = level.time;
|
|
}
|
|
}
|
|
else if ( level.time - ent->client->idleTime > 5000 )
|
|
{//been idle for 5 seconds
|
|
int idleAnim = -1;
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_STAND1:
|
|
idleAnim = BOTH_STAND1IDLE1;
|
|
break;
|
|
case BOTH_STAND2:
|
|
idleAnim = Q_irand(BOTH_STAND2IDLE1,BOTH_STAND2IDLE2);
|
|
break;
|
|
case BOTH_STAND3:
|
|
idleAnim = BOTH_STAND3IDLE1;
|
|
break;
|
|
case BOTH_STAND5:
|
|
idleAnim = BOTH_STAND5IDLE1;
|
|
break;
|
|
}
|
|
if ( idleAnim != -1 && PM_HasAnimation( ent, idleAnim ) )
|
|
{
|
|
NPC_SetAnim( ent, SETANIM_BOTH, idleAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
//don't idle again after this anim for a while
|
|
ent->client->idleTime = level.time + PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)idleAnim ) + Q_irand( 0, 2000 );
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_CheckMovingLoopingSounds( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( ent->client )
|
|
{
|
|
if ( (ent->NPC&&!VectorCompare( vec3_origin, ent->client->ps.moveDir ))//moving using moveDir
|
|
|| ucmd->forwardmove || ucmd->rightmove//moving using ucmds
|
|
|| (ucmd->upmove&&FlyingCreature( ent ))//flier using ucmds to move
|
|
|| (FlyingCreature( ent )&&!VectorCompare( vec3_origin, ent->client->ps.velocity )&&ent->health>0))//flier using velocity to move
|
|
{
|
|
switch( ent->client->NPC_class )
|
|
{
|
|
case CLASS_R2D2:
|
|
ent->s.loopSound = G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" );
|
|
break;
|
|
case CLASS_R5D2:
|
|
ent->s.loopSound = G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp2.wav" );
|
|
break;
|
|
case CLASS_MARK2:
|
|
ent->s.loopSound = G_SoundIndex( "sound/chars/mark2/misc/mark2_move_lp" );
|
|
break;
|
|
case CLASS_MOUSE:
|
|
ent->s.loopSound = G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" );
|
|
break;
|
|
case CLASS_PROBE:
|
|
ent->s.loopSound = G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
|
|
}
|
|
}
|
|
else
|
|
{//not moving under your own control, stop loopSound
|
|
if ( ent->client->NPC_class == CLASS_R2D2 || ent->client->NPC_class == CLASS_R5D2
|
|
|| ent->client->NPC_class == CLASS_MARK2 || ent->client->NPC_class == CLASS_MOUSE
|
|
|| ent->client->NPC_class == CLASS_PROBE )
|
|
{
|
|
ent->s.loopSound = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
ClientAlterSpeed
|
|
|
|
This function is called ONLY from ClientThinkReal, and is responsible for setting client ps.speed
|
|
==============
|
|
*/
|
|
void ClientAlterSpeed(gentity_t *ent, usercmd_t *ucmd, qboolean controlledByPlayer, float vehicleFrameTimeModifier)
|
|
{
|
|
gclient_t *client = ent->client;
|
|
Vehicle_t *pVeh = NULL;
|
|
|
|
if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
pVeh = ent->m_pVehicle;
|
|
}
|
|
|
|
// set speed
|
|
// This may be wrong: If we're an npc and we are in a vehicle???
|
|
if ( ent->NPC != NULL && ent->client && ( ent->s.m_iVehicleNum != 0 )/*&& ent->client->NPC_class == CLASS_VEHICLE*/ )
|
|
{//we don't actually scale the ucmd, we use actual speeds
|
|
//FIXME: swoop should keep turning (and moving forward?) for a little bit?
|
|
if ( ent->NPC->combatMove == qfalse )
|
|
{
|
|
if ( !(ucmd->buttons & BUTTON_USE) )
|
|
{//Not leaning
|
|
qboolean Flying = (ucmd->upmove && ent->client->moveType == MT_FLYSWIM);
|
|
qboolean Climbing = (ucmd->upmove && ent->watertype&CONTENTS_LADDER );
|
|
|
|
client->ps.friction = 6;
|
|
|
|
if ( ucmd->forwardmove || ucmd->rightmove || Flying )
|
|
{
|
|
//if ( ent->NPC->behaviorState != BS_FORMATION )
|
|
{//In - Formation NPCs set thier desiredSpeed themselves
|
|
if ( ucmd->buttons & BUTTON_WALKING )
|
|
{
|
|
ent->NPC->desiredSpeed = NPC_GetWalkSpeed( ent );//ent->NPC->stats.walkSpeed;
|
|
}
|
|
else//running
|
|
{
|
|
ent->NPC->desiredSpeed = NPC_GetRunSpeed( ent );//ent->NPC->stats.runSpeed;
|
|
}
|
|
|
|
if ( ent->NPC->currentSpeed >= 80 && !controlledByPlayer )
|
|
{//At higher speeds, need to slow down close to stuff
|
|
//Slow down as you approach your goal
|
|
// if ( ent->NPC->distToGoal < SLOWDOWN_DIST && client->race != RACE_BORG && !(ent->NPC->aiFlags&NPCAI_NO_SLOWDOWN) )//128
|
|
if ( ent->NPC->distToGoal < SLOWDOWN_DIST && !(ent->NPC->aiFlags&NPCAI_NO_SLOWDOWN) )//128
|
|
{
|
|
if ( ent->NPC->desiredSpeed > MIN_NPC_SPEED )
|
|
{
|
|
float slowdownSpeed = ((float)ent->NPC->desiredSpeed) * ent->NPC->distToGoal / SLOWDOWN_DIST;
|
|
|
|
ent->NPC->desiredSpeed = ceil(slowdownSpeed);
|
|
if ( ent->NPC->desiredSpeed < MIN_NPC_SPEED )
|
|
{//don't slow down too much
|
|
ent->NPC->desiredSpeed = MIN_NPC_SPEED;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( Climbing )
|
|
{
|
|
ent->NPC->desiredSpeed = ent->NPC->stats.walkSpeed;
|
|
}
|
|
else
|
|
{//We want to stop
|
|
ent->NPC->desiredSpeed = 0;
|
|
}
|
|
|
|
NPC_Accelerate( ent, qfalse, qfalse );
|
|
|
|
if ( ent->NPC->currentSpeed <= 24 && ent->NPC->desiredSpeed < ent->NPC->currentSpeed )
|
|
{//No-one walks this slow
|
|
client->ps.speed = ent->NPC->currentSpeed = 0;//Full stop
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
}
|
|
else
|
|
{
|
|
if ( ent->NPC->currentSpeed <= ent->NPC->stats.walkSpeed )
|
|
{//Play the walkanim
|
|
ucmd->buttons |= BUTTON_WALKING;
|
|
}
|
|
else
|
|
{
|
|
ucmd->buttons &= ~BUTTON_WALKING;
|
|
}
|
|
|
|
if ( ent->NPC->currentSpeed > 0 )
|
|
{//We should be moving
|
|
if ( Climbing || Flying )
|
|
{
|
|
if ( !ucmd->upmove )
|
|
{//We need to force them to take a couple more steps until stopped
|
|
ucmd->upmove = ent->NPC->last_ucmd.upmove;//was last_upmove;
|
|
}
|
|
}
|
|
else if ( !ucmd->forwardmove && !ucmd->rightmove )
|
|
{//We need to force them to take a couple more steps until stopped
|
|
ucmd->forwardmove = ent->NPC->last_ucmd.forwardmove;//was last_forwardmove;
|
|
ucmd->rightmove = ent->NPC->last_ucmd.rightmove;//was last_rightmove;
|
|
}
|
|
}
|
|
|
|
client->ps.speed = ent->NPC->currentSpeed;
|
|
if ( player && player->client && player->client->ps.viewEntity == ent->s.number )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
//Slow down on turns - don't orbit!!!
