jediacademy/code/game/bg_pmove.cpp
2013-04-04 17:35:38 -05:00

15090 lines
No EOL
432 KiB
C++

// this include must remain at the top of every bg_xxxx CPP file
#include "common_headers.h"
#include "../renderer/tr_public.h"
// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate
// define GAME_INCLUDE so that g_public.h does not define the
// short, server-visible gclient_t and gentity_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
#include "q_shared.h"
#include "g_shared.h"
#include "bg_local.h"
#include "g_local.h"
#include "g_functions.h"
#include "anims.h"
#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
#include "wp_saber.h"
#include "g_vehicles.h"
#include <float.h>
#ifdef _XBOX
#include "../client/fffx.h"
#endif
extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse );
extern qboolean G_EntIsUnlockedDoor( int entityNum );
extern qboolean G_EntIsDoor( int entityNum );
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir );
extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType );
extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
extern saberMoveName_t PM_SaberAnimTransitionMove( saberMoveName_t curmove, saberMoveName_t newmove );
extern saberMoveName_t PM_AttackMoveForQuad( int quad );
extern qboolean PM_SaberInTransition( int move );
extern qboolean PM_SaberInTransitionAny( int move );
extern qboolean PM_SaberInBounce( int move );
extern qboolean PM_SaberInSpecialAttack( int anim );
extern qboolean PM_SaberInAttack( int move );
extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
extern saberMoveName_t PM_SaberBounceForAttack( int move );
extern saberMoveName_t PM_SaberAttackForMovement( int forwardmove, int rightmove, int curmove );
extern saberMoveName_t PM_BrokenParryForParry( int move );
extern saberMoveName_t PM_KnockawayForParry( int move );
extern qboolean PM_SaberInParry( int move );
extern qboolean PM_SaberInKnockaway( int move );
extern qboolean PM_SaberInBrokenParry( int move );
extern qboolean PM_SaberInReflect( int move );
extern qboolean PM_SaberInIdle( int move );
extern qboolean PM_SaberInStart( int move );
extern qboolean PM_SaberInReturn( int move );
extern qboolean PM_SaberKataDone( int curmove, int newmove );
extern qboolean PM_SaberInSpecial( int move );
extern qboolean PM_InDeathAnim ( void );
extern qboolean PM_StandingAnim( int anim );
extern qboolean PM_KickMove( int move );
extern qboolean PM_KickingAnim( int anim );
extern qboolean PM_InAirKickingAnim( int anim );
extern qboolean PM_SuperBreakLoseAnim( int anim );
extern qboolean PM_SuperBreakWinAnim( int anim );
extern qboolean PM_InCartwheel( int anim );
extern qboolean PM_InButterfly( int anim );
extern qboolean PM_CanRollFromSoulCal( playerState_t *ps );
extern saberMoveName_t PM_SaberFlipOverAttackMove( void );
extern qboolean PM_CheckFlipOverAttackMove( qboolean checkEnemy );
extern saberMoveName_t PM_SaberJumpForwardAttackMove( void );
extern qboolean PM_CheckJumpForwardAttackMove( void );
extern saberMoveName_t PM_SaberBackflipAttackMove( void );
extern qboolean PM_CheckBackflipAttackMove( void );
extern saberMoveName_t PM_SaberDualJumpAttackMove( void );
extern qboolean PM_CheckDualJumpAttackMove( void );
extern saberMoveName_t PM_SaberLungeAttackMove( qboolean fallbackToNormalLunge );
extern qboolean PM_CheckLungeAttackMove( void );
extern qboolean PM_InSecondaryStyle( void );
extern qboolean PM_KnockDownAnimExtended( int anim );
extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern float G_ForceWallJumpStrength( void );
extern int G_CheckRollSafety( gentity_t *self, int anim, float testDist );
extern saberMoveName_t PM_CheckDualSpinProtect( void );
extern saberMoveName_t PM_CheckPullAttack( void );
extern qboolean JET_Flying( gentity_t *self );
extern void JET_FlyStart( gentity_t *self );
extern void JET_FlyStop( gentity_t *self );
extern qboolean PM_LockedAnim( int anim );
extern qboolean G_TryingKataAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingCartwheel( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingSpecial( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingJumpAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingJumpForwardAttack( gentity_t *self, usercmd_t *cmd );
extern void WP_SaberSwingSound( gentity_t *ent, int saberNum, swingType_t swingType );
qboolean PM_InKnockDown( playerState_t *ps );
qboolean PM_InKnockDownOnGround( playerState_t *ps );
qboolean PM_InGetUp( playerState_t *ps );
qboolean PM_InRoll( playerState_t *ps );
qboolean PM_SpinningSaberAnim( int anim );
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight );
qboolean PM_SpinningAnim( int anim );
qboolean PM_FlippingAnim( int anim );
qboolean PM_PainAnim( int anim );
qboolean PM_RollingAnim( int anim );
qboolean PM_SwimmingAnim( int anim );
qboolean PM_InReboundJump( int anim );
qboolean PM_ForceJumpingAnim( int anim );
void PM_CmdForRoll( playerState_t *ps, usercmd_t *pCmd );
extern int parryDebounce[];
extern qboolean cg_usingInFrontOf;
extern qboolean player_locked;
extern qboolean MatrixMode;
qboolean waterForceJump;
extern cvar_t *g_timescale;
extern cvar_t *g_speederControlScheme;
extern cvar_t *d_slowmodeath;
extern cvar_t *g_debugMelee;
extern cvar_t *g_saberNewControlScheme;
extern cvar_t *g_stepSlideFix;
static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype );
#define FLY_NONE 0
#define FLY_NORMAL 1
#define FLY_VEHICLE 2
#define FLY_HOVER 3
int Flying = FLY_NONE;
pmove_t *pm;
pml_t pml;
// movement parameters
const float pm_stopspeed = 100.0f;
const float pm_duckScale = 0.50f;
const float pm_swimScale = 0.50f;
float pm_ladderScale = 0.7f;
const float pm_vehicleaccelerate = 36.0f;
const float pm_accelerate = 12.0f;
const float pm_airaccelerate = 4.0f;
const float pm_wateraccelerate = 4.0f;
const float pm_flyaccelerate = 8.0f;
const float pm_friction = 6.0f;
const float pm_waterfriction = 1.0f;
const float pm_flightfriction = 3.0f;
const float pm_frictionModifier = 3.0f; //Used for "careful" mode (when pressing use)
const float pm_airDecelRate = 1.35f; //Used for air decelleration away from current movement velocity
int c_pmove = 0;
extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
//extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags);
extern void PM_TorsoAnimation( void );
extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
extern int PM_AnimLength( int index, animNumber_t anim );
extern qboolean PM_InDeathAnim ( void );
extern qboolean PM_InOnGroundAnim ( playerState_t *ps );
extern weaponInfo_t cg_weapons[MAX_WEAPONS];
extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf, trace_t *trace );
#define PHASER_RECHARGE_TIME 100
extern saberMoveName_t transitionMove[Q_NUM_QUADS][Q_NUM_QUADS];
extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
Vehicle_t *PM_RidingVehicle( void )
{
return (G_IsRidingVehicle( pm->gent ));
}
extern qboolean G_ControlledByPlayer( gentity_t *self );
qboolean PM_ControlledByPlayer( void )
{
return G_ControlledByPlayer( pm->gent );
}
qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh )
{
/*
if ( 0 && ps->clientNum < MAX_CLIENTS //real client
&& ps->m_iVehicleNum//in a vehicle
&& pVeh //valid vehicle data pointer
&& pVeh->m_pVehicleInfo//valid vehicle info
&& pVeh->m_pVehicleInfo->type == VH_FIGHTER )//fighter
//FIXME: specify per vehicle instead of assuming true for all fighters
//FIXME: map/server setting?
{//can roll and pitch without limitation!
return qtrue;
}*/
return qfalse;
}
/*
===============
PM_AddEvent
===============
*/
void PM_AddEvent( int newEvent )
{
AddEventToPlayerstate( newEvent, 0, pm->ps );
}
qboolean PM_PredictJumpSafe( vec3_t jumpHorizDir, float jumpHorizSpeed, float jumpVertSpeed, int predictTimeLength )
{
return qtrue;
}
void PM_GrabWallForJump( int anim )
{//NOTE!!! assumes an appropriate anim is being passed in!!!
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_RESTART|SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
PM_AddEvent( EV_JUMP );//make sound for grab
pm->ps->pm_flags |= PMF_STUCK_TO_WALL;
}
qboolean PM_CheckGrabWall( trace_t *trace )
{
if ( !pm->gent || !pm->gent->client )
{
return qfalse;
}
if ( pm->gent->health <= 0 )
{//must be alive
return qfalse;
}
if ( pm->gent->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//must be in air
return qfalse;
}
if ( trace->plane.normal[2] != 0 )
{//must be a flat wall
return qfalse;
}
if ( !trace->plane.normal[0] && !trace->plane.normal[1] )
{//invalid normal
return qfalse;
}
if ( (trace->contents&(CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP)) )
{//can't jump off of clip brushes
return qfalse;
}
if ( pm->gent->client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_1 )
{//must have at least FJ 1
return qfalse;
}
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& pm->gent->client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_3 )
{//player must have force jump 3
return qfalse;
}
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//player
//only if we were in a longjump
if ( pm->ps->legsAnim != BOTH_FORCELONGLEAP_START
&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_ATTACK )
{
return qfalse;
}
//hit a flat wall during our long jump, see if we should grab it
vec3_t moveDir;
VectorCopy( pm->ps->velocity, moveDir );
VectorNormalize( moveDir );
if ( DotProduct( moveDir, trace->plane.normal ) > -0.65f )
{//not enough of a direct impact, just slide off
return qfalse;
}
if ( fabs(trace->plane.normal[2]) > MAX_WALL_GRAB_SLOPE )
{
return qfalse;
}
//grab it!
//FIXME: stop Matrix effect!
VectorClear( pm->ps->velocity );
//FIXME: stop slidemove!
//NOTE: we know it's forward, so...
PM_GrabWallForJump( BOTH_FORCEWALLREBOUND_FORWARD );
return qtrue;
}
else
{//NPCs
if ( PM_InReboundJump( pm->ps->legsAnim ) )
{//already in a rebound!
return qfalse;
}
if ( (pm->ps->eFlags&EF_FORCE_GRIPPED) )
{//being gripped!
return qfalse;
}
/*
if ( pm->gent->painDebounceTime > level.time )
{//can't move!
return qfalse;
}
if ( (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) )
{//being thrown back!
return qfalse;
}
*/
if ( pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
{//faling to our death!
return qfalse;
}
//FIXME: random chance, based on skill/rank?
if ( pm->ps->legsAnim != BOTH_FORCELONGLEAP_START
&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_ATTACK )
{//not in a long-jump
if ( !pm->gent->enemy )
{//no enemy
return qfalse;
}
else
{//see if the enemy is in the direction of the wall or above us
//if ( pm->gent->enemy->currentOrigin[2] < (pm->ps->origin[2]-128) )
{//enemy is way below us
vec3_t enemyDir;
VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir );
enemyDir[2] = 0;
VectorNormalize( enemyDir );
if ( DotProduct( enemyDir, trace->plane.normal ) < 0.65f )
{//jumping off this wall would not launch me in the general direction of my enemy
return qfalse;
}
}
}
}
//FIXME: check for ground close beneath us?
//FIXME: check for obstructions in the dir we're going to jump
// - including "do not enter" brushes!
//hit a flat wall during our long jump, see if we should grab it
vec3_t moveDir;
VectorCopy( pm->ps->velocity, moveDir );
VectorNormalize( moveDir );
if ( DotProduct( moveDir, trace->plane.normal ) > -0.65f )
{//not enough of a direct impact, just slide off
return qfalse;
}
//Okay, now see if jumping off this thing would send us into a do not enter brush
if ( !PM_PredictJumpSafe( trace->plane.normal, JUMP_OFF_WALL_SPEED, G_ForceWallJumpStrength(), 1500 ) )
{//we would hit a do not enter brush, so don't grab the wall
return qfalse;
}
//grab it!
//Pick the proper anim
int anim = BOTH_FORCEWALLREBOUND_FORWARD;
vec3_t facingAngles, wallDir, fwdDir, rtDir;
VectorSubtract( trace->endpos, pm->gent->lastOrigin, wallDir );
wallDir[2] = 0;
VectorNormalize( wallDir );
VectorSet( facingAngles, 0, pm->ps->viewangles[YAW], 0 );
AngleVectors( facingAngles, fwdDir, rtDir, NULL );
float fDot = DotProduct( fwdDir, wallDir );
if ( fabs( fDot ) >= 0.5f )
{//hit a wall in front/behind
if ( fDot > 0.0f )
{//in front
anim = BOTH_FORCEWALLREBOUND_FORWARD;
}
else
{//behind
anim = BOTH_FORCEWALLREBOUND_BACK;
}
}
else if ( DotProduct( rtDir, wallDir ) > 0 )
{//hit a wall on the right
anim = BOTH_FORCEWALLREBOUND_RIGHT;
}
else
{//hit a wall on the left
anim = BOTH_FORCEWALLREBOUND_LEFT;
}
VectorClear( pm->ps->velocity );
//FIXME: stop slidemove!
PM_GrabWallForJump( anim );
return qtrue;
}
//return qfalse;
}
/*
===============
qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf )
===============
*/
qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf )
{
gentity_t *traceEnt;
int otherEntityNum = trace->entityNum;
if ( !pm->gent )
{
return qfalse;
}
traceEnt = &g_entities[otherEntityNum];
if ( otherEntityNum == ENTITYNUM_WORLD
|| (traceEnt->bmodel && traceEnt->s.pos.trType == TR_STATIONARY ) )
{//hit world or a non-moving brush
if ( PM_CheckGrabWall( trace ) )
{//stopped on the wall
return qtrue;
}
}
if( (VectorLength( pm->ps->velocity )*(pm->gent->mass/10)) >= 100 && (pm->gent->client->NPC_class == CLASS_VEHICLE || pm->ps->lastOnGround+100<level.time) )//was 300 ||(other->material>=MAT_GLASS&&pm->gent->lastImpact+100<=level.time))
{
DoImpact( pm->gent, &g_entities[otherEntityNum], damageSelf, trace );
}
if ( otherEntityNum >= ENTITYNUM_WORLD )
{
return qfalse;
}
if ( !traceEnt || !(traceEnt->contents&pm->tracemask) )
{//it's dead or not in my way anymore
return qtrue;
}
return qfalse;
}
/*
===============
PM_AddTouchEnt
===============
*/
void PM_AddTouchEnt( int entityNum ) {
int i;
if ( entityNum == ENTITYNUM_WORLD ) {
return;
}
if ( pm->numtouch == MAXTOUCH ) {
return;
}
// see if it is already added
for ( i = 0 ; i < pm->numtouch ; i++ ) {
if ( pm->touchents[ i ] == entityNum ) {
return;
}
}
// add it
pm->touchents[pm->numtouch] = entityNum;
pm->numtouch++;
}
/*
==================
PM_ClipVelocity
Slide off of the impacting surface
This will pull you down onto slopes if heading away from
them and push you up them as you go up them.
Also stops you when you hit walls.
==================
*/
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
float backoff;
float change;
float oldInZ;
int i;
if ( (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
{//no sliding!
VectorCopy( in, out );
return;
}
oldInZ = in[2];
backoff = DotProduct (in, normal);
if ( backoff < 0 ) {
backoff *= overbounce;
} else {
backoff /= overbounce;
}
for ( i=0 ; i<3 ; i++ )
{
change = normal[i]*backoff;
/*
if ( i == 2 && Flying == FLY_HOVER && change > 0 )
{//don't pull a hovercraft down
change = 0;
}
else
*/
{
out[i] = in[i] - change;
}
}
if ( g_stepSlideFix->integer )
{
if ( pm->ps->clientNum < MAX_CLIENTS//normal player
&& normal[2] < MIN_WALK_NORMAL )//sliding against a steep slope
{
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )//on the ground
{//if walking on the ground, don't slide up slopes that are too steep to walk on
out[2] = oldInZ;
}
}
}
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
static void PM_Friction( void ) {
vec3_t vec;
float *vel;
float speed, newspeed, control;
float drop, friction = pm->ps->friction;
vel = pm->ps->velocity;
VectorCopy( vel, vec );
if ( pml.walking ) {
vec[2] = 0; // ignore slope movement
}
speed = VectorLength(vec);
if (speed < 1) {
vel[0] = 0;
vel[1] = 0; // allow sinking underwater
// FIXME: still have z friction underwater?
return;
}
drop = 0;
// apply ground friction, even if on ladder
if ( pm->gent
&& pm->gent->client
&& pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->m_pVehicle
&& pm->gent->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
{
friction = pm->gent->m_pVehicle->m_pVehicleInfo->friction;
if ( pm->gent->m_pVehicle && pm->gent->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
{//in a hovering vehicle, have air control
if ( pm->gent->m_pVehicle->m_ulFlags & VEH_FLYING )
{
friction = 0.10f;
}
}
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
{
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
/*
if ( Flying == FLY_HOVER )
{
if ( pm->cmd.rightmove )
{//if turning, increase friction
control *= 2.0f;
}
if ( pm->ps->groundEntityNum < ENTITYNUM_NONE )
{//on the ground
drop += control*friction*pml.frametime;
}
else if ( pml.groundPlane )
{//on a slope
drop += control*friction*2.0f*pml.frametime;
}
else
{//in air
drop += control*2.0f*friction*pml.frametime;
}
}
*/
}
}
else if ( Flying != FLY_NORMAL )
{
if ( (pm->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1 )
{
if ( (pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK)) )
{
// if getting knocked back, no friction
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
{
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
{//super forward jump
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//not in air
if ( pm->cmd.forwardmove < 0 )
{//trying to hold back some
friction *= 0.5f;//0.25f;
}
else
{//free slide
friction *= 0.2f;//0.1f;
}
pm->cmd.forwardmove = pm->cmd.rightmove = 0;
if ( pml.groundPlane && pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
{
//slide effect
G_PlayEffect( "env/slide_dust", pml.groundTrace.endpos, pml.groundTrace.plane.normal );
//FIXME: slide sound
}
}
}
/*
else if ( pm->cmd.buttons & BUTTON_USE )
{//If the use key is pressed. slow the player more quickly
if ( pm->gent->client->NPC_class != CLASS_VEHICLE ) // if not in a vehicle...
