mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-23 04:12:02 +00:00
0d5fb492cd
Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
2889 lines
64 KiB
C
2889 lines
64 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// bg_pmove.c -- both games player movement code
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// takes a playerstate and a usercmd as input and returns a modifed playerstate
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#include "../qcommon/q_shared.h"
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#include "bg_public.h"
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#include "bg_local.h"
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pmove_t *pm;
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pml_t pml;
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// movement parameters
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float pm_stopspeed = 100.0f;
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float pm_duckScale = 0.25f;
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float pm_swimScale = 0.50f;
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float pm_accelerate = 10.0f;
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float pm_airaccelerate = 1.0f;
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float pm_wateraccelerate = 4.0f;
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float pm_flyaccelerate = 8.0f;
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float pm_friction = 6.0f;
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float pm_waterfriction = 1.0f;
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float pm_flightfriction = 3.0f;
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float pm_spectatorfriction = 5.0f;
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int c_pmove = 0;
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// STONELANCE
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int curDelay;
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// END
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/*
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===============
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PM_AddEvent
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===============
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*/
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void PM_AddEvent( int newEvent ) {
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BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
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}
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/*
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===============
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PM_AddTouchEnt
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===============
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*/
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// STONELANCE
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// void PM_AddTouchEnt( int entityNum ) {
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void PM_AddTouchEnt( int entityNum, vec3_t hitOrigin ) {
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// END
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int i;
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if ( entityNum == ENTITYNUM_WORLD ) {
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return;
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}
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if ( pm->numtouch == MAXTOUCH ) {
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return;
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}
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// see if it is already added
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for ( i = 0 ; i < pm->numtouch ; i++ ) {
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if ( pm->touchents[ i ] == entityNum ) {
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return;
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}
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}
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// add it
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pm->touchents[pm->numtouch] = entityNum;
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// STONELANCE
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VectorCopy(hitOrigin, pm->touchPos[pm->numtouch]);
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// END
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pm->numtouch++;
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}
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/*
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===================
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PM_StartTorsoAnim
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===================
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*/
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static void PM_StartTorsoAnim( int anim ) {
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if ( pm->ps->pm_type >= PM_DEAD ) {
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return;
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}
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// STONELANCE
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/*
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pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
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| anim;
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*/
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// END
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}
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#if 0
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static void PM_StartLegsAnim( int anim ) {
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if ( pm->ps->pm_type >= PM_DEAD ) {
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return;
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}
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// STONELANCE
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/*
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if ( pm->ps->legsTimer > 0 ) {
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return; // a high priority animation is running
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}
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pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
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| anim;
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*/
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// END
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}
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static void PM_ContinueLegsAnim( int anim ) {
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if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
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return;
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}
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// STONELANCE
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/*
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if ( pm->ps->legsTimer > 0 ) {
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return; // a high priority animation is running
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}
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PM_StartLegsAnim( anim );
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*/
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// END
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}
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static void PM_ContinueTorsoAnim( int anim ) {
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if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
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return;
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}
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// STONELANCE
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/*
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if ( pm->ps->torsoTimer > 0 ) {
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return; // a high priority animation is running
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}
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PM_StartTorsoAnim( anim );
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*/
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// END
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}
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static void PM_ForceLegsAnim( int anim ) {
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pm->ps->legsTimer = 0;
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PM_StartLegsAnim( anim );
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}
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#endif
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/*
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==================
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PM_ClipVelocity
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Slide off of the impacting surface
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==================
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*/
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void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
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float backoff;
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float change;
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int i;
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backoff = DotProduct (in, normal);
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if ( backoff < 0 ) {
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backoff *= overbounce;
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} else {
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backoff /= overbounce;
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}
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for ( i=0 ; i<3 ; i++ ) {
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change = normal[i]*backoff;
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out[i] = in[i] - change;
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}
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}
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/*
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==================
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PM_Friction
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Handles both ground friction and water friction
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==================
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*/
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static void PM_Friction( void ) {
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vec3_t vec;
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float *vel;
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float speed, newspeed, control;
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float drop;
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vel = pm->ps->velocity;
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VectorCopy( vel, vec );
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if ( pml.walking ) {
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vec[2] = 0; // ignore slope movement
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}
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speed = VectorLength(vec);
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if (speed < 1) {
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vel[0] = 0;
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vel[1] = 0; // allow sinking underwater
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// FIXME: still have z friction underwater?