|
|
float turndelta = 0;
|
|
// if the NPC is locked into a Yaw, we want to check the lockedDesiredYaw...otherwise the NPC can't walk backwards, because it always thinks it trying to turn according to desiredYaw
|
|
if( client->renderInfo.renderFlags & RF_LOCKEDANGLE ) // yeah I know the RF_ flag is a pretty ugly hack...
|
|
{
|
|
turndelta = (180 - fabs( AngleDelta( ent->currentAngles[YAW], ent->NPC->lockedDesiredYaw ) ))/180;
|
|
}
|
|
else
|
|
{
|
|
turndelta = (180 - fabs( AngleDelta( ent->currentAngles[YAW], ent->NPC->desiredYaw ) ))/180;
|
|
}
|
|
|
|
if ( turndelta < 0.75f )
|
|
{
|
|
client->ps.speed = 0;
|
|
}
|
|
else if ( ent->NPC->distToGoal < 100 && turndelta < 1.0 )
|
|
{//Turn is greater than 45 degrees or closer than 100 to goal
|
|
client->ps.speed = floor(((float)(client->ps.speed))*turndelta);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->desiredSpeed = ( ucmd->buttons & BUTTON_WALKING ) ? NPC_GetWalkSpeed( ent ) : NPC_GetRunSpeed( ent );
|
|
|
|
client->ps.speed = ent->NPC->desiredSpeed;
|
|
}
|
|
}
|
|
else
|
|
{//Client sets ucmds and such for speed alterations
|
|
{
|
|
client->ps.speed = g_speed->value;//default is 320
|
|
/*if ( !ent->s.number && ent->painDebounceTime>level.time )
|
|
{
|
|
client->ps.speed *= 0.25f;
|
|
}
|
|
else */if (ent->client->ps.heldClient < ENTITYNUM_WORLD)
|
|
{
|
|
client->ps.speed *= 0.3f;
|
|
}
|
|
else if ( PM_SaberInAttack( ent->client->ps.saberMove ) && ucmd->forwardmove < 0 )
|
|
{//if running backwards while attacking, don't run as fast.
|
|
switch( client->ps.saberAnimLevel )
|
|
{
|
|
case SS_FAST:
|
|
client->ps.speed *= 0.75f;
|
|
break;
|
|
case SS_MEDIUM:
|
|
case SS_DUAL:
|
|
case SS_STAFF:
|
|
client->ps.speed *= 0.60f;
|
|
break;
|
|
case SS_STRONG:
|
|
client->ps.speed *= 0.45f;
|
|
break;
|
|
}
|
|
if ( g_saberMoveSpeed->value != 1.0f )
|
|
{
|
|
client->ps.speed *= g_saberMoveSpeed->value;
|
|
}
|
|
}
|
|
else if ( PM_LeapingSaberAnim( client->ps.legsAnim ) )
|
|
{//no mod on speed when leaping
|
|
//FIXME: maybe jump?
|
|
}
|
|
else if ( PM_SpinningSaberAnim( client->ps.legsAnim ) )
|
|
{
|
|
client->ps.speed *= 0.5f;
|
|
if ( g_saberMoveSpeed->value != 1.0f )
|
|
{
|
|
client->ps.speed *= g_saberMoveSpeed->value;
|
|
}
|
|
}
|
|
else if ( client->ps.weapon == WP_SABER && ( ucmd->buttons & BUTTON_ATTACK ) )
|
|
{//if attacking with saber while running, drop your speed
|
|
//FIXME: should be weaponTime? Or in certain anims?
|
|
switch( client->ps.saberAnimLevel )
|
|
{
|
|
case SS_MEDIUM:
|
|
case SS_DUAL:
|
|
case SS_STAFF:
|
|
client->ps.speed *= 0.85f;
|
|
break;
|
|
case SS_STRONG:
|
|
client->ps.speed *= 0.70f;
|
|
break;
|
|
}
|
|
if ( g_saberMoveSpeed->value != 1.0f )
|
|
{
|
|
client->ps.speed *= g_saberMoveSpeed->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( client->NPC_class == CLASS_ATST && client->ps.legsAnim == BOTH_RUN1START )
|
|
{//HACK: when starting to move as atst, ramp up speed
|
|
//float animLength = PM_AnimLength( client->clientInfo.animFileIndex, (animNumber_t)client->ps.legsAnim);
|
|
//client->ps.speed *= ( animLength - client->ps.legsAnimTimer)/animLength;
|
|
if ( client->ps.legsAnimTimer > 100 )
|
|
{
|
|
client->ps.speed = 0;
|
|
}
|
|
}
|
|
|
|
//Apply forced movement
|
|
if ( client->forced_forwardmove )
|
|
{
|
|
ucmd->forwardmove = client->forced_forwardmove;
|
|
if ( !client->ps.speed )
|
|
{
|
|
if ( ent->NPC != NULL )
|
|
{
|
|
client->ps.speed = ent->NPC->stats.runSpeed;
|
|
}
|
|
else
|
|
{
|
|
client->ps.speed = g_speed->value;//default is 320
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( client->forced_rightmove )
|
|
{
|
|
ucmd->rightmove = client->forced_rightmove;
|
|
if ( !client->ps.speed )
|
|
{
|
|
if ( ent->NPC != NULL )
|
|
{
|
|
client->ps.speed = ent->NPC->stats.runSpeed;
|
|
}
|
|
else
|
|
{
|
|
client->ps.speed = g_speed->value;//default is 320
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !pVeh )
|
|
{
|
|
if ( ucmd->forwardmove < 0 && !(ucmd->buttons&BUTTON_WALKING) && client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//running backwards is slower than running forwards
|
|
client->ps.speed *= 0.75;
|
|
}
|
|
|
|
if (client->ps.forceRageRecoveryTime > level.time )
|
|
{
|
|
client->ps.speed *= 0.75;
|
|
}
|
|
|
|
if ( client->ps.weapon == WP_SABER )
|
|
{
|
|
if ( client->ps.saber[0].moveSpeedScale != 1.0f )
|
|
{
|
|
client->ps.speed *= client->ps.saber[0].moveSpeedScale;
|
|
}
|
|
if ( client->ps.dualSabers
|
|
&& client->ps.saber[1].moveSpeedScale != 1.0f )
|
|
{
|
|
client->ps.speed *= client->ps.saber[1].moveSpeedScale;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
extern qboolean ForceDrain2(gentity_t *ent);
|
|
extern void ForceGrip(gentity_t *ent);
|
|
extern void ForceLightning(gentity_t *ent);
|
|
extern void ForceProtect(gentity_t *ent);
|
|
extern void ForceRage(gentity_t *ent);
|
|
extern void ForceSeeing(gentity_t *ent);
|
|
extern void ForceTelepathy(gentity_t *ent);
|
|
extern void ForceAbsorb(gentity_t *ent);
|
|
extern void ForceHeal(gentity_t *ent);
|
|
static void ProcessGenericCmd(gentity_t *ent, byte cmd)
|
|
{
|
|
switch(cmd) {
|
|
case 0:
|
|
break;
|
|
case GENCMD_FORCE_DRAIN:
|
|
ForceDrain2(ent);
|
|
break;
|
|
case GENCMD_FORCE_THROW:
|
|
ForceThrow(ent, qfalse);
|
|
break;
|
|
case GENCMD_FORCE_SPEED:
|
|
ForceSpeed(ent);
|
|
break;
|
|
case GENCMD_FORCE_PULL:
|
|
ForceThrow(ent, qtrue);
|
|
break;
|
|
case GENCMD_FORCE_DISTRACT:
|
|
ForceTelepathy(ent);
|
|
break;
|
|
case GENCMD_FORCE_GRIP:
|
|
ForceGrip(ent);
|
|
break;
|
|
case GENCMD_FORCE_LIGHTNING:
|
|
ForceLightning(ent);
|
|
break;
|
|
case GENCMD_FORCE_RAGE:
|
|
ForceRage(ent);
|
|
break;
|
|
case GENCMD_FORCE_PROTECT:
|
|
ForceProtect(ent);
|
|
break;
|
|
case GENCMD_FORCE_ABSORB:
|
|
ForceAbsorb(ent);
|
|
break;
|
|
case GENCMD_FORCE_SEEING:
|
|
ForceSeeing(ent);
|
|
break;
|
|
case GENCMD_FORCE_HEAL:
|
|
ForceHeal(ent);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
ClientThink
|
|
|
|
This will be called once for each client frame, which will
|
|
usually be a couple times for each server frame on fast clients.
