diff --git a/source/server/damage.qc b/source/server/damage.qc index 3969e24..ab3f68f 100644 --- a/source/server/damage.qc +++ b/source/server/damage.qc @@ -194,12 +194,7 @@ void() GetDown = push_away_zombies(); // Force the player to prone. - if (self.stance == 2) self.new_ofs_z = self.view_ofs_z - (PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT); - if (self.stance == 1) self.new_ofs_z = self.view_ofs_z - PLAYER_CROUCH_HEIGHT; - self.stance = 0; - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING); + Player_SetStance(self, PLAYER_STANCE_PRONE, false); // Get rid of Mule Kick Weapon for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) { @@ -348,20 +343,11 @@ void () GetUp = // Play Getting Up Animation PAnim_GetUp(); - if (map_compatibility_mode != MAP_COMPAT_BETA) { - // Player is able to get up from here - if (Player_CanStandHere(self)) { - self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT; - self.stance = 2; - setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); - } - // They can't, so make them crouch instead - else { - self.new_ofs_z = self.view_ofs_z + PLAYER_PRONE_HEIGHT; - self.stance = 1; - PAnim_CrouchWalk7(); // bad hack so they dont just end up fucking standing in a wall. - } - } + Player_SetStance(self, PLAYER_STANCE_STAND, false); + + // Bad hack: if we're crouching, just play some dummy crouchwalk frames. + if (self.stance == PLAYER_STANCE_CROUCH) + PAnim_CrouchWalk7(); self.health = 100; self.downedloop = 0; // used for death timing vs endgame diff --git a/source/server/player.qc b/source/server/player.qc index 5dec4cb..9135c86 100644 --- a/source/server/player.qc +++ b/source/server/player.qc @@ -32,13 +32,13 @@ void() Spawns_Init; void() SUB_UseTargets; void() rec_downed; -#define PLAYER_START_HEALTH 100 +#define PLAYER_START_HEALTH 100 -#define PLAYER_CROUCH_HEIGHT 25 -#define PLAYER_PRONE_HEIGHT 23 +#define PLAYER_CROUCH_DIFFERENCE 25 +#define PLAYER_PRONE_DIFFERENCE 23 -#define PLAYER_ANIM_WALK 1 -#define PLAYER_ANIM_SPRINT 2 +#define PLAYER_ANIM_WALK 1 +#define PLAYER_ANIM_SPRINT 2 // // Player 3rd Person Animations @@ -267,11 +267,84 @@ float(float dir) checkMovement = // float(entity who) Player_CanStandHere = { - tracebox(who.origin, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING, who.origin, true, who); + // There shouldn't be any real reason we'd care about this since beta maps don't support + // stance changing impacting the bbox, but still, consistency.. + if (map_compatibility_mode == MAP_COMPAT_BETA) + tracebox(who.origin, PLAYER_MINS_QUAKE, PLAYER_MAXS_QUAKE, who.origin, true, who); + else + tracebox(who.origin, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING, who.origin, true, who); return !trace_startsolid; } +// +// Player_SetStance(who, preferred_stance, play_animation) +// Lowers the camera height as needed, registers +// preferred stance, plays animation, and sets +// bounding box (if applicable). +// +void(entity who, float preferred_stance, float play_animation) Player_SetStance = +{ + // Don't bother if we're already the desired stance, or if it wasn't valid + if (who.stance == preferred_stance || preferred_stance < 0 || preferred_stance > 2) + return; + + // First check -- if we want to stand, only crouch if there + // is no space for it. + if (preferred_stance == PLAYER_STANCE_STAND && !Player_CanStandHere(who)) + preferred_stance = PLAYER_STANCE_CROUCH; + + // Set the bounding box + if (map_compatibility_mode != MAP_COMPAT_BETA) { + if (preferred_stance != PLAYER_STANCE_STAND) + setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING); + else + setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); + } + + // Prone while standing? Lower to crouch + prone height. + if (who.stance == PLAYER_STANCE_STAND && preferred_stance == PLAYER_STANCE_PRONE) + who.new_ofs_z = who.view_ofs_z - (PLAYER_CROUCH_DIFFERENCE + PLAYER_CROUCH_DIFFERENCE); + + // Prone while crouching? Lower to prone height. + else if (who.stance == PLAYER_STANCE_CROUCH && preferred_stance == PLAYER_STANCE_PRONE) + who.new_ofs_z = who.view_ofs_z - PLAYER_PRONE_DIFFERENCE; + + // Crouch while proning? Raise to crouch height/take away prone difference. + else if (who.stance == PLAYER_STANCE_PRONE && preferred_stance == PLAYER_STANCE_CROUCH) + who.new_ofs_z = who.view_ofs_z + PLAYER_PRONE_DIFFERENCE; + + // Crouch while standing? Lower to crouch height. + else if (who.stance == PLAYER_STANCE_STAND && preferred_stance == PLAYER_STANCE_CROUCH) + who.new_ofs_z = who.view_ofs_z - PLAYER_CROUCH_DIFFERENCE; + + // Stand while crouching? Raise to stand height/take away crouch difference. + else if (who.stance == PLAYER_STANCE_CROUCH && preferred_stance == PLAYER_STANCE_STAND) + who.new_ofs_z = who.view_ofs_z + PLAYER_CROUCH_DIFFERENCE; + + // Stand while proning? Raise to stand height/take away crouch + prone difference. + else if (who.stance == PLAYER_STANCE_PRONE && preferred_stance == PLAYER_STANCE_STAND) + who.new_ofs_z = who.view_ofs_z + (PLAYER_CROUCH_DIFFERENCE + PLAYER_CROUCH_DIFFERENCE); + + // Set the stance value + who.stance = preferred_stance; + + // Animation playback + if (play_animation == true) { + entity tempe = self; + self = who; + + switch(who.stance) { + case PLAYER_STANCE_STAND: PAnim_Stand(); break; + case PLAYER_STANCE_CROUCH: PAnim_Crouch(); break; + case PLAYER_STANCE_PRONE: PAnim_Prone(); break; + default: break; + } + + self = tempe; + } +} + void() PlayerJump = { if (!