{//in a vehicle, use key makes you turbo-boost
friction *= pm_frictionModifier;
}
}
*/
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
}
}
}
}
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT || pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) && pm->gent->client->moveType == MT_FLYSWIM )
{//player as Boba
drop += speed*pm_waterfriction*pml.frametime;
}
if ( Flying == FLY_VEHICLE )
{
if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
{
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*friction*pml.frametime;
}
}
// apply water friction even if just wading
if ( !waterForceJump )
{
if ( pm->waterlevel && !(pm->watertype & CONTENTS_LADDER))
{
drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
}
}
// apply flying friction
if ( pm->ps->pm_type == PM_SPECTATOR )
{
drop += speed*pm_flightfriction*pml.frametime;
}
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
vel[2] = vel[2] * newspeed;
}
/*
==============
PM_Accelerate
Handles user intended acceleration
==============
*/
static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel )
{
int i;
float addspeed, accelspeed, currentspeed;
currentspeed = DotProduct (pm->ps->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0) {
return;
}
accelspeed = ( accel * pml.frametime ) * wishspeed;
if (accelspeed > addspeed) {
accelspeed = addspeed;
}
for (i=0 ; i<3 ; i++) {
pm->ps->velocity[i] += accelspeed * wishdir[i];
}
}
/*
============
PM_CmdScale
Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
static float PM_CmdScale( usercmd_t *cmd )
{
int max;
float total;
float scale;
max = abs( cmd->forwardmove );
if ( abs( cmd->rightmove ) > max ) {
max = abs( cmd->rightmove );
}
if ( abs( cmd->upmove ) > max ) {
max = abs( cmd->upmove );
}
if ( !max ) {
return 0;
}
total = sqrt( (float)(( cmd->forwardmove * cmd->forwardmove )
+ ( cmd->rightmove * cmd->rightmove )
+ ( cmd->upmove * cmd->upmove )) );
scale = (float) pm->ps->speed * max / ( 127.0f * total );
return scale;
}
/*
================
PM_SetMovementDir
Determine the rotation of the legs reletive
to the facing dir
================
*/
static void PM_SetMovementDir( void ) {
if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 0;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 1;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 2;
} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 3;
} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 4;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
pm->ps->movementDir = 5;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
pm->ps->movementDir = 6;
} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
pm->ps->movementDir = 7;
}
} else {
// if they aren't actively going directly sideways,
// change the animation to the diagonal so they
// don't stop too crooked
if ( pm->ps->movementDir == 2 ) {
pm->ps->movementDir = 1;
} else if ( pm->ps->movementDir == 6 ) {
pm->ps->movementDir = 7;
}
}
}
/*
=============
PM_CheckJump
=============
*/
#define METROID_JUMP 1
qboolean PM_InReboundJump( int anim )
{
switch ( anim )
{
case BOTH_FORCEWALLREBOUND_FORWARD:
case BOTH_FORCEWALLREBOUND_LEFT:
case BOTH_FORCEWALLREBOUND_BACK:
case BOTH_FORCEWALLREBOUND_RIGHT:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InReboundHold( int anim )
{
switch ( anim )
{
case BOTH_FORCEWALLHOLD_FORWARD:
case BOTH_FORCEWALLHOLD_LEFT:
case BOTH_FORCEWALLHOLD_BACK:
case BOTH_FORCEWALLHOLD_RIGHT:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InReboundRelease( int anim )
{
switch ( anim )
{
case BOTH_FORCEWALLRELEASE_FORWARD:
case BOTH_FORCEWALLRELEASE_LEFT:
case BOTH_FORCEWALLRELEASE_BACK:
case BOTH_FORCEWALLRELEASE_RIGHT:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InBackFlip( int anim )
{
switch ( anim )
{
case BOTH_FLIP_BACK1:
case BOTH_FLIP_BACK2:
case BOTH_FLIP_BACK3:
case BOTH_ALORA_FLIP_B:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InSpecialJump( int anim )
{
switch ( anim )
{
case BOTH_WALL_RUN_RIGHT:
case BOTH_WALL_RUN_RIGHT_STOP:
case BOTH_WALL_RUN_RIGHT_FLIP:
case BOTH_WALL_RUN_LEFT:
case BOTH_WALL_RUN_LEFT_STOP:
case BOTH_WALL_RUN_LEFT_FLIP:
case BOTH_WALL_FLIP_RIGHT:
case BOTH_WALL_FLIP_LEFT:
case BOTH_WALL_FLIP_BACK1:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_FORCELEAP2_T__B_:
case BOTH_JUMPFLIPSLASHDOWN1://#
case BOTH_JUMPFLIPSTABDOWN://#
case BOTH_JUMPATTACK6:
case BOTH_JUMPATTACK7:
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_ARIAL_F1:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
case BOTH_FORCELONGLEAP_START:
case BOTH_FORCELONGLEAP_ATTACK:
case BOTH_FORCEWALLRUNFLIP_START:
case BOTH_FORCEWALLRUNFLIP_END:
case BOTH_FORCEWALLRUNFLIP_ALT:
case BOTH_FLIP_ATTACK7:
case BOTH_FLIP_HOLD7:
case BOTH_FLIP_LAND:
case BOTH_A7_SOULCAL:
return qtrue;
}
if ( PM_InReboundJump( anim ) )
{
return qtrue;
}
if ( PM_InReboundHold( anim ) )
{
return qtrue;
}
if ( PM_InReboundRelease( anim ) )
{
return qtrue;
}
if ( PM_InBackFlip( anim ) )
{
return qtrue;
}
return qfalse;
}
extern void CG_PlayerLockedWeaponSpeech( int jumping );
qboolean PM_ForceJumpingUp( gentity_t *gent )
{
if ( !gent || !gent->client )
{
return qfalse;
}
if ( gent->NPC )
{//this is ONLY for the player
if ( player
&& player->client
&& player->client->ps.viewEntity == gent->s.number )
{//okay to jump if an NPC controlled by the player
}
else
{
return qfalse;
}
}
if ( !(gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) && gent->client->ps.forceJumpCharge )
{//already jumped and let go
return qfalse;
}
if ( PM_InSpecialJump( gent->client->ps.legsAnim ) )
{
return qfalse;
}
if ( PM_InKnockDown( &gent->client->ps ) )
{
return qfalse;
}
if ( (gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(gent)) && in_camera )
{//player can't use force powers in cinematic
return qfalse;
}
if ( gent->client->ps.groundEntityNum == ENTITYNUM_NONE //in air
&& ( (gent->client->ps.pm_flags&PMF_JUMPING) && gent->client->ps.velocity[2] > 0 )//jumped & going up or at water surface///*(gent->client->ps.waterHeightLevel==WHL_SHOULDERS&&gent->client->usercmd.upmove>0) ||*/
&& gent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 //force-jump capable
&& !(gent->client->ps.pm_flags&PMF_TRIGGER_PUSHED) )//not pushed by a trigger
{
if( gent->flags & FL_LOCK_PLAYER_WEAPONS ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
{
CG_PlayerLockedWeaponSpeech( qtrue );
return qfalse;
}
return qtrue;
}
return qfalse;
}
static void PM_JumpForDir( void )
{
int anim = BOTH_JUMP1;
if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_JUMP1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_JUMPBACK1;
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_JUMPRIGHT1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_JUMPLEFT1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else
{
anim = BOTH_JUMP1;
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
if(!PM_InDeathAnim())
{
PM_SetAnim(pm,SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
}
}
qboolean PM_GentCantJump( gentity_t *gent )
{//FIXME: ugh, hacky, set a flag on NPC or something, please...
if ( gent && gent->client &&
( gent->client->NPC_class == CLASS_ATST ||
gent->client->NPC_class == CLASS_GONK ||
gent->client->NPC_class == CLASS_MARK1 ||
gent->client->NPC_class == CLASS_MARK2 ||
gent->client->NPC_class == CLASS_MOUSE ||
gent->client->NPC_class == CLASS_PROBE ||
gent->client->NPC_class == CLASS_PROTOCOL ||
gent->client->NPC_class == CLASS_R2D2 ||
gent->client->NPC_class == CLASS_R5D2 ||
gent->client->NPC_class == CLASS_SEEKER ||
gent->client->NPC_class == CLASS_REMOTE ||
gent->client->NPC_class == CLASS_SENTRY ) )
{
return qtrue;
}
return qfalse;
}
static qboolean PM_CheckJump( void )
{
//Don't allow jump until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse;
}
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ) )
{//in knockdown
return qfalse;
}
if ( PM_GentCantJump( pm->gent ) )
{
return qfalse;
}
if ( PM_KickingAnim( pm->ps->legsAnim ) && !PM_InAirKickingAnim( pm->ps->legsAnim ) )
{//can't jump when in a kicking anim
return qfalse;
}
/*
if ( pm->cmd.buttons & BUTTON_FORCEJUMP )
{
pm->ps->pm_flags |= PMF_JUMP_HELD;
}
*/
#if METROID_JUMP
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& pm->gent && pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT || pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
{//player playing as boba fett
if ( pm->cmd.upmove > 0 )
{//turn on/go up
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && !(pm->ps->pm_flags&PMF_JUMP_HELD) )
{//double-tap - must activate while in air
if ( !JET_Flying( pm->gent ) )
{
JET_FlyStart( pm->gent );
}
}
}
else if ( pm->cmd.upmove < 0 )
{//turn it off (or should we just go down)?
/*
if ( JET_Flying( pm->gent ) )
{
JET_FlyStop( pm->gent );
}
*/
}
}
else if ( pm->waterlevel < 3 )//|| (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) )
{
if ( pm->ps->gravity > 0 )
{//can't do this in zero-G
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
{//in the middle of a force long-jump
/*
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
&& pm->cmd.upmove > 0
&& pm->cmd.forwardmove > 0 )
*/
if ( (pm->ps->legsAnim == BOTH_FORCELONGLEAP_START || pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK)
&& pm->ps->legsAnimTimer > 0 )
{//in the air
//FIXME: need an actual set time so it doesn't matter when the attack happens
//FIXME: make sure we don't jump further than force jump 3 allows
vec3_t jFwdAngs, jFwdVec;
VectorSet( jFwdAngs, 0, pm->ps->viewangles[YAW], 0 );
AngleVectors( jFwdAngs, jFwdVec, NULL, NULL );
float oldZVel = pm->ps->velocity[2];
if ( pm->ps->legsAnimTimer > 150 && oldZVel < 0 )
{
oldZVel = 0;
}
VectorScale( jFwdVec, FORCE_LONG_LEAP_SPEED, pm->ps->velocity );
pm->ps->velocity[2] = oldZVel;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
return qtrue;
}
else
{//landing-slide
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK )
{//still in start anim, but it's run out
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//still in air?
//hold it for another 50ms
//PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCELONGLEAP_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
else
{//in land-slide anim
//FIXME: force some forward movement? Less if holding back?
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE//still in air
&& pm->ps->origin[2] < pm->ps->jumpZStart )//dropped below original jump start
{//slow down
pm->ps->velocity[0] *= 0.75f;
pm->ps->velocity[1] *= 0.75f;
if ( (pm->ps->velocity[0]+pm->ps->velocity[1])*0.5f<=10.0f )
{//falling straight down
PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE );
}
}
return qfalse;
}
}
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) //player-only for now
&& pm->cmd.upmove > 0 //trying to jump
&& pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_3 //force jump 3 or better
&& pm->ps->forcePower >= FORCE_LONGJUMP_POWER //this costs 20 force to do
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)) //force-speed is on
&& pm->cmd.forwardmove > 0 //pushing forward
&& !pm->cmd.rightmove //not strafing
&& pm->ps->groundEntityNum != ENTITYNUM_NONE//not in mid-air
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)
//&& (float)(level.time-pm->ps->lastStationary) >= (3000.0f*g_timescale->value)//have to have a 3 second running start - relative to force speed slowdown
&& (level.time-pm->ps->forcePowerDebounce[FP_SPEED]) <= 250//have to have just started the force speed within the last half second
&& pm->gent )
{//start a force long-jump!
vec3_t jFwdAngs, jFwdVec;
//BOTH_FORCELONGLEAP_ATTACK if holding attack, too?
PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCELONGLEAP_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
VectorSet( jFwdAngs, 0, pm->ps->viewangles[YAW], 0 );
AngleVectors( jFwdAngs, jFwdVec, NULL, NULL );
VectorScale( jFwdVec, FORCE_LONG_LEAP_SPEED, pm->ps->velocity );
pm->ps->velocity[2] = 320;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->jumpZStart = pm->ps->origin[2];
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
//start force jump
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
pm->cmd.upmove = 0;
// keep track of force jump stat
if(pm->ps->clientNum == 0)
{
if( pm->gent && pm->gent->client )
{
pm->gent->client->sess.missionStats.forceUsed[(int)FP_LEVITATION]++;
}
}
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
WP_ForcePowerStop( pm->gent, FP_SPEED );
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, FORCE_LONGJUMP_POWER );//drain the required force power
G_StartMatrixEffect( pm->gent, 0, pm->ps->legsAnimTimer+500 );
return qtrue;
}
else if ( PM_InCartwheel( pm->ps->legsAnim )
|| PM_InButterfly( pm->ps->legsAnim ) )
{//can't keep jumping up in cartwheels, ariels and butterflies
}
//FIXME: still able to pogo-jump...
else if ( PM_ForceJumpingUp( pm->gent ) && (pm->ps->pm_flags&PMF_JUMP_HELD) )//||pm->ps->waterHeightLevel==WHL_SHOULDERS) )
{//force jumping && holding jump
/*
if ( !pm->ps->forceJumpZStart && (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) )
{
pm->ps->forceJumpZStart = pm->ps->origin[2];
}
*/
float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart;
//check for max force jump level and cap off & cut z vel
if ( ( curHeight<=forceJumpHeight[0] ||//still below minimum jump height
(pm->ps->forcePower&&pm->cmd.upmove>=10) ) &&////still have force power available and still trying to jump up
curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] )//still below maximum jump height
{//can still go up
//FIXME: after a certain amount of time of held jump, play force jump sound and flip if a dir is being held
//FIXME: if hit a wall... should we cut velocity or allow them to slide up it?
//FIXME: constantly drain force power at a rate by which the usage for maximum height would use up the full cost of force jump
if ( curHeight > forceJumpHeight[0] )
{//passed normal jump height *2?
if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )//haven't started forcejump yet
{
//start force jump
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
if ( pm->gent )
{
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
// keep track of force jump stat
if(pm->ps->clientNum == 0 && pm->gent->client)
{
pm->gent->client->sess.missionStats.forceUsed[(int)FP_LEVITATION]++;
}
}
//play flip
//FIXME: do this only when they stop the jump (below) or when they're just about to hit the peak of the jump
if ( PM_InAirKickingAnim( pm->ps->legsAnim )
&& pm->ps->legsAnimTimer )
{//still in kick
}
else if ((pm->cmd.forwardmove || pm->cmd.rightmove) && //pushing in a dir
//pm->ps->legsAnim != BOTH_ARIAL_F1 &&//not already flipping
pm->ps->legsAnim != BOTH_FLIP_F &&
pm->ps->legsAnim != BOTH_FLIP_B &&
pm->ps->legsAnim != BOTH_FLIP_R &&
pm->ps->legsAnim != BOTH_FLIP_L &&
pm->ps->legsAnim != BOTH_ALORA_FLIP_1 &&
pm->ps->legsAnim != BOTH_ALORA_FLIP_2 &&
pm->ps->legsAnim != BOTH_ALORA_FLIP_3
&& cg.renderingThirdPerson//third person only
&& !cg.zoomMode )//not zoomed in
{//FIXME: this could end up playing twice if the jump is very long...
int anim = BOTH_FORCEINAIR1;
int parts = SETANIM_BOTH;
if ( pm->cmd.forwardmove > 0 )
{
/*
if ( pm->ps->forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_2 )
{
anim = BOTH_ARIAL_F1;
}
else
*/
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA && Q_irand( 0, 3 ) )
{
anim = Q_irand( BOTH_ALORA_FLIP_1, BOTH_ALORA_FLIP_3 );
}
else
{
anim = BOTH_FLIP_F;
}
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_FLIP_B;
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_FLIP_R;
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_FLIP_L;
}
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//FIXME: really want to know how far off ground we are, probably...
vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
int anim = -1;
AngleVectors( facingAngles, facingFwd, facingRight, NULL );
float dotR = DotProduct( facingRight, pm->ps->velocity );
float dotF = DotProduct( facingFwd, pm->ps->velocity );
if ( fabs(dotR) > fabs(dotF) * 1.5 )
{
if ( dotR > 150 )
{
anim = BOTH_FORCEJUMPRIGHT1;
}
else if ( dotR < -150 )
{
anim = BOTH_FORCEJUMPLEFT1;
}
}
else
{
if ( dotF > 150 )
{
anim = BOTH_FORCEJUMP1;
}
else if ( dotF < -150 )
{
anim = BOTH_FORCEJUMPBACK1;
}
}
if ( anim != -1 )
{
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else
{
if ( !pm->ps->legsAnimTimer )
{//not in the middle of a legsAnim
int anim = pm->ps->legsAnim;
int newAnim = -1;
switch ( anim )
{
case BOTH_FORCEJUMP1:
newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1;
break;
case BOTH_FORCEJUMPBACK1:
newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1;
break;
case BOTH_FORCEJUMPLEFT1:
newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1;
break;
case BOTH_FORCEJUMPRIGHT1:
newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1;
break;
}
if ( newAnim != -1 )
{
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
}
//need to scale this down, start with height velocity (based on max force jump height) and scale down to regular jump vel
pm->ps->velocity[2] = (forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]-curHeight)/forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]*forceJumpStrength[pm->ps->forcePowerLevel[FP_LEVITATION]];//JUMP_VELOCITY;
pm->ps->velocity[2] /= 10;
pm->ps->velocity[2] += JUMP_VELOCITY;
pm->ps->pm_flags |= PMF_JUMP_HELD;
}
else if ( curHeight > forceJumpHeight[0] && curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] - forceJumpHeight[0] )
{//still have some headroom, don't totally stop it
if ( pm->ps->velocity[2] > JUMP_VELOCITY )
{
pm->ps->velocity[2] = JUMP_VELOCITY;
}
}
else
{
pm->ps->velocity[2] = 0;
}
pm->cmd.upmove = 0;
return qfalse;
}
}
}
#endif
//Not jumping
if ( pm->cmd.upmove < 10 ) {
return qfalse;
}
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD )
{
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
return qfalse;
}
if ( pm->ps->gravity <= 0 )
{//in low grav, you push in the dir you're facing as long as there is something behind you to shove off of
vec3_t forward, back;
trace_t trace;
AngleVectors( pm->ps->viewangles, forward, NULL, NULL );
VectorMA( pm->ps->origin, -8, forward, back );
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, back, pm->ps->clientNum, pm->tracemask&~(CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP) );
pm->cmd.upmove = 0;
if ( trace.fraction < 1.0f )
{
VectorMA( pm->ps->velocity, JUMP_VELOCITY/2, forward, pm->ps->velocity );
//FIXME: kicking off wall anim? At least check what anim we're in?
