mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-14 00:40:32 +00:00
1842 lines
No EOL
60 KiB
C++
1842 lines
No EOL
60 KiB
C++
// this include must remain at the top of every bg_xxxx CPP file
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#include "common_headers.h"
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// define GAME_INCLUDE so that g_public.h does not define the
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// short, server-visible gclient_t and gentity_t structures,
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// because we define the full size ones in this file
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#define GAME_INCLUDE
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#include "q_shared.h"
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#include "g_shared.h"
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#include "bg_local.h"
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#include "anims.h"
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#include "wp_saber.h"
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#include "g_vehicles.h"
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#include "../ghoul2/ghoul2_gore.h"
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extern void CG_SetClientViewAngles( vec3_t angles, qboolean overrideViewEnt );
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extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
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extern qboolean PM_InForceGetUp( playerState_t *ps );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern qboolean PM_InReboundJump( int anim );
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extern qboolean PM_StabDownAnim( int anim );
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extern qboolean PM_DodgeAnim( int anim );
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extern qboolean PM_DodgeHoldAnim( int anim );
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extern qboolean PM_InReboundHold( int anim );
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extern qboolean PM_InKnockDownNoGetup( playerState_t *ps );
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extern qboolean PM_InGetUpNoRoll( playerState_t *ps );
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extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
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extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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extern qboolean G_ControlledByPlayer( gentity_t *self );
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extern qboolean cg_usingInFrontOf;
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extern qboolean player_locked;
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extern pmove_t *pm;
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extern pml_t pml;
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extern cvar_t *g_debugMelee;
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void BG_IK_MoveLimb( CGhoul2Info_v &ghoul2, int boltIndex, char *animBone, char *firstBone, char *secondBone,
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int time, entityState_t *ent, int animFileIndex, int basePose,
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vec3_t desiredPos, qboolean *ikInProgress, vec3_t origin,
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vec3_t angles, vec3_t scale, int blendTime, qboolean forceHalt )
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{
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mdxaBone_t holdPointMatrix;
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vec3_t holdPoint;
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vec3_t torg;
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float distToDest;
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animation_t *anim = &level.knownAnimFileSets[animFileIndex].animations[basePose];
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assert( ghoul2.size() );
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assert( anim->firstFrame > 0 );//FIXME: umm...?
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if ( !*ikInProgress && !forceHalt )
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{
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sharedSetBoneIKStateParams_t ikP;
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//restrict the shoulder joint
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//VectorSet(ikP.pcjMins,-50.0f,-80.0f,-15.0f);
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//VectorSet(ikP.pcjMaxs,15.0f,40.0f,15.0f);
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//for now, leaving it unrestricted, but restricting elbow joint.
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//This lets us break the arm however we want in order to fling people
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//in throws, and doesn't look bad.
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VectorSet( ikP.pcjMins, 0, 0, 0 );
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VectorSet( ikP.pcjMaxs, 0, 0, 0 );
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//give the info on our entity.
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ikP.blendTime = blendTime;
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VectorCopy( origin, ikP.origin );
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VectorCopy( angles, ikP.angles );
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ikP.angles[PITCH] = 0;
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ikP.pcjOverrides = 0;
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ikP.radius = 10.0f;
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VectorCopy( scale, ikP.scale );
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//base pose frames for the limb
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ikP.startFrame = anim->firstFrame + anim->numFrames;
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ikP.endFrame = anim->firstFrame + anim->numFrames;
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//ikP.forceAnimOnBone = qfalse; //let it use existing anim if it's the same as this one.
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//we want to call with a null bone name first. This will init all of the
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//ik system stuff on the g2 instance, because we need ragdoll effectors
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//in order for our pcj's to know how to angle properly.
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if ( !gi.G2API_SetBoneIKState( ghoul2, time, NULL, IKS_DYNAMIC, &ikP ) )
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{
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assert( !"Failed to init IK system for g2 instance!" );
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}
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//Now, create our IK bone state.
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if ( gi.G2API_SetBoneIKState( ghoul2, time, "lower_lumbar", IKS_DYNAMIC, &ikP ) )
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{
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//restrict the elbow joint
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VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f );
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VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f );
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if ( gi.G2API_SetBoneIKState( ghoul2, time, "upper_lumbar", IKS_DYNAMIC, &ikP ) )
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{
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//restrict the elbow joint
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VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f );
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VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f );
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if ( gi.G2API_SetBoneIKState( ghoul2, time, "thoracic", IKS_DYNAMIC, &ikP ) )
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{
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//restrict the elbow joint
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VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f );
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VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f );
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if ( gi.G2API_SetBoneIKState( ghoul2, time, secondBone, IKS_DYNAMIC, &ikP ) )
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{
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//restrict the elbow joint
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VectorSet( ikP.pcjMins, -90.0f, -20.0f, -20.0f );
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VectorSet( ikP.pcjMaxs, 30.0f, 20.0f, -20.0f );
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if ( gi.G2API_SetBoneIKState( ghoul2, time, firstBone, IKS_DYNAMIC, &ikP ) )
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{ //everything went alright.
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*ikInProgress = qtrue;
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}
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}
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}
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}
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}
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}
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if ( *ikInProgress && !forceHalt )
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{ //actively update our ik state.
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sharedIKMoveParams_t ikM;
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CRagDollUpdateParams tuParms;
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vec3_t tAngles;
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//set the argument struct up
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VectorCopy( desiredPos, ikM.desiredOrigin ); //we want the bone to move here.. if possible
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VectorCopy( angles, tAngles );
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tAngles[PITCH] = tAngles[ROLL] = 0;
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gi.G2API_GetBoltMatrix( ghoul2, 0, boltIndex, &holdPointMatrix, tAngles, origin, time, 0, scale );
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//Get the point position from the matrix.
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holdPoint[0] = holdPointMatrix.matrix[0][3];
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holdPoint[1] = holdPointMatrix.matrix[1][3];
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holdPoint[2] = holdPointMatrix.matrix[2][3];
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VectorSubtract( holdPoint, desiredPos, torg );
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distToDest = VectorLength( torg );
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//closer we are, more we want to keep updated.
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//if we're far away we don't want to be too fast or we'll start twitching all over.
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if ( distToDest < 2 )
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{ //however if we're this close we want very precise movement
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ikM.movementSpeed = 0.4f;
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}
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else if ( distToDest < 16 )
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{
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ikM.movementSpeed = 0.9f;//8.0f;
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}
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else if ( distToDest < 32 )
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{
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ikM.movementSpeed = 0.8f;//4.0f;
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}
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else if ( distToDest < 64 )
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{
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ikM.movementSpeed = 0.7f;//2.0f;
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}
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else
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{
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ikM.movementSpeed = 0.6f;
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}
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VectorCopy( origin, ikM.origin ); //our position in the world.
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ikM.boneName[0] = 0;
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if ( gi.G2API_IKMove( ghoul2, time, &ikM ) )
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{
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//now do the standard model animate stuff with ragdoll update params.
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VectorCopy( angles, tuParms.angles );
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tuParms.angles[PITCH] = 0;
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VectorCopy( origin, tuParms.position );
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VectorCopy( scale, tuParms.scale );
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tuParms.me = ent->number;
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VectorClear( tuParms.velocity );
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gi.G2API_AnimateG2Models( ghoul2, time, &tuParms );
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}
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else
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{
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*ikInProgress = qfalse;
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}
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}
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else if ( *ikInProgress )
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{ //kill it
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float cFrame, animSpeed;
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int sFrame, eFrame, flags;
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gi.G2API_SetBoneIKState( ghoul2, time, "lower_lumbar", IKS_NONE, NULL );
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gi.G2API_SetBoneIKState( ghoul2, time, "upper_lumbar", IKS_NONE, NULL );
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gi.G2API_SetBoneIKState( ghoul2, time, "thoracic", IKS_NONE, NULL );
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gi.G2API_SetBoneIKState( ghoul2, time, secondBone, IKS_NONE, NULL );
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gi.G2API_SetBoneIKState( ghoul2, time, firstBone, IKS_NONE, NULL );
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//then reset the angles/anims on these PCJs
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gi.G2API_SetBoneAngles( &ghoul2[0], "lower_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time );
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gi.G2API_SetBoneAngles( &ghoul2[0], "upper_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time );
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gi.G2API_SetBoneAngles( &ghoul2[0], "thoracic", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time );
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gi.G2API_SetBoneAngles( &ghoul2[0], secondBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time );
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gi.G2API_SetBoneAngles( &ghoul2[0], firstBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, time );
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//Get the anim/frames that the pelvis is on exactly, and match the left arm back up with them again.
