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NX/VITA: Properly utilize QuakeC maxspeed
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6f92348472
commit
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2 changed files with 7 additions and 133 deletions
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@ -368,114 +368,6 @@ Send the intended movement message to the server
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================
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*/
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float speed_reduce (int weapontype)
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{
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if (weapontype == W_COLT)
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return 1;
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else if (weapontype == W_KAR)
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return 0.9;
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else if (weapontype == W_THOMPSON)
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return 1;
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//else if (weapontype == W_BIATCH)
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// return 1;
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else if (weapontype == W_357)
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return 0.9;
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else if (weapontype == W_GEWEHR)
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return 0.9;
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else if (weapontype == W_M1)
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return 0.9;
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else if (weapontype == W_RAY)
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return 1;
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else if (weapontype == W_M1A1)
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return 0.9;
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else if (weapontype == W_M2)
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return 0.67;
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//else if (weapontype == W_TESLA)
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// return 1;
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else if (weapontype == W_TYPE)
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return 1;
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else if (weapontype == W_MP40)
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return 1;
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else if (weapontype == W_STG)
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return 1;
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else if (weapontype == W_SAWNOFF)
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return 1;
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else if (weapontype == W_DB)
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return 1;
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else if (weapontype == W_FG)
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return 1;
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else if (weapontype == W_MG)
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return 0.75;
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else if (weapontype == W_BROWNING)
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return 0.75;
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else if (weapontype == W_TRENCH)
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return 1;
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else if (weapontype == W_PPSH)
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return 1;
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else if(weapontype == W_KAR_SCOPE)//FIXME
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return 0.9;
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else if (weapontype == W_PANZER)
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return 0.75;
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else if(weapontype == W_PTRS)
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return 0.75;
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else if(weapontype == W_BAR)
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return 1;
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else if(weapontype == W_BK)//FIXME
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return 1;/*
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else if (weapontype == W_KILLU)
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return 0.9;
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else if (weapontype == W_COMPRESSOR)
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return 0.9;
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else if (weapontype == W_M1000)
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return 0.9;
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else if (weapontype == W_KOLLIDER)//FIXME
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return 1;
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else if (weapontype == W_PORTER)
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return 1;
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else if (weapontype == W_WIDDER)
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return 0.9;
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else if (weapontype == W_FIW)
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return 0.85;
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else if (weapontype == W_ARMAGEDDON)
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return 0.9;
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else if (weapontype == W_WUNDER)
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return 1;
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else if (weapontype == W_GIBS)
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return 1;
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else if (weapontype == W_SAMURAI)
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return 1;
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else if (weapontype == W_AFTERBURNER)
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return 1;
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else if (weapontype == W_SPATZ)
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return 1;
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else if (weapontype == W_SNUFF)
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return 1;
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else if (weapontype == W_BORE)
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return 1;
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else if (weapontype == W_IMPELLER)
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return 1;
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else if (weapontype == W_BARRACUDA)
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return 0.75;
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else if (weapontype == W_ACCELERATOR)
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return 0.75;
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else if (weapontype == W_GUT)
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return 1;
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else if (weapontype == W_REAPER)
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return 1;
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else if(weapontype == W_HEADCRACKER)
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return 0.9;
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else if (weapontype == W_LONGINUS)
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return 1;
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else if(weapontype == W_PENETRATOR)
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return 0.75;
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else if(weapontype == W_WIDOW)
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return 1;
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else if(weapontype == W_KRAUS)
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return 1;*/
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else
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return 1;
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}
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float cl_backspeed;
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float cl_forwardspeed;
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float cl_sidespeed;
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@ -492,26 +384,12 @@ void CL_BaseMove (usercmd_t *cmd)
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Q_memset (cmd, 0, sizeof(*cmd));
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if (cl.stats[STAT_HEALTH] < 20)
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cl_backspeed = cl_forwardspeed = cl_sidespeed = 30;
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else
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cl_backspeed = cl_forwardspeed = cl_sidespeed = 140;//190
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// Moto - we handle movespeed in QC now.
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cl_backspeed = cl_forwardspeed = cl_sidespeed = sv_player->v.maxspeed*0.71;
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cl_sidespeed = cl_sidespeed*speed_reduce(cl.stats[STAT_ACTIVEWEAPON]);
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if (cl.stats[STAT_ZOOM] == 1)
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cl_sidespeed = cl_sidespeed*0.5;
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else if (cl.stats[STAT_ZOOM] == 2)
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cl_sidespeed = cl_sidespeed*0.5;
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else if (cl.stats[STAT_ZOOM] == 3)
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cl_sidespeed = cl_sidespeed*1.66;
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if (cl.perks & 32)
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cl_sidespeed = cl_sidespeed*1.07;
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cl_backspeed = cl_forwardspeed = cl_sidespeed;
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cl_sidespeed = cl_sidespeed*0.8;
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cl_backspeed = cl_backspeed*0.7;
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// Throttle side and back speeds
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cl_sidespeed *= 0.8;
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cl_backspeed *= 0.7;
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if (waypoint_mode.value)
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cl_backspeed = cl_forwardspeed = cl_sidespeed *= 1.5;
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@ -173,8 +173,6 @@ float PlayStepSound(void)
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return sound;
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}
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float speed_reduce (int weapontype);
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#define VBOB_VAL 5.2
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float V_CalcVBob(float speed, float which)
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@ -187,7 +185,7 @@ float V_CalcVBob(float speed, float which)
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float sprint = 1;
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if(cl.stats[STAT_ZOOM] == 3)
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sprint = 1.8 * speed_reduce (cl.stats[STAT_ACTIVEWEAPON]);
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sprint = 1.8;
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if(cl.stats[STAT_ZOOM] == 2)
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return 0;
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@ -227,15 +225,13 @@ float V_CalcVBob(float speed, float which)
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}
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// Blub's new V_CalcBob code, both side and pitch are in one, dictated by the (which) parameter
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float speed_reduce (int weapontype);
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float V_CalcBob (float speed,float which)//0 = regular, 1 = side bobbing
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{
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float bob = 0;
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float sprint = 1;
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if(cl.stats[STAT_ZOOM] == 3)
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sprint = 1.8 * speed_reduce (cl.stats[STAT_ACTIVEWEAPON]);//this gets sprinting speed in comparison to walk speed per weapon
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sprint = 1.8; //this gets sprinting speed in comparison to walk speed per weapon
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if(cl.stats[STAT_ZOOM] == 2)
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return 0;
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//12.048 -> 4.3 = 100 -> 36ish, so replace 100 with 36
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