/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com) This file is part of q3rally source code. q3rally source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. q3rally source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // bg_pmove.c -- both games player movement code // takes a playerstate and a usercmd as input and returns a modifed playerstate #include "../qcommon/q_shared.h" #include "bg_public.h" #include "bg_local.h" pmove_t *pm; pml_t pml; // movement parameters float pm_stopspeed = 100.0f; float pm_duckScale = 0.25f; float pm_swimScale = 0.50f; float pm_wadeScale = 0.70f; float pm_accelerate = 10.0f; float pm_airaccelerate = 1.0f; float pm_wateraccelerate = 4.0f; float pm_flyaccelerate = 8.0f; float pm_friction = 6.0f; float pm_waterfriction = 1.0f; float pm_flightfriction = 3.0f; float pm_spectatorfriction = 5.0f; int c_pmove = 0; // STONELANCE int curDelay; // END /* =============== PM_AddEvent =============== */ void PM_AddEvent( int newEvent ) { BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps ); } /* =============== PM_AddTouchEnt =============== */ // STONELANCE // void PM_AddTouchEnt( int entityNum ) { void PM_AddTouchEnt( int entityNum, vec3_t hitOrigin ) { // END int i; if ( entityNum == ENTITYNUM_WORLD ) { return; } if ( pm->numtouch == MAXTOUCH ) { return; } // see if it is already added for ( i = 0 ; i < pm->numtouch ; i++ ) { if ( pm->touchents[ i ] == entityNum ) { return; } } // add it pm->touchents[pm->numtouch] = entityNum; // STONELANCE VectorCopy(hitOrigin, pm->touchPos[pm->numtouch]); // END pm->numtouch++; } /* =================== PM_StartTorsoAnim =================== */ static void PM_StartTorsoAnim( int anim ) { if ( pm->ps->pm_type >= PM_DEAD ) { return; } // STONELANCE /* pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; */ // END } #if 0 static void PM_StartLegsAnim( int anim ) { if ( pm->ps->pm_type >= PM_DEAD ) { return; } // STONELANCE /* if ( pm->ps->legsTimer > 0 ) { return; // a high priority animation is running } pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; */ // END } static void PM_ContinueLegsAnim( int anim ) { if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) { return; } // STONELANCE /* if ( pm->ps->legsTimer > 0 ) { return; // a high priority animation is running } PM_StartLegsAnim( anim ); */ // END } static void PM_ContinueTorsoAnim( int anim ) { if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) { return; } // STONELANCE /* if ( pm->ps->torsoTimer > 0 ) { return; // a high priority animation is running } PM_StartTorsoAnim( anim ); */ // END } static void PM_ForceLegsAnim( int anim ) { pm->ps->legsTimer = 0; PM_StartLegsAnim( anim ); } #endif /* ================== PM_ClipVelocity Slide off of the impacting surface ================== */ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) { float backoff; float change; int i; backoff = DotProduct (in, normal); if ( backoff < 0 ) { backoff *= overbounce; } else { backoff /= overbounce; } for ( i=0 ; i<3 ; i++ ) { change = normal[i]*backoff; out[i] = in[i] - change; } } /* ================== PM_Friction Handles both ground friction and water friction ================== */ static void PM_Friction( void ) { vec3_t vec; float *vel; float speed, newspeed, control; float drop; vel = pm->ps->velocity; VectorCopy( vel, vec ); if ( pml.walking ) { vec[2] = 0; // ignore slope movement } speed = VectorLength(vec); if (speed < 1) { vel[0] = 0; vel[1] = 0; // allow sinking underwater // FIXME: still have z friction underwater? return; } drop = 0; // apply ground friction if ( pm->waterlevel <= 1 ) { if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) { // if getting knocked back, no friction if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) { control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*pm_friction*pml.frametime; } } } // apply water friction even if just wading if ( pm->waterlevel ) { drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime; } // apply flying friction // STONELANCE /* if ( pm->ps->powerups[PW_FLIGHT]) { drop += speed*pm_flightfriction*pml.frametime; } */ // END if ( pm->ps->pm_type == PM_SPECTATOR) { drop += speed*pm_spectatorfriction*pml.frametime; } // scale the velocity newspeed = speed - drop; if (newspeed < 0) { newspeed = 0; } newspeed /= speed; vel[0] = vel[0] * newspeed; vel[1] = vel[1] * newspeed; vel[2] = vel[2] * newspeed; } /* ============== PM_Accelerate Handles user intended acceleration ============== */ static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { #if 1 // q2 style int i; float addspeed, accelspeed, currentspeed; currentspeed = DotProduct (pm->ps->velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) { return; } accelspeed = accel*pml.frametime*wishspeed; if (accelspeed > addspeed) { accelspeed = addspeed; } for (i=0 ; i<3 ; i++) { pm->ps->velocity[i] += accelspeed*wishdir[i]; } #else // proper way (avoids strafe jump maxspeed bug), but feels bad vec3_t wishVelocity; vec3_t pushDir; float pushLen; float canPush; VectorScale( wishdir, wishspeed, wishVelocity ); VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); pushLen = VectorNormalize( pushDir ); canPush = accel*pml.frametime*wishspeed; if (canPush > pushLen) { canPush = pushLen; } VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); #endif } /* ============ PM_CmdScale Returns the scale factor to apply to cmd movements This allows the clients to use axial -127 to 127 values for all directions without getting a sqrt(2) distortion in speed. ============ */ static float PM_CmdScale( usercmd_t *cmd ) { int max; float total; float scale; max = abs( cmd->forwardmove ); if ( abs( cmd->rightmove ) > max ) { max = abs( cmd->rightmove ); } if ( abs( cmd->upmove ) > max ) { max = abs( cmd->upmove ); } if ( !max ) { return 0; } total = sqrt( cmd->forwardmove * cmd->forwardmove + cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove ); scale = (float)pm->ps->speed * max / ( 127.0 * total ); return scale; } /* ================ PM_SetMovementDir Determine the rotation of the legs reletive to the facing dir ================ */ // STONELANCE - removed /* static void PM_SetMovementDir( void ) { if ( pm->cmd.forwardmove || pm->cmd.rightmove ) { if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) { pm->ps->movementDir = 0; } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) { pm->ps->movementDir = 1; } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) { pm->ps->movementDir = 2; } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) { pm->ps->movementDir = 3; } else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) { pm->ps->movementDir = 4; } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) { pm->ps->movementDir = 5; } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) { pm->ps->movementDir = 6; } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) { pm->ps->movementDir = 7; } } else { // if they aren't actively going directly sideways, // change the animation to the diagonal so they // don't stop too crooked if ( pm->ps->movementDir == 2 ) { pm->ps->movementDir = 1; } else if ( pm->ps->movementDir == 6 ) { pm->ps->movementDir = 7; } } } */ // END /* ============= PM_CheckJump ============= */ // STONELANCE - removed /* static qboolean