|
|
|
|
==============
|
|
*/
|
|
|
|
extern int G_FindLocalInterestPoint( gentity_t *self );
|
|
extern float G_CanJumpToEnemyVeh(Vehicle_t *pVeh, const usercmd_t *pUmcd );
|
|
|
|
void ClientThink_real( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
gclient_t *client;
|
|
pmove_t pm;
|
|
vec3_t oldOrigin;
|
|
int oldEventSequence;
|
|
int msec;
|
|
qboolean inSpinFlipAttack = PM_AdjustAnglesForSpinningFlip( ent, ucmd, qfalse );
|
|
qboolean controlledByPlayer = qfalse;
|
|
|
|
Vehicle_t *pVeh = NULL;
|
|
|
|
if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
pVeh = ent->m_pVehicle;
|
|
}
|
|
|
|
//Don't let the player do anything if in a camera
|
|
if ( (ent->s.eFlags&EF_HELD_BY_RANCOR)
|
|
|| (ent->s.eFlags&EF_HELD_BY_WAMPA) )
|
|
{
|
|
G_HeldByMonster( ent, &ucmd );
|
|
}
|
|
|
|
if ( ent->s.number == 0 )
|
|
{
|
|
extern cvar_t *g_skippingcin;
|
|
|
|
if ( ent->s.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
G_UpdateEmplacedWeaponData( ent );
|
|
RunEmplacedWeapon( ent, &ucmd );
|
|
}
|
|
if ( ent->client->ps.saberLockTime > level.time && ent->client->ps.saberLockEnemy != ENTITYNUM_NONE )
|
|
{
|
|
NPC_SetLookTarget( ent, ent->client->ps.saberLockEnemy, level.time+1000 );
|
|
}
|
|
if ( ent->client->renderInfo.lookTargetClearTime < level.time //NOTE: here this is used as a debounce, not an actual timer
|
|
&& ent->health > 0 //must be alive
|
|
&& (!ent->enemy || ent->client->ps.saberMove != LS_A_BACKSTAB) )//don't update if in backstab unless don't currently have an enemy
|
|
{//NOTE: doesn't keep updating to nearest enemy once you're dead
|
|
int newLookTarget;
|
|
if ( !G_ValidateLookEnemy( ent, ent->enemy ) )
|
|
{
|
|
ent->enemy = NULL;
|
|
}
|
|
//FIXME: make this a little prescient?
|
|
G_ChooseLookEnemy( ent, ucmd );
|
|
if ( ent->enemy )
|
|
{//target
|
|
newLookTarget = ent->enemy->s.number;
|
|
//so we don't change our minds in the next 1 second
|
|
ent->client->renderInfo.lookTargetClearTime = level.time+1000;
|
|
ent->client->renderInfo.lookMode = LM_ENT;
|
|
}
|
|
else
|
|
{//no target
|
|
//FIXME: what about sightalerts and missiles?
|
|
newLookTarget = ENTITYNUM_NONE;
|
|
newLookTarget = G_FindLocalInterestPoint( ent );
|
|
if ( newLookTarget != ENTITYNUM_NONE )
|
|
{//found something of interest
|
|
ent->client->renderInfo.lookMode = LM_INTEREST;
|
|
}
|
|
else
|
|
{//okay, no interesting things and no enemies, so look for items
|
|
newLookTarget = G_FindLookItem( ent );
|
|
ent->client->renderInfo.lookMode = LM_ENT;
|
|
}
|
|
}
|
|
if ( ent->client->renderInfo.lookTarget != newLookTarget )
|
|
{//transitioning
|
|
NPC_SetLookTarget( ent, newLookTarget, level.time+1000 );
|
|
}
|
|
}
|
|
if ( in_camera )
|
|
{
|
|
// watch the code here, you MUST "return" within this IF(), *unless* you're stopping the cinematic skip.
|
|
//
|
|
if ( ClientCinematicThink(ent->client) )
|
|
{
|
|
if (g_skippingcin->integer) // already doing cinematic skip?
|
|
{// yes... so stop skipping...
|
|
G_StopCinematicSkip();
|
|
}
|
|
else
|
|
{// no... so start skipping...
|
|
G_StartCinematicSkip();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
// If he's riding the vehicle...
|
|
else if ( ent->s.m_iVehicleNum != 0 && ent->health > 0 )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
if ( g_skippingcin->integer )
|
|
{//We're skipping the cinematic and it's over now
|
|
gi.cvar_set("timescale", "1");
|
|
gi.cvar_set("skippingCinematic", "0");
|
|
}
|
|
if ( ent->client->ps.pm_type == PM_DEAD && cg.missionStatusDeadTime < level.time )
|
|
{//mission status screen is up because player is dead, stop all scripts
|
|
if (Q_stricmpn(level.mapname,"_holo",5)) {
|
|
stop_icarus = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// // Don't allow the player to adjust the pitch when they are in third person overhead cam.
