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SERVER: Wrap stance changing for readability, ensure beta precautions
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4 changed files with 107 additions and 98 deletions
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@ -194,12 +194,7 @@ void() GetDown =
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push_away_zombies();
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// Force the player to prone.
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if (self.stance == 2) self.new_ofs_z = self.view_ofs_z - (PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT);
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if (self.stance == 1) self.new_ofs_z = self.view_ofs_z - PLAYER_CROUCH_HEIGHT;
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self.stance = 0;
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
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Player_SetStance(self, PLAYER_STANCE_PRONE, false);
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// Get rid of Mule Kick Weapon
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for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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@ -348,20 +343,11 @@ void () GetUp =
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// Play Getting Up Animation
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PAnim_GetUp();
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if (map_compatibility_mode != MAP_COMPAT_BETA) {
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// Player is able to get up from here
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if (Player_CanStandHere(self)) {
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self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT;
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self.stance = 2;
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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}
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// They can't, so make them crouch instead
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else {
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self.new_ofs_z = self.view_ofs_z + PLAYER_PRONE_HEIGHT;
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self.stance = 1;
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PAnim_CrouchWalk7(); // bad hack so they dont just end up fucking standing in a wall.
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}
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}
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Player_SetStance(self, PLAYER_STANCE_STAND, false);
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// Bad hack: if we're crouching, just play some dummy crouchwalk frames.
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if (self.stance == PLAYER_STANCE_CROUCH)
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PAnim_CrouchWalk7();
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self.health = 100;
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self.downedloop = 0; // used for death timing vs endgame
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@ -34,8 +34,8 @@ void() rec_downed;
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#define PLAYER_START_HEALTH 100
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#define PLAYER_CROUCH_HEIGHT 25
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#define PLAYER_PRONE_HEIGHT 23
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#define PLAYER_CROUCH_DIFFERENCE 25
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#define PLAYER_PRONE_DIFFERENCE 23
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#define PLAYER_ANIM_WALK 1
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#define PLAYER_ANIM_SPRINT 2
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@ -267,11 +267,84 @@ float(float dir) checkMovement =
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//
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float(entity who) Player_CanStandHere =
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{
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// There shouldn't be any real reason we'd care about this since beta maps don't support
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// stance changing impacting the bbox, but still, consistency..
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if (map_compatibility_mode == MAP_COMPAT_BETA)
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tracebox(who.origin, PLAYER_MINS_QUAKE, PLAYER_MAXS_QUAKE, who.origin, true, who);
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else
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tracebox(who.origin, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING, who.origin, true, who);
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return !trace_startsolid;
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}
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//
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// Player_SetStance(who, preferred_stance, play_animation)
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// Lowers the camera height as needed, registers
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// preferred stance, plays animation, and sets
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// bounding box (if applicable).
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//
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void(entity who, float preferred_stance, float play_animation) Player_SetStance =
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{
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// Don't bother if we're already the desired stance, or if it wasn't valid
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if (who.stance == preferred_stance || preferred_stance < 0 || preferred_stance > 2)
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return;
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// First check -- if we want to stand, only crouch if there
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// is no space for it.
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if (preferred_stance == PLAYER_STANCE_STAND && !Player_CanStandHere(who))
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preferred_stance = PLAYER_STANCE_CROUCH;
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// Set the bounding box
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if (map_compatibility_mode != MAP_COMPAT_BETA) {
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if (preferred_stance != PLAYER_STANCE_STAND)
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setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
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else
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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}
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// Prone while standing? Lower to crouch + prone height.
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if (who.stance == PLAYER_STANCE_STAND && preferred_stance == PLAYER_STANCE_PRONE)
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who.new_ofs_z = who.view_ofs_z - (PLAYER_CROUCH_DIFFERENCE + PLAYER_CROUCH_DIFFERENCE);
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// Prone while crouching? Lower to prone height.
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else if (who.stance == PLAYER_STANCE_CROUCH && preferred_stance == PLAYER_STANCE_PRONE)
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who.new_ofs_z = who.view_ofs_z - PLAYER_PRONE_DIFFERENCE;
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// Crouch while proning? Raise to crouch height/take away prone difference.
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else if (who.stance == PLAYER_STANCE_PRONE && preferred_stance == PLAYER_STANCE_CROUCH)
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who.new_ofs_z = who.view_ofs_z + PLAYER_PRONE_DIFFERENCE;
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// Crouch while standing? Lower to crouch height.
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else if (who.stance == PLAYER_STANCE_STAND && preferred_stance == PLAYER_STANCE_CROUCH)
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who.new_ofs_z = who.view_ofs_z - PLAYER_CROUCH_DIFFERENCE;
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// Stand while crouching? Raise to stand height/take away crouch difference.
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else if (who.stance == PLAYER_STANCE_CROUCH && preferred_stance == PLAYER_STANCE_STAND)
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who.new_ofs_z = who.view_ofs_z + PLAYER_CROUCH_DIFFERENCE;
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// Stand while proning? Raise to stand height/take away crouch + prone difference.