PM_SetAnim(pm,SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
}
else
{//else no surf close enough to push off of
return qfalse;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//need to set some things and return
//Jumping
pm->ps->forceJumpZStart = 0;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->pm_flags |= (PMF_JUMPING|PMF_JUMP_HELD);
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->jumpZStart = pm->ps->origin[2];
if ( pm->gent )
{
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
{
PM_AddEvent( EV_JUMP );
}
}
else
{
PM_AddEvent( EV_JUMP );
}
return qtrue;
}//else no surf close enough to push off of
}
else if ( pm->cmd.upmove > 0 //want to jump
&& pm->waterlevel < 2 //not in water above ankles
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 //have force jump ability
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)//not holding jump from a previous jump
//&& !PM_InKnockDown( pm->ps )//not in a knockdown
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->gent && WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 0 ) //have enough force power to jump
&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) )) )// yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
{
if ( pm->gent->NPC && pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank <= RANK_LT_JG )
{//reborn who are not acrobats can't do any of these acrobatics
//FIXME: extern these abilities in the .npc file!
}
else if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//on the ground
//check for left-wall and right-wall special jumps
int anim = -1;
float vertPush = 0;
int forcePowerCostOverride = 0;
// Cartwheels/ariels/butterflies
if ( (pm->ps->weapon==WP_SABER&&G_TryingCartwheel(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/&&(pm->cmd.buttons&BUTTON_ATTACK))//using saber and holding focus + attack
// ||(pm->ps->weapon!=WP_SABER&&((pm->cmd.buttons&BUTTON_ATTACK)||(pm->cmd.buttons&BUTTON_ALT_ATTACK)) ) )//using any other weapon and hitting either attack button
&& (((pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer())&&pm->cmd.upmove > 0&& pm->ps->velocity[2] >= 0 )//jumping NPC, going up already
||((pm->ps->clientNum<MAX_CLIENTS||PM_ControlledByPlayer())&&G_TryingCartwheel(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/))//focus-holding player
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_LR )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_LR*/ )// have enough power
{//holding attack and jumping
if ( pm->cmd.rightmove > 0 )
{
// If they're using the staff we do different anims.
if ( pm->ps->saberAnimLevel == SS_STAFF
&& pm->ps->weapon == WP_SABER )
{
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
{
anim = BOTH_BUTTERFLY_RIGHT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
}
}
else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{
if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )
{//player: since we're on the ground, always do a cartwheel
/*
anim = BOTH_CARTWHEEL_RIGHT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
*/
}
else
{
vertPush = JUMP_VELOCITY;
if ( Q_irand( 0, 1 ) )
{
anim = BOTH_ARIAL_RIGHT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
}
else
{
anim = BOTH_CARTWHEEL_RIGHT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
}
}
}
}
else if ( pm->cmd.rightmove < 0 )
{
// If they're using the staff we do different anims.
if ( pm->ps->saberAnimLevel == SS_STAFF
&& pm->ps->weapon == WP_SABER )
{
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
{
anim = BOTH_BUTTERFLY_LEFT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
}
}
else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{
if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )
{//player: since we're on the ground, always do a cartwheel
/*
anim = BOTH_CARTWHEEL_LEFT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
*/
}
else
{
vertPush = JUMP_VELOCITY;
if ( Q_irand( 0, 1 ) )
{
anim = BOTH_ARIAL_LEFT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
}
else
{
anim = BOTH_CARTWHEEL_LEFT;
forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
}
}
}
}
}
else if ( pm->cmd.rightmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//strafing right
if ( pm->cmd.forwardmove > 0 )
{//wall-run
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
anim = BOTH_WALL_RUN_RIGHT;
}
else if ( pm->cmd.forwardmove == 0 )
{//wall-flip
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_RIGHT;
}
}
else if ( pm->cmd.rightmove < 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
{//strafing left
if ( pm->cmd.forwardmove > 0 )
{//wall-run
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
anim = BOTH_WALL_RUN_LEFT;
}
else if ( pm->cmd.forwardmove == 0 )
{//wall-flip
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_LEFT;
}
}
else if ( /*pm->ps->clientNum >= MAX_CLIENTS//not the player
&& !PM_ControlledByPlayer() //not controlled by player
&&*/ pm->cmd.forwardmove > 0 //pushing forward
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )//have jump 2 or higher
{//step off wall, flip backwards
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 /*200*200*/)
{//have to be moving... FIXME: make sure it's opposite the wall... or at least forward?
if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
{//run all the way up wwall
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
anim = BOTH_FORCEWALLRUNFLIP_START;
}
else
{//run just a couple steps up
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
anim = BOTH_WALL_FLIP_BACK1;
}
}
}
else if ( pm->cmd.forwardmove < 0 //pushing back
//&& pm->ps->clientNum//not the player
&& !(pm->cmd.buttons&BUTTON_ATTACK) )//not attacking
{//back-jump does backflip... FIXME: always?! What about just doing a normal jump backwards?
if ( pm->ps->velocity[2] >= 0 )
{//must be going up already
vertPush = JUMP_VELOCITY;
if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA && !Q_irand( 0, 2 ) )
{
anim = BOTH_ALORA_FLIP_B;
}
else
{
anim = PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 );
}
}
}
else if ( VectorLengthSquared( pm->ps->velocity ) < 256 /*16 squared*/)
{//not moving
if ( pm->ps->weapon == WP_SABER && (pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->saberAnimLevel == SS_MEDIUM )
{
/*
//Only tavion does these now
if ( pm->ps->clientNum && Q_irand( 0, 1 ) )
{//butterfly... FIXME: does direction matter?
vertPush = JUMP_VELOCITY;
if ( Q_irand( 0, 1 ) )
{
anim = BOTH_BUTTERFLY_LEFT;
}
else
{
anim = BOTH_BUTTERFLY_RIGHT;
}
}
else
*/if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )//NOTE: pretty much useless, so player never does these
{//jump-spin FIXME: does direction matter?
vertPush = forceJumpStrength[FORCE_LEVEL_2]/1.5f;
if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
{
anim = BOTH_ALORA_SPIN;
}
else
{
anim = Q_irand( BOTH_FJSS_TR_BL, BOTH_FJSS_TL_BR );
}
}
}
}
if ( anim != -1 && PM_HasAnimation( pm->gent, anim ) )
{
vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
qboolean doTrace = qfalse;
int contents = CONTENTS_SOLID;
AngleVectors( fwdAngles, fwd, right, NULL );
//trace-check for a wall, if necc.
switch ( anim )
{
case BOTH_WALL_FLIP_LEFT:
if ( g_debugMelee->integer )
{
contents |= CONTENTS_BODY;
}
//NOTE: purposely falls through to next case!
case BOTH_WALL_RUN_LEFT:
doTrace = qtrue;
VectorMA( pm->ps->origin, -16, right, traceto );
break;
case BOTH_WALL_FLIP_RIGHT:
if ( g_debugMelee->integer )
{
contents |= CONTENTS_BODY;
}
//NOTE: purposely falls through to next case!
case BOTH_WALL_RUN_RIGHT:
doTrace = qtrue;
VectorMA( pm->ps->origin, 16, right, traceto );
break;
case BOTH_WALL_FLIP_BACK1:
if ( g_debugMelee->integer )
{
contents |= CONTENTS_BODY;
}
doTrace = qtrue;
VectorMA( pm->ps->origin, 32, fwd, traceto );//was 16
break;
case BOTH_FORCEWALLRUNFLIP_START:
if ( g_debugMelee->integer )
{
contents |= CONTENTS_BODY;
}
doTrace = qtrue;
VectorMA( pm->ps->origin, 32, fwd, traceto );//was 16
break;
}
vec3_t idealNormal={0}, wallNormal={0};
if ( doTrace )
{
//FIXME: all these jump ones should check for head clearance
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
VectorCopy( trace.plane.normal, wallNormal );
VectorNormalize( wallNormal );
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
if ( anim == BOTH_WALL_FLIP_LEFT )
{//sigh.. check for bottomless pit to the right
trace_t trace2;
vec3_t start;
VectorMA( pm->ps->origin, 128, right, traceto );
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
if ( !trace2.allsolid && !trace2.startsolid )
{
VectorCopy( trace2.endpos, traceto );
VectorCopy( traceto, start );
traceto[2] -= 384;
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
{//bottomless pit!
trace.fraction = 1.0f;//way to stop it from doing the side-flip
}
}
}
else if ( anim == BOTH_WALL_FLIP_RIGHT )
{//sigh.. check for bottomless pit to the left
trace_t trace2;
vec3_t start;
VectorMA( pm->ps->origin, -128, right, traceto );
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
if ( !trace2.allsolid && !trace2.startsolid )
{
VectorCopy( trace2.endpos, traceto );
VectorCopy( traceto, start );
traceto[2] -= 384;
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
{//bottomless pit!
trace.fraction = 1.0f;//way to stop it from doing the side-flip
}
}
}
else
{
if ( anim == BOTH_WALL_FLIP_BACK1
|| anim == BOTH_FORCEWALLRUNFLIP_START )
{//trace up and forward a little to make sure the wall it at least 64 tall
if ( (contents&CONTENTS_BODY)//included entitied
&& (trace.contents&CONTENTS_BODY) //hit an entity
&& g_entities[trace.entityNum].client )//hit a client
{//no need to trace up, it's all good...
if ( PM_InOnGroundAnim( &g_entities[trace.entityNum].client->ps ) )//on the ground, no jump
{//can't jump off guys on ground
trace.fraction = 1.0f;//way to stop if from doing the jump
}
else if ( anim == BOTH_FORCEWALLRUNFLIP_START )
{//instead of wall-running up, do the backflip
anim = BOTH_WALL_FLIP_BACK1;
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
}
}
else if ( anim == BOTH_WALL_FLIP_BACK1 )
{
trace_t trace2;
vec3_t start;
VectorCopy( pm->ps->origin, start );
start[2] += 64;
VectorMA( start, 32, fwd, traceto );
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
if ( trace2.allsolid
|| trace2.startsolid
|| trace2.fraction >= 1.0f )
{//no room above or no wall in front at that height
trace.fraction = 1.0f;//way to stop if from doing the jump
}
}
}
if ( trace.fraction < 1.0f )
{//still valid to jump
if ( anim == BOTH_WALL_FLIP_BACK1 )
{//sigh.. check for bottomless pit to the rear
trace_t trace2;
vec3_t start;
VectorMA( pm->ps->origin, -128, fwd, traceto );
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
if ( !trace2.allsolid && !trace2.startsolid )
{
VectorCopy( trace2.endpos, traceto );
VectorCopy( traceto, start );
traceto[2] -= 384;
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
{//bottomless pit!
trace.fraction = 1.0f;//way to stop it from doing the side-flip
}
}
}
}
}
}
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( !doTrace || (trace.fraction < 1.0f&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(wallNormal,idealNormal)>0.7)) )
{//there is a wall there
if ( (anim != BOTH_WALL_RUN_LEFT
&& anim != BOTH_WALL_RUN_RIGHT
&& anim != BOTH_FORCEWALLRUNFLIP_START)
|| (wallNormal[2] >= 0.0f && wallNormal[2] <= MAX_WALL_RUN_Z_NORMAL) )
{//wall-runs can only run on relatively flat walls, sorry.
if ( anim == BOTH_ARIAL_LEFT || anim == BOTH_CARTWHEEL_LEFT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -185, right, pm->ps->velocity );
}
else if ( anim == BOTH_ARIAL_RIGHT || anim == BOTH_CARTWHEEL_RIGHT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, 185, right, pm->ps->velocity );
}
else if ( anim == BOTH_BUTTERFLY_LEFT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -190, right, pm->ps->velocity );
}
else if ( anim == BOTH_BUTTERFLY_RIGHT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, 190, right, pm->ps->velocity );
}
//move me to side
else if ( anim == BOTH_WALL_FLIP_LEFT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
}
else if ( anim == BOTH_WALL_FLIP_RIGHT )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
}
else if ( anim == BOTH_FLIP_BACK1
|| anim == BOTH_FLIP_BACK2
|| anim == BOTH_FLIP_BACK3
|| anim == BOTH_ALORA_FLIP_B
|| anim == BOTH_WALL_FLIP_BACK1 )
{
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
}
//kick if jumping off an ent
if ( doTrace
&& anim != BOTH_WALL_RUN_LEFT
&& anim != BOTH_WALL_RUN_RIGHT
&& anim != BOTH_FORCEWALLRUNFLIP_START)
{
if ( pm->gent && trace.entityNum < ENTITYNUM_WORLD )
{
if ( traceEnt
&& traceEnt->client
&& traceEnt->health > 0
&& traceEnt->takedamage
&& traceEnt->client->NPC_class != CLASS_GALAKMECH
&& traceEnt->client->NPC_class != CLASS_DESANN
&& !(traceEnt->flags&FL_NO_KNOCKBACK) )
{//push them away and do pain
vec3_t oppDir, fxDir;
float strength = VectorNormalize2( pm->ps->velocity, oppDir );
VectorScale( oppDir, -1, oppDir );
//FIXME: need knockdown anim
G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
VectorCopy( fwd, fxDir );
VectorScale( fxDir, -1, fxDir );
G_PlayEffect( G_EffectIndex( "melee/kick_impact" ), trace.endpos, fxDir );
//G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
if ( traceEnt->health > 0 )
{//didn't kill him
if ( (traceEnt->s.number==0&&!Q_irand(0,g_spskill->integer))
|| (traceEnt->NPC!=NULL&&Q_irand(RANK_CIVILIAN,traceEnt->NPC->rank)+Q_irand(-2,2)<RANK_ENSIGN) )
{
NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
G_Throw( traceEnt, oppDir, strength );
}
}
}
}
}
//up
if ( vertPush )
{
pm->ps->velocity[2] = vertPush;
}
//animate me
if ( anim == BOTH_BUTTERFLY_RIGHT )
{
PM_SetSaberMove( LS_BUTTERFLY_RIGHT );
}
else if ( anim == BOTH_BUTTERFLY_LEFT )
{
PM_SetSaberMove( LS_BUTTERFLY_LEFT );
}
else
{//not a proper saberMove, so do set all the details manually
int parts = SETANIM_LEGS;
if ( /*anim == BOTH_BUTTERFLY_LEFT ||
anim == BOTH_BUTTERFLY_RIGHT ||*/
anim == BOTH_FJSS_TR_BL ||
anim == BOTH_FJSS_TL_BR )
{
parts = SETANIM_BOTH;
pm->cmd.buttons&=~BUTTON_ATTACK;
pm->ps->saberMove = LS_NONE;
pm->gent->client->ps.SaberActivateTrail( 300 );
}
else if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
if ( /*anim == BOTH_BUTTERFLY_LEFT
|| anim == BOTH_BUTTERFLY_RIGHT
||*/ anim == BOTH_FJSS_TR_BL
|| anim == BOTH_FJSS_TL_BR
|| anim == BOTH_FORCEWALLRUNFLIP_START )
{
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else if ( anim == BOTH_WALL_FLIP_LEFT
|| anim == BOTH_WALL_FLIP_RIGHT
|| anim == BOTH_WALL_FLIP_BACK1 )
{//let us do some more moves after this
pm->ps->saberAttackChainCount = 0;
}
}
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL);
pm->cmd.upmove = 0;
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, forcePowerCostOverride );
}
}
}
}
else
{//in the air
int legsAnim = pm->ps->legsAnim;
if ( legsAnim == BOTH_WALL_RUN_LEFT || legsAnim == BOTH_WALL_RUN_RIGHT )
{//running on a wall
vec3_t right, traceto, mins = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
int anim = -1;
AngleVectors( fwdAngles, NULL, right, NULL );
if ( legsAnim == BOTH_WALL_RUN_LEFT )
{
if ( pm->ps->legsAnimTimer > 400 )
{//not at the end of the anim
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_LEFT );
if ( pm->ps->legsAnimTimer < animLen - 400 )
{//not at start of anim
VectorMA( pm->ps->origin, -16, right, traceto );
anim = BOTH_WALL_RUN_LEFT_FLIP;
}
}
}
else if ( legsAnim == BOTH_WALL_RUN_RIGHT )
{
if ( pm->ps->legsAnimTimer > 400 )
{//not at the end of the anim
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_RIGHT );
if ( pm->ps->legsAnimTimer < animLen - 400 )
{//not at start of anim
VectorMA( pm->ps->origin, 16, right, traceto );
anim = BOTH_WALL_RUN_RIGHT_FLIP;
}
}
}
if ( anim != -1 )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
if ( trace.fraction < 1.0f )
{//flip off wall
if ( anim == BOTH_WALL_RUN_LEFT_FLIP )
{
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
}
else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP )
{
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
}
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
}
}
if ( pm->cmd.upmove != 0 )
{//jump failed, so don't try to do normal jump code, just return
return qfalse;
}
}
else if ( pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START )
{//want to jump off wall
vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
int anim = -1;
AngleVectors( fwdAngles, fwd, NULL, NULL );
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_FORCEWALLRUNFLIP_START );
if ( pm->ps->legsAnimTimer < animLen - 250 )//was 400
{//not at start of anim
VectorMA( pm->ps->origin, 16, fwd, traceto );
anim = BOTH_FORCEWALLRUNFLIP_END;
}
if ( anim != -1 )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
if ( trace.fraction < 1.0f )
{//flip off wall
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
VectorMA( pm->ps->velocity, WALL_RUN_UP_BACKFLIP_SPEED, fwd, pm->ps->velocity );
pm->ps->velocity[2] += 200;
int parts = SETANIM_LEGS;
if ( !pm->ps->weaponTime )
{//not attacking, set anim on both
parts = SETANIM_BOTH;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
//FIXME: do damage to traceEnt, like above?