|
|
//extern vmCvar_t cg_thirdPerson;
|
|
// if ( cg_thirdPerson.integer == 2 )
|
|
// {
|
|
// ucmd->angles[PITCH] = 0;
|
|
// }
|
|
|
|
if ( cg.zoomMode == 2 )
|
|
{
|
|
// Any kind of movement when the player is NOT ducked when the disruptor gun is zoomed will cause us to auto-magically un-zoom
|
|
if ( ( (ucmd->forwardmove||ucmd->rightmove)
|
|
&& ucmd->upmove >= 0 //crouching-moving is ok
|
|
&& !(ucmd->buttons&BUTTON_USE)/*leaning is ok*/
|
|
)
|
|
|| ucmd->upmove > 0 //jumping not allowed
|
|
)
|
|
{
|
|
// already zooming, so must be wanting to turn it off
|
|
G_Sound( ent, G_SoundIndex( "sound/weapons/disruptor/zoomend.wav" ));
|
|
#ifdef _IMMERSION
|
|
G_Force( ent, G_ForceIndex( "fffx/weapons/disruptor/zoomend", FF_CHANNEL_WEAPON ) );
|
|
#endif // _IMMERSION
|
|
cg.zoomMode = 0;
|
|
cg.zoomTime = cg.time;
|
|
cg.zoomLocked = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( (player_locked
|
|
|| (ent->client->ps.eFlags&EF_FORCE_GRIPPED)
|
|
|| (ent->client->ps.eFlags&EF_FORCE_DRAINED)
|
|
|| (ent->client->ps.legsAnim==BOTH_PLAYER_PA_1)
|
|
|| (ent->client->ps.legsAnim==BOTH_PLAYER_PA_2)
|
|
|| (ent->client->ps.legsAnim==BOTH_PLAYER_PA_3))
|
|
&& ent->client->ps.pm_type < PM_DEAD ) // unless dead
|
|
{//lock out player control
|
|
if ( !player_locked )
|
|
{
|
|
VectorClear( ucmd->angles );
|
|
}
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
ucmd->buttons = 0;
|
|
ucmd->upmove = 0;
|
|
PM_AdjustAnglesToGripper( ent, ucmd );
|
|
}
|
|
if ( ent->client->ps.leanofs )
|
|
{//no shooting while leaning
|
|
ucmd->buttons &= ~BUTTON_ATTACK;
|
|
if ( ent->client->ps.weapon != WP_DISRUPTOR )
|
|
{//can still zoom around corners
|
|
ucmd->buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ent->s.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
G_UpdateEmplacedWeaponData( ent );
|
|
}
|
|
if ( player && player->client && player->client->ps.viewEntity == ent->s.number )
|
|
{
|
|
controlledByPlayer = qtrue;
|
|
int sav_weapon = ucmd->weapon;
|
|
memcpy( ucmd, &player->client->usercmd, sizeof( usercmd_t ) );
|
|
ucmd->weapon = sav_weapon;
|
|
ent->client->usercmd = *ucmd;
|
|
}
|
|
|
|
// Transfer over our driver's commands to us (the vehicle).
|
|
if ( ent->owner && ent->client && ent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
memcpy( ucmd, &ent->owner->client->usercmd, sizeof( usercmd_t ) );
|
|
ucmd->buttons &= ~BUTTON_USE;//Vehicles NEVER try to use ANYTHING!!!
|
|
//ucmd->weapon = ent->client->ps.weapon; // but keep our weapon.
|
|
ent->client->usercmd = *ucmd;
|
|
}
|
|
|
|
G_NPCMunroMatchPlayerWeapon( ent );
|
|
}
|
|
|
|
// If we are a vehicle, update ourself.
|
|
if ( pVeh
|
|
&& (pVeh->m_pVehicleInfo->Inhabited(pVeh)
|
|
|| pVeh->m_iBoarding!=0
|
|
|| pVeh->m_pVehicleInfo->type!=VH_ANIMAL) )
|
|
{
|
|
pVeh->m_pVehicleInfo->Update( pVeh, ucmd );
|
|
}
|
|
else if ( ent->client )
|
|
{//this is any client that is not a vehicle (OR: is a vehicle and it not being ridden, is not being boarded, or is a TaunTaun...!
|
|
if ( ent->client->NPC_class == CLASS_GONK ||
|
|
ent->client->NPC_class == CLASS_MOUSE ||
|
|
ent->client->NPC_class == CLASS_R2D2 ||
|
|
ent->client->NPC_class == CLASS_R5D2 )
|
|
{//no jumping or strafing in these guys
|
|
ucmd->upmove = ucmd->rightmove = 0;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_ATST || ent->client->NPC_class == CLASS_RANCOR )
|
|
{//no jumping in atst
|
|
if (ent->client->ps.pm_type != PM_NOCLIP)
|
|
{
|
|
ucmd->upmove = 0;
|
|
}
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//ATST crushes anything underneath it
|
|
gentity_t *under = &g_entities[ent->client->ps.groundEntityNum];
|
|
if ( under && under->health && under->takedamage )
|
|
{
|
|
vec3_t down = {0,0,-1};
|
|
//FIXME: we'll be doing traces down from each foot, so we'll have a real impact origin
|
|
G_Damage( under, ent, ent, down, under->currentOrigin, 100, 0, MOD_CRUSH );
|
|
}
|
|
//so they know to run like hell when I get close
|
|
//FIXME: project this in the direction I'm moving?
|
|
if ( ent->client->NPC_class != CLASS_RANCOR && !Q_irand( 0, 10 ) )
|
|
{//not so often...
|
|
AddSoundEvent( ent, ent->currentOrigin, ent->maxs[1]*5, AEL_DANGER, qfalse, qtrue );
|
|
AddSightEvent( ent, ent->currentOrigin, ent->maxs[1]*5, AEL_DANGER, 100 );
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->client->ps.groundEntityNum < ENTITYNUM_WORLD && !ent->client->ps.forceJumpCharge )
|
|
{//standing on an entity and not currently force jumping
|
|
gentity_t *groundEnt = &g_entities[ent->client->ps.groundEntityNum];
|
|
if ( groundEnt && groundEnt->client )
|
|
{
|
|
// If you landed on a speeder or animal vehicle...
|
|
if ( groundEnt->client && groundEnt->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
if ( ent->client->NPC_class != CLASS_VEHICLE )
|
|
{//um... vehicles shouldn't ride other vehicles, mmkay?
|
|
if ( (groundEnt->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL && PM_HasAnimation( ent, BOTH_VT_IDLE ))
|
|
|| (groundEnt->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER && PM_HasAnimation( ent, BOTH_VS_IDLE )) )
|
|
{
|
|
//groundEnt->m_pVehicle->m_iBoarding = -3; // Land From Behind
|
|
groundEnt->m_pVehicle->m_pVehicleInfo->Board( groundEnt->m_pVehicle, ent );
|
|
}
|
|
}
|
|
}
|
|
else if ( groundEnt->client && groundEnt->client->NPC_class == CLASS_SAND_CREATURE
|
|
&& G_HasKnockdownAnims( ent ) )
|
|
{//step on a sand creature = *you* fall down
|
|
G_Knockdown( ent, groundEnt, vec3_origin, 300, qtrue );
|
|
}
|
|
else if ( groundEnt->client && groundEnt->client->NPC_class == CLASS_RANCOR )
|
|
{//step on a Rancor, it bucks & throws you off
|
|
if ( groundEnt->client->ps.legsAnim != BOTH_ATTACK3
|
|
&& groundEnt->client->ps.legsAnim != BOTH_ATTACK4
|
|
&& groundEnt->client->ps.legsAnim != BOTH_BUCK_RIDER )
|
|
{//don't interrupt special anims
|
|
vec3_t throwDir, right;
|
|
AngleVectors( groundEnt->currentAngles, throwDir, right, NULL );
|
|
VectorScale(throwDir,-1,throwDir);
|
|
VectorMA( throwDir, Q_flrand( -0.5f, 0.5f), right, throwDir );
|
|
throwDir[2] = 0.2f;
|
|
VectorNormalize( throwDir );
|
|
if ( !(ent->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( ent, throwDir, Q_flrand( 50, 200 ) );
|
|
}
|
|
if ( G_HasKnockdownAnims( ent ) )
|
|
{
|
|
G_Knockdown( ent, groundEnt, vec3_origin, 300, qtrue );
|
|
}
|
|
NPC_SetAnim( groundEnt, SETANIM_BOTH, BOTH_BUCK_RIDER, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
else if ( groundEnt->client->ps.groundEntityNum != ENTITYNUM_NONE &&
|
|
groundEnt->health > 0 && !PM_InRoll( &groundEnt->client->ps )
|
|
&& !(groundEnt->client->ps.eFlags&EF_LOCKED_TO_WEAPON)
|
|
&& !(groundEnt->client->ps.eFlags&EF_HELD_BY_RANCOR)
|
|
&& !(groundEnt->client->ps.eFlags&EF_HELD_BY_WAMPA)
|
|
&& !(groundEnt->client->ps.eFlags&EF_HELD_BY_SAND_CREATURE)
|
|
&& !inSpinFlipAttack )
|
|
|
|
{//landed on a live client who is on the ground, jump off them and knock them down
|
|
qboolean forceKnockdown = qfalse;
|
|
|
|
// If in a vehicle when land on someone, always knockdown.