PM_CheckJump( void ) { if ( pm->ps->pm_flags & PMF_RESPAWNED ) { return qfalse; // don't allow jump until all buttons are up } if ( pm->cmd.upmove < 10 ) { // not holding jump return qfalse; } // must wait for jump to be released if ( pm->ps->pm_flags & PMF_JUMP_HELD ) { // clear upmove so cmdscale doesn't lower running speed pm->cmd.upmove = 0; return qfalse; } pml.groundPlane = qfalse; // jumping away pml.walking = qfalse; pm->ps->pm_flags |= PMF_JUMP_HELD; pm->ps->groundEntityNum = ENTITYNUM_NONE; pm->ps->velocity[2] = JUMP_VELOCITY; PM_AddEvent( EV_JUMP ); if ( pm->cmd.forwardmove >= 0 ) { PM_ForceLegsAnim( LEGS_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim( LEGS_JUMPB ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } return qtrue; } */ // END /* ============= PM_CheckWaterJump ============= */ // STOENLANCE - removed function /* static qboolean PM_CheckWaterJump( void ) { vec3_t spot; int cont; vec3_t flatforward; if (pm->ps->pm_time) { return qfalse; } // check for water jump if ( pm->waterlevel != 2 ) { return qfalse; } flatforward[0] = pml.forward[0]; flatforward[1] = pml.forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (pm->ps->origin, 30, flatforward, spot); spot[2] += 4; cont = pm->pointcontents (spot, pm->ps->clientNum ); if ( !(cont & CONTENTS_SOLID) ) { return qfalse; } spot[2] += 16; cont = pm->pointcontents (spot, pm->ps->clientNum ); if ( cont ) { return qfalse; } // jump out of water VectorScale (pml.forward, 200, pm->ps->velocity); pm->ps->velocity[2] = 350; pm->ps->pm_flags |= PMF_TIME_WATERJUMP; pm->ps->pm_time = 2000; return qtrue; } */ // END //============================================================================ /* =================== PM_WaterJumpMove Flying out of the water =================== */ // STONELANCE - removed function /* static void PM_WaterJumpMove( void ) { // waterjump has no control, but falls PM_StepSlideMove( qtrue ); pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime; if (pm->ps->velocity[2] < 0) { // cancel as soon as we are falling down again pm->ps->pm_flags &= ~PMF_ALL_TIMES; pm->ps->pm_time = 0; } } */ // END /* =================== PM_WaterMove =================== */ // STONELANCE - removed /* static void PM_WaterMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; float vel; if ( PM_CheckWaterJump() ) { PM_WaterJumpMove(); return; } #if 0 // jump = head for surface if ( pm->cmd.upmove >= 10 ) { if (pm->ps->velocity[2] > -300) { if ( pm->watertype == CONTENTS_WATER ) { pm->ps->velocity[2] = 100; } else if (pm->watertype == CONTENTS_SLIME) { pm->ps->velocity[2] = 80; } else { pm->ps->velocity[2] = 50; } } } #endif PM_Friction (); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = -60; // sink towards bottom } else { for (i=0 ; i<3 ; i++) wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; wishvel[2] += scale * pm->cmd.upmove; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if ( wishspeed > pm->ps->speed * pm_swimScale ) { wishspeed = pm->ps->speed * pm_swimScale; } PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate); // make sure we can go up slopes easily under water if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) { vel = VectorLength(pm->ps->velocity); // slide along the ground plane PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); VectorNormalize(pm->ps->velocity); VectorScale(pm->ps->velocity, vel, pm->ps->velocity); } PM_SlideMove( qfalse ); } */ // END #ifdef MISSIONPACK /* =================== PM_InvulnerabilityMove Only with the invulnerability powerup =================== */ static void PM_InvulnerabilityMove( void ) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; VectorClear(pm->ps->velocity); } #endif /* =================== PM_FlyMove Only with the flight powerup =================== */ static void PM_FlyMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; // normal slowdown PM_Friction (); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = 0; } else { for (i=0 ; i<3 ; i++) { wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; } wishvel[2] += scale * pm->cmd.upmove; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate); PM_StepSlideMove( qfalse ); } /* =================== PM_AirMove =================== */ // STONELANCE - removed /* static void PM_AirMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; PM_Friction(); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir(); // project moves down to flat plane pml.forward[2] = 0; pml.right[2] = 0; VectorNormalize (pml.forward); VectorNormalize (pml.right); for ( i = 0 ; i < 2 ; i++ ) { wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; } wishvel[2] = 0; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // not on ground, so little effect on velocity PM_Accelerate (wishdir, wishspeed, pm_airaccelerate); // we may have a ground plane that is very steep, even // though we don't have a groundentity // slide along the steep plane if ( pml.groundPlane ) { PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); } #if 0 //ZOID: If we are on the grapple, try stair-stepping //this allows a player to use the grapple to pull himself //over a ledge if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) PM_StepSlideMove ( qtrue ); else PM_SlideMove ( qtrue ); #endif PM_StepSlideMove ( qtrue ); } */ // END /* =================== PM_GrappleMove =================== */ // STONELANCE - removed /* static void PM_GrappleMove( void ) { vec3_t vel, v; float vlen; VectorScale(pml.forward, -16, v); VectorAdd(pm->ps->grapplePoint, v, v); VectorSubtract(v, pm->ps->origin, vel); vlen = VectorLength(vel); VectorNormalize( vel ); if (vlen <= 100) VectorScale(vel, 10 * vlen, vel); else VectorScale(vel, 800, vel); VectorCopy(vel, pm->ps->velocity); pml.groundPlane = qfalse; } */ // END /* =================== PM_WalkMove =================== */ // STONELANCE - removed /* static void PM_WalkMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; float accelerate; float vel; if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) { // begin swimming PM_WaterMove(); return; } if ( PM_CheckJump () ) { // jumped away if ( pm->waterlevel > 1 ) { PM_WaterMove(); } else { PM_AirMove(); } return; } PM_Friction (); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir(); // project moves down to flat plane pml.forward[2] = 0; pml.right[2] = 0; // project the forward and right directions onto the ground plane PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); // VectorNormalize (pml.forward); VectorNormalize (pml.right); for ( i = 0 ; i < 3 ; i++ ) { wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; } // when going up or down slopes the wish velocity should Not be zero // wishvel[2] = 0; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // clamp the speed lower if ducking if ( pm->ps->pm_flags & PMF_DUCKED ) { if ( wishspeed > pm->ps->speed * pm_duckScale ) { wishspeed = pm->ps->speed * pm_duckScale; } } // clamp the speed lower if wading or walking on the bottom if ( pm->waterlevel ) { float waterScale; waterScale = pm->waterlevel / 3.0; waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; if ( wishspeed > pm->ps->speed * waterScale ) { wishspeed = pm->ps->speed * waterScale; } } // when a player gets hit, they temporarily lose // full control, which