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gi.G2API_GetBoneAnim( &ghoul2[0], animBone, (const int)time, &cFrame, &sFrame, &eFrame, &flags, &animSpeed, 0 );
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gi.G2API_SetBoneAnim( &ghoul2[0], "lower_lumbar", sFrame, eFrame, flags, animSpeed, time, sFrame, 300 );
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gi.G2API_SetBoneAnim( &ghoul2[0], "upper_lumbar", sFrame, eFrame, flags, animSpeed, time, sFrame, 300 );
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gi.G2API_SetBoneAnim( &ghoul2[0], "thoracic", sFrame, eFrame, flags, animSpeed, time, sFrame, 300 );
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gi.G2API_SetBoneAnim( &ghoul2[0], secondBone, sFrame, eFrame, flags, animSpeed, time, sFrame, 300 );
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gi.G2API_SetBoneAnim( &ghoul2[0], firstBone, sFrame, eFrame, flags, animSpeed, time, sFrame, 300 );
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//And finally, get rid of all the ik state effector data by calling with null bone name (similar to how we init it).
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gi.G2API_SetBoneIKState( ghoul2, time, NULL, IKS_NONE, NULL );
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*ikInProgress = qfalse;
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}
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}
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void PM_IKUpdate( gentity_t *ent )
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{
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//The bone we're holding them by and the next bone after that
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char *animBone = "lower_lumbar";
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char *firstBone = "lradius";
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char *secondBone = "lhumerus";
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char *defaultBoltName = "*r_hand";
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if ( !ent->client )
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{
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return;
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}
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if ( ent->client->ps.heldByClient <= ENTITYNUM_WORLD )
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{ //then put our arm in this client's hand
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gentity_t *holder = &g_entities[ent->client->ps.heldByClient];
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if ( holder && holder->inuse && holder->client && holder->ghoul2.size())
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{
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if ( !ent->client->ps.heldByBolt )
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{//bolt wan't set
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ent->client->ps.heldByBolt = gi.G2API_AddBolt( &holder->ghoul2[0], defaultBoltName );
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}
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}
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else
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{ //they're gone, stop holding me
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ent->client->ps.heldByClient = 0;
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return;
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}
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if ( ent->client->ps.heldByBolt )
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{
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mdxaBone_t boltMatrix;
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vec3_t boltOrg;
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vec3_t tAngles;
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VectorCopy( holder->client->ps.viewangles, tAngles );
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tAngles[PITCH] = tAngles[ROLL] = 0;
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gi.G2API_GetBoltMatrix( holder->ghoul2, 0, ent->client->ps.heldByBolt, &boltMatrix, tAngles, holder->client->ps.origin, level.time, 0, holder->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, boltOrg );
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int grabbedByBolt = gi.G2API_AddBolt( &ent->ghoul2[0], firstBone );
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if ( grabbedByBolt )
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{
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//point the limb
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BG_IK_MoveLimb( ent->ghoul2, grabbedByBolt, animBone, firstBone, secondBone,
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level.time, &ent->s, ent->client->clientInfo.animFileIndex,
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ent->client->ps.torsoAnim/*BOTH_DEAD1*/, boltOrg, &ent->client->ps.ikStatus,
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ent->client->ps.origin, ent->client->ps.viewangles, ent->s.modelScale,
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500, qfalse );
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//now see if we need to be turned and/or pulled
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vec3_t grabDiff, grabbedByOrg;
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VectorCopy( ent->client->ps.viewangles, tAngles );
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tAngles[PITCH] = tAngles[ROLL] = 0;
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gi.G2API_GetBoltMatrix( ent->ghoul2, 0, grabbedByBolt, &boltMatrix, tAngles, ent->client->ps.origin, level.time, 0, ent->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, grabbedByOrg );
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//check for turn
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vec3_t org2Targ, org2Bolt;
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VectorSubtract( boltOrg, ent->currentOrigin, org2Targ );
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float org2TargYaw = vectoyaw( org2Targ );
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VectorSubtract( grabbedByOrg, ent->currentOrigin, org2Bolt );
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float org2BoltYaw = vectoyaw( org2Bolt );
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if ( org2TargYaw-1.0f > org2BoltYaw )
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{
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ent->currentAngles[YAW]++;
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G_SetAngles( ent, ent->currentAngles );
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}
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else if ( org2TargYaw+1.0f < org2BoltYaw )
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{
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ent->currentAngles[YAW]--;
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G_SetAngles( ent, ent->currentAngles );
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}
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//check for pull
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VectorSubtract( boltOrg, grabbedByOrg, grabDiff );
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if ( VectorLength( grabDiff ) > 128.0f )
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{//too far, release me
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ent->client->ps.heldByClient = holder->client->ps.heldClient = ENTITYNUM_NONE;
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}
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else if ( 1 )
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{//pull me along
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trace_t trace;
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vec3_t destOrg;
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VectorAdd( ent->currentOrigin, grabDiff, destOrg );
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gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, destOrg, ent->s.number, (ent->clipmask&~holder->contents) );
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G_SetOrigin( ent, trace.endpos );
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//FIXME: better yet: do an actual slidemove to the new pos?
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//FIXME: if I'm alive, just tell me to walk some?
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}
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//FIXME: if I need to turn to keep my bone facing him, do so...
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}
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//don't let us fall?
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VectorClear( ent->client->ps.velocity );
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//FIXME: also make the holder point his holding limb at you?
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}
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}
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else if ( ent->client->ps.ikStatus )
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{ //make sure we aren't IKing if we don't have anyone to hold onto us.
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if ( ent && ent->inuse && ent->client && ent->ghoul2.size() )
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{
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if ( !ent->client->ps.heldByBolt )
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{
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ent->client->ps.heldByBolt = gi.G2API_AddBolt( &ent->ghoul2[0], defaultBoltName );
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}
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}
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else
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{ //This shouldn't happen, but just in case it does, we'll have a failsafe.
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ent->client->ps.heldByBolt = 0;
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ent->client->ps.ikStatus = qfalse;
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}
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if ( ent->client->ps.heldByBolt )
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{
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BG_IK_MoveLimb( ent->ghoul2, ent->client->ps.heldByBolt, animBone, firstBone, secondBone,
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level.time, &ent->s, ent->client->clientInfo.animFileIndex,
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ent->client->ps.torsoAnim/*BOTH_DEAD1*/, (float *)vec3_origin,
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&ent->client->ps.ikStatus, ent->client->ps.origin,
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ent->client->ps.viewangles, ent->s.modelScale, 500, qtrue );
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}
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}
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}
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void BG_G2SetBoneAngles( centity_t *cent, gentity_t *gent, int boneIndex, const vec3_t angles, const int flags,
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const Eorientations up, const Eorientations right, const Eorientations forward, qhandle_t *modelList )
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{
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if (boneIndex!=-1)
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{
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gi.G2API_SetBoneAnglesIndex( ¢->gent->ghoul2[0], boneIndex, angles, flags, up, right, forward, modelList );
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}
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}
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#define MAX_YAWSPEED_X_WING 1
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#define MAX_PITCHSPEED_X_WING 1
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void PM_ScaleUcmd( playerState_t *ps, usercmd_t *cmd, gentity_t *gent )
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{
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if ( G_IsRidingVehicle( gent ) )
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{//driving a vehicle
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//clamp the turn rate
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int maxPitchSpeed = MAX_PITCHSPEED_X_WING;//switch, eventually? Or read from file?
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int diff = AngleNormalize180(SHORT2ANGLE((cmd->angles[PITCH]+ps->delta_angles[PITCH]))) - floor(ps->viewangles[PITCH]);
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if ( diff > maxPitchSpeed )
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{
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cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] + maxPitchSpeed ) - ps->delta_angles[PITCH];
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}
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else if ( diff < -maxPitchSpeed )
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{
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cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] - maxPitchSpeed ) - ps->delta_angles[PITCH];
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}
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//Um, WTF? When I turn in a certain direction, I start going backwards? Or strafing?
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int maxYawSpeed = MAX_YAWSPEED_X_WING;//switch, eventually? Or read from file?