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
PM_AddEvent( EV_JUMP );
}
}
if ( pm->cmd.upmove != 0 )
{//jump failed, so don't try to do normal jump code, just return
return qfalse;
}
}
/*
else if ( pm->cmd.forwardmove < 0
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
&& !(pm->ps->pm_flags&PMF_JUMP_HELD) //not holding jump
&& (level.time - pm->ps->lastOnGround) <= 250 //just jumped
)//&& !(pm->cmd.buttons&BUTTON_ATTACK) )
{//double-tap back-jump does backflip
vec3_t fwd, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
AngleVectors( fwdAngles, fwd, NULL, NULL );
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
//pm->ps->velocity[2] = JUMP_VELOCITY;
int parts = SETANIM_LEGS;
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
PM_SetAnim( pm, parts, PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
}
*/
/*
else if ( pm->cmd.forwardmove > 0 //pushing forward
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //have force jump 2 or higher
&& (level.time - pm->ps->lastOnGround) <= 250//just jumped
&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 )//not in a flip or spin or anything
{//run up wall, flip backwards
//FIXME: have to be moving... make sure it's opposite the wall... or at least forward?
int wallWalkAnim = BOTH_WALL_FLIP_BACK1;
int parts = SETANIM_LEGS;
int contents = CONTENTS_SOLID;
qboolean kick = qtrue;
if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
{
wallWalkAnim = BOTH_FORCEWALLRUNFLIP_START;
parts = SETANIM_BOTH;
kick = qfalse;
}
else
{
contents |= CONTENTS_BODY;
if ( !pm->ps->weaponTime )
{
parts = SETANIM_BOTH;
}
}
if ( PM_HasAnimation( pm->gent, wallWalkAnim ) )
{
vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
vec3_t idealNormal;
AngleVectors( fwdAngles, fwd, NULL, NULL );
VectorMA( pm->ps->origin, 32, fwd, traceto );
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );//FIXME: clip brushes too?
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( trace.fraction < 1.0f
&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
{//there is a wall there
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
if ( wallWalkAnim == BOTH_FORCEWALLRUNFLIP_START )
{
pm->ps->velocity[2] = forceJumpStrength[FORCE_LEVEL_3]/2.0f;
}
else
{
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
}
//animate me
PM_SetAnim( pm, parts, wallWalkAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
pm->cmd.upmove = 0;
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
//kick if jumping off an ent
if ( kick && pm->gent && trace.entityNum < ENTITYNUM_WORLD )
{
if ( traceEnt
&& traceEnt->client
&& traceEnt->health > 0
&& traceEnt->takedamage
&& traceEnt->client->NPC_class != CLASS_GALAKMECH
&& traceEnt->client->NPC_class != CLASS_DESANN
&& !(traceEnt->flags&FL_NO_KNOCKBACK) )
{//push them away and do pain
vec3_t oppDir;
float strength = VectorNormalize2( pm->ps->velocity, oppDir );
VectorScale( oppDir, -1, oppDir );
//FIXME: need knockdown anim
G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
if ( trace.fraction <= 0.5f )
{//close to him
if ( traceEnt->health > 0 )
{//didn't kill him
if ( (traceEnt->s.number==0&&!Q_irand(0,g_spskill->integer))
|| (traceEnt->NPC!=NULL&&Q_irand(RANK_CIVILIAN,traceEnt->NPC->rank)+Q_irand(-2,2)<RANK_ENSIGN) )
{
NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
G_Throw( traceEnt, oppDir, strength );
}
}
}
}
}
}
}
}
*/
else if ( (pm->ps->legsAnimTimer<=100
||!PM_InSpecialJump( legsAnim )//not in a special jump anim
||PM_InReboundJump( legsAnim )//we're already in a rebound
||PM_InBackFlip( legsAnim ) )//a backflip (needed so you can jump off a wall behind you)
//&& pm->ps->velocity[2] <= 0
&& pm->ps->velocity[2] > -1200 //not falling down very fast
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)//have to have released jump since last press
&& (pm->cmd.forwardmove||pm->cmd.rightmove)//pushing in a direction
//&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2//level 3 jump or better
&& pm->ps->forcePower > 10 //have enough force power to do another one
&& (level.time-pm->ps->lastOnGround) > 250 //haven't been on the ground in the last 1/4 of a second
&& (!(pm->ps->pm_flags&PMF_JUMPING)//not jumping
|| ( (level.time-pm->ps->lastOnGround) > 250 //we are jumping, but have been in the air for at least half a second
&&( g_debugMelee->integer//if you know kung fu, no height cap on wall-grab-jumps
|| ((pm->ps->origin[2]-pm->ps->forceJumpZStart) < (forceJumpHeightMax[FORCE_LEVEL_3]-(G_ForceWallJumpStrength()/2.0f))) )//can fit at least one more wall jump in (yes, using "magic numbers"... for now)
)
)
//&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 ) )//not in a flip or spin or anything
)
{//see if we're pushing at a wall and jump off it if so
//FIXME: make sure we have enough force power
//FIXME: check to see if we can go any higher
//FIXME: limit to a certain number of these in a row?
//FIXME: maybe don't require a ucmd direction, just check all 4?
//FIXME: should stick to the wall for a second, then push off...
vec3_t checkDir, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
vec3_t idealNormal;
int anim = -1;
if ( pm->cmd.rightmove )
{
if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_FORCEWALLREBOUND_RIGHT;
AngleVectors( fwdAngles, NULL, checkDir, NULL );
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_FORCEWALLREBOUND_LEFT;
AngleVectors( fwdAngles, NULL, checkDir, NULL );
VectorScale( checkDir, -1, checkDir );
}
}
else if ( pm->cmd.forwardmove > 0 )
{
anim = BOTH_FORCEWALLREBOUND_FORWARD;
AngleVectors( fwdAngles, checkDir, NULL, NULL );
}
else if ( pm->cmd.forwardmove < 0 )
{
anim = BOTH_FORCEWALLREBOUND_BACK;
AngleVectors( fwdAngles, checkDir, NULL, NULL );
VectorScale( checkDir, -1, checkDir );
}
if ( anim != -1 )
{//trace in the dir we're pushing in and see if there's a vertical wall there
VectorMA( pm->ps->origin, 16, checkDir, traceto );//was 8
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );//FIXME: clip brushes too?
VectorSubtract( pm->ps->origin, traceto, idealNormal );
VectorNormalize( idealNormal );
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( trace.fraction < 1.0f
&& fabs(trace.plane.normal[2]) <= MAX_WALL_GRAB_SLOPE
&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
{//there is a wall there
float dot = DotProduct( pm->ps->velocity, trace.plane.normal );
if ( dot < 1.0f )
{//can't be heading *away* from the wall!
//grab it!
PM_GrabWallForJump( anim );
}
}
}
}
else
{
//FIXME: if in a butterfly, kick people away?
}
}
}
if ( pm->gent
//&& pm->cmd.upmove > 0
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->ps->weapon == WP_SABER
&& (pm->ps->weaponTime > 0||(pm->cmd.buttons&BUTTON_ATTACK))
&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode)) )
{//okay, we just jumped and we're in an attack
if ( !PM_RollingAnim( pm->ps->legsAnim )
&& !PM_InKnockDown( pm->ps )
&& !PM_InDeathAnim()
&& !PM_PainAnim( pm->ps->torsoAnim )
&& !PM_FlippingAnim( pm->ps->legsAnim )
&& !PM_SpinningAnim( pm->ps->legsAnim )
&& !PM_SaberInSpecialAttack( pm->ps->torsoAnim ) )
{//HMM... do NPCs need this logic?
if ( !PM_SaberInTransitionAny( pm->ps->saberMove ) //not going to/from/between an attack anim
&& !PM_SaberInAttack( pm->ps->saberMove ) //not in attack anim
&& pm->ps->weaponTime <= 0//not busy
&& (pm->cmd.buttons&BUTTON_ATTACK) )//want to attack
{//not in an attack or finishing/starting/transitioning one
if ( PM_CheckBackflipAttackMove() )
{
PM_SetSaberMove( PM_SaberBackflipAttackMove() );//backflip attack
}
/*
else if ( PM_CheckSaberDualJumpAttackMove() )
{
PM_SetSaberMove( PM_SaberDualJumpAttackMove() );//jump forward sideways flip attack
}
*/
}
/*
else if ( ( PM_SaberInTransitionAny( pm->ps->saberMove ) || PM_SaberInAttack( pm->ps->saberMove ) )
&& PM_InAnimForSaberMove( pm->ps->torsoAnim, pm->ps->saberMove ) )
{//not in an anim we shouldn't interrupt
//see if it's not too late to start a special jump-attack
float animLength = PM_AnimLength( g_entities[pm->ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)pm->ps->torsoAnim );
if ( animLength - pm->ps->torsoAnimTimer < 500 )
{//just started the saberMove
//check for special-case jump attacks
if ( PM_CheckFlipOverAttackMove( qtrue ) )
{
PM_SetSaberMove( PM_SaberFlipOverAttackMove() );
}
else if ( PM_CheckJumpAttackMove() )
{
PM_SetSaberMove( PM_SaberJumpAttackMove() );
}
}
}
*/
}
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{
return qfalse;
}
if ( pm->cmd.upmove > 0 )
{//no special jumps
/*
gentity_t *groundEnt = &g_entities[pm->ps->groundEntityNum];
if ( groundEnt && groundEnt->NPC )
{//Can't jump off of someone's head
return qfalse;
}
*/
pm->ps->velocity[2] = JUMP_VELOCITY;
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING;
}
if ( d_JediAI->integer )
{
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
{
Com_Printf( "jumping\n" );
}
}
//Jumping
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->jumpZStart = pm->ps->origin[2];
if ( pm->gent )
{
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
{
PM_AddEvent( EV_JUMP );
}
}
else
{
PM_AddEvent( EV_JUMP );
}
//Set the animations
if ( pm->ps->gravity > 0 && !PM_InSpecialJump( pm->ps->legsAnim ) && !PM_InGetUp( pm->ps ) )
{
PM_JumpForDir();
}
return qtrue;
}
/*
=============
PM_CheckWaterJump
=============
*/
static qboolean PM_CheckWaterJump( void ) {
vec3_t spot;
int cont;
vec3_t flatforward;
if (pm->ps->pm_time) {
return qfalse;
}
if ( pm->cmd.forwardmove <= 0 && pm->cmd.upmove <= 0 )
{//they must not want to get out?
return qfalse;
}
// check for water jump
if ( pm->waterlevel != 2 ) {
return qfalse;
}
if ( pm->watertype & CONTENTS_LADDER ) {
if (pm->ps->velocity[2] <= 0)
return qfalse;
}
flatforward[0] = pml.forward[0];
flatforward[1] = pml.forward[1];
flatforward[2] = 0;
VectorNormalize( flatforward );
VectorMA( pm->ps->origin, 30, flatforward, spot );
spot[2] += 24;
cont = pm->pointcontents (spot, pm->ps->clientNum );
if ( !(cont & CONTENTS_SOLID) ) {
return qfalse;
}
spot[2] += 16;
cont = pm->pointcontents( spot, pm->ps->clientNum );
if ( cont&(CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_BODY) ) {
return qfalse;
}
// jump out of water
VectorScale( pml.forward, 200, pm->ps->velocity );
pm->ps->velocity[2] = 350+((pm->ps->waterheight-pm->ps->origin[2])*2);
pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
pm->ps->pm_time = 2000;
return qtrue;
}
//============================================================================
/*
===================
PM_WaterJumpMove
Flying out of the water
===================
*/
static void PM_WaterJumpMove( void )
{
// waterjump has no control, but falls
PM_StepSlideMove( 1 );
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
if (pm->ps->velocity[2] < 0)
{
// cancel as soon as we are falling down again
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
pm->ps->pm_time = 0;
}
}
/*
===================
PM_WaterMove
===================
*/
static void PM_WaterMove( void ) {
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float vel;
if ( PM_CheckWaterJump() ) {
PM_WaterJumpMove();
return;
}
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && pm->waterlevel < 3 )
{
if ( PM_CheckJump () ) {
// jumped away
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;
if ( pm->watertype & CONTENTS_LADDER ) {
wishvel[2] = 0;
} else {
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;
if ( !(pm->watertype&CONTENTS_LADDER) ) //ladder
{
float depth = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;
if ( depth >= 12 )
{//too high!
wishvel[2] -= 120; // sink towards bottom
if ( wishvel[2] > 0 )
{
wishvel[2] = 0;
}
}
else if ( pm->ps->waterHeightLevel >= WHL_UNDER )//!depth && pm->waterlevel == 3 )
{
}
else if ( depth < 12 )
{//still deep
wishvel[2] -= 60; // sink towards bottom
if ( wishvel[2] > 30 )
{
wishvel[2] = 30;
}
}
}
}
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if ( pm->watertype & CONTENTS_LADDER ) //ladder
{
if ( wishspeed > pm->ps->speed * pm_ladderScale ) {
wishspeed = pm->ps->speed * pm_ladderScale;
}
PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate );
} else {
if ( pm->ps->gravity < 0 )
{//float up
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
}
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 );
}
/*
===================
PM_FlyVehicleMove
===================
*/
static void PM_FlyVehicleMove( void )
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float zVel;
float fmove = 0.0f, smove = 0.0f;
// We don't use these here because we pre-calculate the movedir in the vehicle update anyways, and if
// you leave this, you get strange motion during boarding (the player can move the vehicle).