(self.flags & FL_ONGROUND) @@ -304,27 +377,14 @@ void(float override) JumpCheck = if (self.downed) return; - if (self.stance == 2) { + if (self.stance == PLAYER_STANCE_STAND) { // naievil -- stop sprinting if we jump, which is a real mechanic from the game that we never implemented if (self.sprinting) { W_SprintStop(); } PlayerJump(); - } else if (self.view_ofs_z == self.new_ofs_z && (self.flags & FL_ONGROUND) && Player_CanStandHere(self)) { - switch(self.stance) { - case 0: - self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT; - self.stance = 2; - break; - case 1: - self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT; - self.stance = 2; - break; - default: break; - } - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); + } else if (self.view_ofs_z == self.new_ofs_z && (self.flags & FL_ONGROUND)) { + Player_SetStance(self, PLAYER_STANCE_STAND, true); } } else self.flags = self.flags | FL_JUMPRELEASED; @@ -337,6 +397,7 @@ void() PlayerPreThink = self.maxspeed = 30; } else { + // Walk slower to account for NZ:P Beta Scaling. if (map_compatibility_mode == MAP_COMPAT_BETA) self.maxspeed = 150; else @@ -791,6 +852,7 @@ void() PlayerSpawn = self.fixangle = true; + // NZ:P Beta used Quake BSP 29, so set bounding box accordingly. if (map_compatibility_mode == MAP_COMPAT_BETA) { self.view_ofs = VIEW_OFS_QK; setsize(self, PLAYER_MINS_QUAKE, PLAYER_MAXS_QUAKE); diff --git a/source/server/weapons/weapon_core.qc b/source/server/weapons/weapon_core.qc index 8210f71..012e831 100644 --- a/source/server/weapons/weapon_core.qc +++ b/source/server/weapons/weapon_core.qc @@ -1531,55 +1531,31 @@ void() Change_Stance = { return; switch(self.stance) { - case 2: - self.new_ofs_z = self.view_ofs_z - PLAYER_CROUCH_HEIGHT; - self.stance = 1; - PAnim_Crouch(); - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING); + case PLAYER_STANCE_STAND: + Player_SetStance(self, PLAYER_STANCE_CROUCH, true); break; case 1: - // Prohibit Proning if Drinking a Perk-A-Cola - if (self.isBuying && Player_CanStandHere(self)) { - self.stance = 2; - self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT; - PAnim_Stand(); - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); + // Prohibit Proning if Drinking a Perk-A-Cola, just stand. + if (self.isBuying) { + Player_SetStance(self, PLAYER_STANCE_STAND, true); } // Stance flag isn't set, so go Prone. else if (!self.stancereset) { - self.new_ofs_z = self.view_ofs_z - PLAYER_PRONE_HEIGHT; - self.stance = 0; - PAnim_Prone(); + Player_SetStance(self, PLAYER_STANCE_PRONE, true); } // Stance flag IS set, so stand if applicable. else if (Player_CanStandHere(self)) { - self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT; - self.stance = 2; - self.stancereset = 0; - PAnim_Stand(); - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); + Player_SetStance(self, PLAYER_STANCE_STAND, true); + self.stancereset = false; } // There's no room to stand, just prone again. else { - self.new_ofs_z = self.view_ofs_z - PLAYER_PRONE_HEIGHT; - self.stance = 0; - PAnim_Prone(); + Player_SetStance(self, PLAYER_STANCE_PRONE, true); } break; case 0: - self.new_ofs_z = self.view_ofs_z + PLAYER_PRONE_HEIGHT; - self.stance = self.stancereset = 1; - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING); - - PAnim_UpCrouch(); + Player_SetStance(self, PLAYER_STANCE_CROUCH, true); + self.stancereset = true; break; default: break; } @@ -1626,11 +1602,7 @@ void() dolphin_dive = //naievil sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1); self.oldz = self.origin_z; - self.new_ofs_z = self.view_ofs_z - (PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT); - self.stance = 0; - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING); + Player_SetStance(self, PLAYER_STANCE_PRONE, false); } @@ -1665,23 +1637,8 @@ void () Impulse_Functions = if (self.dive || self.downed || !Player_CanStandHere(self)) return; - switch(self.stance) { - case 0: - self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT; - self.stance = 2; - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); - break; - case 1: - self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT; - self.stance = 2; - - if (map_compatibility_mode != MAP_COMPAT_BETA) - setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); - break; - default: break; - } + Player_SetStance(self, PLAYER_STANCE_STAND, false); self.sprintflag = true; W_SprintStart(); break; diff --git a/source/shared/defs/custom.qc b/source/shared/defs/custom.qc index f2bb2f3..e125aaf 100644 --- a/source/shared/defs/custom.qc +++ b/source/shared/defs/custom.qc @@ -82,6 +82,10 @@ const float EVENT_MAPTYPE = 49; #define PLAYER_MINS_CROUCHING '-16 -16 -32' #define PLAYER_MAXS_CROUCHING '16 16 4' +#define PLAYER_STANCE_STAND 2 +#define PLAYER_STANCE_CROUCH 1 +#define PLAYER_STANCE_PRONE 0 + // map compatibility #define MAP_COMPAT_BETA 1 float map_compatibility_mode;