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diff = AngleNormalize180(SHORT2ANGLE(cmd->angles[YAW]+ps->delta_angles[YAW]) - floor(ps->viewangles[YAW]));
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//clamp the turn rate
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if ( diff > maxYawSpeed )
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{
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cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] + maxYawSpeed ) - ps->delta_angles[YAW];
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}
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else if ( diff < -maxYawSpeed )
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{
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cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] - maxYawSpeed ) - ps->delta_angles[YAW];
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}
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}
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}
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extern void SetClientViewAngle( gentity_t *ent, vec3_t angle );
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qboolean PM_LockAngles( gentity_t *ent, usercmd_t *ucmd )
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{
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if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
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{//don't clamp angles when looking through a viewEntity
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SetClientViewAngle( ent, ent->client->ps.viewangles );
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}
|
|
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];
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesToGripper( gentity_t *ent, usercmd_t *ucmd )
|
|
{//FIXME: make this more generic and have it actually *tell* the client what cmd angles it should be locked at?
|
|
if ( ((ent->client->ps.eFlags&EF_FORCE_GRIPPED)||(ent->client->ps.eFlags&EF_FORCE_DRAINED)) && ent->enemy )
|
|
{
|
|
vec3_t dir, angles;
|
|
|
|
VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, dir );
|
|
vectoangles( dir, angles );
|
|
angles[PITCH] = AngleNormalize180( angles[PITCH] );
|
|
angles[YAW] = AngleNormalize180( angles[YAW] );
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, angles );
|
|
}
|
|
ucmd->angles[PITCH] = ANGLE2SHORT(angles[PITCH]) - ent->client->ps.delta_angles[PITCH];
|
|
ucmd->angles[YAW] = ANGLE2SHORT(angles[YAW]) - ent->client->ps.delta_angles[YAW];
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesToPuller( gentity_t *ent, gentity_t *puller, usercmd_t *ucmd, qboolean faceAway )
|
|
{//FIXME: make this more generic and have it actually *tell* the client what cmd angles it should be locked at?
|
|
vec3_t dir, angles;
|
|
|
|
VectorSubtract( puller->currentOrigin, ent->currentOrigin, dir );
|
|
vectoangles( dir, angles );
|
|
angles[PITCH] = AngleNormalize180( angles[PITCH] );
|
|
if ( faceAway )
|
|
{
|
|
angles[YAW] += 180;
|
|
}
|
|
angles[YAW] = AngleNormalize180( angles[YAW] );
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, angles );
|
|
}
|
|
ucmd->angles[PITCH] = ANGLE2SHORT(angles[PITCH]) - ent->client->ps.delta_angles[PITCH];
|
|
ucmd->angles[YAW] = ANGLE2SHORT(angles[YAW]) - ent->client->ps.delta_angles[YAW];
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove )
|
|
{
|
|
if (( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT || ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT ) && ent->client->ps.legsAnimTimer > 500 )
|
|
{//wall-running and not at end of anim
|
|
//stick to wall, if there is one
|
|
vec3_t fwd, rt, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0};
|
|
trace_t trace;
|
|
float dist, yawAdjust=0.0f;
|
|
|
|
AngleVectors( fwdAngles, fwd, rt, NULL );
|
|
|
|
if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
|
|
{
|
|
dist = 128;
|
|
yawAdjust = -90;
|
|
}
|
|
else
|
|
{
|
|
dist = -128;
|
|
yawAdjust = 90;
|
|
}
|
|
VectorMA( ent->currentOrigin, dist, rt, traceTo );
|
|
gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask );
|
|
if ( trace.fraction < 1.0f
|
|
&& (trace.plane.normal[2] >= 0.0f && trace.plane.normal[2] <= 0.4f) )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
trace_t trace2;
|
|
vec3_t traceTo2;
|
|
vec3_t wallRunFwd, wallRunAngles = {0};
|
|
|
|
wallRunAngles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
|
|
AngleVectors( wallRunAngles, wallRunFwd, NULL, NULL );
|
|
|
|
VectorMA( ent->currentOrigin, 32, wallRunFwd, traceTo2 );
|
|
gi.trace( &trace2, ent->currentOrigin, mins, maxs, traceTo2, ent->s.number, ent->clipmask );
|
|
if ( trace2.fraction < 1.0f && DotProduct( trace2.plane.normal, wallRunFwd ) <= -0.999f )
|
|
{//wall we can't run on in front of us
|
|
trace.fraction = 1.0f;//just a way to get it to kick us off the wall below
|
|
}
|
|
}
|
|
if ( trace.fraction < 1.0f
|
|
&& (trace.plane.normal[2] >= 0.0f && trace.plane.normal[2] <= 0.4f) )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//still a vertical wall there
|
|
//FIXME: don't pull around 90 turns
|
|
//FIXME: simulate stepping up steps here, somehow?
|
|
if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked )
|
|
{
|
|
if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
|
|
{
|
|
ucmd->rightmove = 127;
|
|
}
|
|
else
|
|
{
|
|
ucmd->rightmove = -127;
|
|
}
|
|
}
|
|
if ( ucmd->upmove < 0 )
|
|
{
|
|
ucmd->upmove = 0;
|
|
}
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
//make me face perpendicular to the wall
|
|
ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
if ( (ent->s.number&&!G_ControlledByPlayer(ent)) || !player_locked )
|
|
{
|
|
if ( doMove )
|
|
{
|
|
//push me forward
|
|
float zVel = ent->client->ps.velocity[2];
|
|
if ( zVel > forceJumpStrength[FORCE_LEVEL_2]/2.0f )
|
|
{
|
|
zVel = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
|
|
}
|
|
//pull me toward the wall
|
|
VectorScale( trace.plane.normal, -128, ent->client->ps.velocity );
|
|
if ( ent->client->ps.legsAnimTimer > 500 )
|
|
{//not at end of anim yet, pushing forward
|
|
//FIXME: or MA?
|
|
float speed = 175;
|
|
if ( ucmd->forwardmove < 0 )
|
|
{//slower
|
|
speed = 100;
|
|
}
|
|
else if ( ucmd->forwardmove > 0 )
|
|
{
|
|
speed = 250;//running speed
|
|
}
|
|
VectorMA( ent->client->ps.velocity, speed, fwd, ent->client->ps.velocity );
|
|
}
|
|
ent->client->ps.velocity[2] = zVel;//preserve z velocity
|
|
//VectorMA( ent->client->ps.velocity, -128, trace.plane.normal, ent->client->ps.velocity );
|
|
//pull me toward the wall, too
|
|
//VectorMA( ent->client->ps.velocity, dist, rt, ent->client->ps.velocity );
|
|
}
|
|
}
|
|
ucmd->forwardmove = 0;
|
|
return qtrue;
|
|
}
|
|
else if ( doMove )
|
|
{//stop it
|
|
if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
|
|
{
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_RIGHT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT )
|
|
{
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_LEFT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
extern int PM_AnimLength( int index, animNumber_t anim );
|
|
qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly )
|
|
{
|
|
vec3_t newAngles;
|
|
float animLength, spinStart, spinEnd, spinAmt, spinLength;
|
|
animNumber_t spinAnim;
|
|
|
|
if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSTABDOWN )
|
|
{
|
|
spinAnim = BOTH_JUMPFLIPSTABDOWN;
|
|
spinStart = 300.0f;//700.0f;
|
|
spinEnd = 1400.0f;
|
|
spinAmt = 180.0f;
|
|
}
|
|
else if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSLASHDOWN1 )
|
|
{
|
|
spinAnim = BOTH_JUMPFLIPSLASHDOWN1;
|
|
spinStart = 300.0f;//700.0f;//1500.0f;
|
|
spinEnd = 1400.0f;//2300.0f;
|
|
spinAmt = 180.0f;