|
|
if ( pVeh )
|
|
{
|
|
forceKnockdown = qtrue;
|
|
}
|
|
else if ( ent->s.number
|
|
&& ent->NPC
|
|
&& ent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 )//ent->s.weapon == WP_SABER )
|
|
{//force-jumper landed on someone
|
|
//don't jump off, too many ledges, plus looks weird
|
|
if ( groundEnt->client->playerTeam != ent->client->playerTeam )
|
|
{//don't knock down own guys
|
|
forceKnockdown = (qboolean)(Q_irand( 0, RANK_CAPTAIN+4 )<ent->NPC->rank);
|
|
}
|
|
//now what... push the groundEnt out of the way?
|
|
if ( !ent->client->ps.velocity[0]
|
|
&& !ent->client->ps.velocity[1] )
|
|
{//not moving, shove us a little
|
|
vec3_t slideFwd;
|
|
AngleVectors( ent->client->ps.viewangles, slideFwd, NULL, NULL );
|
|
slideFwd[2] = 0.0f;
|
|
VectorNormalize( slideFwd );
|
|
ent->client->ps.velocity[0] = slideFwd[0]*10.0f;
|
|
ent->client->ps.velocity[1] = slideFwd[1]*10.0f;
|
|
}
|
|
//slide for a little
|
|
ent->client->ps.pm_flags |= PMF_TIME_NOFRICTION;
|
|
ent->client->ps.pm_time = 100;
|
|
}
|
|
else if ( ent->health > 0 )
|
|
{
|
|
if ( !PM_InRoll( &ent->client->ps )
|
|
&& !PM_FlippingAnim( ent->client->ps.legsAnim ) )
|
|
{
|
|
if ( ent->s.number && ent->s.weapon == WP_SABER )
|
|
{
|
|
ent->client->ps.forceJumpCharge = 320;//FIXME: calc this intelligently?
|
|
}
|
|
else if ( !ucmd->upmove )
|
|
{//if not ducking (which should cause a roll), then jump
|
|
ucmd->upmove = 127;
|
|
}
|
|
if ( !ucmd->forwardmove && !ucmd->rightmove )
|
|
{// If not moving, don't want to jump straight up
|
|
//FIXME: trace for clear di?
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
else if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
ucmd->forwardmove = -127;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
ucmd->rightmove = 127;
|
|
}
|
|
else
|
|
{
|
|
ucmd->rightmove = -127;
|
|
}
|
|
}
|
|
if ( !ent->s.number && ucmd->upmove < 0 )
|
|
{//player who should roll- force it
|
|
int rollAnim = BOTH_ROLL_F;
|
|
if ( ucmd->forwardmove >= 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_F;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_B;
|
|
}
|
|
else if ( ucmd->rightmove > 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_R;
|
|
}
|
|
else if ( ucmd->rightmove < 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_L;
|
|
}
|
|
NPC_SetAnim(ent,SETANIM_BOTH,rollAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
G_AddEvent( ent, EV_ROLL, 0 );
|
|
ent->client->ps.saberMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//a corpse? Shit
|
|
//Hmm, corpses should probably *always* knockdown...
|
|
forceKnockdown = qtrue;
|
|
ent->clipmask &= ~CONTENTS_BODY;
|
|
}
|
|
//FIXME: need impact sound event
|
|
GEntity_PainFunc( groundEnt, ent, ent, groundEnt->currentOrigin, 0, MOD_CRUSH );
|
|
if ( !forceKnockdown
|
|
&& groundEnt->client->NPC_class == CLASS_DESANN
|
|
&& ent->client->NPC_class != CLASS_LUKE )
|
|
{//can't knock down desann unless you're luke
|
|
//FIXME: should he smack you away like Galak Mech?
|
|
}
|
|
else if ( forceKnockdown //forced
|
|
|| ent->client->NPC_class == CLASS_DESANN //desann always knocks people down
|
|
|| ( ( (groundEnt->s.number&&(groundEnt->s.weapon!=WP_SABER||!groundEnt->NPC||groundEnt->NPC->rank<Q_irand(RANK_CIVILIAN,RANK_CAPTAIN+1))) //an NPC who is either not a saber user or passed the rank-based probability test
|
|
|| ((!ent->s.number||G_ControlledByPlayer(groundEnt)) && !Q_irand( 0, 3 )&&cg.renderingThirdPerson&&!cg.zoomMode) )//or a player in third person, 25% of the time
|
|
&& groundEnt->client->playerTeam != ent->client->playerTeam//and not on the same team
|
|
&& ent->client->ps.legsAnim != BOTH_JUMPATTACK6 ) )//not in the sideways-spinning jump attack
|
|
{
|
|
int knockAnim = BOTH_KNOCKDOWN1;
|
|
if ( PM_CrouchAnim( groundEnt->client->ps.legsAnim ) )
|
|
{//knockdown from crouch
|
|
knockAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{
|
|
vec3_t gEFwd, gEAngles = {0,groundEnt->client->ps.viewangles[YAW],0};
|
|
AngleVectors( gEAngles, gEFwd, NULL, NULL );
|
|
if ( DotProduct( ent->client->ps.velocity, gEFwd ) > 50 )
|
|
{//pushing him forward
|
|
knockAnim = BOTH_KNOCKDOWN3;
|
|
}
|
|
}
|
|
NPC_SetAnim( groundEnt, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
client = ent->client;
|
|
|
|
// mark the time, so the connection sprite can be removed
|
|
client->lastCmdTime = level.time;
|
|
client->pers.lastCommand = *ucmd;
|
|
|
|
// sanity check the command time to prevent speedup cheating
|
|
if ( ucmd->serverTime > level.time + 200 )
|
|
{
|
|
ucmd->serverTime = level.time + 200;
|
|
}
|
|
if ( ucmd->serverTime < level.time - 1000 )
|
|
{
|
|
ucmd->serverTime = level.time - 1000;
|
|
}
|
|
|
|
msec = ucmd->serverTime - client->ps.commandTime;
|
|
if ( msec < 1 )
|
|
{
|
|
msec = 1;
|
|
}
|
|
if ( msec > 200 )
|
|
{
|
|
msec = 200;
|
|
}
|
|
|
|
if ( client->noclip )
|
|
{
|
|
client->ps.pm_type = PM_NOCLIP;
|
|
}
|
|
else if ( client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
client->ps.pm_type = PM_DEAD;
|
|
}
|
|
else
|
|
{
|
|
client->ps.pm_type = PM_NORMAL;
|
|
}
|
|
|
|
//FIXME: if global gravity changes this should update everyone's personal gravity...
