mirror of
https://github.com/nzp-team/quakespasm.git
synced 2024-11-10 06:32:03 +00:00
NX/VITA: Process Aim Assist Snapping without Server Assistance (coop)
This commit is contained in:
parent
e5a45a1b93
commit
bace222fce
1 changed files with 88 additions and 75 deletions
|
@ -450,11 +450,11 @@ void CL_BaseMove (usercmd_t *cmd)
|
|||
|
||||
}
|
||||
|
||||
int infront(edict_t *ent1, edict_t *ent2)
|
||||
int infront(entity_t ent1, entity_t *ent2)
|
||||
{
|
||||
vec3_t vec;
|
||||
float dot;
|
||||
VectorSubtract(ent2->v.origin,ent1->v.origin,vec);
|
||||
VectorSubtract(ent2->origin, ent1.origin, vec);
|
||||
VectorNormalize(vec);
|
||||
|
||||
vec3_t temp_angle,temp_forward,temp_right,temp_up;
|
||||
|
@ -470,103 +470,116 @@ int infront(edict_t *ent1, edict_t *ent2)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int EN_Find(int num,char *string)
|
||||
//
|
||||
// CL_FindZombieEnt(stat_pos, ent_type)
|
||||
// Client-safe way to grab a Zombie ent in current PVS
|
||||
// at the given start position (usually last index).
|
||||
// entity_t structs do not hold anything like classnames,
|
||||
// so we have to, erm, uh, string compare models. yea.
|
||||
//
|
||||
#define FINDENT_ZOMBIE_BODY 0
|
||||
#define FINDENT_ZOMBIE_HEAD 1
|
||||
|
||||
int CL_FindZombieEnt(int start_pos, int ent_type)
|
||||
{
|
||||
edict_t *ed;
|
||||
entity_t* ent;
|
||||
|
||||
int e;
|
||||
e = num;
|
||||
// Start +1 so we aren't always just returning the same dude
|
||||
// over, and over..
|
||||
for (int i = start_pos + 1; i < cl_numvisedicts; i++) {
|
||||
ent = cl_visedicts[i];
|
||||
|
||||
for(e++; e < sv.num_edicts; e++)
|
||||
{
|
||||
ed = EDICT_NUM(e);
|
||||
if(ed->free)
|
||||
continue;
|
||||
|
||||
if(!strcmp(PR_GetString(ed->v.classname),string))
|
||||
{
|
||||
return e;
|
||||
//
|
||||
// Here's the part I hate!
|
||||
//
|
||||
char ident_char = ent->model->name[strlen(ent->model->name) - 5];
|
||||
|
||||
if ((ident_char == '%' && FINDENT_ZOMBIE_BODY) || (ident_char == '^' && FINDENT_ZOMBIE_HEAD)) {
|
||||
return i;
|
||||
}
|
||||
//
|
||||
// End awful part!
|
||||
//
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#define P_DEAD 64 // FUCK
|
||||
void CL_Aim_Snap(void)
|
||||
{
|
||||
|
||||
edict_t *z,*bz,*player;
|
||||
int znum;
|
||||
trace_t trace;
|
||||
float bestDist = 10000;
|
||||
vec3_t distVec, zOrg, pOrg;
|
||||
//32 is v_ofs num
|
||||
entity_t *zombie, *best_zombie;
|
||||
entity_t client;
|
||||
vec3_t distance_vector, zombie_org, client_org;
|
||||
float best_distance = 10000;
|
||||
int last_visedict_index;
|
||||
|
||||
bz = sv.edicts;
|
||||
best_zombie = cl_visedicts[0]; // set best to world.
|
||||
|
||||
int vofs = 32;//32 is actual v_ofs num
|
||||
int aimOfs = -10;//30 is top of bbox, 20 is our goal, so -10
|
||||
//Zombie body bbox vert max = 30
|
||||
//20 is the offset of the height of the zombie that we're aiming at, 20 above the origin
|
||||
//Crawler body bbox vert max = -15
|
||||
int aim_offset = 20;
|
||||
|
||||
//Equation = origin + bbox vertical offset - 20
|
||||
client = cl_entities[cl.viewentity];
|
||||
VectorCopy(client.origin, client_org);
|
||||
client_org[2] += cl.viewheight; // cypress -- actually grab viewheight now, so stances make sense.
|
||||
// (also helps with crawlers, probably?)