|
|
}
|
|
else
|
|
{
|
|
if ( !anglesOnly )
|
|
{
|
|
if ( (ent->s.number<MAX_CLIENTS||G_ControlledByPlayer(ent)) )
|
|
{
|
|
cg.overrides.active &= ~CG_OVERRIDE_3RD_PERSON_VOF;
|
|
cg.overrides.thirdPersonVertOffset = 0;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, spinAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
|
|
//face me
|
|
if ( elapsedTime >= spinStart && elapsedTime <= spinEnd )
|
|
{
|
|
spinLength = spinEnd - spinStart;
|
|
VectorCopy( ent->client->ps.viewangles, newAngles );
|
|
newAngles[YAW] = ent->angle + (spinAmt * (elapsedTime-spinStart) / spinLength);
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, newAngles );
|
|
}
|
|
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];
|
|
if ( anglesOnly )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
else if ( anglesOnly )
|
|
{
|
|
return qfalse;
|
|
}
|
|
//push me
|
|
if ( ent->client->ps.legsAnimTimer > 300 )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//haven't landed or reached end of anim yet
|
|
if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked )
|
|
{
|
|
vec3_t pushDir, pushAngles = {0,ent->angle,0};
|
|
AngleVectors( pushAngles, pushDir, NULL, NULL );
|
|
if ( DotProduct( ent->client->ps.velocity, pushDir ) < 100 )
|
|
{
|
|
VectorMA( ent->client->ps.velocity, 10, pushDir, ent->client->ps.velocity );
|
|
}
|
|
}
|
|
}
|
|
//do a dip in the view
|
|
if ( (ent->s.number<MAX_CLIENTS||G_ControlledByPlayer(ent)) )
|
|
{
|
|
float viewDip = 0;
|
|
if ( elapsedTime < animLength/2.0f )
|
|
{//starting anim
|
|
viewDip = (elapsedTime/animLength)*-120.0f;
|
|
}
|
|
else
|
|
{//ending anim
|
|
viewDip = ((animLength-elapsedTime)/animLength)*-120.0f;
|
|
}
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_VOF;
|
|
cg.overrides.thirdPersonVertOffset = cg_thirdPersonVertOffset.value+viewDip;
|
|
//pm->ps->viewheight = standheight + viewDip;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ( ent->client->ps.saberMove == LS_A_BACK || ent->client->ps.saberMove == LS_A_BACK_CR || ent->client->ps.saberMove == LS_A_BACKSTAB )
|
|
&& PM_InAnimForSaberMove( ent->client->ps.torsoAnim, ent->client->ps.saberMove ) )
|
|
{
|
|
if ( ent->client->ps.saberMove != LS_A_BACKSTAB || !ent->enemy || (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) )
|
|
{
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
}
|
|
else
|
|
{//keep player facing away from their enemy
|
|
vec3_t enemyBehindDir;
|
|
VectorSubtract( ent->currentOrigin, ent->enemy->currentOrigin, enemyBehindDir );
|
|
float enemyBehindYaw = AngleNormalize180( vectoyaw( enemyBehindDir ) );
|
|
float yawError = AngleNormalize180( enemyBehindYaw - AngleNormalize180( ent->client->ps.viewangles[YAW] ) );
|
|
if ( yawError > 1 )
|
|
{
|
|
yawError = 1;
|
|
}
|
|
else if ( yawError < -1 )
|
|
{
|
|
yawError = -1;
|
|
}
|
|
ucmd->angles[YAW] = ANGLE2SHORT( AngleNormalize180( ent->client->ps.viewangles[YAW] + yawError ) ) - ent->client->ps.delta_angles[YAW];
|
|
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
|
|
}
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( ent->client->ps.saberLockTime > level.time )
|
|
{
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
int G_MinGetUpTime( gentity_t *ent )
|
|
{
|
|
if ( ent
|
|
&& ent->client
|
|
&& ( ent->client->ps.legsAnim == BOTH_PLAYER_PA_3_FLY
|
|
|| ent->client->ps.legsAnim == BOTH_LK_DL_ST_T_SB_1_L
|
|
|| ent->client->ps.legsAnim == BOTH_RELEASED ) )
|
|
{//special cases
|
|
return 200;
|
|
}
|
|
else if ( ent && ent->client && ent->client->NPC_class == CLASS_ALORA )
|
|
{//alora springs up very quickly from knockdowns!
|
|
return 1000;
|
|
}
|
|
else if ( (ent->s.clientNum < MAX_CLIENTS||G_ControlledByPlayer(ent)) )
|
|
{//player can get up faster based on his/her force jump skill
|
|
int getUpTime = PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
if ( ent->client->ps.forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_3 )
|
|
{
|
|
return (getUpTime+400);//750
|
|
}
|
|
else if ( ent->client->ps.forcePowerLevel[FP_LEVITATION] == FORCE_LEVEL_2 )
|
|
{
|
|
return (getUpTime+200);//500
|
|
}
|
|
else if ( ent->client->ps.forcePowerLevel[FP_LEVITATION] == FORCE_LEVEL_1 )
|
|
{
|
|
return (getUpTime+100);//250
|
|
}
|
|
else
|
|
{
|
|
return getUpTime;
|
|
}
|
|
}
|
|
return 200;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForKnockdown( gentity_t *ent, usercmd_t *ucmd, qboolean angleClampOnly )
|
|
{
|
|
if ( PM_InKnockDown( &ent->client->ps ) )
|
|
{//being knocked down or getting up, can't do anything!
|
|
if ( !angleClampOnly )
|
|
{
|
|
if ( ent->client->ps.legsAnimTimer > G_MinGetUpTime( ent )
|
|
|| (ent->s.number >= MAX_CLIENTS&&!G_ControlledByPlayer(ent)) )
|
|
{//can't get up yet
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
}
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
//you can jump up out of a knockdown and you get get up into a crouch from a knockdown
|
|
//ucmd->upmove = 0;
|
|
//if ( !PM_InForceGetUp( &ent->client->ps ) || ent->client->ps.torsoAnimTimer > 800 || ent->s.weapon != WP_SABER )
|
|
if ( ent->health > 0 )
|
|
{//can only attack if you've started a force-getup and are using the saber
|
|
ucmd->buttons = 0;
|
|
}
|
|
}
|
|
if ( !PM_InForceGetUp( &ent->client->ps ) )
|
|
{//can't turn unless in a force getup
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForDualJumpAttack( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForLongJump( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForGrapple( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAngleForWallRunUp( gentity_t *ent, usercmd_t *ucmd, qboolean doMove )
|
|
{
|
|
if ( ent->client->ps.legsAnim == BOTH_FORCEWALLRUNFLIP_START )
|
|
{//wall-running up
|
|
//stick to wall, if there is one
|
|
vec3_t fwd, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0};
|
|
trace_t trace;
|
|
float dist = 128;
|
|
|
|
AngleVectors( fwdAngles, fwd, NULL, NULL );
|
|
VectorMA( ent->currentOrigin, dist, fwd, traceTo );
|
|
gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask );
|
|
if ( trace.fraction > 0.5f )
|
|
{//hmm, some room, see if there's a floor right here
|
|
trace_t trace2;
|
|
vec3_t top, bottom;
|
|
VectorCopy( trace.endpos, top );
|
|
top[2] += (ent->mins[2]*-1) + 4.0f;
|
|
VectorCopy( top, bottom );
|
|
bottom[2] -= 64.0f;//was 32.0f
|
|
gi.trace( &trace2, top, ent->mins, ent->maxs, bottom, ent->s.number, ent->clipmask );
|
|
if ( !trace2.allsolid
|
|
&& !trace2.startsolid
|
|
&& trace2.fraction < 1.0f
|
|
&& trace2.plane.normal[2] > 0.7f )//slope we can stand on
|
|
{//cool, do the alt-flip and land on whetever it is we just scaled up
|
|
VectorScale( fwd, 100, ent->client->ps.velocity );
|
|
ent->client->ps.velocity[2] += 200;
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRUNFLIP_ALT, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ent->client->ps.pm_flags |= PMF_JUMP_HELD;
|
|
ent->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
ent->client->ps.forcePowersActive |= (1<<FP_LEVITATION);
|
|
G_AddEvent( ent, EV_JUMP, 0 );
|
|
ucmd->upmove = 0;
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( //ucmd->upmove <= 0 &&
|
|
ent->client->ps.legsAnimTimer > 0
|
|
&& ucmd->forwardmove > 0
|
|
&& trace.fraction < 1.0f
|
|
&& (trace.plane.normal[2] >= 0.0f && trace.plane.normal[2] <= MAX_WALL_RUN_Z_NORMAL) )
|
|
{//still a vertical wall there
|
|
//make sure there's not a ceiling above us!
|
|
trace_t trace2;
|
|
VectorCopy( ent->currentOrigin, traceTo );
|
|
traceTo[2] += 64;
|
|
gi.trace( &trace2, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask );
|
|
if ( trace2.fraction < 1.0f )
|
|
{//will hit a ceiling, so force jump-off right now
|
|
//NOTE: hits any entity or clip brush in the way, too, not just architecture!