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else if (who.stance == PLAYER_STANCE_PRONE && preferred_stance == PLAYER_STANCE_STAND)
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who.new_ofs_z = who.view_ofs_z + (PLAYER_CROUCH_DIFFERENCE + PLAYER_CROUCH_DIFFERENCE);
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// Set the stance value
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who.stance = preferred_stance;
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// Animation playback
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if (play_animation == true) {
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entity tempe = self;
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self = who;
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switch(who.stance) {
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case PLAYER_STANCE_STAND: PAnim_Stand(); break;
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case PLAYER_STANCE_CROUCH: PAnim_Crouch(); break;
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case PLAYER_STANCE_PRONE: PAnim_Prone(); break;
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default: break;
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}
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self = tempe;
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}
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}
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void() PlayerJump =
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{
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if (!(self.flags & FL_ONGROUND)
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@ -304,27 +377,14 @@ void(float override) JumpCheck =
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if (self.downed)
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return;
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if (self.stance == 2) {
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if (self.stance == PLAYER_STANCE_STAND) {
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// naievil -- stop sprinting if we jump, which is a real mechanic from the game that we never implemented
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if (self.sprinting) {
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W_SprintStop();
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}
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PlayerJump();
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} else if (self.view_ofs_z == self.new_ofs_z && (self.flags & FL_ONGROUND) && Player_CanStandHere(self)) {
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switch(self.stance) {
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case 0:
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self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT;
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self.stance = 2;
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break;
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case 1:
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self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT;
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self.stance = 2;
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break;
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default: break;
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}
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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} else if (self.view_ofs_z == self.new_ofs_z && (self.flags & FL_ONGROUND)) {
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Player_SetStance(self, PLAYER_STANCE_STAND, true);
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}
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} else
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self.flags = self.flags | FL_JUMPRELEASED;
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@ -337,6 +397,7 @@ void() PlayerPreThink =
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self.maxspeed = 30;
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} else {
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// Walk slower to account for NZ:P Beta Scaling.
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if (map_compatibility_mode == MAP_COMPAT_BETA)
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self.maxspeed = 150;
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else
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@ -791,6 +852,7 @@ void() PlayerSpawn =
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self.fixangle = true;
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// NZ:P Beta used Quake BSP 29, so set bounding box accordingly.
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if (map_compatibility_mode == MAP_COMPAT_BETA) {
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self.view_ofs = VIEW_OFS_QK;
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setsize(self, PLAYER_MINS_QUAKE, PLAYER_MAXS_QUAKE);
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@ -1531,55 +1531,31 @@ void() Change_Stance = {
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return;
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switch(self.stance) {
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case 2:
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self.new_ofs_z = self.view_ofs_z - PLAYER_CROUCH_HEIGHT;
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self.stance = 1;
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PAnim_Crouch();
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
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case PLAYER_STANCE_STAND:
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Player_SetStance(self, PLAYER_STANCE_CROUCH, true);
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break;
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case 1:
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// Prohibit Proning if Drinking a Perk-A-Cola
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if (self.isBuying && Player_CanStandHere(self)) {
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self.stance = 2;
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self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT;
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PAnim_Stand();
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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// Prohibit Proning if Drinking a Perk-A-Cola, just stand.
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if (self.isBuying) {
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Player_SetStance(self, PLAYER_STANCE_STAND, true);
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}
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// Stance flag isn't set, so go Prone.
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else if (!self.stancereset) {
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self.new_ofs_z = self.view_ofs_z - PLAYER_PRONE_HEIGHT;
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self.stance = 0;
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PAnim_Prone();
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Player_SetStance(self, PLAYER_STANCE_PRONE, true);
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}
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// Stance flag IS set, so stand if applicable.
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else if (Player_CanStandHere(self)) {
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self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT;
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self.stance = 2;
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self.stancereset = 0;
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PAnim_Stand();
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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Player_SetStance(self, PLAYER_STANCE_STAND, true);
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self.stancereset = false;
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}
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// There's no room to stand, just prone again.
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else {
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self.new_ofs_z = self.view_ofs_z - PLAYER_PRONE_HEIGHT;
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self.stance = 0;
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PAnim_Prone();
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Player_SetStance(self, PLAYER_STANCE_PRONE, true);
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}
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break;
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case 0:
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self.new_ofs_z = self.view_ofs_z + PLAYER_PRONE_HEIGHT;
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self.stance = self.stancereset = 1;
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
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PAnim_UpCrouch();
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Player_SetStance(self, PLAYER_STANCE_CROUCH, true);
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self.stancereset = true;
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break;
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default: break;
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}
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@ -1626,11 +1602,7 @@ void() dolphin_dive = //naievil
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sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1);
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self.oldz = self.origin_z;
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self.new_ofs_z = self.view_ofs_z - (PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT);
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self.stance = 0;
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
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Player_SetStance(self, PLAYER_STANCE_PRONE, false);
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}
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@ -1665,23 +1637,8 @@ void () Impulse_Functions =
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if (self.dive || self.downed || !Player_CanStandHere(self))
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return;
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switch(self.stance) {
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case 0:
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self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT;
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self.stance = 2;
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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break;
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case 1:
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self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT;
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self.stance = 2;
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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break;
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default: break;
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}
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Player_SetStance(self, PLAYER_STANCE_STAND, false);
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self.sprintflag = true;
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W_SprintStart();
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break;
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@ -82,6 +82,10 @@ const float EVENT_MAPTYPE = 49;
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#define PLAYER_MINS_CROUCHING '-16 -16 -32'
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#define PLAYER_MAXS_CROUCHING '16 16 4'
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#define PLAYER_STANCE_STAND 2
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#define PLAYER_STANCE_CROUCH 1
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#define PLAYER_STANCE_PRONE 0
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// map compatibility
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#define MAP_COMPAT_BETA 1
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float map_compatibility_mode;
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