|
|
if ( !(ent->svFlags & SVF_CUSTOM_GRAVITY) )
|
|
{
|
|
if (ent->client->inSpaceIndex)
|
|
{ //in space, so no gravity...
|
|
client->ps.gravity = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
client->ps.gravity = g_gravity->value;
|
|
}
|
|
}
|
|
|
|
if (!USENEWNAVSYSTEM || ent->s.number==0)
|
|
{
|
|
ClientAlterSpeed(ent, ucmd, controlledByPlayer, 0);
|
|
}
|
|
|
|
|
|
//FIXME: need to do this before check to avoid walls and cliffs (or just cliffs?)
|
|
BG_AddPushVecToUcmd( ent, ucmd );
|
|
|
|
G_CheckClampUcmd( ent, ucmd );
|
|
|
|
WP_ForcePowersUpdate( ent, ucmd );
|
|
|
|
//if we have the saber in hand, check for starting a block to reflect shots
|
|
if ( ent->s.number < MAX_CLIENTS//player
|
|
|| ( ent->NPC && G_JediInNormalAI( ent ) ) )//NPC jedi not in a special AI mode
|
|
{
|
|
WP_SaberStartMissileBlockCheck( ent, ucmd );
|
|
}
|
|
|
|
// Update the position of the saber, and check to see if we're throwing it
|
|
if ( client->ps.saberEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
int updates = 1;
|
|
if ( ent->NPC )
|
|
{
|
|
updates = 3;//simulate player update rate?
|
|
}
|
|
for ( int update = 0; update < updates; update++ )
|
|
{
|
|
WP_SaberUpdate( ent, ucmd );
|
|
}
|
|
}
|
|
|
|
//NEED to do this every frame, since these overrides do not go into the save/load data
|
|
if ( ent->client && ent->s.m_iVehicleNum != 0 && !ent->s.number && !MatrixMode)
|
|
{//FIXME: extern and read from g_vehicleInfo?
|
|
Vehicle_t *pPlayerVeh = ent->owner->m_pVehicle;
|
|
if ( pPlayerVeh && pPlayerVeh->m_pVehicleInfo->cameraOverride )
|
|
{
|
|
// Vehicle Camera Overrides
|
|
//--------------------------
|
|
cg.overrides.active |= ( CG_OVERRIDE_3RD_PERSON_RNG | CG_OVERRIDE_FOV | CG_OVERRIDE_3RD_PERSON_VOF | CG_OVERRIDE_3RD_PERSON_POF );
|
|
cg.overrides.thirdPersonRange = pPlayerVeh->m_pVehicleInfo->cameraRange;
|
|
cg.overrides.fov = pPlayerVeh->m_pVehicleInfo->cameraFOV;
|
|
cg.overrides.thirdPersonVertOffset = pPlayerVeh->m_pVehicleInfo->cameraVertOffset;
|
|
cg.overrides.thirdPersonPitchOffset = pPlayerVeh->m_pVehicleInfo->cameraPitchOffset;
|
|
|
|
if ( pPlayerVeh->m_pVehicleInfo->cameraAlpha )
|
|
{
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_APH;
|
|
}
|
|
|
|
// If In A Speeder (NOT DURING TURBO)
|
|
//------------------------------------
|
|
if ((level.time>pPlayerVeh->m_iTurboTime) && pPlayerVeh->m_pVehicleInfo->type==VH_SPEEDER)
|
|
{
|
|
// If Using Strafe And Use Keys
|
|
//------------------------------
|
|
if ((pPlayerVeh->m_ucmd.rightmove!=0) &&
|
|
// (pPlayerVeh->m_pParentEntity->client->ps.speed>=0) &&
|
|
(pPlayerVeh->m_ucmd.buttons&BUTTON_USE)
|
|
)
|
|
{
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_ANG; // Turn On Angle Offset
|
|
cg.overrides.thirdPersonRange *= -2; // Camera In Front Of Player
|
|
cg.overrides.thirdPersonAngle = (pPlayerVeh->m_ucmd.rightmove>0)?(20):(-20);
|
|
}
|
|
|
|
// Auto Pullback Of Camera To Show Enemy
|
|
//---------------------------------------
|
|
else
|
|
{
|
|
cg.overrides.active &= ~CG_OVERRIDE_3RD_PERSON_ANG; // Turn Off Angle Offset
|
|
if (ent->enemy)
|
|
{
|
|
vec3_t actorDirection;
|
|
vec3_t enemyDirection;
|
|
|
|
AngleVectors(ent->currentAngles, actorDirection, 0, 0);
|
|
VectorSubtract(ent->enemy->currentOrigin, ent->currentOrigin, enemyDirection);
|
|
float enemyDistance = VectorNormalize(enemyDirection);
|
|
|
|
if (enemyDistance>cg.overrides.thirdPersonRange && enemyDistance<400 && DotProduct(actorDirection, enemyDirection)<-0.5f)
|
|
{
|
|
cg.overrides.thirdPersonRange = enemyDistance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( client->ps.eFlags&EF_IN_ATST )
|
|
{
|
|
cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_3RD_PERSON_POF|CG_OVERRIDE_3RD_PERSON_VOF);
|
|
cg.overrides.thirdPersonRange = 240;
|
|
if ( cg_thirdPersonAutoAlpha.integer )
|
|
{
|
|
if ( ent->health > 0 && ent->client->ps.viewangles[PITCH] < 15 && ent->client->ps.viewangles[PITCH] > 0 )
|
|
{
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_APH;
|
|
if ( cg.overrides.thirdPersonAlpha > 0.525f )
|
|
{
|
|
cg.overrides.thirdPersonAlpha -= 0.025f;
|
|
}
|
|
else if ( cg.overrides.thirdPersonAlpha > 0.5f )
|
|
{
|
|
cg.overrides.thirdPersonAlpha = 0.5f;
|
|
}
|
|
}
|
|
else if ( cg.overrides.active&CG_OVERRIDE_3RD_PERSON_APH )
|
|
{
|
|
if ( cg.overrides.thirdPersonAlpha > cg_thirdPersonAlpha.value )
|
|
{
|
|
cg.overrides.active &= ~CG_OVERRIDE_3RD_PERSON_APH;
|
|
}
|
|
else if ( cg.overrides.thirdPersonAlpha < cg_thirdPersonAlpha.value-0.1f )
|
|
{
|
|
cg.overrides.thirdPersonAlpha += 0.1f;
|
|
}
|
|
else if ( cg.overrides.thirdPersonAlpha < cg_thirdPersonAlpha.value )
|
|
{
|
|
cg.overrides.thirdPersonAlpha = cg_thirdPersonAlpha.value;
|
|
cg.overrides.active &= ~CG_OVERRIDE_3RD_PERSON_APH;
|
|
}
|
|
}
|
|
}
|
|
if ( ent->client->ps.viewangles[PITCH] > 0 )
|
|
{
|
|
cg.overrides.thirdPersonPitchOffset = ent->client->ps.viewangles[PITCH]*-0.75;
|
|
cg.overrides.thirdPersonVertOffset = 300+ent->client->ps.viewangles[PITCH]*-10;
|
|
if ( cg.overrides.thirdPersonVertOffset < 0 )
|
|
{
|
|
cg.overrides.thirdPersonVertOffset = 0;
|
|
}
|
|
}
|
|
else if ( ent->client->ps.viewangles[PITCH] < 0 )
|
|
{
|
|
cg.overrides.thirdPersonPitchOffset = ent->client->ps.viewangles[PITCH]*-0.75;
|
|
cg.overrides.thirdPersonVertOffset = 300+ent->client->ps.viewangles[PITCH]*-5;
|
|
if ( cg.overrides.thirdPersonVertOffset > 300 )
|
|
{
|
|
cg.overrides.thirdPersonVertOffset = 300;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cg.overrides.thirdPersonPitchOffset = 0;
|
|
cg.overrides.thirdPersonVertOffset = 200;
|
|
}
|
|
}
|
|
|
|
//play/stop any looping sounds tied to controlled movement
|
|
G_CheckMovingLoopingSounds( ent, ucmd );
|
|
|
|
//remember your last angles
|
|
VectorCopy ( ent->client->ps.viewangles, ent->lastAngles );
|
|
// set up for pmove
|
|
oldEventSequence = client->ps.eventSequence;
|
|
|
|