|
|
}
|
|
else
|
|
{//all clear, keep going
|
|
//FIXME: don't pull around 90 turns
|
|
//FIXME: simulate stepping up steps here, somehow?
|
|
if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked )
|
|
{
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
if ( ucmd->upmove < 0 )
|
|
{
|
|
ucmd->upmove = 0;
|
|
}
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
//make me face the wall
|
|
ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+180;
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked )
|
|
{
|
|
if ( doMove )
|
|
{
|
|
//pull me toward the wall
|
|
VectorScale( trace.plane.normal, -128, ent->client->ps.velocity );
|
|
//push me up
|
|
if ( ent->client->ps.legsAnimTimer > 200 )
|
|
{//not at end of anim yet
|
|
float speed = 300;
|
|
/*
|
|
if ( ucmd->forwardmove < 0 )
|
|
{//slower
|
|
speed = 100;
|
|
}
|
|
else if ( ucmd->forwardmove > 0 )
|
|
{
|
|
speed = 250;//running speed
|
|
}
|
|
*/
|
|
ent->client->ps.velocity[2] = speed;//preserve z velocity
|
|
}
|
|
//pull me toward the wall
|
|
//VectorMA( ent->client->ps.velocity, -128, trace.plane.normal, ent->client->ps.velocity );
|
|
}
|
|
}
|
|
ucmd->forwardmove = 0;
|
|
return qtrue;
|
|
}
|
|
}
|
|
//failed!
|
|
if ( doMove )
|
|
{//stop it
|
|
VectorScale( fwd, WALL_RUN_UP_BACKFLIP_SPEED, ent->client->ps.velocity );
|
|
ent->client->ps.velocity[2] += 200;
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRUNFLIP_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ent->client->ps.pm_flags |= PMF_JUMP_HELD;
|
|
ent->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
ent->client->ps.forcePowersActive |= (1<<FP_LEVITATION);
|
|
G_AddEvent( ent, EV_JUMP, 0 );
|
|
ucmd->upmove = 0;
|
|
//return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
float G_ForceWallJumpStrength( void )
|
|
{
|
|
return (forceJumpStrength[FORCE_LEVEL_3]/2.5f);
|
|
}
|
|
|
|
qboolean PM_AdjustAngleForWallJump( gentity_t *ent, usercmd_t *ucmd, qboolean doMove )
|
|
{
|
|
if ( PM_InReboundJump( ent->client->ps.legsAnim )
|
|
|| PM_InReboundHold( ent->client->ps.legsAnim ) )
|
|
{//hugging wall, getting ready to jump off
|
|
//stick to wall, if there is one
|
|
vec3_t checkDir, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0};
|
|
trace_t trace;
|
|
float dist = 128, yawAdjust;
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_FORCEWALLREBOUND_RIGHT:
|
|
case BOTH_FORCEWALLHOLD_RIGHT:
|
|
AngleVectors( fwdAngles, NULL, checkDir, NULL );
|
|
yawAdjust = -90;
|
|
break;
|
|
case BOTH_FORCEWALLREBOUND_LEFT:
|
|
case BOTH_FORCEWALLHOLD_LEFT:
|
|
AngleVectors( fwdAngles, NULL, checkDir, NULL );
|
|
VectorScale( checkDir, -1, checkDir );
|
|
yawAdjust = 90;
|
|
break;
|
|
case BOTH_FORCEWALLREBOUND_FORWARD:
|
|
case BOTH_FORCEWALLHOLD_FORWARD:
|
|
AngleVectors( fwdAngles, checkDir, NULL, NULL );
|
|
yawAdjust = 180;
|
|
break;
|
|
case BOTH_FORCEWALLREBOUND_BACK:
|
|
case BOTH_FORCEWALLHOLD_BACK:
|
|
AngleVectors( fwdAngles, checkDir, NULL, NULL );
|
|
VectorScale( checkDir, -1, checkDir );
|
|
yawAdjust = 0;
|
|
break;
|
|
default:
|
|
//WTF???
|
|
return qfalse;
|
|
break;
|
|
}
|
|
if ( g_debugMelee->integer )
|
|
{//uber-skillz
|
|
if ( ucmd->upmove > 0 )
|
|
{//hold on until you let go manually
|
|
if ( PM_InReboundHold( ent->client->ps.legsAnim ) )
|
|
{//keep holding
|
|
if ( ent->client->ps.legsAnimTimer < 150 )
|
|
{
|
|
ent->client->ps.legsAnimTimer = 150;
|
|
}
|
|
}
|
|
else
|
|
{//if got to hold part of anim, play hold anim
|
|
if ( ent->client->ps.legsAnimTimer <= 300 )
|
|
{
|
|
ent->client->ps.SaberDeactivate();
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRELEASE_FORWARD+(ent->client->ps.legsAnim-BOTH_FORCEWALLHOLD_FORWARD), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ent->client->ps.legsAnimTimer = ent->client->ps.torsoAnimTimer = 150;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
VectorMA( ent->currentOrigin, dist, checkDir, traceTo );
|
|
gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask );
|
|
if ( //ucmd->upmove <= 0 &&
|
|
ent->client->ps.legsAnimTimer > 100 &&
|
|
trace.fraction < 1.0f && fabs(trace.plane.normal[2]) <= MAX_WALL_GRAB_SLOPE )
|
|
{//still a vertical wall there
|
|
//FIXME: don't pull around 90 turns
|
|
/*
|
|
if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked )
|
|
{
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
*/
|
|
if ( ucmd->upmove < 0 )
|
|
{
|
|
ucmd->upmove = 0;
|
|
}
|
|
if ( ent->NPC )
|
|
{//invalid now
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
//align me to the wall
|
|
ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
if ( (ent->s.number>=MAX_CLIENTS&&!G_ControlledByPlayer(ent)) || !player_locked )
|
|
{
|
|
if ( doMove )
|
|
{
|
|
//pull me toward the wall
|
|
VectorScale( trace.plane.normal, -128, ent->client->ps.velocity );
|
|
}
|
|
}
|
|
ucmd->upmove = 0;
|
|
ent->client->ps.pm_flags |= PMF_STUCK_TO_WALL;
|
|
return qtrue;
|
|
}
|
|
else if ( doMove
|
|
&& (ent->client->ps.pm_flags&PMF_STUCK_TO_WALL))
|
|
{//jump off
|
|
//push off of it!
|
|
ent->client->ps.pm_flags &= ~PMF_STUCK_TO_WALL;
|
|
ent->client->ps.velocity[0] = ent->client->ps.velocity[1] = 0;
|
|
VectorScale( checkDir, -JUMP_OFF_WALL_SPEED, ent->client->ps.velocity );
|
|
ent->client->ps.velocity[2] = G_ForceWallJumpStrength();
|
|
ent->client->ps.pm_flags |= PMF_JUMPING|PMF_JUMP_HELD;
|
|
G_SoundOnEnt( ent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
ent->client->ps.forcePowersActive |= (1<<FP_LEVITATION);
|
|
WP_ForcePowerDrain( ent, FP_LEVITATION, 10 );
|
|
if ( PM_InReboundHold( ent->client->ps.legsAnim ) )
|
|
{//if was in hold pose, release now
|
|
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_FORCEWALLRELEASE_FORWARD+(ent->client->ps.legsAnim-BOTH_FORCEWALLHOLD_FORWARD), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
//no control for half a second
|
|
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
ent->client->ps.pm_time = 500;
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
ucmd->upmove = 0;
|
|
//return qtrue;
|
|
}
|
|
}
|
|
ent->client->ps.pm_flags &= ~PMF_STUCK_TO_WALL;
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForBFKick( gentity_t *self, usercmd_t *ucmd, vec3_t fwdAngs, qboolean aimFront )
|
|
{
|
|
//Auto-aim the player at the ent in front/back of them
|
|
//FIXME: camera angle should always be in front/behind me for the 2 kicks
|
|
// (to hide how far away the two entities really are)
|
|
//FIXME: don't let the people we're auto-aiming at move?
|
|
gentity_t *ent;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
vec3_t mins, maxs;
|
|
int i, e;
|
|
int radius = ((self->maxs[0]*1.5f)+(self->maxs[0]*1.5f)+STAFF_KICK_RANGE+24.0f);//a little wide on purpose
|
|
vec3_t center, vec2Ent, v_fwd;
|
|
float distToEnt, bestDist = Q3_INFINITE;
|
|
float dot, bestDot = -1.1f;
|
|
float bestYaw = Q3_INFINITE;
|
|
|
|
AngleVectors( fwdAngs, v_fwd, NULL, NULL );
|
|
|
|
VectorCopy( self->currentOrigin, center );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
int numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if (ent == self)
|
|
continue;
|
|
if (ent->owner == self)
|
|
continue;
|
|
if ( !(ent->inuse) )
|
|
continue;
|
|
//not a client?