allows them to be moved a bit if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) { accelerate = pm_airaccelerate; } else { accelerate = pm_accelerate; } PM_Accelerate (wishdir, wishspeed, accelerate); //Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]); //Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity)); if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) { pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime; } else { // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; } vel = VectorLength(pm->ps->velocity); // slide along the ground plane PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); // don't decrease velocity when going up or down a slope VectorNormalize(pm->ps->velocity); VectorScale(pm->ps->velocity, vel, pm->ps->velocity); // don't do anything if standing still if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) { return; } PM_StepSlideMove( qfalse ); //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); } */ // END /* ============== PM_DeadMove ============== */ // STONELANCE - removed function /* static void PM_DeadMove( void ) { float forward; if ( !pml.walking ) { return; } // extra friction forward = VectorLength (pm->ps->velocity); forward -= 20; if ( forward <= 0 ) { VectorClear (pm->ps->velocity); } else { VectorNormalize (pm->ps->velocity); VectorScale (pm->ps->velocity, forward, pm->ps->velocity); } } */ // END /* =============== PM_NoclipMove =============== */ static void PM_NoclipMove( void ) { float speed, drop, friction, control, newspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; // friction speed = VectorLength (pm->ps->velocity); if (speed < 1) { VectorCopy (vec3_origin, pm->ps->velocity); } else { drop = 0; friction = pm_friction*1.5; // extra friction control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*friction*pml.frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity); } // accelerate scale = PM_CmdScale( &pm->cmd ); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; for (i=0 ; i<3 ; i++) wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; wishvel[2] += pm->cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; PM_Accelerate( wishdir, wishspeed, pm_accelerate ); // move VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin); // STONELANCE pm->ps->viewangles[YAW] = SHORT2ANGLE(pm->ps->damageYaw); PM_InitializeVehicle(pm->car, pm->ps->origin, pm->ps->viewangles, pm->ps->velocity /* , pm->car_frontweight_dist */ ); // END } //============================================================================ /* ================ PM_FootstepForSurface Returns an event number apropriate for the groundsurface ================ */ // STONELANCE - removed function /* static int PM_FootstepForSurface( void ) { if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) { return 0; } if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) { return EV_FOOTSTEP_METAL; } return EV_FOOTSTEP; } */ // END /* ================= PM_CrashLand Check for hard landings that generate sound events ================= */ // STONELANCE - removed function /* static void PM_CrashLand( void ) { float delta; float dist; float vel, acc; float t; float a, b, c, den; // decide which landing animation to use if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) { PM_ForceLegsAnim( LEGS_LANDB ); } else { PM_ForceLegsAnim( LEGS_LAND ); } pm->ps->legsTimer = TIMER_LAND; // calculate the exact velocity on landing dist = pm->ps->origin[2] - pml.previous_origin[2]; vel = pml.previous_velocity[2]; acc = -pm->ps->gravity; a = acc / 2; b = vel; c = -dist; den = b * b - 4 * a * c; if ( den < 0 ) { return; } t = (-b - sqrt( den ) ) / ( 2 * a ); delta = vel + t * acc; delta = delta*delta * 0.0001; // ducking while falling doubles damage if ( pm->ps->pm_flags & PMF_DUCKED ) { delta *= 2; } // never take falling damage if completely underwater if ( pm->waterlevel == 3 ) { return; } // reduce falling damage if there is standing water if ( pm->waterlevel == 2 ) { delta *= 0.25; } if ( pm->waterlevel == 1 ) { delta *= 0.5; } if ( delta < 1 ) { return; } // create a local entity event to play the sound // SURF_NODAMAGE is used for bounce pads where you don't ever // want to take damage or play a crunch sound if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) { if ( delta > 60 ) { PM_AddEvent( EV_FALL_FAR ); } else if ( delta > 40 ) { // this is a pain grunt, so don't play it if dead if ( pm->ps->stats[STAT_HEALTH] > 0 ) { PM_AddEvent( EV_FALL_MEDIUM ); } } else if ( delta > 7 ) { PM_AddEvent( EV_FALL_SHORT ); } else { PM_AddEvent( PM_FootstepForSurface() ); } } // start footstep cycle over pm->ps->bobCycle = 0; } */ // END /* ============= PM_CheckStuck ============= */ /* void PM_CheckStuck(void) { trace_t trace; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask); if (trace.allsolid) { //int shit = qtrue; } } */ /* ============= PM_CorrectAllSolid ============= */ // STONELANCE - removed /* static int PM_CorrectAllSolid( trace_t *trace ) { int i, j, k; vec3_t point; if ( pm->debugLevel ) { Com_Printf("%i:allsolid\n", c_pmove); } // jitter around for (i = -1; i <= 1; i++) { for (j = -1; j <= 1; j++) { for (k = -1; k <= 1; k++) { VectorCopy(pm->ps->origin, point); point[0] += (float) i; point[1] += (float) j; point[2] += (float) k; pm->trace (trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); if ( !trace->allsolid ) { point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] - 0.25; pm->trace (trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); pml.groundTrace = *trace; return qtrue; } } } } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return qfalse; } */ // END /* ============= PM_GroundTraceMissed The ground trace didn't hit a surface, so we are in freefall ============= */ static void PM_GroundTraceMissed( void ) { trace_t trace; vec3_t point; if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) { // we just transitioned into freefall if ( pm->debugLevel ) { Com_Printf("%i:lift\n", c_pmove); } // if they aren't in a jumping animation and the ground is a ways away, force into it // if we didn't do the trace, the player would be backflipping down staircases VectorCopy( pm->ps->origin, point ); point[2] -= 64; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); // STONELANCE /* if ( trace.fraction == 1.0 ) { if ( pm->cmd.forwardmove >= 0 ) { PM_ForceLegsAnim( LEGS_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim( LEGS_JUMPB ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } } */ // END } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; } /* ============= PM_GroundTrace ============= */ static void PM_GroundTrace( void ) { vec3_t point; trace_t trace; point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] - 0.25; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); pml.groundTrace = trace; // do something corrective if the trace starts in a solid... // STONELANCE - dont bother with this /* if ( trace.allsolid ) { if ( !PM_CorrectAllSolid(&trace) ) return; } */ // END // if the trace didn't hit anything, we are in free fall if ( trace.fraction == 1.0 ) { PM_GroundTraceMissed(); pml.groundPlane = qfalse; pml.walking = qfalse; return; } // check if getting thrown off the ground if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) { if ( pm->debugLevel ) { Com_Printf("%i:kickoff\n", c_pmove); } // go into jump animation // STONELANCE /* if ( pm->cmd.forwardmove >= 0 ) { PM_ForceLegsAnim( LEGS_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim( LEGS_JUMPB ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } */ // END pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return; } // slopes that are too steep will not be considered onground if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) { if ( pm->debugLevel ) { Com_Printf("%i:steep\n", c_pmove); } // FIXME: if they can't slide down the slope, let them // walk (sharp crevices) pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qtrue; pml.walking = qfalse; return; } pml.groundPlane = qtrue; pml.walking = qtrue; // hitting solid ground will end a waterjump if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) { pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND); pm->ps->pm_time = 0; } if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { // just hit the ground if ( pm->debugLevel ) { Com_Printf("%i:Land\n", c_pmove); } // STONELANCE - removed function // PM_CrashLand(); // END // don't do landing time if we were just going down a slope if ( pml.previous_velocity[2] < -200 ) { // don't allow another jump for a little while pm->ps->pm_flags |= PMF_TIME_LAND; pm->ps->pm_time = 250; } } pm->ps->groundEntityNum = trace.entityNum; // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; // STONELANCE - handled in bg_physics trace_points // PM_AddTouchEnt( trace.entityNum ); // END } /* ============= PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving ============= */ static void PM_SetWaterLevel( void ) { vec3_t point; int cont; int sample1; int sample2; // // get waterlevel, accounting for ducking // pm->waterlevel = 0; pm->watertype = 0; point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] + MINS_Z + 1; cont = pm->pointcontents( point, pm->ps->clientNum ); if ( cont & MASK_WATER ) { sample2 = pm->ps->viewheight - MINS_Z; sample1 = sample2 / 2; pm->watertype = cont; pm->waterlevel = 1; point[2] = pm->ps->origin[2] + MINS_Z + sample1; cont = pm->pointcontents (point, pm->ps->clientNum ); if ( cont & MASK_WATER ) { pm->waterlevel = 2; point[2] = pm->ps->origin[2] + MINS_Z + sample2; cont = pm->pointcontents (point, pm->ps->clientNum ); if ( cont & MASK_WATER ){ pm->waterlevel = 3; } } } } /* ============== PM_CheckDuck Sets mins, maxs, and pm->ps->viewheight ============== */ static void PM_CheckDuck (void) { trace_t trace; if ( pm->ps->powerups[PW_INVULNERABILITY] ) { if ( pm->ps->pm_flags & PMF_INVULEXPAND ) { // invulnerability sphere has a 42 units radius VectorSet( pm->mins, -42, -42, -42 ); VectorSet( pm->maxs, 42, 42, 42 ); } else { VectorSet( pm->mins, -15, -15, MINS_Z ); VectorSet( pm->maxs, 15, 15, 16 ); } pm->ps->pm_flags |= PMF_DUCKED; pm->ps->viewheight = CROUCH_VIEWHEIGHT; return; } pm->ps->pm_flags &= ~PMF_INVULEXPAND; pm->mins[0] = -15; pm->mins[1] = -15; pm->maxs[0] = 15; pm->maxs[1] = 15; pm->mins[2] = MINS_Z; if (pm->ps->pm_type == PM_DEAD) { pm->maxs[2] = -8; pm->ps->viewheight = DEAD_VIEWHEIGHT; return; } if (pm->cmd.upmove < 0) { // duck pm->ps->pm_flags |= PMF_DUCKED; } else { // stand up if possible if (pm->ps->pm_flags & PMF_DUCKED) { // try to stand up pm->maxs[2] = 32; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask ); if (!trace.allsolid) pm->ps->pm_flags &= ~PMF_DUCKED; } } if (pm->ps->pm_flags & PMF_DUCKED) { pm->maxs[2] = 16; pm->ps->viewheight = CROUCH_VIEWHEIGHT; } else { pm->maxs[2] = 32; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; } } //=================================================================== /* =============== PM_Footsteps =============== */ // STOENLANCE - no feet = no footstep sounds - removed function #if 0 static void PM_Footsteps( void ) { float bobmove; int old; qboolean footstep; // // calculate speed and cycle to be used for // all cyclic walking effects // pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0] + pm->ps->velocity[1] * pm->ps->velocity[1] ); if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { if ( pm->ps->powerups[PW_INVULNERABILITY] ) { PM_ContinueLegsAnim( LEGS_IDLECR ); } // airborne leaves position in cycle intact, but doesn't advance if ( pm->waterlevel > 1 ) { PM_ContinueLegsAnim( LEGS_SWIM ); } return; } // if not trying to move if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) { if ( pm->xyspeed < 5 ) { pm->ps->bobCycle = 0; // start at beginning of cycle again if ( pm->ps->pm_flags & PMF_DUCKED ) { PM_ContinueLegsAnim( LEGS_IDLECR ); } else { PM_ContinueLegsAnim( LEGS_IDLE ); } } return; } footstep = qfalse; if ( pm->ps->pm_flags & PMF_DUCKED ) { bobmove = 0.5; // ducked characters bob much faster if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { PM_ContinueLegsAnim( LEGS_BACKCR ); } else { PM_ContinueLegsAnim( LEGS_WALKCR ); } // ducked characters never play footsteps /* } else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4; // faster speeds bob faster footstep = qtrue; } else { bobmove = 0.3; } PM_ContinueLegsAnim( LEGS_BACK ); */ } else { if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4f; // faster speeds bob faster if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { PM_ContinueLegsAnim( LEGS_BACK ); } else { PM_ContinueLegsAnim( LEGS_RUN ); } footstep = qtrue; } else { bobmove = 0.3f; // walking bobs slow if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { PM_ContinueLegsAnim( LEGS_BACKWALK ); } else { PM_ContinueLegsAnim( LEGS_WALK ); } } } // check for footstep / splash sounds old = pm->ps->bobCycle; pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255; // if we just crossed a cycle boundary, play an apropriate footstep event if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) { if ( pm->waterlevel == 0 ) { // on ground will only play sounds if running if ( footstep && !pm->noFootsteps ) { PM_AddEvent( PM_FootstepForSurface() ); } } else if ( pm->waterlevel == 1 ) { // splashing PM_AddEvent( EV_FOOTSPLASH ); } else if ( pm->waterlevel == 2 ) { // wading / swimming at surface PM_AddEvent( EV_SWIM ); } else if ( pm->waterlevel == 3 ) { // no sound when completely underwater } } } #endif // END /* ============== PM_WaterEvents Generate sound events for entering and leaving water ============== */ static void PM_WaterEvents( void ) { // FIXME? // // if just entered a water volume, play a sound // if (!pml.previous_waterlevel && pm->waterlevel) { PM_AddEvent( EV_WATER_TOUCH ); } // // if just completely exited a water volume, play a sound // if (pml.previous_waterlevel && !pm->waterlevel) { PM_AddEvent( EV_WATER_LEAVE ); } // // check for head just going under water // if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) { PM_AddEvent( EV_WATER_UNDER ); } // // check for head just coming out of water // if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) { PM_AddEvent( EV_WATER_CLEAR ); } } /* =============== PM_BeginWeaponChange =============== */ static void PM_BeginWeaponChange( int weapon ) { // STONELANCE // if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) { if ( weapon <= WP_NONE || weapon >= RWP_SMOKE ) { // END return; } if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { return; } if ( pm->ps->weaponstate == WEAPON_DROPPING ) { return; } PM_AddEvent( EV_CHANGE_WEAPON ); pm->ps->weaponstate = WEAPON_DROPPING; pm->ps->weaponTime += 200; PM_StartTorsoAnim( TORSO_DROP ); } /* =============== PM_FinishWeaponChange =============== */ static void PM_FinishWeaponChange( void ) { int weapon; weapon = pm->cmd.weapon; if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) { weapon = WP_NONE; } if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { weapon = WP_NONE; } pm->ps->weapon = weapon; pm->ps->weaponstate = WEAPON_RAISING; pm->ps->weaponTime += 250; PM_StartTorsoAnim( TORSO_RAISE ); } /* ============== PM_TorsoAnimation ============== */ // STONELANCE - removed /* static void PM_TorsoAnimation( void ) { if ( pm->ps->weaponstate == WEAPON_READY ) { if ( pm->ps->weapon == WP_GAUNTLET ) { PM_ContinueTorsoAnim( TORSO_STAND2 ); } else { PM_ContinueTorsoAnim( TORSO_STAND ); } return; } } */ // END /* ============== PM_Weapon Generates weapon events and modifes the weapon counter ============== */ static void PM_Weapon( void ) { int addTime; // don't allow attack until all buttons are up if ( pm->ps->pm_flags & PMF_RESPAWNED ) { return; } // ignore if spectator if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { return; } // check for dead player if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { pm->ps->weapon = WP_NONE; return; } // check for item using if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) { if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) { if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT && pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) { // don't use medkit if at max health } else { pm->ps->pm_flags |= PMF_USE_ITEM_HELD; PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag ); pm->ps->stats[STAT_HOLDABLE_ITEM] = 0; } return; } } else { pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; } // make weapon function // STONELANCE // if ( pm->ps->weaponTime > 0 ) { // pm->ps->weaponTime -= pml.msec; if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) { if ((pml.msec & NORMAL_WEAPON_TIME_MASK) >= (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK)) pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // = 0 else pm->ps->weaponTime -= (pml.msec & NORMAL_WEAPON_TIME_MASK); // END } // check for weapon change // can't change if weapon is firing, but can change // again if lowering or raising // STONELANCE // if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { // END if ( pm->ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponChange( pm->cmd.weapon ); } } // STONELANCE // if ( pm->ps->weaponTime > 0 ) { if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) { return; } // END // change weapon if time if ( pm->ps->weaponstate == WEAPON_DROPPING ) { PM_FinishWeaponChange(); return; } if ( pm->ps->weaponstate == WEAPON_RAISING ) { pm->ps->weaponstate = WEAPON_READY; // STONELANCE /* if ( pm->ps->weapon == WP_GAUNTLET ) { PM_StartTorsoAnim( TORSO_STAND2 ); } else { PM_StartTorsoAnim( TORSO_STAND ); } */ // END return; } // STONELANCE if (pm->ps->weapon == WP_NONE){ return; } // END // check for fire if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) { // STONELANCE // pm->ps->weaponTime = 0; pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // END pm->ps->weaponstate = WEAPON_READY; return; } // start the animation even if out of ammo if ( pm->ps->weapon == WP_GAUNTLET ) { // the guantlet only "fires" when it actually hits something if ( !pm->gauntletHit ) { // STONELANCE // pm->ps->weaponTime = 0; pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // END pm->ps->weaponstate = WEAPON_READY; return; } // STONELANCE } /* PM_StartTorsoAnim( TORSO_ATTACK2 ); } else { PM_StartTorsoAnim( TORSO_ATTACK ); } */ // END pm->ps->weaponstate = WEAPON_FIRING; // check for out of ammo if ( ! pm->ps->ammo[ pm->ps->weapon ] ) { PM_AddEvent( EV_NOAMMO ); // STONELANCE // pm->ps->weaponTime += 500; pm->ps->weaponTime += (500 & NORMAL_WEAPON_TIME_MASK); // END return; } // take an ammo away if not infinite if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) { pm->ps->ammo[ pm->ps->weapon ]--; } // fire weapon PM_AddEvent( EV_FIRE_WEAPON ); switch( pm->ps->weapon ) { default: case WP_GAUNTLET: addTime = 400; break; case WP_LIGHTNING: addTime = 50; break; case WP_SHOTGUN: addTime = 1000; break; case WP_MACHINEGUN: addTime = 100; break; case WP_GRENADE_LAUNCHER: //addTime = 800; //TBB - too fast addTime = 1000; //TBB break; case WP_ROCKET_LAUNCHER: //addTime = 800; //TBB - too fast addTime = 1200; //TBB break; case WP_PLASMAGUN: //addTime = 100; //TBB - too fast addTime = 300; //TBB - compensate for slight increase damage relative to machine gun break; case WP_RAILGUN: addTime = 1500; break; case WP_BFG: addTime = 200; break; // Q3Rally Code Start /* case WP_GRAPPLING_HOOK: addTime = 400; break; */ case WP_FLAME_THROWER: //addTime = 40; //TBB bit too short addTime = 150; break; // Q3Rally Code END #ifdef MISSIONPACK case WP_NAILGUN: addTime = 1000; break; case WP_PROX_LAUNCHER: addTime = 800; break; case WP_CHAINGUN: addTime = 30; break; #endif } #ifdef MISSIONPACK if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { addTime /= 1.5; } else if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { addTime /= 1.3; } else #endif if ( pm->ps->powerups[PW_HASTE] ) { // STONELANCE // addTime /= 1.3; addTime /= 2.0; // END } // STONELANCE // pm->ps->weaponTime += addTime; pm->ps->weaponTime += (addTime & NORMAL_WEAPON_TIME_MASK); // END } /* ============== PM_ALT_Weapon Generates alt_weapon events and modifes the alt_weapon counter ============== */ static void PM_Alt_Weapon( void ) { int addTime; int ammo_use; // don't allow attack until all buttons are up if ( pm->ps->pm_flags & PMF_RESPAWNED ) { return; } // ignore if spectator if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { return; } // check for dead player if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { pm->ps->weapon = WP_NONE; return; } // check for item using if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) { if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) { if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT && pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) { // don't use medkit if at max health } else { pm->ps->pm_flags |= PMF_USE_ITEM_HELD; PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag ); pm->ps->stats[STAT_HOLDABLE_ITEM] = 0; } return; } } else { pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; } // make weapon function // STONELANCE // if ( pm->ps->weaponTime > 0 ) { // pm->ps->weaponTime -= pml.msec; if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) { if ((pml.msec & NORMAL_WEAPON_TIME_MASK) >= (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK)) pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // = 0 else pm->ps->weaponTime -= (pml.msec & NORMAL_WEAPON_TIME_MASK); // END } // check for weapon change // can't change if weapon is firing, but can change // again if lowering or raising // STONELANCE // if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { // END if ( pm->ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponChange( pm->cmd.weapon ); } } // STONELANCE // if ( pm->ps->weaponTime > 0 ) { if ( (pm->ps->weaponTime & NORMAL_WEAPON_TIME_MASK) > 0 ) { return; } // END // change weapon if time if ( pm->ps->weaponstate == WEAPON_DROPPING ) { PM_FinishWeaponChange(); return; } if ( pm->ps->weaponstate == WEAPON_RAISING ) { pm->ps->weaponstate = WEAPON_READY; // STONELANCE /* if ( pm->ps->weapon == WP_GAUNTLET ) { PM_StartTorsoAnim( TORSO_STAND2 ); } else { PM_StartTorsoAnim( TORSO_STAND ); } */ // END return; } // STONELANCE if (pm->ps->weapon == WP_NONE){ return; } // END // check for fire if ( ! (pm->cmd.buttons & BUTTON_ALT_ATTACK) ) { // STONELANCE // pm->ps->weaponTime = 0; pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // END pm->ps->weaponstate = WEAPON_READY; return; } // start the animation even if out of ammo if ( pm->ps->weapon == WP_GAUNTLET ) { // the guantlet only "fires" when it actually hits something if ( !pm->gauntletHit ) { // STONELANCE // pm->ps->weaponTime = 0; pm->ps->weaponTime &= REAR_WEAPON_TIME_MASK; // END pm->ps->weaponstate = WEAPON_READY; return; } // STONELANCE } /* PM_StartTorsoAnim( TORSO_ATTACK2 ); } else { PM_StartTorsoAnim( TORSO_ATTACK ); } */ // END pm->ps->weaponstate = WEAPON_FIRING; // check for out of ammo if ( ! pm->ps->ammo[ pm->ps->weapon ] ){ //if ( ! pm->ps->ammo[ pm->ps->weapon ] && pm->ps->ammo[ pm->ps->weapon ] < -1 ) { PM_AddEvent( EV_NOAMMO ); // STONELANCE // pm->ps->weaponTime += 500; pm->ps->weaponTime += (500 & NORMAL_WEAPON_TIME_MASK); // END return; } /* // take an ammo away if not infinite if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) { pm->ps->ammo[ pm->ps->weapon ]--; } */ /* TBB - AMMO MANAGEMENT, the goal: if there is not enough ammo to activate alt, keep the same ammo amount without switching the weapon */ switch( pm->ps->weapon ) { case WP_RAILGUN: ammo_use = 3; //megarailgun break; case WP_LIGHTNING: ammo_use = 1; break; case WP_MACHINEGUN: ammo_use = 1; break; case WP_SHOTGUN: ammo_use = 1; break; case WP_GRENADE_LAUNCHER: ammo_use = 3; //there are 6 trajectories in g_missile.c: G_ExplodeCluster() break; case WP_ROCKET_LAUNCHER: ammo_use = 1; //homing break; case WP_PLASMAGUN: ammo_use = 1; //rotational defense break; case WP_BFG: ammo_use = 1; break; case WP_FLAME_THROWER: ammo_use = 3; break; } if ( pm->ps->ammo[ pm->ps->weapon ] > ammo_use ) { pm->ps->ammo[ pm->ps->weapon ] -= ammo_use; } else if ( pm->ps->ammo[ pm->ps->weapon ] == ammo_use ) { pm->ps->ammo[ pm->ps->weapon ] = 0; } else if ( pm->ps->ammo[ pm->ps->weapon ] < ammo_use) { pm->ps->ammo[ pm->ps->weapon ] = pm->ps->ammo[ pm->ps->weapon ]; return; } //TBB FIN // fire weapon PM_AddEvent( EV_ALTFIRE_WEAPON ); switch( pm->ps->weapon ) { default: case WP_GAUNTLET: addTime = 400; break; case WP_LIGHTNING: addTime = 50; break; case WP_SHOTGUN: addTime = 1000; break; case WP_MACHINEGUN: addTime = 100; break; case WP_GRENADE_LAUNCHER: addTime = 1200; break; case WP_ROCKET_LAUNCHER: addTime = 2000; break; case WP_PLASMAGUN: //TBB - using alt plasma, will use up 2 more cells from regular 1 addTime = 1000; //TBB new plasmagun //TBB FIN break; case WP_RAILGUN: addTime = 3000; break; case WP_BFG: addTime = 200; break; // Q3Rally Code Start /* case WP_GRAPPLING_HOOK: addTime = 400; break; */ case WP_FLAME_THROWER: //TBB using alt flame, will use up 2 more flames from regular 1 //addTime = 40; addTime = 300; //increased addtime for more control of ammo use per mouse click //TBB FIN break; // Q3Rally Code END #ifdef MISSIONPACK case WP_NAILGUN: addTime = 1000; break; case WP_PROX_LAUNCHER: addTime = 800; break; case WP_CHAINGUN: addTime = 30; break; #endif } #ifdef MISSIONPACK if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { addTime /= 1.5; } else if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { addTime /= 1.3; } else #endif if ( pm->ps->powerups[PW_HASTE] ) { // STONELANCE // addTime /= 1.3; addTime /= 2.0; // END } // STONELANCE // pm->ps->weaponTime += addTime; pm->ps->weaponTime += (addTime & NORMAL_WEAPON_TIME_MASK); // END } // STONELANCE /* ============== PM_RearWeapon Generates rearweapon events and modifes the weapon counter ============== */ void PM_RearWeapon( void ) { int weapon, addTime, i; // don't allow attack until all buttons are up if ( pm->ps->pm_flags & PMF_RESPAWNED ) { return; } // ignore if spectator if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { return; } // check for dead player if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { pm->ps->weapon = WP_NONE; return; } for (i = RWP_SMOKE; i < WP_NUM_WEAPONS; i++){ if (pm->ps->stats[STAT_WEAPONS] & ( 1 << i ) && !pm->ps->ammo[ i ]){ pm->ps->stats[STAT_WEAPONS] &= ~( 1 << i ); } if (pm->ps->stats[STAT_WEAPONS] & ( 1 << i ) && pm->ps->ammo[ i ]) break; } if (i < WP_NUM_WEAPONS){ weapon = i; } else { return; // no weapon } // make weapon function if ( (pm->ps->weaponTime & REAR_WEAPON_TIME_MASK) > 0 ) { if ((pml.msec & NORMAL_WEAPON_TIME_MASK) >= ((pm->ps->weaponTime & REAR_WEAPON_TIME_MASK) >> 16)) pm->ps->weaponTime &= NORMAL_WEAPON_TIME_MASK; // = 0 else pm->ps->weaponTime -= ((pml.msec & NORMAL_WEAPON_TIME_MASK) << 16); } if ( (pm->ps->weaponTime & REAR_WEAPON_TIME_MASK) > 0 ) { return; } // check for fire if ( !(pm->cmd.buttons & BUTTON_REARATTACK) ) { pm->ps->weaponTime &= NORMAL_WEAPON_TIME_MASK; return; } // check for out of ammo if ( !pm->ps->ammo[ weapon ] ) { // PM_AddEvent( EV_NOAMMO ); pm->ps->weaponTime += (500 & NORMAL_WEAPON_TIME_MASK) << 16; return; } // take an ammo away if not infinite if ( pm->ps->ammo[ weapon ] != -1 ) { pm->ps->ammo[ weapon ]--; } // Com_Printf( "pm->ps->weaponTime %i\n", ( pm->ps->weaponTime & REAR_WEAPON_TIME_MASK ) >> 16 ); // fire weapon #ifndef CGAME BG_AddPredictableEventToPlayerstate( EV_FIRE_REARWEAPON, weapon, pm->ps ); #endif switch( weapon ) { default: case RWP_OIL: addTime = 200; break; case RWP_SMOKE: addTime = 600; break; case RWP_BIO: addTime = 200; break; case RWP_MINE: addTime = 1500; break; case RWP_FLAME: addTime = 600; break; } if ( pm->ps->powerups[PW_HASTE] ) { addTime /= 2.0; } pm->ps->weaponTime += ((addTime & NORMAL_WEAPON_TIME_MASK) << 16); // Com_Printf( "pm->ps->weaponTime %i\n", ( pm->ps->weaponTime & REAR_WEAPON_TIME_MASK ) >> 16 ); } // END /* ================ PM_Animate ================ */ // STONELANCE (removed function) /* static void PM_Animate( void ) { if ( pm->cmd.buttons & BUTTON_GESTURE ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_GESTURE ); pm->ps->torsoTimer = TIMER_GESTURE; PM_AddEvent( EV_TAUNT ); } #ifdef MISSIONPACK } else if ( pm->cmd.buttons & BUTTON_GETFLAG ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_GETFLAG ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_GUARDBASE ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_PATROL ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_PATROL ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_FOLLOWME ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_AFFIRMATIVE); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_NEGATIVE ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } #endif } } */ // END /* ================ PM_DropTimers ================ */ static void PM_DropTimers( void ) { // drop misc timing counter if ( pm->ps->pm_time ) { if ( pml.msec >= pm->ps->pm_time ) { pm->ps->pm_flags &= ~PMF_ALL_TIMES; pm->ps->pm_time = 0; } else { pm->ps->pm_time -= pml.msec; } } // drop animation counter // STONELANCE /* if ( pm->ps->legsTimer > 0 ) { pm->ps->legsTimer -= pml.msec; if ( pm->ps->legsTimer < 0 ) { pm->ps->legsTimer = 0; } } if ( pm->ps->torsoTimer > 0 ) { pm->ps->torsoTimer -= pml.msec; if ( pm->ps->torsoTimer < 0 ) { pm->ps->torsoTimer = 0; } } */ // END } /* ================ PM_UpdateViewAngles This can be used as another entry point when only the viewangles are being updated isntead of a full move ================ */ // STONELANCE void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd, int controlMode ) { // void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { // END short temp; int i; if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) { return; // no view changes at all } // STONELANCE - can still look around when dead /* if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) { return; // no view changes at all } */ // END // circularly clamp the angles with deltas for (i=0 ; i<3 ; i++) { temp = cmd->angles[i] + ps->delta_angles[i]; if ( i == PITCH ) { // don't let the player look up or down more than 90 degrees if ( temp > 16000 ) { ps->delta_angles[i] = 16000 - cmd->angles[i]; temp = 16000; } else if ( temp < -16000 ) { ps->delta_angles[i] = -16000 - cmd->angles[i]; temp = -16000; } } // STONELANCE use damage yaw and pitch for view angles if (controlMode == CT_MOUSE){ if (i == PITCH){ ps->damagePitch = temp; } if (i == YAW){ ps->damageYaw = temp; } } // END // SKWID // ps->viewangles[i] = SHORT2ANGLE(temp); } // END } /* ================ PmoveSingle ================ */ void trap_SnapVector( float *v ); void PmoveSingle (pmove_t *pmove) { // STONELANCE vec3_t delta; float dot; // END pm = pmove; // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint fot the previous frame c_pmove++; // clear results pm->numtouch = 0; pm->watertype = 0; pm->waterlevel = 0; // STONELANCE /* if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies } */ // END // make sure walking button is clear if they are running, to avoid // proxy no-footsteps cheats // STONELANCE /* if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) { pm->cmd.buttons &= ~BUTTON_WALKING; } */ // END // set the talk balloon flag if ( pm->cmd.buttons & BUTTON_TALK ) { pm->ps->eFlags |= EF_TALK; } else { pm->ps->eFlags &= ~EF_TALK; } // set the firing flag for continuous beam weapons if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) { pm->ps->eFlags |= EF_FIRING; } else { pm->ps->eFlags &= ~EF_FIRING; } // clear the respawned flag if attack and use are cleared if ( pm->ps->stats[STAT_HEALTH] > 0 && !( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) { pm->ps->pm_flags &= ~PMF_RESPAWNED; } // if talk button is down, dissallow all other input // this is to prevent any possible intercept proxy from // adding fake talk balloons if ( pmove->cmd.buttons & BUTTON_TALK ) { // keep the talk button set tho for when the cmd.serverTime > 66 msec // and the same cmd is used multiple times in Pmove pmove->cmd.buttons = BUTTON_TALK; pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; pmove->cmd.upmove = 0; } // clear all pmove local vars memset (&pml, 0, sizeof(pml)); // determine the time pml.msec = pmove->cmd.serverTime - pm->ps->commandTime; if ( pml.msec < 1 ) { pml.msec = 1; } else if ( pml.msec > 200 ) { pml.msec = 200; } pm->ps->commandTime = pmove->cmd.serverTime; // save old org in case we get stuck VectorCopy (pm->ps->origin, pml.previous_origin); // save old velocity for crashlanding VectorCopy (pm->ps->velocity, pml.previous_velocity); pml.frametime = pml.msec * 0.001; // update the viewangles // STONELANCE // PM_UpdateViewAngles( pm->ps, &pm->cmd ); PM_UpdateViewAngles( pm->ps, &pm->cmd, pm->controlMode ); // AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up); delta[YAW] = SHORT2ANGLE(pm->ps->damageYaw); delta[PITCH] = SHORT2ANGLE(pm->ps->damagePitch); delta[ROLL] = 0; AngleVectors (delta, pml.forward, pml.right, pml.up); // END if ( pm->cmd.upmove < 10 ) { // not holding jump pm->ps->pm_flags &= ~PMF_JUMP_HELD; } // decide if backpedaling animations should be used // STONELANCE /* if ( pm->cmd.forwardmove < 0 ) { pm->ps->pm_flags |= PMF_BACKWARDS_RUN; } else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) { pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN; } */ // END if ( pm->ps->pm_type >= PM_DEAD ) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if ( pm->ps->pm_type == PM_SPECTATOR ) { PM_CheckDuck (); PM_FlyMove (); PM_DropTimers (); return; } if ( pm->ps->pm_type == PM_NOCLIP ) { PM_NoclipMove (); PM_DropTimers (); return; } if (pm->ps->pm_type == PM_FREEZE) { return; // no movement at all } if ( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION) { return; // no movement at all } // set watertype, and waterlevel // STONELANCE - FIXME calculate water levels in bg_physics PM_SetWaterLevel(); pml.previous_waterlevel = pmove->waterlevel; // set mins, maxs, and viewheight // STONELANCE // PM_CheckDuck (); VectorSet(pm->mins, -CAR_WIDTH/2, -CAR_WIDTH/2, -CAR_WIDTH/2); VectorSet(pm->maxs, CAR_WIDTH/2, CAR_WIDTH/2, CAR_WIDTH/2); pm->ps->viewheight = 0; // END // set groundentity // STONELANCE /* PM_GroundTrace(); if ( pm->ps->pm_type == PM_DEAD ) { PM_DeadMove (); } */ // END PM_DropTimers(); // SKWID( PM_DriveMove does it all ) // STONELANCE // dont do physics if the player has been gibed if ( pm->ps->stats[STAT_HEALTH] > GIB_HEALTH ){ int i; pml.physicsSplit = 0; PM_DriveMove(pm->car, pml.frametime, qtrue); if( VectorNAN( pm->car->sBody.r ) ) VectorClear( pm->car->sBody.r ); if( VectorNAN( pm->car->sBody.v ) ) VectorClear( pm->car->sBody.v ); if( VectorNAN( pm->car->sBody.L ) ) VectorClear( pm->car->sBody.L ); // translate car values to player angles, etc VectorCopy(pm->car->sBody.v, pm->ps->velocity); VectorCopy(pm->car->sBody.r, pm->ps->origin); VectorCopy(pm->car->sBody.L, pm->ps->angularMomentum); OrientationToAngles(pm->car->sBody.t, pm->ps->viewangles); if( VectorNAN( pm->ps->viewangles ) ) VectorClear( pm->ps->viewangles ); // VectorSubtract(pm->car->sPoints[FL_FRAME].r, pm->car->sPoints[FL_WHEEL].r, delta); // dot = DotProduct(delta, pm->car->sBody.up); dot = pm->car->sBody.curSpringLengths[FL_WHEEL] - CP_SPRING_MINLEN; if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN) dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN; else if (dot < 0) dot = 0; pm->ps->legsTimer = (int)(CP_SPRING_SCALE * dot); // VectorSubtract(pm->car->sPoints[FR_FRAME].r, pm->car->sPoints[FR_WHEEL].r, delta); // dot = DotProduct(delta, pm->car->sBody.up); dot = pm->car->sBody.curSpringLengths[FR_WHEEL] - CP_SPRING_MINLEN; if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN) dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN; else if (dot < 0) dot = 0; pm->ps->legsAnim = (int)(CP_SPRING_SCALE * dot); // VectorSubtract(pm->car->sPoints[RL_FRAME].r, pm->car->sPoints[RL_WHEEL].r, delta); // dot = DotProduct(delta, pm->car->sBody.up); dot = pm->car->sBody.curSpringLengths[RL_WHEEL] - CP_SPRING_MINLEN; if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN) dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN; else if (dot < 0) dot = 0; pm->ps->torsoTimer = (int)(CP_SPRING_SCALE * dot); // VectorSubtract(pm->car->sPoints[RR_FRAME].r, pm->car->sPoints[RR_WHEEL].r, delta); // dot = DotProduct(delta, pm->car->sBody.up); dot = pm->car->sBody.curSpringLengths[RR_WHEEL] - CP_SPRING_MINLEN; if (dot > CP_SPRING_MAXLEN - CP_SPRING_MINLEN) dot = CP_SPRING_MAXLEN - CP_SPRING_MINLEN; else if (dot < 0) dot = 0; pm->ps->torsoAnim = (int)(CP_SPRING_SCALE * dot); pm->ps->stats[STAT_RPM] = pm->car->rpm; pm->ps->stats[STAT_GEAR] = pm->car->gear; // used to keep track of time since last onGround for resetCar /* VectorSet(delta, 0, 0, 1); for (i = 0; i < NUM_CAR_POINTS; i++){ if (pm->car->sPoints[i].onGround && DotProduct(pm->car->sPoints[i].normals[0], delta) > 0.3){ pm->car->sPoints[i].onGroundTime = pm->cmd.serverTime; pm->car->tPoints[i].onGroundTime = pm->cmd.serverTime; } else { pm->car->sPoints[i].offGroundTime = pm->cmd.serverTime; pm->car->tPoints[i].offGroundTime = pm->cmd.serverTime; } } */ for (i = 0; i < FL_FRAME; i++) { if( pm->car->sPoints[i].onGround && pm->car->sPoints[i].normals[0][2] > 0.3f ) { pm->car->wheelOnGroundTime = pm->cmd.serverTime; break; } } if( pm->car->wheelOnGroundTime != pm->cmd.serverTime ) pm->car->wheelsOffGroundTime = pm->cmd.serverTime; for (i = FL_FRAME; i < NUM_CAR_POINTS; i++) { if( pm->car->sPoints[i].onGround ) { pm->car->onGroundTime = pm->cmd.serverTime; break; } } if( pm->car->onGroundTime < pm->cmd.serverTime - 100 ) pm->car->offGroundTime = pm->cmd.serverTime; } // END /* #ifdef MISSIONPACK if ( pm->ps->powerups[PW_INVULNERABILITY] ) { PM_InvulnerabilityMove(); } else #endif if ( pm->ps->powerups[PW_FLIGHT] ) { // flight powerup doesn't allow jump and has different friction PM_FlyMove(); } else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) { PM_GrappleMove(); // We can wiggle a bit PM_AirMove(); } else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) { PM_WaterJumpMove(); } else if ( pm->waterlevel > 1 ) { // swimming PM_WaterMove(); } else if ( pml.walking ) { // walking on ground PM_WalkMove(); } else { // airborne PM_AirMove(); } */ // END // STONELANCE // PM_Animate(); // END // set groundentity, watertype, and waterlevel PM_GroundTrace(); PM_SetWaterLevel(); // weapons PM_Weapon(); PM_Alt_Weapon(); // STONELANCE PM_RearWeapon(); // END // torso animation // STONELANCE // PM_TorsoAnimation(); // END // footstep events / legs animations // SKWID( removed function ) // PM_Footsteps(); // END // entering / leaving water splashes PM_WaterEvents(); // snap some parts of playerstate to save network bandwidth // STONELANCE // trap_SnapVector( pm->ps->velocity ); // END pm = NULL; } /* ================ Pmove Can be called by either the server or the client ================ */ void Pmove (pmove_t *pmove) { int finalTime; finalTime = pmove->cmd.serverTime; if ( finalTime < pmove->ps->commandTime ) { return; // should not happen } if ( finalTime > pmove->ps->commandTime + 1000 ) { pmove->ps->commandTime = finalTime - 1000; } pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<client){ Com_Printf("client time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime); else Com_Printf("server time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime); Com_Printf("r %f, %f, %f\n", pmove->car->sBody.r[0], pmove->car->sBody.r[1], pmove->car->sBody.r[2]); Com_Printf("v %f, %f, %f\n", pmove->car->sBody.v[0], pmove->car->sBody.v[1], pmove->car->sBody.v[2]); Com_Printf("w %f, %f, %f\n", pmove->car->sBody.w[0], pmove->car->sBody.w[1], pmove->car->sBody.w[2]); Com_Printf("L %f, %f, %f\n", pmove->car->sBody.L[0], pmove->car->sBody.L[1], pmove->car->sBody.L[2]); Com_Printf("CoM %f, %f, %f\n", pmove->car->sBody.CoM[0], pmove->car->sBody.CoM[1], pmove->car->sBody.CoM[2]); Com_Printf("t:\n"); Com_Printf("%f, %f, %f\n", pmove->car->sBody.t[0][0], pmove->car->sBody.t[0][1], pmove->car->sBody.t[0][2]); Com_Printf("%f, %f, %f\n", pmove->car->sBody.t[1][0], pmove->car->sBody.t[1][1], pmove->car->sBody.t[1][2]); Com_Printf("%f, %f, %f\n", pmove->car->sBody.t[2][0], pmove->car->sBody.t[2][1], pmove->car->sBody.t[2][2]); */ /* if (pmove->client){ Com_Printf("client time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime); else Com_Printf("server time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime); Com_Printf("springStrength %f\n", pmove->car->springStrength); Com_Printf("springMaxLength %f\n", pmove->car->springMaxLength); Com_Printf("springMinLength %f\n", pmove->car->springMinLength); Com_Printf("shockStrength %f\n", pmove->car->shockStrength); Com_Printf("wheelAngle %f\n", pmove->car->wheelAngle); Com_Printf("throttle %f\n", pmove->car->throttle); Com_Printf("gear %d\n", pmove->car->gear); Com_Printf("rpm %f\n", pmove->car->rpm); Com_Printf("aCOF %f\n", pmove->car->aCOF); Com_Printf("sCOF %f\n", pmove->car->sCOF); Com_Printf("kCOF %f\n", pmove->car->kCOF); Com_Printf("dfCOF %f\n", pmove->car->dfCOF); Com_Printf("ewCOF %f\n", pmove->car->ewCOF); Com_Printf("inverseBodyInertiaTensor:\n"); Com_Printf("%f, %f, %f\n", pmove->car->inverseBodyInertiaTensor[0][0], pmove->car->inverseBodyInertiaTensor[0][1], pmove->car->inverseBodyInertiaTensor[0][2]); Com_Printf("%f, %f, %f\n", pmove->car->inverseBodyInertiaTensor[1][0], pmove->car->inverseBodyInertiaTensor[1][1], pmove->car->inverseBodyInertiaTensor[1][2]); Com_Printf("%f, %f, %f\n", pmove->car->inverseBodyInertiaTensor[2][0], pmove->car->inverseBodyInertiaTensor[2][1], pmove->car->inverseBodyInertiaTensor[2][2]); */ /* if (pmove->client){ Com_Printf("client time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime); else Com_Printf("server time %d, msec %d\n", pmove->ps->commandTime, finalTime - pmove->ps->commandTime); Com_Printf("r %f, %f, %f\n", pmove->car->sPoints[i].r[0], pmove->car->sPoints[i].r[1], pmove->car->sPoints[i].r[2]); Com_Printf("v %f, %f, %f\n", pmove->car->sPoints[i].v[0], pmove->car->sPoints[i].v[1], pmove->car->sPoints[i].v[2]); Com_Printf("w %f\n", pmove->car->sPoints[i].w); Com_Printf("netForce %f, %f, %f\n", pmove->car->sPoints[i].netForce[0], pmove->car->sPoints[i].netForce[1], pmove->car->sPoints[i].netForce[2]); Com_Printf("netMoment %f\n", pmove->car->sPoints[i].netMoment); Com_Printf("normals %f, %f, %f\n", pmove->car->sPoints[i].normals[0][0], pmove->car->sPoints[i].normals[0][1], pmove->car->sPoints[i].normals[0][2]); Com_Printf("mass %f\n", pmove->car->sPoints[i].mass); Com_Printf("elasticity %f\n", pmove->car->sPoints[i].elasticity); Com_Printf("kcof %f\n", pmove->car->sPoints[i].kcof); Com_Printf("scof %f\n", pmove->car->sPoints[i].scof); Com_Printf("fluidDensity %f\n", pmove->car->sPoints[i].fluidDensity); Com_Printf("onGround %d\n", pmove->car->sPoints[i].onGround); Com_Printf("slipping %d\n", pmove->car->sPoints[i].slipping); */ // END // chop the move up if it is too long, to prevent framerate // dependent behavior while ( pmove->ps->commandTime != finalTime ) { int msec; msec = finalTime - pmove->ps->commandTime; if ( pmove->pmove_fixed ) { if ( msec > pmove->pmove_msec ) { msec = pmove->pmove_msec; } } else { // STONELANCE // if ( msec > 66 ) { // msec = 66; // } if ( msec > 12 ) { msec = 12; } // END } pmove->cmd.serverTime = pmove->ps->commandTime + msec; PmoveSingle( pmove ); // STONELANCE // if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) { // pmove->cmd.upmove = 20; // } // END } //PM_CheckStuck(); }