memset( &pm, 0, sizeof(pm) );
|
|
|
|
pm.gent = ent;
|
|
pm.ps = &client->ps;
|
|
pm.cmd = *ucmd;
|
|
// pm.tracemask = MASK_PLAYERSOLID; // used differently for navgen
|
|
pm.tracemask = ent->clipmask;
|
|
pm.trace = gi.trace;
|
|
pm.pointcontents = gi.pointcontents;
|
|
pm.debugLevel = g_debugMove->integer;
|
|
pm.noFootsteps = 0;//( g_dmflags->integer & DF_NO_FOOTSTEPS ) > 0;
|
|
|
|
if ( ent->client && ent->NPC )
|
|
{
|
|
pm.cmd.weapon = ent->client->ps.weapon;
|
|
}
|
|
|
|
VectorCopy( client->ps.origin, oldOrigin );
|
|
|
|
#ifdef _XBOX
|
|
// if we're an npc then set the waterlevel
|
|
// based on the entity structure
|
|
// otherwise, zero it
|
|
if(ent->s.number != 0)
|
|
{
|
|
pm.waterlevel = ent->waterlevel;
|
|
pm.watertype = ent->watertype;
|
|
}
|
|
else
|
|
{
|
|
pm.waterlevel = 0;
|
|
pm.watertype = 0;
|
|
}
|
|
#endif
|
|
|
|
// perform a pmove
|
|
Pmove( &pm );
|
|
pm.gent = 0;
|
|
|
|
ProcessGenericCmd(ent, pm.cmd.generic_cmd);
|
|
|
|
// save results of pmove
|
|
if ( ent->client->ps.eventSequence != oldEventSequence )
|
|
{
|
|
ent->eventTime = level.time;
|
|
{
|
|
int seq;
|
|
|
|
seq = (ent->client->ps.eventSequence-1) & (MAX_PS_EVENTS-1);
|
|
ent->s.event = ent->client->ps.events[ seq ] | ( ( ent->client->ps.eventSequence & 3 ) << 8 );
|
|
ent->s.eventParm = ent->client->ps.eventParms[ seq ];
|
|
}
|
|
}
|
|
PlayerStateToEntityState( &ent->client->ps, &ent->s );
|
|
|
|
VectorCopy ( ent->currentOrigin, ent->lastOrigin );
|
|
#if 1
|
|
// use the precise origin for linking
|
|
VectorCopy( ent->client->ps.origin, ent->currentOrigin );
|
|
#else
|
|
//We don't use prediction anymore, so screw this
|
|
// use the snapped origin for linking so it matches client predicted versions
|
|
VectorCopy( ent->s.pos.trBase, ent->currentOrigin );
|
|
#endif
|
|
|
|
|
|
//Had to leave this in, some legacy code must still be using s.angles
|
|
//Shouldn't interfere with interpolation of angles, should it?
|
|
VectorCopy(ent->client->ps.viewangles , ent->currentAngles );
|
|
// if (pVeh)
|
|
// {
|
|
// gi.Printf("%d\n", ucmd->angles[2]);
|
|
// }
|
|
|
|
VectorCopy( pm.mins, ent->mins );
|
|
VectorCopy( pm.maxs, ent->maxs );
|
|
|
|
#ifdef _XBOX
|
|
// if this is the player then set the ent water level
|
|
// npcs are updated elsewhere
|
|
if(ent->s.number == 0)
|
|
{
|
|
ent->waterlevel = pm.waterlevel;
|
|
ent->watertype = pm.watertype;
|
|
}
|
|
#else
|
|
ent->waterlevel = pm.waterlevel;
|
|
ent->watertype = pm.watertype;
|
|
#endif
|
|
|
|
|
|
|
|
_VectorCopy( ucmd->angles, client->pers.cmd_angles );
|
|
|
|
// execute client events
|
|
ClientEvents( ent, oldEventSequence );
|
|
|
|
if ( pm.useEvent )
|
|
{
|
|
//TODO: Use
|
|
TryUse( ent );
|
|
}
|
|
|
|
// link entity now, after any personal teleporters have been used
|
|
gi.linkentity( ent );
|
|
ent->client->hiddenDist = 0;
|
|
if ( !ent->client->noclip )
|
|
{
|
|
G_TouchTriggersLerped( ent );
|
|
}
|
|
|
|
// touch other objects
|
|
ClientImpacts( ent, &pm );
|
|
|
|
// swap and latch button actions
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = ucmd->buttons;
|
|
client->latched_buttons |= client->buttons & ~client->oldbuttons;
|
|
|
|
// check for respawning
|
|
if ( client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
// wait for the attack button to be pressed
|
|
if ( ent->NPC == NULL && level.time > client->respawnTime )
|
|
{
|
|
// don't allow respawn if they are still flying through the
|
|
// air, unless 10 extra seconds have passed, meaning something
|
|
// strange is going on, like the corpse is caught in a wind tunnel
|
|
/*
|
|
if ( level.time < client->respawnTime + 10000 )
|
|
{
|
|
if ( client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
*/
|
|
|
|
// pressing attack or use is the normal respawn method
|
|
if ( ucmd->buttons & ( BUTTON_ATTACK ) )
|
|
{
|
|
respawn( ent );
|
|
}
|
|
}
|
|
if ( ent
|
|
&& !ent->s.number
|
|
&& ent->enemy
|
|
&& ent->enemy != ent
|
|
&& ent->enemy->s.number < ENTITYNUM_WORLD
|
|
&& ent->enemy->inuse
|
|
&& !(cg.overrides.active&CG_OVERRIDE_3RD_PERSON_ANG) )
|
|
{//keep facing enemy
|
|
vec3_t deadDir;
|
|
float deadYaw;
|
|
VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, deadDir );
|
|
deadYaw = AngleNormalize180( vectoyaw ( deadDir ) );
|
|
if ( deadYaw > ent->client->ps.stats[STAT_DEAD_YAW] + 1 )
|
|
{
|
|
ent->client->ps.stats[STAT_DEAD_YAW]++;
|
|
}
|
|
else if ( deadYaw < ent->client->ps.stats[STAT_DEAD_YAW] - 1 )
|
|
{
|
|
ent->client->ps.stats[STAT_DEAD_YAW]--;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.stats[STAT_DEAD_YAW] = deadYaw;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// perform once-a-second actions
|
|
ClientTimerActions( ent, msec );
|
|
|
|
ClientEndPowerUps( ent );
|
|
//try some idle anims on ent if getting no input and not moving for some time
|
|
G_CheckClientIdle( ent, ucmd );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientThink
|
|
|
|
A new command has arrived from the client
|
|
==================
|
|
*/
|
|
extern void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd );
|
|
extern qboolean PM_GentCantJump( gentity_t *gent );
|
|
extern qboolean PM_WeaponOkOnVehicle( int weapon );
|
|
void ClientThink( int clientNum, usercmd_t *ucmd ) {
|
|
gentity_t *ent;
|
|
qboolean restore_ucmd = qfalse;
|
|
usercmd_t sav_ucmd = {0};
|
|
|
|
ent = g_entities + clientNum;
|
|
|
|
if ( ent->s.number<MAX_CLIENTS )
|
|
{
|
|
if ( ent->client->ps.viewEntity > 0 && ent->client->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{//you're controlling another NPC
|
|
gentity_t *controlled = &g_entities[ent->client->ps.viewEntity];
|
|
qboolean freed = qfalse;
|
|
if ( controlled->NPC
|
|
&& controlled->NPC->controlledTime
|
|
&& ent->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 )
|
|
{//An NPC I'm controlling with mind trick
|
|
if ( controlled->NPC->controlledTime < level.time )
|
|
{//time's up!