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return;
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}
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drop = 0;
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// apply ground friction
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if ( pm->waterlevel <= 1 ) {
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if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
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// if getting knocked back, no friction
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if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
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control = speed < pm_stopspeed ? pm_stopspeed : speed;
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drop += control*pm_friction*pml.frametime;
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}
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}
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}
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// apply water friction even if just wading
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if ( pm->waterlevel ) {
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drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
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}
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// apply flying friction
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// STONELANCE
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/*
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if ( pm->ps->powerups[PW_FLIGHT]) {
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drop += speed*pm_flightfriction*pml.frametime;
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}
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*/
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// END
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if ( pm->ps->pm_type == PM_SPECTATOR) {
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drop += speed*pm_spectatorfriction*pml.frametime;
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}
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// scale the velocity
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newspeed = speed - drop;
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if (newspeed < 0) {
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newspeed = 0;
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}
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newspeed /= speed;
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vel[0] = vel[0] * newspeed;
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vel[1] = vel[1] * newspeed;
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vel[2] = vel[2] * newspeed;
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}
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/*
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==============
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PM_Accelerate
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Handles user intended acceleration
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==============
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*/
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static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
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#if 1
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// q2 style
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int i;
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float addspeed, accelspeed, currentspeed;
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currentspeed = DotProduct (pm->ps->velocity, wishdir);
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addspeed = wishspeed - currentspeed;
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if (addspeed <= 0) {
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return;
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}
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accelspeed = accel*pml.frametime*wishspeed;
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if (accelspeed > addspeed) {
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accelspeed = addspeed;
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}
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for (i=0 ; i<3 ; i++) {
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pm->ps->velocity[i] += accelspeed*wishdir[i];
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}
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#else
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// proper way (avoids strafe jump maxspeed bug), but feels bad
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vec3_t wishVelocity;
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vec3_t pushDir;
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float pushLen;
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float canPush;
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VectorScale( wishdir, wishspeed, wishVelocity );
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VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
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pushLen = VectorNormalize( pushDir );
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canPush = accel*pml.frametime*wishspeed;
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if (canPush > pushLen) {
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canPush = pushLen;
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}
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VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
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#endif
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}
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/*
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============
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PM_CmdScale
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Returns the scale factor to apply to cmd movements
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This allows the clients to use axial -127 to 127 values for all directions
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without getting a sqrt(2) distortion in speed.