|
||||
|
||||
player = EDICT_NUM(cl.viewentity);
|
||||
VectorCopy(player->v.origin,pOrg);
|
||||
pOrg[2] += vofs;
|
||||
// Snap to the head instead of the torso with Deadshot
|
||||
if (cl.perks & P_DEAD)
|
||||
last_visedict_index = CL_FindZombieEnt(0, FINDENT_ZOMBIE_HEAD);
|
||||
else
|
||||
last_visedict_index = CL_FindZombieEnt(0, FINDENT_ZOMBIE_BODY);
|
||||
|
||||
if (cl.perks & 64)
|
||||
znum = EN_Find(0,"ai_zombie_head");
|
||||
else
|
||||
znum = EN_Find(0,"ai_zombie");
|
||||
zombie = cl_visedicts[last_visedict_index];
|
||||
|
||||
z = EDICT_NUM(znum);
|
||||
VectorCopy(z->v.origin,zOrg);
|
||||
zOrg[2] += z->v.maxs[2];//Setting to top of zomb ent
|
||||
zOrg[2] += aimOfs;
|
||||
while(last_visedict_index != 0) {
|
||||
if (infront(client, zombie)) {
|
||||
VectorCopy(zombie->origin, zombie_org);
|
||||
|
||||
while(znum != 0)
|
||||
{
|
||||
if((z->v.health > 0) && infront(player,z))
|
||||
{
|
||||
VectorCopy(z->v.origin,zOrg);
|
||||
zOrg[2] += aimOfs;
|
||||
VectorSubtract(pOrg,zOrg,distVec);
|
||||
if(VectorLength(distVec) < bestDist)
|
||||
{
|
||||
trace = SV_Move (pOrg, vec3_origin, vec3_origin,zOrg, 1, player);
|
||||
if (trace.fraction >= 1)
|
||||
{
|
||||
bestDist = VectorLength(distVec);
|
||||
bz = z;
|
||||
zombie_org[2] += aim_offset;
|
||||
// If using Deadshot, go up a little more to hit the
|
||||
// center of their head, makes it more obvious.
|
||||
if (cl.perks & P_DEAD)
|
||||
zombie_org[2] += 10;
|
||||
|
||||
VectorSubtract(client_org, zombie_org, distance_vector);
|
||||
|
||||
if (VectorLength(distance_vector) < best_distance) {
|
||||
vec3_t impact;
|
||||
vec3_t normal;
|
||||
if (!TraceLineN(zombie_org, client_org, impact, normal)) {
|
||||
best_distance = VectorLength(distance_vector);
|
||||
best_zombie = zombie;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (cl.perks & 64) {
|
||||
znum = EN_Find(znum,"ai_zombie_head");
|
||||
} else {
|
||||
znum = EN_Find(znum,"ai_zombie");
|
||||
}
|
||||
|
||||
z = EDICT_NUM(znum);
|
||||
|
||||
if (cl.perks & P_DEAD)
|
||||
last_visedict_index = CL_FindZombieEnt(last_visedict_index, FINDENT_ZOMBIE_HEAD);
|
||||
else
|
||||
last_visedict_index = CL_FindZombieEnt(last_visedict_index, FINDENT_ZOMBIE_BODY);
|
||||
|
||||
zombie = cl_visedicts[last_visedict_index];
|
||||
}
|
||||
|
||||
if(bz != sv.edicts)
|
||||
{
|
||||
VectorCopy(bz->v.origin,zOrg);
|
||||
zOrg[2] += bz->v.maxs[2];//Setting to top of bbox
|
||||
zOrg[2] += aimOfs;
|
||||
VectorSubtract(zOrg,pOrg,distVec);
|
||||
VectorNormalize(distVec);
|
||||
vectoangles(distVec,distVec);
|
||||
distVec[0] += (distVec[0] > 180)? -360 : 0;//Need to bound pitch around 0, from -180, to + 180
|
||||
distVec[0] *= -1;//inverting pitch
|
||||
// We got a decent Zombie, not world.
|
||||
if (best_zombie != cl_visedicts[0]) {
|
||||
VectorCopy(best_zombie->origin, zombie_org);
|
||||
|
||||
if(distVec[0] < -70 || distVec[0] > 80)
|
||||
return;
|
||||
zombie_org[2] += aim_offset;
|
||||
if (cl.perks & P_DEAD)
|
||||
zombie_org[2] += 10;
|
||||
|
||||
VectorCopy(distVec,cl.viewangles);
|
||||
}
|
||||
VectorSubtract(zombie_org, client_org, distance_vector);
|
||||
VectorNormalize(distance_vector);
|
||||
vectoangles(distance_vector, distance_vector);
|
||||
distance_vector[0] += (distance_vector[0] > 180)? -360 : 0; // Need to bound pitch around 0, from -180, to + 180
|
||||
distance_vector[0] *= -1; // inverting pitch
|
||||
|
||||
if(distance_vector[0] < -70 || distance_vector[0] > 80)
|
||||
return;
|
||||
|
||||
VectorCopy(distance_vector, cl.viewangles);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
Loading…
Reference in a new issue