//fmove = pm->cmd.forwardmove;
//smove = pm->cmd.rightmove;
// normal slowdown
if ( pm->ps->gravity && pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//falling
zVel = pm->ps->velocity[2];
PM_Friction ();
pm->ps->velocity[2] = zVel;
}
else
{
PM_Friction ();
if ( pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
pm->ps->velocity[2] = 0; // ignore slope movement
}
}
scale = PM_CmdScale( &pm->cmd );
// Get The WishVel And WishSpeed
//-------------------------------
if ( pm->ps->clientNum && (USENEWNAVSYSTEM || !VectorCompare( pm->ps->moveDir, vec3_origin )) )
{//NPC
// If The UCmds Were Set, But Never Converted Into A MoveDir, Then Make The WishDir From UCmds
//--------------------------------------------------------------------------------------------
if ((fmove!=0.0f || smove!=0.0f) && VectorCompare(pm->ps->moveDir, vec3_origin))
{
//gi.Printf("Generating MoveDir\n");
for ( i = 0 ; i < 3 ; i++ )
{
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
}
// Otherwise, Use The Move Dir
//-----------------------------
else
{
wishspeed = pm->ps->speed;
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
VectorCopy( pm->ps->moveDir, wishdir );
}
}
else
{
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;
}
// Handle negative speed.
if ( wishspeed < 0 )
{
wishspeed = wishspeed * -1.0f;
VectorScale( wishvel, -1.0f, wishvel );
VectorScale( wishdir, -1.0f, wishdir );
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
PM_Accelerate( wishdir, wishspeed, 100 );
PM_StepSlideMove( 1 );
}
/*
===================
PM_FlyMove
Only with the flight powerup
===================
*/
static void PM_FlyMove( void )
{
int i;
vec3_t wishvel;
float wishspeed;
vec3_t wishdir;
float scale;
float accel;
qboolean lowGravMove = qfalse;
qboolean jetPackMove = qfalse;
// normal slowdown
PM_Friction ();
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) && pm->gent->client->moveType == MT_FLYSWIM )
{//jetpack accel
accel = pm_flyaccelerate;
jetPackMove = qtrue;
}
else if ( pm->ps->gravity <= 0
&& ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || (pm->gent&&pm->gent->client&&pm->gent->client->moveType == MT_RUNJUMP)) )
{
PM_CheckJump();
accel = 1.0f;
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->jumpZStart = pm->ps->origin[2];//so we don't take a lot of damage when the gravity comes back on
lowGravMove = qtrue;
}
else
{
accel = pm_flyaccelerate;
}
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;
}
if ( jetPackMove )
{
wishvel[2] += pm->cmd.upmove;
}
else if ( lowGravMove )
{
wishvel[2] += scale * pm->cmd.upmove;
VectorScale( wishvel, 0.5f, wishvel );
}
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
PM_Accelerate( wishdir, wishspeed, accel );
PM_StepSlideMove( 1 );
}
qboolean PM_GroundSlideOkay( float zNormal )
{
if ( zNormal > 0 )
{
if ( pm->ps->velocity[2] > 0 )
{
if ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND
|| PM_InReboundJump( pm->ps->legsAnim ))
{
return qfalse;
}
}
}
return qtrue;
}
/*
===================
PM_AirMove
===================
*/
static void PM_AirMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float gravMod = 1.0f;
#if METROID_JUMP
PM_CheckJump();
#endif
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);
Vehicle_t *pVeh = NULL;
if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
{
pVeh = pm->gent->m_pVehicle;
}
if ( pVeh && pVeh->m_pVehicleInfo->hoverHeight > 0 )
{//in a hovering vehicle, have air control
// Flying Or Breaking, No Control
//--------------------------------
if ( pVeh->m_ulFlags&VEH_FLYING || pVeh->m_ulFlags&VEH_SLIDEBREAKING)
{
wishspeed = 0.0f;
VectorClear( wishvel );
VectorClear( wishdir );
}
// Out Of Control - Maintain pos3 Velocity
//-----------------------------------------
else if ((pVeh->m_ulFlags&VEH_OUTOFCONTROL) || (pVeh->m_ulFlags&VEH_STRAFERAM))
{
VectorCopy(pm->gent->pos3, wishvel);
VectorCopy(wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
}
// Boarding - Maintain Boarding Velocity
//---------------------------------------
else if (pVeh->m_iBoarding)
{
VectorCopy(pVeh->m_vBoardingVelocity, wishvel);
VectorCopy(wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
}
// Otherwise, Normal Velocity
//----------------------------
else
{
wishspeed = pm->ps->speed;
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
VectorCopy( pm->ps->moveDir, wishdir );
}
}
else if ( (pm->ps->pm_flags&PMF_SLOW_MO_FALL) )
{//no air-control
VectorClear( wishvel );
}
else
{
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);
if ( ( DotProduct (pm->ps->velocity, wishdir) ) < 0.0f )
{//Encourage deceleration away from the current velocity
wishspeed *= pm_airDecelRate;
}
// not on ground, so little effect on velocity
float accelerate = pm_airaccelerate;
if ( pVeh && pVeh->m_pVehicleInfo->type == VH_SPEEDER )
{//speeders have more control in air
//in mid-air
accelerate = pVeh->m_pVehicleInfo->acceleration;
if ( pml.groundPlane )
{//on a slope of some kind, shouldn't have much control and should slide a lot
accelerate *= 0.5f;
}
if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
{
VectorScale(pm->ps->velocity, 0.80f, pm->ps->velocity);
}
if (pm->ps->velocity[2]>1000.0f)
{
pm->ps->velocity[2] = 1000.0f;
}
}
PM_Accelerate( wishdir, wishspeed, accelerate );
// 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 )
{
if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
{
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
}
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0
&& pm->ps->forceJumpZStart
&& pm->ps->velocity[2] > 0 )
{//I am force jumping and I'm not holding the button anymore
float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart + (pm->ps->velocity[2]*pml.frametime);
float maxJumpHeight = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
if ( curHeight >= maxJumpHeight )
{//reached top, cut velocity
pm->ps->velocity[2] = 0;
}
}
if ( (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
{
gravMod = 0.0f;
}
PM_StepSlideMove( gravMod );
if (pVeh && pm->ps->pm_flags&PMF_BUMPED)
{
/*
// Turn Vehicle In Direction Of Collision
//----------------------------------------
vec3_t nAngles;
vectoangles(pm->ps->velocity, nAngles);
nAngles[0] = pVeh->m_pParentEntity->client->ps.viewangles[0];
nAngles[2] = pVeh->m_pParentEntity->client->ps.viewangles[2];
// toggle the teleport bit so the client knows to not lerp
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
// set angles
SetClientViewAngle( pVeh->m_pParentEntity, nAngles );
if (pVeh->m_pPilot)
{
SetClientViewAngle( pVeh->m_pPilot, nAngles );
}
VectorCopy(nAngles, pVeh->m_vPrevOrientation);
VectorCopy(nAngles, pVeh->m_vOrientation);
pVeh->m_vAngularVelocity = 0.0f;
*/
// Reduce "Bounce Up Wall" Velocity
//----------------------------------
if (pm->ps->velocity[2]>0)
{
pm->ps->velocity[2] *= 0.1f;
}
}
}
/*
===================
PM_WalkMove
===================
*/
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->ps->gravity < 0 )
{//float away
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
if ( pm->waterlevel > 1 ) {
PM_WaterMove();
} else {
PM_AirMove();
}
return;
}
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;
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE &&//on ground
pm->ps->velocity[2] <= 0 &&//not going up
pm->ps->pm_flags&PMF_TIME_KNOCKBACK )//knockback fimter on (stops friction)
{
pm->ps->pm_flags &= ~PMF_TIME_KNOCKBACK;
}
qboolean slide = qfalse;
if ( pm->ps->pm_type == PM_DEAD )
{//corpse
if ( g_entities[pm->ps->groundEntityNum].client )
{//on a client
if ( g_entities[pm->ps->groundEntityNum].health > 0 )
{//a living client
//no friction
slide = qtrue;
}
}
}
if ( !slide )
{
PM_Friction ();
}
if ( g_debugMelee->integer )
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//player
&& cg.renderingThirdPerson//in third person
&& ((pm->cmd.buttons&BUTTON_USE)||pm->ps->leanStopDebounceTime)//holding use or leaning
//&& (pm->ps->forcePowersActive&(1<<FP_SPEED))
&& pm->ps->groundEntityNum != ENTITYNUM_NONE//on ground
&& !cg_usingInFrontOf )//nothing to use
{//holding use stops you from moving
return;
}
}
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);
/* if ( ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE ) && pm->gent->NPC )
{//speeder control scheme
vec3_t vfwd, vrt;
AngleVectors( ((CVehicleNPC *)pm->gent->NPC)->m_vOrientation, vfwd, vrt, NULL );
float speed = pm->ps->speed;
if ( fmove < 0 )
{//going backwards
if ( speed < 0 )
{//speed is negative, but since our command is reverse, make speed positive
speed = fabs( speed );
}
else if ( speed > 0 )
{//trying to move back but speed is still positive, so keep moving forward (we'll slow down eventually)
speed *= -1;
}
}
VectorScale( vfwd, speed*fmove/127.0f, wishvel );
//VectorMA( wishvel, pm->ps->speed*smove/127.0f, vrt, wishvel );
wishspeed = VectorNormalize2( wishvel, wishdir );
}
else*/
// Get The WishVel And WishSpeed
//-------------------------------
if ( pm->ps->clientNum && (USENEWNAVSYSTEM || !VectorCompare( pm->ps->moveDir, vec3_origin )) )
{//NPC
// If The UCmds Were Set, But Never Converted Into A MoveDir, Then Make The WishDir From UCmds
//--------------------------------------------------------------------------------------------
if ((fmove!=0.0f || smove!=0.0f) && VectorCompare(pm->ps->moveDir, vec3_origin))
{
//gi.Printf("Generating MoveDir\n");
for ( i = 0 ; i < 3 ; i++ )
{
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
}
// Otherwise, Use The Move Dir
//-----------------------------
else
{
wishspeed = pm->ps->speed;
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
VectorCopy( pm->ps->moveDir, wishdir );
}
}
else
{
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;
}
// Handle negative speed.
if ( wishspeed < 0 )
{
wishspeed = wishspeed * -1.0f;
VectorScale( wishvel, -1.0f, wishvel );
VectorScale( wishdir, -1.0f, wishdir );
}
// clamp the speed lower if ducking
if ( pm->ps->pm_flags & PMF_DUCKED && !PM_InKnockDown( pm->ps ) )
{
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 ( Flying == FLY_HOVER )
{
accelerate = pm_vehicleaccelerate;
}
else if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) )
{
accelerate = pm_airaccelerate;
}
else
{
accelerate = pm_accelerate;
// Wind Affects Acceleration
//===================================================
if (wishspeed>0.0f && pm->gent && !pml.walking)
{
if (gi.WE_GetWindGusting(pm->gent->currentOrigin))
{
vec3_t windDir;
if (gi.WE_GetWindVector(windDir, pm->gent->currentOrigin))
{
if (gi.WE_IsOutside(pm->gent->currentOrigin))
{
VectorScale(windDir, -1.0f, windDir);
accelerate *= (1.0f - (DotProduct(wishdir, windDir)*0.55f));
}
}
}
}
//===================================================
}
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->pm_flags&PMF_TIME_NOFRICTION) ) {
if ( pm->ps->gravity >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE && !VectorLengthSquared( pm->ps->velocity ) && pml.groundTrace.plane.normal[2] == 1.0 )
{//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!
}
else
{
if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) && !(pm->ps->eFlags&EF_FORCE_DRAINED) )
{
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;
}
if ( pm->ps->gravity <= 0 )
{//need to apply gravity since we're going to float up from ground
PM_StepSlideMove( 1 );
}
else
{
PM_StepSlideMove( 0 );
}
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
}
/*
==============
PM_DeadMove
==============
*/
static void PM_DeadMove( void ) {
float forward;
// If this is a vehicle, tell him he's dead, but give him a little while to do his things.
/* if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->NPC && pm->gent->health != -99999 )
{
pm->gent->health = 1;
((CVehicleNPC *)pm->gent->NPC)->StartDeathDelay( 0 );
}
else
{
pm->gent->health = 0;
}*/
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);
}
}
/*
===============
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;
if(pm->gent && pm->gent->client)
{
pm->ps->viewheight = pm->gent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
// if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
// {
// assert(0);
// }
VectorCopy( pm->gent->mins, pm->mins );
VectorCopy( pm->gent->maxs, pm->maxs );
}
else
{
pm->ps->viewheight = DEFAULT_MAXS_2 + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
{
assert(0);
}
pm->mins[0] = DEFAULT_MINS_0;
pm->mins[1] = DEFAULT_MINS_1;
pm->mins[2] = DEFAULT_MINS_2;
pm->maxs[0] = DEFAULT_MAXS_0;
pm->maxs[1] = DEFAULT_MAXS_1;
pm->maxs[2] = DEFAULT_MAXS_2;
}
// 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 );
if (pm->cmd.buttons & BUTTON_ATTACK) { //turbo boost
scale *= 10;
}
if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost
scale *= 10;
}
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);
}
//============================================================================
static float PM_DamageForDelta( int delta )
{
float damage = delta;
if ( pm->gent->NPC )
{
if ( pm->ps->weapon == WP_SABER
|| (pm->gent->client && pm->gent->client->NPC_class == CLASS_REBORN) )
{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
damage = 0;
}
}
else if ( pm->ps->clientNum < MAX_CLIENTS )
{
if ( damage < 50 )
{
if ( damage > 24 )
{
damage = damage - 25;
}
}
else
{
damage *= 0.5f;
}
}
return damage * 0.5f;
}
static void PM_CrashLandDamage( int damage )
{
if ( pm->gent )
{
int dflags = DAMAGE_NO_ARMOR;
if ( pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
{
damage = 1000;
dflags |= DAMAGE_DIE_ON_IMPACT;
}
else if ( !(pm->gent->flags&FL_NO_IMPACT_DMG) )
{
damage = PM_DamageForDelta( damage );
}
if ( damage )
{
pm->gent->painDebounceTime = level.time + 200; // no normal pain sound
G_Damage( pm->gent, NULL, player, NULL, NULL, damage, dflags, MOD_FALLING );
}
}
}
/*
static float PM_CrashLandDelta( vec3_t org, vec3_t prevOrg, vec3_t prev_vel, float grav, int waterlevel )
{
float delta;
float dist;
float vel, acc;
float t;
float a, b, c, den;
// calculate the exact velocity on landing
dist = org[2] - prevOrg[2];
vel = prev_vel[2];
acc = -grav;
a = acc / 2;
b = vel;
c = -dist;
den = b * b - 4 * a * c;
if ( den < 0 )
{
return 0;
}
t = (-b - sqrt( den ) ) / ( 2 * a );
delta = vel + t * acc;
delta = delta*delta * 0.0001;
// never take falling damage if completely underwater
if ( waterlevel == 3 )
{
return 0;
}
// reduce falling damage if there is standing water
if ( waterlevel == 2 )
{
delta *= 0.25;
}
if ( waterlevel == 1 )
{
delta *= 0.5;
}
return delta;
}
*/
static float PM_CrashLandDelta( vec3_t prev_vel, int waterlevel )
{
float delta;
if ( pm->waterlevel == 3 )
{
return 0;
}
delta = fabs(prev_vel[2])/10;//VectorLength( prev_vel )
// reduce falling damage if there is standing water
if ( pm->waterlevel == 2 )
{
delta *= 0.25;
}
if ( pm->waterlevel == 1 )
{
delta *= 0.5;
}
return delta;
}
int PM_GetLandingAnim( void )
{
int anim = pm->ps->legsAnim;
//special cases:
if ( anim == BOTH_FLIP_ATTACK7
|| anim == BOTH_FLIP_HOLD7 )
{
return BOTH_FLIP_LAND;
}
else if ( anim == BOTH_FLIP_LAND )
{
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
return BOTH_LAND1;
}
else if ( PM_InAirKickingAnim( anim ) )
{
switch ( anim )
{
case BOTH_A7_KICK_F_AIR:
return BOTH_FORCELAND1;
break;
case BOTH_A7_KICK_B_AIR:
return BOTH_FORCELANDBACK1;
break;
case BOTH_A7_KICK_R_AIR:
return BOTH_FORCELANDRIGHT1;
break;
case BOTH_A7_KICK_L_AIR:
return BOTH_FORCELANDLEFT1;
break;
}
}
if ( PM_SpinningAnim( anim ) || PM_SaberInSpecialAttack( anim ) )
{
return -1;
}
switch ( anim )
{
case BOTH_FORCEJUMPLEFT1:
case BOTH_FORCEINAIRLEFT1:
anim = BOTH_FORCELANDLEFT1;
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
break;
case BOTH_FORCEJUMPRIGHT1:
case BOTH_FORCEINAIRRIGHT1:
anim = BOTH_FORCELANDRIGHT1;
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
break;
case BOTH_FORCEJUMP1:
case BOTH_FORCEINAIR1:
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
anim = BOTH_FORCELAND1;
break;
case BOTH_FORCEJUMPBACK1:
case BOTH_FORCEINAIRBACK1:
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
anim = BOTH_FORCELANDBACK1;
break;
case BOTH_JUMPLEFT1:
case BOTH_INAIRLEFT1:
anim = BOTH_LANDLEFT1;
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
break;
case BOTH_JUMPRIGHT1:
case BOTH_INAIRRIGHT1:
anim = BOTH_LANDRIGHT1;
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
break;
case BOTH_JUMP1:
case BOTH_INAIR1:
anim = BOTH_LAND1;
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
break;
case BOTH_JUMPBACK1:
case BOTH_INAIRBACK1:
anim = BOTH_LANDBACK1;
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
break;
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_LUNGE2_B__T_:
case BOTH_FORCELEAP2_T__B_:
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_ARIAL_F1:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
case BOTH_JUMPFLIPSLASHDOWN1://#
case BOTH_JUMPFLIPSTABDOWN://#
case BOTH_JUMPATTACK6:
case BOTH_JUMPATTACK7:
case BOTH_A7_KICK_F:
case BOTH_A7_KICK_B:
case BOTH_A7_KICK_R:
case BOTH_A7_KICK_L:
case BOTH_A7_KICK_S:
case BOTH_A7_KICK_BF:
case BOTH_A7_KICK_RL:
case BOTH_A7_KICK_F_AIR:
case BOTH_A7_KICK_B_AIR:
case BOTH_A7_KICK_R_AIR:
case BOTH_A7_KICK_L_AIR:
case BOTH_STABDOWN:
case BOTH_STABDOWN_STAFF:
case BOTH_STABDOWN_DUAL:
case BOTH_A6_SABERPROTECT:
case BOTH_A7_SOULCAL:
case BOTH_A1_SPECIAL:
case BOTH_A2_SPECIAL:
case BOTH_A3_SPECIAL:
case BOTH_PULL_IMPALE_STAB:
case BOTH_PULL_IMPALE_SWING:
anim = -1;
break;
case BOTH_FORCELONGLEAP_START:
case BOTH_FORCELONGLEAP_ATTACK:
return BOTH_FORCELONGLEAP_LAND;
break;
case BOTH_WALL_RUN_LEFT://#
case BOTH_WALL_RUN_RIGHT://#
if ( pm->ps->legsAnimTimer > 500 )
{//only land at end of anim
return -1;
}
//NOTE: falls through on purpose!
default:
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP )
{
anim = BOTH_LANDBACK1;
}
else
{
anim = BOTH_LAND1;
}
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
break;
}
return anim;
}
void G_StartRoll( gentity_t *ent, int anim )
{
NPC_SetAnim(ent,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
ent->client->ps.weaponTime = ent->client->ps.torsoAnimTimer - 200;//just to make sure it's cleared when roll is done
G_AddEvent( ent, EV_ROLL, 0 );
ent->client->ps.saberMove = LS_NONE;
}
static qboolean PM_TryRoll( void )
{
float rollDist = 192;//was 64;
if ( PM_SaberInAttack( pm->ps->saberMove ) || PM_SaberInSpecialAttack( pm->ps->torsoAnim )
|| PM_SpinningSaberAnim( pm->ps->legsAnim )
|| ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&PM_SaberInStart( pm->ps->saberMove )) )
{//attacking or spinning (or, if player, starting an attack)
if ( PM_CanRollFromSoulCal( pm->ps ) )
{//hehe
}
else
{
return qfalse;
}
}
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && (!cg.renderingThirdPerson || cg.zoomMode) )
{//player can't do this in 1st person
return qfalse;
}
if ( !pm->gent )
{
return qfalse;
}
if ( pm->ps->clientNum && pm->gent->NPC )
{//NPC
if ( pm->gent->NPC->scriptFlags&SCF_NO_ACROBATICS )
{//scripted to never do acrobatics
return qfalse;
}
if ( pm->ps->weapon == WP_SABER )
{//jedi/reborn
if ( pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank < RANK_LT_JG )
{//reborn/jedi who are not acrobats or fencers can't do any of these acrobatics
return qfalse;
}
}
else
{//non-jedi/reborn
if ( pm->ps->weapon != WP_NONE )//not empty-handed...who would that be???