|
|
G_ClearViewEntity( ent );
|
|
freed = qtrue;
|
|
}
|
|
}
|
|
else if ( controlled->client //an NPC
|
|
&& PM_GentCantJump( controlled ) //that cannot jump
|
|
&& controlled->client->moveType != MT_FLYSWIM ) //and does not use upmove to fly
|
|
{//these types use jump to get out
|
|
if ( ucmd->upmove > 0 )
|
|
{//jumping gets you out of it FIXME: check some other button instead... like ESCAPE... so you could even have total control over an NPC?
|
|
G_ClearViewEntity( ent );
|
|
ucmd->upmove = 0;//ucmd->buttons = 0;
|
|
//stop player from doing anything for a half second after
|
|
ent->aimDebounceTime = level.time + 500;
|
|
freed = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( !freed )
|
|
{//still controlling, save off my ucmd and clear it for my actual run through pmove
|
|
restore_ucmd = qtrue;
|
|
memcpy( &sav_ucmd, ucmd, sizeof( usercmd_t ) );
|
|
memset( ucmd, 0, sizeof( usercmd_t ) );
|
|
//to keep pointing in same dir, need to set ucmd->angles
|
|
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
|
|
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
ucmd->angles[ROLL] = 0;
|
|
if ( controlled->NPC )
|
|
{
|
|
VectorClear( controlled->client->ps.moveDir );
|
|
controlled->client->ps.speed = (sav_ucmd.buttons&BUTTON_WALKING)?controlled->NPC->stats.walkSpeed:controlled->NPC->stats.runSpeed;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
|
|
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
ucmd->angles[ROLL] = 0;
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( ucmd->upmove > 0 )
|
|
{//get out of ATST
|
|
GEntity_UseFunc( ent->activator, ent, ent );
|
|
ucmd->upmove = 0;//ucmd->buttons = 0;
|
|
}
|
|
}
|
|
|
|
|
|
PM_CheckForceUseButton( ent, ucmd );
|
|
}
|
|
|
|
Vehicle_t *pVeh = NULL;
|
|
|
|
// Rider logic.
|
|
// NOTE: Maybe this should be extracted into a RiderUpdate() within the vehicle.
|
|
if ( ( pVeh = G_IsRidingVehicle( ent ) ) != 0 )
|
|
{
|
|
// If we're still in the vehicle...
|
|
if ( pVeh->m_pVehicleInfo->UpdateRider( pVeh, ent, ucmd ) )
|
|
{
|
|
restore_ucmd = qtrue;
|
|
memcpy( &sav_ucmd, ucmd, sizeof( usercmd_t ) );
|
|
memset( ucmd, 0, sizeof( usercmd_t ) );
|
|
//to keep pointing in same dir, need to set ucmd->angles
|
|
//ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
|
|
//ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
//ucmd->angles[ROLL] = 0;
|
|
ucmd->angles[PITCH] = sav_ucmd.angles[PITCH];
|
|
ucmd->angles[YAW] = sav_ucmd.angles[YAW];
|
|
ucmd->angles[ROLL] = sav_ucmd.angles[ROLL];
|
|
//if ( sav_ucmd.weapon != ent->client->ps.weapon && PM_WeaponOkOnVehicle( sav_ucmd.weapon ) )
|
|
{//trying to change weapons to a valid weapon for this vehicle, to preserve this weapon change command
|
|
ucmd->weapon = sav_ucmd.weapon;
|
|
}
|
|
//else
|
|
{//keep our current weapon
|
|
// ucmd->weapon = ent->client->ps.weapon;
|
|
// if ( ent->client->ps.weapon != WP_NONE )
|
|
{//not changing weapons and we are using one of our weapons, not using vehicle weapon
|
|
//so we actually want to do our fire weapon on us, not the vehicle
|
|
ucmd->buttons = (sav_ucmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK));
|
|
// sav_ucmd.buttons &= ~ucmd->buttons;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->client->usercmd = *ucmd;
|
|
|
|
// if ( !g_syncronousClients->integer )
|
|
{
|
|
ClientThink_real( ent, ucmd );
|
|
}
|
|
|
|
// If a vehicle, make sure to attach our driver and passengers here (after we pmove, which is done in Think_Real))
|
|
if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
pVeh = ent->m_pVehicle;
|
|
pVeh->m_pVehicleInfo->AttachRiders( pVeh );
|
|
}
|
|
|
|
|
|
// ClientThink_real can end up freeing this ent, need to check
|
|
if ( restore_ucmd && ent->client )
|
|
{//restore ucmd for later so NPC you're controlling can refer to them
|
|
memcpy( &ent->client->usercmd, &sav_ucmd, sizeof( usercmd_t ) );
|
|
}
|
|
|
|
if ( ent->s.number )
|
|
{//NPCs drown, burn from lava, etc, also
|
|
P_WorldEffects( ent );
|
|
}
|
|
}
|
|
|
|
void ClientEndPowerUps( gentity_t *ent )
|
|
{
|
|
int i;
|
|
|
|
if ( ent == NULL || ent->client == NULL )
|
|
{
|
|
return;
|
|
}
|
|
// turn off any expired powerups
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ )
|
|
{
|
|
if ( ent->client->ps.powerups[ i ] < level.time )
|
|
{
|
|
ent->client->ps.powerups[ i ] = 0;
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
==============
|
|
ClientEndFrame
|
|
|
|
Called at the end of each server frame for each connected client
|
|
A fast client will have multiple ClientThink for each ClientEdFrame,
|
|
while a slow client may have multiple ClientEndFrame between ClientThink.
|
|
==============
|
|
*/
|
|
void ClientEndFrame( gentity_t *ent )
|
|
{
|
|
//
|
|
// If the end of unit layout is displayed, don't give
|
|
// the player any normal movement attributes
|
|
//
|
|
|
|
// burn from lava, etc
|
|
P_WorldEffects (ent);
|
|
|
|
// apply all the damage taken this frame
|
|
P_DamageFeedback (ent);
|
|
|
|
// add the EF_CONNECTION flag if we haven't gotten commands recently
|
|
/*
|
|
if ( level.time - ent->client->lastCmdTime > 1000 ) {
|
|
ent->s.eFlags |= EF_CONNECTION;
|
|
} else {
|
|
ent->s.eFlags &= ~EF_CONNECTION;
|
|
}
|
|
*/
|
|
|
|
ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
|
|
|
|
// G_SetClientSound (ent);
|
|
}
|
|
|
|
|