|
|
if ( !ent->client )
|
|
continue;
|
|
//ally?
|
|
if ( ent->client->playerTeam == self->client->playerTeam )
|
|
continue;
|
|
//on the ground
|
|
if ( PM_InKnockDown( &ent->client->ps ) )
|
|
continue;
|
|
//dead?
|
|
if ( ent->health <= 0 )
|
|
{
|
|
if ( level.time - ent->s.time > 2000 )
|
|
{//died more than 2 seconds ago, forget him
|
|
continue;
|
|
}
|
|
}
|
|
//too far?
|
|
VectorSubtract( ent->currentOrigin, center, vec2Ent );
|
|
distToEnt = VectorNormalize( vec2Ent );
|
|
if ( distToEnt > radius )
|
|
continue;
|
|
|
|
if ( !aimFront )
|
|
{//aim away from them
|
|
VectorScale( vec2Ent, -1, vec2Ent );
|
|
}
|
|
dot = DotProduct( vec2Ent, v_fwd );
|
|
if ( dot < 0.0f )
|
|
{//never turn all the way around
|
|
continue;
|
|
}
|
|
if ( dot > bestDot || ((bestDot-dot<0.25f)&&distToEnt-bestDist>8.0f) )
|
|
{//more in front... OR: still relatively close to in front and significantly closer
|
|
bestDot = dot;
|
|
bestDist = distToEnt;
|
|
bestYaw = vectoyaw( vec2Ent );
|
|
}
|
|
}
|
|
if ( bestYaw != Q3_INFINITE && bestYaw != fwdAngs[YAW] )
|
|
{//aim us at them
|
|
AngleNormalize180( bestYaw );
|
|
AngleNormalize180( fwdAngs[YAW] );
|
|
float angDiff = AngleSubtract( bestYaw, fwdAngs[YAW] );
|
|
AngleNormalize180( angDiff );
|
|
if ( fabs(angDiff) <= 3.0f )
|
|
{
|
|
self->client->ps.viewangles[YAW] = bestYaw;
|
|
}
|
|
else if ( angDiff > 0.0f )
|
|
{//more than 3 degrees higher
|
|
self->client->ps.viewangles[YAW] += 3.0f;
|
|
}
|
|
else
|
|
{//must be more than 3 less than
|
|
self->client->ps.viewangles[YAW] -= 3.0f;
|
|
}
|
|
if ( self->client->ps.viewEntity <= 0 || self->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( self, self->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[YAW] = ANGLE2SHORT( self->client->ps.viewangles[YAW] ) - self->client->ps.delta_angles[YAW];
|
|
return qtrue;
|
|
}
|
|
else
|
|
{//lock these angles
|
|
if ( self->client->ps.viewEntity <= 0 || self->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( self, self->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[YAW] = ANGLE2SHORT( self->client->ps.viewangles[YAW] ) - self->client->ps.delta_angles[YAW];
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForStabDown( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( PM_StabDownAnim( ent->client->ps.torsoAnim )
|
|
&& ent->client->ps.torsoAnimTimer )
|
|
{//lock our angles
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
float elapsedTime = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim ) - ent->client->ps.torsoAnimTimer;
|
|
//FIXME: scale forwardmove by dist from enemy - none if right next to him (so we don't slide off!)
|
|
if ( ent->enemy )
|
|
{
|
|
float dist2Enemy = DistanceHorizontal( ent->enemy->currentOrigin, ent->currentOrigin );
|
|
if ( dist2Enemy > (ent->enemy->maxs[0]*1.5f)+(ent->maxs[0]*1.5f) )
|
|
{
|
|
ent->client->ps.speed = dist2Enemy*2.0f;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.speed = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.speed = 150;
|
|
}
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_STABDOWN:
|
|
if ( elapsedTime >= 300 && elapsedTime < 900 )
|
|
{//push forward?
|
|
//FIXME: speed!
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
break;
|
|
case BOTH_STABDOWN_STAFF:
|
|
if ( elapsedTime > 400 && elapsedTime < 950 )
|
|
{//push forward?
|
|
//FIXME: speed!
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
break;
|
|
case BOTH_STABDOWN_DUAL:
|
|
if ( elapsedTime >= 300 && elapsedTime < 900 )
|
|
{//push forward?
|
|
//FIXME: speed!
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
break;
|
|
}
|
|
VectorClear( ent->client->ps.moveDir );
|
|
|
|
if ( ent->enemy//still have a valid enemy
|
|
&& ent->enemy->client//who is a client
|
|
&& (PM_InKnockDownNoGetup( &ent->enemy->client->ps ) //enemy still on ground
|
|
|| PM_InGetUpNoRoll( &ent->enemy->client->ps ) ) )//or getting straight up
|
|
{//aim at the enemy
|
|
vec3_t enemyDir;
|
|
VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, enemyDir );
|
|
float enemyYaw = AngleNormalize180( vectoyaw( enemyDir ) );
|
|
float yawError = AngleNormalize180( enemyYaw - AngleNormalize180( ent->client->ps.viewangles[YAW] ) );
|
|
if ( yawError > 1 )
|
|
{
|
|
yawError = 1;
|
|
}
|
|
else if ( yawError < -1 )
|
|
{
|
|
yawError = -1;
|
|
}
|
|
ucmd->angles[YAW] = ANGLE2SHORT( AngleNormalize180( ent->client->ps.viewangles[YAW] + yawError ) ) - ent->client->ps.delta_angles[YAW];
|
|
ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
|
|
}
|
|
else
|
|
{//can't turn
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
}
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForSpinProtect( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( ent->client->ps.torsoAnim == BOTH_A6_SABERPROTECT )
|
|
{//in the dual spin thing
|
|
if ( ent->client->ps.torsoAnimTimer )
|
|
{//flatten and lock our angles, pull back camera
|
|
//FIXME: lerp this
|
|
ent->client->ps.viewangles[PITCH] = 0;
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForWallRunUpFlipAlt( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, ent->client->ps.viewangles );
|
|
}
|
|
ucmd->angles[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];
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean PM_AdjustAnglesForHeldByMonster( gentity_t *ent, gentity_t *monster, usercmd_t *ucmd )
|
|
{
|
|
vec3_t newViewAngles;
|
|
if ( !monster || !monster->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
VectorScale( monster->client->ps.viewangles, -1, newViewAngles );
|
|
if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//don't clamp angles when looking through a viewEntity
|
|
SetClientViewAngle( ent, newViewAngles );
|
|
}
|
|
ucmd->angles[PITCH] = ANGLE2SHORT( newViewAngles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
|
|
ucmd->angles[YAW] = ANGLE2SHORT( newViewAngles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean G_OkayToLean( playerState_t *ps, usercmd_t *cmd, qboolean interruptOkay )
|
|
{
|
|
if ( (ps->clientNum < MAX_CLIENTS||G_ControlledByPlayer(&g_entities[ps->clientNum]))//player
|
|
&& ps->groundEntityNum != ENTITYNUM_NONE//on ground
|
|
&& ( (interruptOkay//okay to interrupt a lean
|
|
&& PM_DodgeAnim( ps->torsoAnim ) )//already leaning
|
|
||
|
|
(!ps->weaponTime//not attacking or being prevented from attacking
|
|
&& !ps->legsAnimTimer//not in any held legs anim
|
|
&& !ps->torsoAnimTimer) //not in any held torso anim
|
|
)
|
|
&& !(cmd->buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_LIGHTNING|BUTTON_USE_FORCE|BUTTON_FORCE_DRAIN|BUTTON_FORCEGRIP))//not trying to attack