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============
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*/
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static float PM_CmdScale( usercmd_t *cmd ) {
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int max;
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float total;
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float scale;
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max = abs( cmd->forwardmove );
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if ( abs( cmd->rightmove ) > max ) {
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max = abs( cmd->rightmove );
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}
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if ( abs( cmd->upmove ) > max ) {
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max = abs( cmd->upmove );
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}
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if ( !max ) {
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return 0;
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}
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total = sqrt( cmd->forwardmove * cmd->forwardmove
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+ cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove );
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scale = (float)pm->ps->speed * max / ( 127.0 * total );
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return scale;
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}
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/*
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================
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PM_SetMovementDir
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Determine the rotation of the legs relative
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to the facing dir
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================
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*/
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// STONELANCE - removed
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/*
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static void PM_SetMovementDir( void ) {
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if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
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if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
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pm->ps->movementDir = 0;
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} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
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pm->ps->movementDir = 1;
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} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
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pm->ps->movementDir = 2;
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} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
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pm->ps->movementDir = 3;
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} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
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pm->ps->movementDir = 4;
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} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
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pm->ps->movementDir = 5;
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} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
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pm->ps->movementDir = 6;
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} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
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pm->ps->movementDir = 7;
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}
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} else {
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// if they aren't actively going directly sideways,
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// change the animation to the diagonal so they
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// don't stop too crooked
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if ( pm->ps->movementDir == 2 ) {
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pm->ps->movementDir = 1;
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} else if ( pm->ps->movementDir == 6 ) {
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pm->ps->movementDir = 7;
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}
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}
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}
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*/
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// END
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/*
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=============
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PM_CheckJump
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=============
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*/
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// STONELANCE - removed
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/*
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static qboolean PM_CheckJump( void ) {
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if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
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return qfalse; // don't allow jump until all buttons are up
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}
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if ( pm->cmd.upmove < 10 ) {
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// not holding jump
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return qfalse;
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}
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// must wait for jump to be released
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if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
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// clear upmove so cmdscale doesn't lower running speed
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pm->cmd.upmove = 0;
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return qfalse;
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}
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pml.groundPlane = qfalse; // jumping away
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pml.walking = qfalse;
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pm->ps->pm_flags |= PMF_JUMP_HELD;
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pm->ps->groundEntityNum = ENTITYNUM_NONE;
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pm->ps->velocity[2] = JUMP_VELOCITY;
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PM_AddEvent( EV_JUMP );
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if ( pm->cmd.forwardmove >= 0 ) {
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PM_ForceLegsAnim( LEGS_JUMP );
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pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
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} else {
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PM_ForceLegsAnim( LEGS_JUMPB );
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pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
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}
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return qtrue;
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}
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*/
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// END
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/*
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=============
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PM_CheckWaterJump
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=============
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*/
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// STOENLANCE - removed function
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/*
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static qboolean PM_CheckWaterJump( void ) {
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vec3_t spot;
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int cont;
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vec3_t flatforward;
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if (pm->ps->pm_time) {
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return qfalse;
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}
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// check for water jump
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if ( pm->waterlevel != 2 ) {
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return qfalse;
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}
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flatforward[0] = pml.forward[0];
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flatforward[1] = pml.forward[1];
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flatforward[2] = 0;
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VectorNormalize (flatforward);
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VectorMA (pm->ps->origin, 30, flatforward, spot);
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spot[2] += 4;
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cont = pm->pointcontents (spot, pm->ps->clientNum );
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if ( !(cont & CONTENTS_SOLID) ) {
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return qfalse;
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}
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spot[2] += 16;
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cont = pm->pointcontents (spot, pm->ps->clientNum );
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if ( cont & (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) ) {
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return qfalse;
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}
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// jump out of water
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VectorScale (pml.forward, 200, pm->ps->velocity);
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pm->ps->velocity[2] = 350;
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pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
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pm->ps->pm_time = 2000;
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return qtrue;
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}
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*/
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// END
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//============================================================================
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/*
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===================
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PM_WaterJumpMove
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Flying out of the water
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===================
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*/
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// STONELANCE - removed function
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/*
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static void PM_WaterJumpMove( void ) {
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// waterjump has no control, but falls
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PM_StepSlideMove( qtrue );
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pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
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if (pm->ps->velocity[2] < 0) {
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// cancel as soon as we are falling down again
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pm->ps->pm_flags &= ~PMF_ALL_TIMES;
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pm->ps->pm_time = 0;
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}
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}
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*/
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// END
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/*
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===================
|
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PM_WaterMove
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===================
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*/
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// STONELANCE - removed
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/*
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static void PM_WaterMove( void ) {
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int i;
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vec3_t wishvel;
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float wishspeed;
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vec3_t wishdir;
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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 appropriate 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 appropriate 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;
|
|
default:
|
|
ammo_use = 1;
|
|
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 instead 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->ps->pm_type != PM_NOCLIP
|
|
&& ( 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<<PS_PMOVEFRAMECOUNTBITS)-1);
|
|
|
|
// STONELANCE
|
|
/*
|
|
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->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();
|
|
|
|
}
|
|
|
|
|