{//only jedi/reborn NPCs should be able to do rolls (with a few exceptions)
if ( !pm->gent
|| !pm->gent->client
|| (pm->gent->client->NPC_class != CLASS_BOBAFETT //boba can roll with it, baby
&& pm->gent->client->NPC_class != CLASS_REBORN //reborn using weapons other than saber can still roll
))
{//can't roll
return qfalse;
}
}
}
}
vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE}, maxs = {pm->maxs[0],pm->maxs[1],pm->gent->client->crouchheight}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
trace_t trace;
int anim = -1;
AngleVectors( fwdAngles, fwd, right, NULL );
//FIXME: trace ahead for clearance to roll
if ( pm->cmd.forwardmove )
{
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
anim = BOTH_ROLL_B;
VectorMA( pm->ps->origin, -rollDist, fwd, traceto );
}
else
{
anim = BOTH_ROLL_F;
VectorMA( pm->ps->origin, rollDist, fwd, traceto );
}
}
else if ( pm->cmd.rightmove > 0 )
{
anim = BOTH_ROLL_R;
VectorMA( pm->ps->origin, rollDist, right, traceto );
}
else if ( pm->cmd.rightmove < 0 )
{
anim = BOTH_ROLL_L;
VectorMA( pm->ps->origin, -rollDist, right, traceto );
}
else
{//???
}
if ( anim != -1 )
{
qboolean roll = qfalse;
int clipmask = CONTENTS_SOLID;
if ( pm->ps->clientNum )
{
clipmask |= (CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP);
}
else
{
if ( pm->gent && pm->gent->enemy && pm->gent->enemy->health > 0 )
{//player can always roll in combat
roll = qtrue;
}
else
{
clipmask |= CONTENTS_PLAYERCLIP;
}
}
if ( !roll )
{
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, clipmask );
if ( trace.fraction >= 1.0f )
{//okay, clear, check for a bottomless drop
vec3_t top;
VectorCopy( traceto, top );
traceto[2] -= 256;
pm->trace( &trace, top, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );
if ( trace.fraction < 1.0f )
{//not a bottomless drop
roll = qtrue;
}
}
else
{//hit an architectural obstruction
if ( pm->ps->clientNum )
{//NPCs don't care about rolling into walls, just off ledges
if ( !(trace.contents&CONTENTS_BOTCLIP) )
{
roll = qtrue;
}
}
else if ( G_EntIsDoor( trace.entityNum ) )
{//okay to roll into a door
if ( G_EntIsUnlockedDoor( trace.entityNum ) )
{//if it's an auto-door
roll = qtrue;
}
}
else
{//check other conditions
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( traceEnt && (traceEnt->svFlags&SVF_GLASS_BRUSH) )
{//okay to roll through glass
roll = qtrue;
}
}
}
}
if ( roll )
{
G_StartRoll( pm->gent, anim );
return qtrue;
}
}
return qfalse;
}
extern void CG_LandingEffect( vec3_t origin, vec3_t normal, int material );
static void PM_CrashLandEffect( void )
{
if ( pm->waterlevel )
{
return;
}
float delta = fabs(pml.previous_velocity[2])/10;//VectorLength( pml.previous_velocity );?
if ( delta >= 30 )
{
vec3_t bottom = {pm->ps->origin[0],pm->ps->origin[1],pm->ps->origin[2]+pm->mins[2]+1};
CG_LandingEffect( bottom, pml.groundTrace.plane.normal, (pml.groundTrace.surfaceFlags&MATERIAL_MASK) );
}
}
/*
=================
PM_CrashLand
Check for hard landings that generate sound events
=================
*/
static void PM_CrashLand( void )
{
float delta = 0;
qboolean forceLanding = qfalse;
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
{
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
{
float dot = DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal );
//Com_Printf("%i:crashland %4.2f\n", c_pmove, pm->ps->velocity[2]);
if ( dot < -100.0f )
{
//NOTE: never hits this anyway
if ( pm->gent->m_pVehicle->m_pVehicleInfo->iImpactFX )
{//make sparks
if ( !Q_irand( 0, 3 ) )
{//FIXME: debounce
G_PlayEffect( pm->gent->m_pVehicle->m_pVehicleInfo->iImpactFX, pm->ps->origin, pml.groundTrace.plane.normal );
}
}
int damage = floor(fabs(dot+100)/10.0f);
if ( damage >= 0 )
{
G_Damage( pm->gent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING );
}
}
}
return;
}
if ( (pm->ps->pm_flags&PMF_TRIGGER_PUSHED) )
{
delta = 21;//?
forceLanding = qtrue;
}
else
{
if ( pm->gent && pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT )
{//have to do death on impact if we are falling to our death, FIXME: should we avoid any additional damage this func?
PM_CrashLandDamage( 1000 );
}
else if ( pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
{
if ( JET_Flying( pm->gent ) )
{
if ( pm->gent->client->NPC_class == CLASS_BOBAFETT
|| (pm->gent->client->NPC_class == CLASS_ROCKETTROOPER&&pm->gent->NPC&&pm->gent->NPC->rank<RANK_LT) )
{
JET_FlyStop( pm->gent );
}
else
{
pm->ps->velocity[2] += Q_flrand( 100, 200 );
}
PM_AddEvent( EV_FALL_SHORT );
}
if ( pm->ps->forceJumpZStart )
{//we were force-jumping
forceLanding = qtrue;
}
delta = 1;
}
else if ( pm->ps->jumpZStart && (pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_1||(pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())) )
{//we were force-jumping
if ( pm->ps->origin[2] >= pm->ps->jumpZStart )
{//we landed at same height or higher than we landed
if ( pm->ps->forceJumpZStart )
{//we were force-jumping
forceLanding = qtrue;
}
delta = 0;
}
else
{//take off some of it, at least
delta = (pm->ps->jumpZStart-pm->ps->origin[2]);
float dropAllow = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
if ( dropAllow < 128 )
{//always allow a drop from 128, at least
dropAllow = 128;
}
if ( delta > forceJumpHeight[FORCE_LEVEL_1] )
{//will have to use force jump ability to absorb some of it
forceLanding = qtrue;//absorbed some - just to force the correct animation to play below
}
delta = (delta - dropAllow)/2;
}
if ( delta < 1 )
{
delta = 1;
}
}
if ( !delta )
{
delta = PM_CrashLandDelta( pml.previous_velocity, pm->waterlevel );
}
}
PM_CrashLandEffect();
if ( (pm->ps->pm_flags&PMF_DUCKED) && (level.time-pm->ps->lastOnGround)>500 )
{//must be crouched and have been inthe air for half a second minimum
if( !PM_InOnGroundAnim( pm->ps ) && !PM_InKnockDown( pm->ps ) )
{//roll!
if ( PM_TryRoll() )
{//absorb some impact
delta *= 0.5f;
}
}
}
// If he just entered the water (from a fall presumably), absorb some of the impact.
if ( pm->waterlevel >= 2 )
{
delta *= 0.4f;
}
if ( delta < 1 )
{
AddSoundEvent( pm->gent, pm->ps->origin, 32, AEL_MINOR, qfalse, qtrue );
return;
}
qboolean deadFallSound = qfalse;
if( !PM_InDeathAnim() )
{
if ( PM_InAirKickingAnim( pm->ps->legsAnim )
&& pm->ps->torsoAnim == pm->ps->legsAnim )
{
int anim = PM_GetLandingAnim();
if ( anim != -1 )
{//interrupting a kick clears everything
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
pm->ps->saberMove = LS_READY;
pm->ps->weaponTime = 0;
//stick landings some
pm->ps->velocity[0] *= 0.5f;
pm->ps->velocity[1] *= 0.5f;
}
}
else if ( pm->gent
&& pm->gent->client
&& pm->gent->client->NPC_class == CLASS_ROCKETTROOPER )
{//rockettroopers are simpler
int anim = PM_GetLandingAnim();
if ( anim != -1 )
{
if ( pm->gent->NPC
&& pm->gent->NPC->rank < RANK_LT )
{//special case: ground-based rocket troopers *always* play land anim on whole body
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
}
}
}
else if ( pm->cmd.upmove >= 0 && !PM_InKnockDown( pm->ps ) && !PM_InRoll( pm->ps ))
{//not crouching
if ( delta > 10
|| pm->ps->pm_flags & PMF_BACKWARDS_JUMP
|| (pm->ps->forcePowersActive&(1<<FP_LEVITATION))
|| forceLanding ) //EV_FALL_SHORT or jumping back or force-land
{// decide which landing animation to use
if ( pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_RANCOR || pm->gent->client->NPC_class == CLASS_WAMPA ) )
{
}
else
{
int anim = PM_GetLandingAnim();
if ( anim != -1 )
{
if ( PM_FlippingAnim( pm->ps->torsoAnim )
|| PM_SpinningAnim( pm->ps->torsoAnim )
|| pm->ps->torsoAnim == BOTH_FLIP_LAND )
{//interrupt these if we're going to play a land
pm->ps->torsoAnimTimer = 0;
}
if ( anim == BOTH_FORCELONGLEAP_LAND )
{
if ( pm->gent )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/player/slide.wav" );
}
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
}
else if ( anim == BOTH_FLIP_LAND
|| (pm->ps->torsoAnim == BOTH_FLIP_LAND) )
{
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
}
else if ( PM_InAirKickingAnim( pm->ps->legsAnim )
&& pm->ps->torsoAnim == pm->ps->legsAnim )
{//interrupting a kick clears everything
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
pm->ps->saberMove = LS_READY;
pm->ps->weaponTime = 0;
}
else if ( PM_ForceJumpingAnim( pm->ps->legsAnim )
&& pm->ps->torsoAnim == pm->ps->legsAnim )
{//special case: if land during one of these, set the torso, too, if it's not doing something else
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
}
}
}
}
}
}
else
{
pm->ps->gravity = 1.0;
//PM_CrashLandDamage( delta );
if ( pm->gent )
{
if ((!(pml.groundTrace.surfaceFlags & SURF_NODAMAGE)) &&
// (!(pml.groundTrace.contents & CONTENTS_NODROP)) &&
(!(pm->pointcontents(pm->ps->origin,pm->ps->clientNum) & CONTENTS_NODROP)))
{
if ( pm->waterlevel < 2 )
{//don't play fallsplat when impact in the water
deadFallSound = qtrue;
if ( !(pm->ps->eFlags&EF_NODRAW) )
{//no sound if no draw
if ( delta >= 75 )
{
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/player/fallsplat.wav" );
}
else
{
G_SoundOnEnt( pm->gent, CHAN_BODY, va("sound/player/bodyfall_human%d.wav",Q_irand(1,3)) );
}
}
}
else
{
G_SoundOnEnt( pm->gent, CHAN_BODY, va("sound/player/bodyfall_water%d.wav",Q_irand(1,3)) );
}
if ( gi.VoiceVolume[pm->ps->clientNum]
&& pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
{//I was talking, so cut it off... with a jump sound?
if ( !(pm->ps->eFlags&EF_NODRAW) )
{//no sound if no draw
G_SoundOnEnt( pm->gent, CHAN_VOICE_ATTEN, "*pain100.wav" );
}
}
}
}
if( pm->ps->legsAnim == BOTH_FALLDEATH1 || pm->ps->legsAnim == BOTH_FALLDEATH1INAIR)
{//FIXME: add a little bounce?
//FIXME: cut voice channel?
int old_pm_type = pm->ps->pm_type;
pm->ps->pm_type = PM_NORMAL;
//Hack because for some reason PM_SetAnim just returns if you're dead...???
PM_SetAnim(pm, SETANIM_BOTH, BOTH_FALLDEATH1LAND, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
pm->ps->pm_type = old_pm_type;
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_SUSPICIOUS, qfalse, qtrue );
return;
}
}
// create a local entity event to play the sound
if ( pm->gent && pm->gent->client && pm->gent->client->respawnTime >= level.time - 500 )
{//just spawned in, don't make a noise
return;
}
if ( delta >= 75 )
{
if ( !deadFallSound )
{
if ( !(pm->ps->eFlags&EF_NODRAW) )
{//no sound if no draw
PM_AddEvent( EV_FALL_FAR );
}
}
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
{
PM_CrashLandDamage( delta );
}
if ( pm->gent )
{
if ( pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 256, AEL_SUSPICIOUS, qfalse, qtrue );
}
}
else if ( pm->ps->stats[STAT_HEALTH] <= 0 && pm->gent && pm->gent->enemy )
{
AddSoundEvent( pm->gent->enemy, pm->ps->origin, 256, AEL_DISCOVERED, qfalse, qtrue );
}
}
}
else if ( delta >= 50 )
{
// this is a pain grunt, so don't play it if dead
if ( pm->ps->stats[STAT_HEALTH] > 0 )
{
if ( !deadFallSound )
{
if ( !(pm->ps->eFlags&EF_NODRAW) )
{//no sound if no draw
PM_AddEvent( EV_FALL_MEDIUM );//damage is dealt in g_active, ClientEvents
}
}
if ( pm->gent )
{
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
{
PM_CrashLandDamage( delta );
}
if ( pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR, qfalse, qtrue );
}
}
}
}
}
else if ( delta >= 30 )
{
if ( !deadFallSound )
{
if ( !(pm->ps->eFlags&EF_NODRAW) )
{//no sound if no draw
PM_AddEvent( EV_FALL_SHORT );
}
}
if ( pm->gent )
{
if ( pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 128, AEL_MINOR, qfalse, qtrue );
}
}
else
{
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
{
PM_CrashLandDamage( delta );
}
}
}
}
else
{
if ( !deadFallSound )
{
if ( !(pm->ps->pm_flags&PMF_DUCKED) || !Q_irand( 0, 3 ) )
{//only 25% chance of making landing alert when ducked
AddSoundEvent( pm->gent, pm->ps->origin, 32, AEL_MINOR, qfalse, qtrue );
}
if ( !(pm->ps->eFlags&EF_NODRAW) )
{//no sound if no draw
if ( forceLanding )
{//we were force-jumping
PM_AddEvent( EV_FALL_SHORT );
}
else
{
//moved to cg_player PM_AddEvent( PM_FootstepForSurface() );
}
}
}
}
// start footstep cycle over
pm->ps->bobCycle = 0;
if ( pm->gent && pm->gent->client )
{//stop the force push effect when you land
pm->gent->forcePushTime = 0;
}
}
/*
=============
PM_CorrectAllSolid
=============
*/
static void PM_CorrectAllSolid( void ) {
if ( pm->debugLevel ) {
Com_Printf("%i:allsolid\n", c_pmove); //NOTENOTE: If this ever happens, I'd really like to see this print!
}
// FIXME: jitter around
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
qboolean FlyingCreature( gentity_t *ent )
{
if ( ent->client->ps.gravity <= 0 && (ent->svFlags&SVF_CUSTOM_GRAVITY) )
{
return qtrue;
}
return qfalse;
}
qboolean PM_RocketeersAvoidDangerousFalls( void )
{
if ( pm->gent->NPC
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
{//fixme: fall through if jetpack broken?
if ( JET_Flying( pm->gent ) )
{
if ( pm->gent->client->NPC_class == CLASS_BOBAFETT )
{
pm->gent->client->jetPackTime = level.time + 2000;
//Wait, what if the effect is already playing, how do we know???