|
|
//&& (ps->forcePowersActive&(1<<FP_SPEED))
|
|
&& VectorCompare( ps->velocity, vec3_origin )//not moving
|
|
&& !cg_usingInFrontOf )//use button wouldn't be used for anything else
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
/*
|
|
================
|
|
PM_UpdateViewAngles
|
|
|
|
This can be used as another entry point when only the viewangles
|
|
are being updated isntead of a full move
|
|
|
|
//FIXME: Now that they pmove twice per think, they snap-look really fast
|
|
================
|
|
*/
|
|
void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent )
|
|
{
|
|
short temp;
|
|
float rootPitch = 0, pitchMin=-75, pitchMax=75, yawMin=0, yawMax=0, lockedYawValue = 0; //just to shut up warnings
|
|
int i;
|
|
vec3_t start, end, tmins, tmaxs, right;
|
|
trace_t trace;
|
|
qboolean lockedYaw = qfalse, clamped = qfalse;
|
|
|
|
if ( ps->pm_type == PM_INTERMISSION )
|
|
{
|
|
return; // no view changes at all
|
|
}
|
|
|
|
//TEMP
|
|
#if 0 //rww 12/23/02 - I'm disabling this for now, I'm going to try to make it work with my new rag stuff
|
|
if ( gent != NULL )
|
|
{
|
|
PM_IKUpdate( gent );
|
|
}
|
|
#endif
|
|
|
|
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
return; // no view changes at all
|
|
}
|
|
|
|
// if ( player_locked )
|
|
// {//can't turn
|
|
// return;
|
|
// }
|
|
if ( ps->clientNum != 0 && gent != NULL && gent->client != NULL )
|
|
{
|
|
if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE)
|
|
{
|
|
pitchMin = 0 - gent->client->renderInfo.headPitchRangeUp - gent->client->renderInfo.torsoPitchRangeUp;
|
|
pitchMax = gent->client->renderInfo.headPitchRangeDown + gent->client->renderInfo.torsoPitchRangeDown;
|
|
|
|
yawMin = 0 - gent->client->renderInfo.headYawRangeLeft - gent->client->renderInfo.torsoYawRangeLeft;
|
|
yawMax = gent->client->renderInfo.headYawRangeRight + gent->client->renderInfo.torsoYawRangeRight;
|
|
|
|
lockedYaw = qtrue;
|
|
lockedYawValue = gent->client->renderInfo.lockYaw;
|
|
}
|
|
else
|
|
{
|
|
pitchMin = -gent->client->renderInfo.headPitchRangeUp-gent->client->renderInfo.torsoPitchRangeUp;
|
|
pitchMax = gent->client->renderInfo.headPitchRangeDown+gent->client->renderInfo.torsoPitchRangeDown;
|
|
}
|
|
}
|
|
|
|
if ( ps->eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
// Emplaced guns have different pitch capabilities
|
|
if ( gent && gent->owner && gent->owner->e_UseFunc == useF_eweb_use )
|
|
{
|
|
pitchMin = -15;
|
|
pitchMax = 10;
|
|
/*
|
|
lockedYawValue = gent->owner->s.angles[YAW];
|
|
yawMax = gent->owner->s.origin2[0];
|
|
yawMin = yawMax *-1;
|
|
lockedYaw = qtrue;
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
pitchMin = -35;
|
|
pitchMax = 30;
|
|
}
|
|
}
|
|
|
|
Vehicle_t *pVeh = NULL;
|
|
|
|
// If we're a vehicle, or we're riding a vehicle...?
|
|
if ( gent && gent->client && gent->client->NPC_class == CLASS_VEHICLE && gent->m_pVehicle)
|
|
{
|
|
pVeh = gent->m_pVehicle;
|
|
// If we're a vehicle...
|
|
if (pVeh->m_pVehicleInfo->Inhabited(pVeh) || pVeh->m_iBoarding!=0 || pVeh->m_pVehicleInfo->type!=VH_ANIMAL)
|
|
{
|
|
lockedYawValue = pVeh->m_vOrientation[YAW];
|
|
yawMax = yawMin = 0;
|
|
rootPitch = pVeh->m_vOrientation[PITCH];//??? what if goes over 90 when add the min/max?
|
|
pitchMax = 0.0f;//pVeh->m_pVehicleInfo->pitchLimit;
|
|
pitchMin = 0.0f;//-pitchMax;
|
|
lockedYaw = qtrue;
|
|
}
|
|
// If we're riding a vehicle...
|
|
else if ( (pVeh = G_IsRidingVehicle( gent ) ) != NULL )
|
|
{
|
|
if ( pVeh->m_pVehicleInfo->type != VH_ANIMAL )
|
|
{//animals just turn normally, no clamping
|
|
lockedYawValue = 0;//gent->owner->client->ps.vehicleAngles[YAW];
|
|
lockedYaw = qtrue;
|
|
yawMax = pVeh->m_pVehicleInfo->lookYaw;
|
|
yawMin = -yawMax;
|
|
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{
|
|
rootPitch = pVeh->m_vOrientation[PITCH];//gent->owner->client->ps.vehicleAngles[PITCH];//??? what if goes over 90 when add the min/max?
|
|
pitchMax = pVeh->m_pVehicleInfo->pitchLimit;
|
|
pitchMin = -pitchMax;
|
|
}
|
|
else
|
|
{
|
|
rootPitch = 0;//gent->owner->client->ps.vehicleAngles[PITCH];//??? what if goes over 90 when add the min/max?
|
|
pitchMax = pVeh->m_pVehicleInfo->lookPitch;
|
|
pitchMin = -pitchMax;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*if ( vehIndex != -1 )
|
|
{
|
|
//FIXME: read from NPCs.cfg or vehicles.cfg?
|
|
lockedYaw = qtrue;
|
|
}*/
|
|
}
|
|
|
|
const short pitchClampMin = ANGLE2SHORT(rootPitch+pitchMin);
|
|
const short pitchClampMax = ANGLE2SHORT(rootPitch+pitchMax);
|
|
const short yawClampMin = ANGLE2SHORT(lockedYawValue+yawMin);
|
|
const short yawClampMax = ANGLE2SHORT(lockedYawValue+yawMax);
|
|
|
|
// circularly clamp the angles with deltas
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
temp = cmd->angles[i] + ps->delta_angles[i];
|
|
if ( i == PITCH )
|
|
{
|
|
//FIXME get this limit from the NPCs stats?
|
|
// don't let the player look up or down more than 90 degrees
|
|
if ( temp > pitchClampMax )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; //& clamp to short
|
|
temp = pitchClampMax;
|
|
clamped = qtrue;
|
|
}
|
|
else if ( temp < pitchClampMin )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; //& clamp to short
|
|
temp = pitchClampMin;
|
|
clamped = qtrue;
|
|
}
|
|
}
|
|
/*
|
|
if ( i == ROLL && ps->vehicleIndex != VEHICLE_NONE )
|
|
{
|
|
if ( temp > pitchClampMax )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff;
|
|
temp = pitchClampMax;
|
|
}
|
|
else if ( temp < pitchClampMin )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff;
|
|
temp = pitchClampMin;
|
|
}
|
|
}
|
|
*/
|
|
//FIXME: Are we losing precision here? Is this why it jitters?
|
|
/*
|
|
if ( i == YAW && lockedYaw )
|
|
{
|
|
float multiplier = 1.0f;
|
|
float newYaw = SHORT2ANGLE(temp);
|
|
lockedYawValue = AngleNormalize180( lockedYawValue );
|
|
float yawDiff = AngleNormalize180( newYaw ) - lockedYawValue;
|
|
if ( yawDiff > 180 )
|
|
{
|
|
multiplier = -1.0f;
|
|
yawDiff = 360 - yawDiff;
|
|
}
|
|
else if ( yawDiff < -180 )
|
|
{
|
|
//multiplier = -1.0f;
|
|
yawDiff = 360 + yawDiff;
|
|
}
|
|
// don't let the player look left or right more than the clamp, if any
|
|
if ( yawDiff > yawMax )
|
|
{
|
|
clamped = qtrue;
|
|
ps->viewangles[i] = AngleNormalize180( lockedYawValue+((yawMax-2)*multiplier) );
|
|
}
|
|
else if ( yawDiff < yawMin )
|
|
{
|
|
clamped = qtrue;
|
|
ps->viewangles[i] = AngleNormalize180( lockedYawValue+((yawMin+2)*multiplier) );
|
|
}
|
|
else
|
|
{
|
|
ps->viewangles[i] = newYaw;
|
|
}
|
|
}
|
|
*/
|
|
if ( i == YAW && lockedYaw )
|
|
{
|
|
//FIXME get this limit from the NPCs stats?
|
|
// don't let the player look up or down more than 90 degrees
|
|
if ( temp > yawClampMax )
|
|
{
|
|
ps->delta_angles[i] = (yawClampMax - cmd->angles[i]) & 0xffff; //& clamp to short
|
|
temp = yawClampMax;
|
|
clamped = qtrue;
|
|
}
|
|
else if ( temp < yawClampMin )
|
|
{
|
|
ps->delta_angles[i] = (yawClampMin - cmd->angles[i]) & 0xffff; //& clamp to short
|
|
temp = yawClampMin;
|
|
clamped = qtrue;
|
|
}
|
|
ps->viewangles[i] = SHORT2ANGLE(temp);
|
|
}
|
|
else
|
|
{
|
|
ps->viewangles[i] = SHORT2ANGLE(temp);
|
|
}
|
|
}
|
|
|
|
if ( gent )
|
|
{ //only in the real pmove
|
|
if ( (cmd->buttons & BUTTON_USE) )
|
|
{//check leaning
|
|
if ( cg.renderingThirdPerson )
|
|
{//third person lean
|
|
if ( G_OkayToLean( ps, cmd, qtrue )
|
|
&& (cmd->rightmove || (cmd->forwardmove && g_debugMelee->integer ) ) )//pushing a direction
|
|
{
|
|
int anim = -1;
|
|
if ( cmd->rightmove > 0 )
|
|
{//lean right
|
|
if ( cmd->forwardmove > 0 )
|
|
{//lean forward right
|
|
if ( ps->torsoAnim == BOTH_DODGE_HOLD_FR )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_FR;
|
|
}
|
|
}
|
|
else if ( cmd->forwardmove < 0 )
|
|
{//lean backward right
|
|
if ( ps->torsoAnim == BOTH_DODGE_HOLD_BR )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_BR;
|
|
}
|
|
}
|
|
else
|
|
{//lean right
|
|
if ( ps->torsoAnim == BOTH_DODGE_HOLD_R )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_R;
|
|
}
|
|
}
|
|
}
|
|
else if ( cmd->rightmove < 0 )
|
|
{//lean left
|
|
if ( cmd->forwardmove > 0 )
|
|
{//lean forward left
|
|
if ( ps->torsoAnim == BOTH_DODGE_HOLD_FL )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_FL;
|
|
}
|
|
}
|
|
else if ( cmd->forwardmove < 0 )
|
|
{//lean backward left
|
|
if ( ps->torsoAnim == BOTH_DODGE_HOLD_BL )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_BL;
|
|
}
|
|
}
|
|
else
|
|
{//lean left
|
|
if ( ps->torsoAnim == BOTH_DODGE_HOLD_L )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_L;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//not pressing either side
|
|
if ( cmd->forwardmove > 0 )
|
|
{//lean forward
|
|
if ( PM_DodgeAnim( ps->torsoAnim ) )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else if ( Q_irand( 0, 1 ) )
|
|
{
|
|
anim = BOTH_DODGE_FL;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_FR;
|
|
}
|
|
}
|
|
else if ( cmd->forwardmove < 0 )
|
|
{//lean backward
|
|
if ( PM_DodgeAnim( ps->torsoAnim ) )
|
|
{
|
|
anim = ps->torsoAnim;
|
|
}
|
|
else if ( Q_irand( 0, 1 ) )
|
|
{
|
|
anim = BOTH_DODGE_BL;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_DODGE_BR;
|
|
}
|
|
}
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
int extraHoldTime = 0;
|
|
if ( PM_DodgeAnim( ps->torsoAnim )
|
|
&& !PM_DodgeHoldAnim( ps->torsoAnim ) )
|
|
{//already in a dodge
|
|
//use the hold pose, don't start it all over again
|
|
anim = BOTH_DODGE_HOLD_FL+(anim-BOTH_DODGE_FL);
|
|
extraHoldTime = 200;
|
|
}
|
|
if ( anim == pm->ps->torsoAnim )
|
|
{
|
|
if ( pm->ps->torsoAnimTimer < 100 )
|
|
{
|
|
pm->ps->torsoAnimTimer = 100;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( gent, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( extraHoldTime && ps->torsoAnimTimer < extraHoldTime )
|
|
{
|
|
ps->torsoAnimTimer += extraHoldTime;
|
|
}
|
|
if ( ps->groundEntityNum != ENTITYNUM_NONE
|
|
&& !cmd->upmove )
|
|
{
|
|
NPC_SetAnim( gent, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
ps->legsAnimTimer = ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( gent, SETANIM_LEGS, anim, SETANIM_FLAG_NORMAL );
|
|
}
|
|
ps->weaponTime = ps->torsoAnimTimer;
|
|
ps->leanStopDebounceTime = ceil((float)ps->torsoAnimTimer/50.0f);//20;
|
|
}
|
|
}
|
|
}
|
|
else if ( (!cg.renderingThirdPerson||cg.zoomMode) && cmd->rightmove != 0 && !cmd->forwardmove && cmd->upmove <= 0 )
|
|
{//Only lean if holding use button, strafing and not moving forward or back and not jumping
|
|
int leanofs = 0;
|
|
vec3_t viewangles;
|
|
|
|
if ( cmd->rightmove > 0 )
|
|
{
|
|
/*
|
|
if( pm->ps->legsAnim != LEGS_LEAN_RIGHT1)
|
|
{
|
|
PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec
|
|
*/
|
|
|
|
if ( ps->leanofs <= 28 )
|
|
{
|
|
leanofs = ps->leanofs + 4;
|
|
}
|
|
else
|
|
{
|
|
leanofs = 32;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
if ( pm->ps->legsAnim != LEGS_LEAN_LEFT1 )
|
|
{
|
|
PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec
|
|
*/
|
|
|
|
if ( ps->leanofs >= -28 )
|
|
{
|
|
leanofs = ps->leanofs - 4;
|
|
}
|
|
else
|
|
{
|
|
leanofs = -32;
|
|
}
|
|
}
|
|
|
|
VectorCopy( ps->origin, start );
|
|
start[2] += ps->viewheight;
|
|
VectorCopy( ps->viewangles, viewangles );
|
|
viewangles[ROLL] = 0;
|
|
AngleVectors( ps->viewangles, NULL, right, NULL );
|
|
VectorNormalize( right );
|
|
right[2] = (leanofs<0)?0.25:-0.25;
|
|
VectorMA( start, leanofs, right, end );
|
|
VectorSet( tmins, -8, -8, -4 );
|
|
VectorSet( tmaxs, 8, 8, 4 );
|
|
//if we don't trace EVERY frame, can TURN while leaning and
|
|
//end up leaning into solid architecture (sigh)
|
|
gi.trace( &trace, start, tmins, tmaxs, end, gent->s.number, MASK_PLAYERSOLID );
|
|
|
|
ps->leanofs = floor((float)leanofs * trace.fraction);
|
|
|
|
ps->leanStopDebounceTime = 20;
|
|
}
|
|
else
|
|
{
|
|
if ( (cmd->forwardmove || cmd->upmove > 0) )
|
|
{
|
|
if( ( pm->ps->legsAnim == LEGS_LEAN_RIGHT1) ||
|
|
( pm->ps->legsAnim == LEGS_LEAN_LEFT1) )
|
|
{
|
|
pm->ps->legsAnimTimer = 0;//Force it to stop the anim
|
|
}
|
|
|
|
if ( ps->leanofs > 0 )
|
|
{
|
|
ps->leanofs-=4;
|
|
if ( ps->leanofs < 0 )
|
|
{
|
|
ps->leanofs = 0;
|
|
}
|
|
}
|
|
else if ( ps->leanofs < 0 )
|
|
{
|
|
ps->leanofs+=4;
|
|
if ( ps->leanofs > 0 )
|
|
{
|
|
ps->leanofs = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
else//BUTTON_USE
|
|
{
|
|
if ( ps->leanofs > 0 )
|
|
{
|
|
ps->leanofs-=4;
|
|
if ( ps->leanofs < 0 )
|
|
{
|
|
ps->leanofs = 0;
|
|
}
|
|
}
|
|
else if ( ps->leanofs < 0 )
|
|
{
|
|
ps->leanofs+=4;
|
|
if ( ps->leanofs > 0 )
|
|
{
|
|
ps->leanofs = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ps->leanStopDebounceTime )
|
|
{
|
|
ps->leanStopDebounceTime -= 1;
|
|
cmd->rightmove = 0;
|
|
cmd->buttons &= ~BUTTON_USE;
|
|
}
|
|
} |