//G_PlayEffect( G_EffectIndex( "boba/jetSP" ), pm->gent->playerModel, pm->gent->genericBolt1, pm->gent->s.number, pm->gent->currentOrigin, pm->gent->client->jetPackTime-level.time );
}
else
{
pm->gent->client->jetPackTime = Q3_INFINITE;
}
}
else
{
TIMER_Set( pm->gent, "jetRecharge", 0 );
JET_FlyStart( pm->gent );
}
return qtrue;
}
return qfalse;
}
static void PM_FallToDeath( void )
{
if ( !pm->gent )
{
return;
}
if ( PM_RocketeersAvoidDangerousFalls() )
{
return;
}
// If this is a vehicle, more precisely an animal...
if ( pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
{
Vehicle_t *pVeh = pm->gent->m_pVehicle;
pVeh->m_pVehicleInfo->EjectAll( pVeh );
}
else
{
if ( PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 ) )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_FALLDEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_DEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
G_SoundOnEnt( pm->gent, CHAN_VOICE, "*falling1.wav" );//CHAN_VOICE_ATTEN
}
if ( pm->gent->NPC )
{
pm->gent->NPC->aiFlags |= NPCAI_DIE_ON_IMPACT;
pm->gent->NPC->nextBStateThink = Q3_INFINITE;
}
pm->ps->friction = 1;
}
int PM_ForceJumpAnimForJumpAnim( int anim )
{
switch( anim )
{
case BOTH_JUMP1: //# Jump - wind-up and leave ground
anim = BOTH_FORCEJUMP1; //# Jump - wind-up and leave ground
break;
case BOTH_INAIR1: //# In air loop (from jump)
anim = BOTH_FORCEINAIR1; //# In air loop (from jump)
break;
case BOTH_LAND1: //# Landing (from in air loop)
anim = BOTH_FORCELAND1; //# Landing (from in air loop)
break;
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
anim = BOTH_FORCEJUMPBACK1; //# Jump backwards - wind-up and leave ground
break;
case BOTH_INAIRBACK1: //# In air loop (from jump back)
anim = BOTH_FORCEINAIRBACK1; //# In air loop (from jump back)
break;
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
anim = BOTH_FORCELANDBACK1; //# Landing backwards(from in air loop)
break;
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
anim = BOTH_FORCEJUMPLEFT1; //# Jump left - wind-up and leave ground
break;
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
anim = BOTH_FORCEINAIRLEFT1; //# In air loop (from jump left)
break;
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
anim = BOTH_FORCELANDLEFT1; //# Landing left(from in air loop)
break;
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
anim = BOTH_FORCEJUMPRIGHT1; //# Jump right - wind-up and leave ground
break;
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
anim = BOTH_FORCEINAIRRIGHT1; //# In air loop (from jump right)
break;
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
anim = BOTH_FORCELANDRIGHT1; //# Landing right(from in air loop)
break;
}
return anim;
}
static void PM_SetVehicleAngles( vec3_t normal )
{
if ( !pm->gent->client || pm->gent->client->NPC_class != CLASS_VEHICLE )
return;
Vehicle_t *pVeh = pm->gent->m_pVehicle;
//float curVehicleBankingSpeed;
float vehicleBankingSpeed = pVeh->m_pVehicleInfo->bankingSpeed;//0.25f
vec3_t vAngles;
if ( vehicleBankingSpeed <= 0
|| ( pVeh->m_pVehicleInfo->pitchLimit <= 0 && pVeh->m_pVehicleInfo->rollLimit <= 0 ) )
{//don't bother, this vehicle doesn't bank
return;
}
//FIXME: do 3 traces to define a plane and use that... smoothes it out some, too...
//pitch_roll_for_slope( pm->gent, normal, vAngles );
//FIXME: maybe have some pitch control in water and/or air?
//center of gravity affects pitch in air/water (FIXME: what about roll?)
//float pitchBias = 90.0f*pVeh->m_pVehicleInfo->centerOfGravity[0];//if centerOfGravity is all the way back (-1.0f), vehicle pitches up 90 degrees when in air
VectorClear( vAngles );
if (pm->waterlevel>0 || (normal && (pml.groundTrace.contents&(CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))))
{//in water
// vAngles[PITCH] += (pm->ps->viewangles[PITCH]-vAngles[PITCH])*0.75f + (pitchBias*0.5);
}
else if ( normal )
{//have a valid surface below me
pitch_roll_for_slope( pm->gent, normal, vAngles );
float deltaPitch = (vAngles[PITCH] - pVeh->m_vOrientation[PITCH]);
if (deltaPitch< -10.0f)
{
vAngles[PITCH] = pVeh->m_vOrientation[PITCH] - 10.0f;
}
else if (deltaPitch>10.0f)
{
vAngles[PITCH] = pVeh->m_vOrientation[PITCH] + 10.0f;
}
}
else
{//in air, let pitch match view...?
//FIXME: take center of gravity into account
vAngles[PITCH] = pVeh->m_vOrientation[PITCH] - 1;
if (vAngles[PITCH]<-15)
{
vAngles[PITCH]=-15;
}
//don't bank so fast when in the air
vehicleBankingSpeed *= 0.125f;
}
//NOTE: if angles are flat and we're moving through air (not on ground),
// then pitch/bank?
if (pVeh->m_ulFlags & VEH_SPINNING)
{
vAngles[ROLL] = pVeh->m_vOrientation[ROLL] - 25;
}
else if (pVeh->m_ulFlags & VEH_OUTOFCONTROL)
{
//vAngles[ROLL] = pVeh->m_vOrientation[ROLL] + 5;
}
else if ( pVeh->m_pVehicleInfo->rollLimit > 0 )
{
//roll when banking
vec3_t velocity;
float speed;
VectorCopy( pm->ps->velocity, velocity );
speed = VectorNormalize( velocity );
if ( speed>0.01f )
{
vec3_t rt, tempVAngles;
float side, dotp;
VectorCopy( pVeh->m_vOrientation, tempVAngles );
tempVAngles[ROLL] = 0;
AngleVectors( tempVAngles, NULL, rt, NULL );
dotp = DotProduct( velocity, rt );
//if (fabsf(dotp)>0.5f)
{
speed *= dotp;
// Magic number fun! Speed is used for banking, so modulate the speed by a sine wave
//FIXME: this banks too early
//speed *= sin( (150 + pml.frametime) * 0.003 );
if (level.time < pVeh->m_iTurboTime)
{
speed /= pVeh->m_pVehicleInfo->turboSpeed;
}
else
{
speed /= pVeh->m_pVehicleInfo->speedMax;
}
/// if (pm->cmd.forwardmove==0)
// {
// speed *= 0.5;
// }
// if (pm->cmd.forwardmove<0)
// {
// speed *= 0.1f;
// }
if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
{
speed *= 3.0f;
}
side = speed * 75.0f;
// if (pVeh->m_ulFlags & VEH_STRAFERAM)
// {
// vAngles[ROLL] += side;
// }
// else
{
vAngles[ROLL] -= side;
}
//gi.Printf("VAngles(%f)", vAngles[2]);
}
if (fabsf(vAngles[ROLL])<0.001f)
{
vAngles[ROLL] = 0.0f;
}
}
}
//cap
if ( vAngles[PITCH] > pVeh->m_pVehicleInfo->pitchLimit )
{
vAngles[PITCH] = pVeh->m_pVehicleInfo->pitchLimit;
}
else if ( vAngles[PITCH] < -pVeh->m_pVehicleInfo->pitchLimit )
{
vAngles[PITCH] = -pVeh->m_pVehicleInfo->pitchLimit;
}
if (!(pVeh->m_ulFlags & VEH_SPINNING))
{
if ( vAngles[ROLL] > pVeh->m_pVehicleInfo->rollLimit )
{
vAngles[ROLL] = pVeh->m_pVehicleInfo->rollLimit;
}
else if ( vAngles[ROLL] < -pVeh->m_pVehicleInfo->rollLimit )
{
vAngles[ROLL] = -pVeh->m_pVehicleInfo->rollLimit;
}
}
//do it
for ( int i = 0; i < 3; i++ )
{
if ( i == YAW )
{//yawing done elsewhere
continue;
}
if ( i == ROLL && pVeh->m_ulFlags & VEH_STRAFERAM)
{//during strafe ram, roll is done elsewhere
continue;
}
//bank faster the higher the difference is
/*
else if ( i == PITCH )
{
curVehicleBankingSpeed = vehicleBankingSpeed*fabs(AngleNormalize180(AngleSubtract( vAngles[PITCH], pVeh->m_vOrientation[PITCH] )))/(g_vehicleInfo[pm->ps->vehicleIndex].pitchLimit/2.0f);
}
else if ( i == ROLL )
{
curVehicleBankingSpeed = vehicleBankingSpeed*fabs(AngleNormalize180(AngleSubtract( vAngles[ROLL], pVeh->m_vOrientation[ROLL] )))/(g_vehicleInfo[pm->ps->vehicleIndex].rollLimit/2.0f);
}
if ( curVehicleBankingSpeed )
*/
{
// if ( pVeh->m_vOrientation[i] >= vAngles[i] + vehicleBankingSpeed )
// {
// pVeh->m_vOrientation[i] -= vehicleBankingSpeed;
// }
// else if ( pVeh->m_vOrientation[i] <= vAngles[i] - vehicleBankingSpeed )
// {
// pVeh->m_vOrientation[i] += vehicleBankingSpeed;
// }
// else
{
pVeh->m_vOrientation[i] = vAngles[i];
}
}
}
//gi.Printf("Orientation(%f)", pVeh->m_vOrientation[2]);
}
void BG_ExternThisSoICanRecompileInDebug( Vehicle_t *pVeh, playerState_t *riderPS )
{/*
float pitchSubtract, pitchDelta, yawDelta;
//Com_Printf( S_COLOR_RED"PITCH: %4.2f, YAW: %4.2f, ROLL: %4.2f\n", riderPS->viewangles[0],riderPS->viewangles[1],riderPS->viewangles[2]);
yawDelta = AngleSubtract(riderPS->viewangles[YAW],pVeh->m_vPrevRiderViewAngles[YAW]);
#ifndef QAGAME
if ( !cg_paused.integer )
{
//Com_Printf( "%d - yawDelta %4.2f\n", pm->cmd.serverTime, yawDelta );
}
#endif
yawDelta *= (4.0f*pVeh->m_fTimeModifier);
pVeh->m_vOrientation[ROLL] -= yawDelta;
pitchDelta = AngleSubtract(riderPS->viewangles[PITCH],pVeh->m_vPrevRiderViewAngles[PITCH]);
pitchDelta *= (2.0f*pVeh->m_fTimeModifier);
pitchSubtract = pitchDelta * (fabs(pVeh->m_vOrientation[ROLL])/90.0f);
pVeh->m_vOrientation[PITCH] += pitchDelta-pitchSubtract;
if ( pVeh->m_vOrientation[ROLL] > 0 )
{
pVeh->m_vOrientation[YAW] += pitchSubtract;
}
else
{
pVeh->m_vOrientation[YAW] -= pitchSubtract;
}
pVeh->m_vOrientation[PITCH] = AngleNormalize180( pVeh->m_vOrientation[PITCH] );
pVeh->m_vOrientation[YAW] = AngleNormalize360( pVeh->m_vOrientation[YAW] );
pVeh->m_vOrientation[ROLL] = AngleNormalize180( pVeh->m_vOrientation[ROLL] );
VectorCopy( riderPS->viewangles, pVeh->m_vPrevRiderViewAngles );*/
}
void BG_VehicleTurnRateForSpeed( Vehicle_t *pVeh, float speed, float *mPitchOverride, float *mYawOverride )
{
if ( pVeh && pVeh->m_pVehicleInfo )
{
float speedFrac = 1.0f;
if ( pVeh->m_pVehicleInfo->speedDependantTurning )
{
if ( pVeh->m_LandTrace.fraction >= 1.0f
|| pVeh->m_LandTrace.plane.normal[2] < MIN_LANDING_SLOPE )
{
speedFrac = (speed/(pVeh->m_pVehicleInfo->speedMax*0.75f));
if ( speedFrac < 0.25f )
{
speedFrac = 0.25f;
}
else if ( speedFrac > 1.0f )
{
speedFrac = 1.0f;
}
}
}
if ( pVeh->m_pVehicleInfo->mousePitch )
{
*mPitchOverride = pVeh->m_pVehicleInfo->mousePitch*speedFrac;
}
if ( pVeh->m_pVehicleInfo->mouseYaw )
{
*mYawOverride = pVeh->m_pVehicleInfo->mouseYaw*speedFrac;
}
}
}
/*
=============
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;
qboolean cliff_fall = qfalse;
if ( Flying != FLY_HOVER )
{
if ( !(pm->ps->eFlags&EF_FORCE_DRAINED) )
{
//FIXME: if in a contents_falldeath brush, play the falling death anim and sound?
if ( pm->ps->clientNum != 0 && pm->gent && pm->gent->NPC && pm->gent->client && pm->gent->client->NPC_class != CLASS_DESANN )//desann never falls to his death
{
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{
if ( pm->ps->stats[STAT_HEALTH] > 0
&& !(pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT)
&& !(pm->gent->NPC->aiFlags&NPCAI_JUMP) // doing a path jump
&& !(pm->gent->NPC->scriptFlags&SCF_NO_FALLTODEATH)
&& pm->gent->NPC->behaviorState != BS_JUMP )//not being scripted to jump
{
if ( (level.time - pm->gent->client->respawnTime > 2000)//been in the world for at least 2 seconds
&& (!pm->gent->NPC->timeOfDeath || level.time - pm->gent->NPC->timeOfDeath < 1000) && pm->gent->e_ThinkFunc != thinkF_NPC_RemoveBody //Have to do this now because timeOfDeath is used by thinkF_NPC_RemoveBody to debounce removal checks
&& !(pm->gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
{
if ( !FlyingCreature( pm->gent )
&& g_gravity->value > 0 )
{
if ( !(pm->gent->flags&FL_UNDYING)
&& !(pm->gent->flags&FL_GODMODE) )
{
if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED)
&& !(pm->ps->eFlags&EF_FORCE_DRAINED)
&& !(pm->ps->pm_flags&PMF_TRIGGER_PUSHED) )
{
if ( !pm->ps->forceJumpZStart || pm->ps->forceJumpZStart > pm->ps->origin[2] )// && fabs(pm->ps->velocity[0])<10 && fabs(pm->ps->velocity[1])<10 && pm->ps->velocity[2]<0)//either not force-jumping or force-jumped and now fell below original jump start height
{
/*if ( pm->ps->legsAnim = BOTH_FALLDEATH1
&& pm->ps->legsAnim != BOTH_DEATH1
&& PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 )*/
//New method: predict impact, 400 ahead
vec3_t vel;
float time;
VectorCopy( pm->ps->velocity, vel );
float speed = VectorLength( vel );
if ( !speed )
{//damn divide by zero
speed = 1;
}
time = 400/speed;
vel[2] -= 0.5 * time * pm->ps->gravity;
speed = VectorLength( vel );
if ( !speed )
{//damn divide by zero
speed = 1;
}
time = 400/speed;
VectorScale( vel, time, vel );
VectorAdd( pm->ps->origin, vel, point );
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask );
if ( (trace.contents&CONTENTS_LAVA)
&& PM_RocketeersAvoidDangerousFalls() )
{//got out of it
}
else if ( !trace.allsolid && !trace.startsolid && (pm->ps->origin[2] - trace.endpos[2]) >= 128 )//>=128 so we don't die on steps!
{
if ( trace.fraction == 1.0 )
{//didn't hit, we're probably going to die
if ( pm->ps->velocity[2] < 0 && pm->ps->origin[2] - point[2] > 256 )
{//going down, into a bottomless pit, apparently
PM_FallToDeath();
cliff_fall = qtrue;
}
}
else if ( trace.entityNum < ENTITYNUM_NONE
&& pm->ps->weapon != WP_SABER
&& (!pm->gent || !pm->gent->client || (pm->gent->client->NPC_class != CLASS_BOBAFETT&&pm->gent->client->NPC_class!=CLASS_REBORN&&pm->gent->client->NPC_class!=CLASS_ROCKETTROOPER)) )
{//Jedi don't scream and die if they're heading for a hard impact
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( trace.entityNum == ENTITYNUM_WORLD || (traceEnt && traceEnt->bmodel) )
{//hit architecture, find impact force
float dmg;
VectorCopy( pm->ps->velocity, vel );
time = Distance( trace.endpos, pm->ps->origin )/VectorLength( vel );
vel[2] -= 0.5 * time * pm->ps->gravity;
if ( trace.plane.normal[2] > 0.5 )
{//use falling damage
int waterlevel, junk;
PM_SetWaterLevelAtPoint( trace.endpos, &waterlevel, &junk );
dmg = PM_CrashLandDelta( vel, waterlevel );
if ( dmg >= 30 )
{//there is a minimum fall threshhold
dmg = PM_DamageForDelta( dmg );
}
else
{
dmg = 0;
}
}
else
{//use impact damage
//guestimate
if ( pm->gent->client && pm->gent->client->ps.forceJumpZStart )
{//we were force-jumping
if ( pm->gent->currentOrigin[2] >= pm->gent->client->ps.forceJumpZStart )
{//we landed at same height or higher than we landed
dmg = 0;
}
else
{//FIXME: take off some of it, at least?
dmg = (pm->gent->client->ps.forceJumpZStart-pm->gent->currentOrigin[2])/3;
}
}
dmg = 10 * VectorLength( pm->ps->velocity );
if ( pm->ps->clientNum < MAX_CLIENTS )
{
dmg /= 2;
}
dmg *= 0.01875f;//magic number
}
float maxDmg = pm->ps->stats[STAT_HEALTH]>20?pm->ps->stats[STAT_HEALTH]:20;//a fall that would do less than 20 points of damage should never make us scream to our deaths
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_HOWLER )
{//howlers can survive long falls, despire their health
maxDmg *= 5;
}
if ( dmg >= pm->ps->stats[STAT_HEALTH] )//armor?
{
PM_FallToDeath();
cliff_fall = qtrue;
}
}
}
}
/*
vec3_t start;
//okay, kind of expensive temp hack here, but let's check to see if we should scream
//FIXME: we should either do a better check (predict using actual velocity) or we should wait until they've been over a bottomless pit for a certain amount of time...
VectorCopy( pm->ps->origin, start );
if ( pm->ps->forceJumpZStart < start[2] )
{//Jedi who are force-jumping should only do this from landing point down?
start[2] = pm->ps->forceJumpZStart;
}
VectorCopy( start, point );
point[2] -= 400;//320
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
//FIXME: somehow, people can still get stuck on ledges and not splat when hit...?
if ( !trace.allsolid && !trace.startsolid && trace.fraction == 1.0 )
{
PM_FallToDeath();
cliff_fall = qtrue;
}
*/
}
}
}
}
}
}
}
}
if ( !cliff_fall )
{
if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START
|| pm->ps->legsAnim == BOTH_FLIP_LAND )
{//let it stay on this anim
}
else if ( PM_KnockDownAnimExtended( pm->ps->legsAnim ) )
{//no in-air anims when in knockdown anim
}
else if ( ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_FLIP
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_FLIP
|| pm->ps->legsAnim == BOTH_WALL_FLIP_RIGHT
|| pm->ps->legsAnim == BOTH_WALL_FLIP_LEFT
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_FORWARD
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_LEFT
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_BACK
|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_RIGHT
|| pm->ps->legsAnim == BOTH_CEILING_DROP )
&& !pm->ps->legsAnimTimer )
{//if flip anim is done, okay to use inair
PM_SetAnim( pm, SETANIM_LEGS, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE, 350 ); // Only blend over 100ms
}
else if ( pm->ps->legsAnim == BOTH_FLIP_ATTACK7
|| pm->ps->legsAnim == BOTH_FLIP_HOLD7 )
{
if ( !pm->ps->legsAnimTimer )
{//done?
PM_SetAnim( pm, SETANIM_BOTH, BOTH_FLIP_HOLD7, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 350 ); // Only blend over 100ms
}
}
else if ( PM_InCartwheel( pm->ps->legsAnim ) )
{
if ( pm->ps->legsAnimTimer > 0 )
{//still playing on bottom
}
else
{
PM_SetAnim( pm, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_NORMAL, 350 );
}
}
else if ( PM_InAirKickingAnim( pm->ps->legsAnim ) )
{
if ( pm->ps->legsAnimTimer > 0 )
{//still playing on bottom
}
else
{
PM_SetAnim( pm, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_NORMAL, 350 );
pm->ps->saberMove = LS_READY;
pm->ps->weaponTime = 0;
}
}
else if ( !PM_InRoll( pm->ps )
&& !PM_SpinningAnim( pm->ps->legsAnim )
&& !PM_FlippingAnim( pm->ps->legsAnim )
&& !PM_InSpecialJump( pm->ps->legsAnim ) )
{
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);
if ( trace.fraction == 1.0 )
{//FIXME: if velocity[2] < 0 and didn't jump, use some falling anim
if ( pm->ps->velocity[2] <= 0 && !(pm->ps->pm_flags&PMF_JUMP_HELD))
{
if(!PM_InDeathAnim())
{
// If we're a vehicle, set our falling flag.
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
{
// We're flying in the air.
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
{
pm->gent->m_pVehicle->m_ulFlags |= VEH_FLYING;
}
}
else
{
vec3_t moveDir, lookAngles, lookDir, lookRight;
int anim = BOTH_INAIR1;
VectorCopy( pm->ps->velocity, moveDir );
moveDir[2] = 0;
VectorNormalize( moveDir );
VectorCopy( pm->ps->viewangles, lookAngles );
lookAngles[PITCH] = lookAngles[ROLL] = 0;
AngleVectors( lookAngles, lookDir, lookRight, NULL );
float dot = DotProduct( moveDir, lookDir );
if ( dot > 0.5 )
{//redundant
anim = BOTH_INAIR1;
}
else if ( dot < -0.5 )
{
anim = BOTH_INAIRBACK1;
}
else
{
dot = DotProduct( moveDir, lookRight );
if ( dot > 0.5 )
{
anim = BOTH_INAIRRIGHT1;
}
else if ( dot < -0.5 )
{
anim = BOTH_INAIRLEFT1;
}
else
{//redundant
anim = BOTH_INAIR1;
}
}
if ( pm->ps->forcePowersActive & ( 1 << FP_LEVITATION ) )
{
anim = PM_ForceJumpAnimForJumpAnim( anim );
}
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE, 100 ); // Only blend over 100ms
}
}
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )
{
if ( pm->cmd.forwardmove >= 0 )
{
if(!PM_InDeathAnim())
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMP1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
}
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
}
else if ( pm->cmd.forwardmove < 0 )
{
if(!PM_InDeathAnim())
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMPBACK1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
}
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
}
}
else
{
// If we're a vehicle, set our falling flag.
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
{
// We're on the ground.
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
{
pm->gent->m_pVehicle->m_ulFlags &= ~VEH_FLYING;
}
}
}
}
}
}
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
pm->ps->jumpZStart = pm->ps->origin[2];
}
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
}
/*
=============
PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
vec3_t point;
trace_t trace;
if ( (pm->ps->eFlags&EF_LOCKED_TO_WEAPON)
|| (pm->ps->eFlags&EF_HELD_BY_RANCOR)
|| (pm->ps->eFlags&EF_HELD_BY_WAMPA)
|| (pm->ps->eFlags&EF_HELD_BY_SAND_CREATURE)
|| PM_RidingVehicle() )
{
pml.groundPlane = qtrue;
pml.walking = qtrue;
pm->ps->groundEntityNum = ENTITYNUM_WORLD;
pm->ps->lastOnGround = level.time;
/*
pml.groundTrace.allsolid = qfalse;
pml.groundTrace.contents = CONTENTS_SOLID;
VectorCopy( pm->ps->origin, pml.groundTrace.endpos );
pml.groundTrace.entityNum = ENTITYNUM_WORLD;
pml.groundTrace.fraction = 0.0f;;
pml.groundTrace.G2CollisionMap = NULL;
pml.groundTrace.plane.dist = 0.0f;
VectorSet( pml.groundTrace.plane.normal, 0, 0, 1 );
pml.groundTrace.plane.pad = 0;
pml.groundTrace.plane.signbits = 0;
pml.groundTrace.plane.type = 0;;
pml.groundTrace.startsolid = qfalse;
pml.groundTrace.surfaceFlags = 0;
*/
return;
}
else if ( pm->ps->legsAnimTimer > 300
&& (pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START) )
{//wall-running forces you to be in the air
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
return;
}
float minNormal = (float)MIN_WALK_NORMAL;
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
{//FIXME: extern this as part of vehicle data
minNormal = pm->gent->m_pVehicle->m_pVehicleInfo->maxSlope;
}
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25f;
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...
if ( trace.allsolid ) {
PM_CorrectAllSolid();
return;
}
// if the trace didn't hit anything, we are in free fall
if ( trace.fraction == 1.0 || g_gravity->value <= 0 )
{
PM_GroundTraceMissed();
pml.groundPlane = qfalse;
pml.walking = qfalse;
/*
if ( pm->ps->vehicleIndex != VEHICLE_NONE )
{
PM_SetVehicleAngles( NULL );
}
*/
return;
}
// Not a vehicle and not riding one.
if ( pm->gent
&& pm->gent->client
&& pm->gent->client->NPC_class != CLASS_SAND_CREATURE
&& (pm->gent->client->NPC_class != CLASS_VEHICLE && !PM_RidingVehicle() ) )
{
// check if getting thrown off the ground
if ( ((pm->ps->velocity[2]>0&&(pm->ps->pm_flags&PMF_TIME_KNOCKBACK))||pm->ps->velocity[2]>100) && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 )
{//either thrown off ground (PMF_TIME_KNOCKBACK) or going off the ground at a large velocity
if ( pm->debugLevel ) {
Com_Printf("%i:kickoff\n", c_pmove);
}
// go into jump animation
if ( PM_FlippingAnim( pm->ps->legsAnim) )
{//we're flipping
}
else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
{//special jumps
}
else if ( PM_InKnockDown( pm->ps ) )
{//in knockdown
}
else if ( PM_InRoll( pm->ps ) )
{//in knockdown
}
else if ( PM_KickingAnim( pm->ps->legsAnim ) )
{//in kick
}
else if ( pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_RANCOR || pm->gent->client->NPC_class == CLASS_WAMPA) )
{
}
else
{
PM_JumpForDir();
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
}
/*
if ( pm->ps->vehicleIndex != VEHICLE_NONE )
{
PM_SetVehicleAngles( trace.plane.normal );
}
*/
// slopes that are too steep will not be considered onground
if ( trace.plane.normal[2] < minNormal ) {
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;
}
//FIXME: if the ground surface is a "cover surface (like tall grass), add a "cover" flag to me
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);
}
//if ( !PM_ClientImpact( trace.entityNum, qtrue ) )
{
PM_CrashLand();
// 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;
}
if (!pm->cmd.forwardmove && !pm->cmd.rightmove) {
if ( Flying != FLY_HOVER )
{
pm->ps->velocity[2] = 0; //wouldn't normally want this because of slopes, but we aren't tyring to move...
}
}
}
}
pm->ps->groundEntityNum = trace.entityNum;
pm->ps->lastOnGround = level.time;
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//if a player, clear the jumping "flag" so can't double-jump
pm->ps->forceJumpCharge = 0;
}
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
PM_AddTouchEnt( trace.entityNum );
}
int LastMatrixJumpTime = 0;
#define DEBUGMATRIXJUMP 0
void PM_HoverTrace( void )
{
if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_VEHICLE )
{
return;
}
Vehicle_t *pVeh = pm->gent->m_pVehicle;
float hoverHeight = pVeh->m_pVehicleInfo->hoverHeight;
vec3_t point, vAng, fxAxis[3];
trace_t *trace = &pml.groundTrace;
int traceContents = pm->tracemask;
pml.groundPlane = qfalse;
float relativeWaterLevel = (pm->ps->waterheight - (pm->ps->origin[2]+pm->mins[2]));
if ( pm->waterlevel && relativeWaterLevel >= 0 )
{//in water
if ( pVeh->m_pVehicleInfo->bouyancy <= 0.0f )
{//sink like a rock
}
else
{//rise up
float floatHeight = (pVeh->m_pVehicleInfo->bouyancy * ((pm->maxs[2]-pm->mins[2])*0.5f)) - (hoverHeight*0.5f);//1.0f should make you float half-in, half-out of water
if ( relativeWaterLevel > floatHeight )
{//too low, should rise up
pm->ps->velocity[2] += (relativeWaterLevel - floatHeight) * pVeh->m_fTimeModifier;
}
}
if ( pm->ps->waterheight < pm->ps->origin[2]+pm->maxs[2] )
{//part of us is sticking out of water
if ( fabs(pm->ps->velocity[0]) + fabs(pm->ps->velocity[1]) > 100 )
{//moving at a decent speed
if ( Q_irand( pml.frametime, 100 ) >= 50 )
{//splash
vAng[PITCH] = vAng[ROLL] = 0;
vAng[YAW] = pVeh->m_vOrientation[YAW];
AngleVectors( vAng, fxAxis[2], fxAxis[1], fxAxis[0] );
vec3_t wakeOrg;
VectorCopy( pm->ps->origin, wakeOrg );
wakeOrg[2] = pm->ps->waterheight;
if ( pVeh->m_pVehicleInfo->iWakeFX )
{
G_PlayEffect( pVeh->m_pVehicleInfo->iWakeFX, wakeOrg, fxAxis );
}
}
}
pml.groundPlane = qtrue;
}
}
else
{
float minNormal = (float)MIN_WALK_NORMAL;
minNormal = pVeh->m_pVehicleInfo->maxSlope;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - (hoverHeight*3.0f);
//FIXME: check for water, too? If over water, go slower and make wave effect
// If *in* water, go really slow and use bouyancy stat to determine how far below surface to float
//NOTE: if bouyancy is 2.0f or higher, you float over water like it's solid ground.
// if it's 1.0f, you sink halfway into water. If it's 0, you sink...
if ( pVeh->m_pVehicleInfo->bouyancy >= 2.0f )
{//sit on water
traceContents |= (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA);
}
pm->trace( trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, traceContents );
if ( trace->plane.normal[2] >= minNormal )
{//not a steep slope, so push us up
if ( trace->fraction < 0.3f )
{//push up off ground
float hoverForce = pVeh->m_pVehicleInfo->hoverStrength;
pm->ps->velocity[2] += (0.3f-trace->fraction)*hoverForce*pVeh->m_fTimeModifier;
// if (pm->ps->velocity[2]>60.0f)
// {
// pm->ps->velocity[2] = 60.0f;
// }
if ( (trace->contents&(CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) )
{//hovering on water, make a spash if moving
if ( fabs(pm->ps->velocity[0]) + fabs(pm->ps->velocity[1]) > 100 )
{//moving at a decent speed
if ( Q_irand( pml.frametime, 100 ) >= 50 )
{//splash
vAng[PITCH] = vAng[ROLL] = 0;
vAng[YAW] = pVeh->m_vOrientation[YAW];
AngleVectors( vAng, fxAxis[2], fxAxis[1], fxAxis[0] );
if ( pVeh->m_pVehicleInfo->iWakeFX )
{
G_PlayEffect( pVeh->m_pVehicleInfo->iWakeFX, trace->endpos, fxAxis );
}
}
}
}
if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
{
if ( Q_irand( pml.frametime, 100 ) >= 50 )
{//dust
VectorClear(fxAxis[0]);
fxAxis[0][2] = 1;
VectorCopy(pm->ps->velocity, fxAxis[1]);
fxAxis[1][2] *= 0.01f;
VectorMA(pm->ps->origin, 0.25f, fxAxis[1], point);
G_PlayEffect("ships/swoop_dust", point, fxAxis[0]);
}
}
pml.groundPlane = qtrue;
}
}
}
if ( pml.groundPlane )
{
PM_SetVehicleAngles( pml.groundTrace.plane.normal );
// We're on the ground.
// if (pVeh->m_ulFlags&VEH_FLYING && level.time<pVeh->m_iTurboTime)
// {
// pVeh->m_iTurboTime = 0; // stop turbo
// }
pVeh->m_ulFlags &= ~VEH_FLYING;
pVeh->m_vAngularVelocity = 0.0f;
}
else
{
PM_SetVehicleAngles( NULL );
// We're flying in the air.
pVeh->m_ulFlags |= VEH_FLYING;
//groundTrace
if (pVeh->m_vAngularVelocity==0.0f)
{
pVeh->m_vAngularVelocity = pVeh->m_vOrientation[YAW] - pVeh->m_vPrevOrientation[YAW];
if (pVeh->m_vAngularVelocity<-15.0f)
{
pVeh->m_vAngularVelocity = -15.0f;
}
if (pVeh->m_vAngularVelocity> 15.0f)
{
pVeh->m_vAngularVelocity = 15.0f;
}
// BEGIN MATRIX MODE INIT FOR JUMP
//=================================
if (pm->gent &&
pm->gent->owner &&
(pm->gent->owner->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent->owner)) &&
pVeh->m_pVehicleInfo->type==VH_SPEEDER &&
level.time>(LastMatrixJumpTime+5000) && VectorLength(pm->ps->velocity)>30.0f)
{
LastMatrixJumpTime = level.time;
vec3_t predictedApx;
vec3_t predictedFallVelocity;
vec3_t predictedLandPosition;
VectorScale(pm->ps->velocity, 2.0f, predictedFallVelocity); // take friction into account
predictedFallVelocity[2] = -(pm->ps->gravity * 1.1f); // take gravity into account
VectorMA(pm->ps->origin, 0.25f, pm->ps->velocity, predictedApx);
VectorMA(predictedApx, 0.25f, predictedFallVelocity, predictedLandPosition);
trace_t trace2;
gi.trace( &trace2, predictedApx, pm->mins, pm->maxs, predictedLandPosition, pm->ps->clientNum, traceContents);
if (!trace2.startsolid && !trace2.allsolid && trace2.fraction>0.75 && Q_irand(0, 3)==0)
{
LastMatrixJumpTime += 20000;
G_StartMatrixEffect(pm->gent, MEF_HIT_GROUND_STOP);
// CG_DrawEdge(pm->ps->origin, predictedApx, EDGE_WHITE_TWOSECOND);
// CG_DrawEdge(predictedApx, predictedLandPosition, EDGE_WHITE_TWOSECOND);
}
// else
// {
// CG_DrawEdge(pm->ps->origin, predictedApx, EDGE_RED_TWOSECOND);
// CG_DrawEdge(predictedApx, predictedLandPosition, EDGE_RED_TWOSECOND);
// }
}
//=================================
}
pVeh->m_vAngularVelocity *= 0.95f; // Angular Velocity Decays Over Time
}
PM_GroundTraceMissed();
}
#ifdef _XBOX
short npcsToUpdate[MAX_NPC_WATER_UPDATE]; // queue of npcs
short npcsToUpdateTop = 0; // top of the queue
short npcsToUpdateCount = 0; // number of npcs in the queue
/*
=============
PM_SetWaterLevelAtPoint2
Xbox version does not depend on a pmove structure
This function is used to update AI waterlevels every few
frames.
=============
*/
static void PM_SetWaterLevelAtPoint2( vec3_t org, int *waterlevel, int *watertype, int clientNum, int viewHeight )
{
vec3_t point;
int cont;
int sample1;
int sample2;
// use the server fucntion directly, we don't have a pmove ptr to work with right now
extern int SV_PointContents( const vec3_t p, int passEntityNum );
//
// get waterlevel, accounting for ducking
//
*waterlevel = 0;
*watertype = 0;
point[0] = org[0];
point[1] = org[1];
point[2] = org[2] + DEFAULT_MINS_2 + 1;
cont = SV_PointContents( point, clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
sample2 = viewHeight - DEFAULT_MINS_2;
sample1 = sample2 / 2;
*watertype = cont;
*waterlevel = 1;
point[2] = org[2] + DEFAULT_MINS_2 + sample1;
cont = SV_PointContents( point, clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
*waterlevel = 2;
point[2] = org[2] + DEFAULT_MINS_2 + sample2;
cont = SV_PointContents( point, clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
*waterlevel = 3;
}
}
}
}
/*
=============
AddNPCToWaterUpdate
This function adds an AI to the water level update queue
=============
*/
static void AddNPCToWaterUpdate(int num)
{
// get an entity pointer
gentity_t *ent = g_entities + num;
// only add this client if it isn't already queued
if(ent->wupdate == 0)
{
// check to make sure we don't have too many NPCs in the queue
if((npcsToUpdateCount + 1) < MAX_NPC_WATER_UPDATE)
{
// figure out where to place this npc in the queue
int spot = npcsToUpdateTop + npcsToUpdateCount;
if(spot < MAX_NPC_WATER_UPDATE)
{
npcsToUpdate[spot] = num;
}
else
{
npcsToUpdate[spot - MAX_NPC_WATER_UPDATE] = num;
}
// set the water update flag
ent->wupdate = 1;
// update the queue count
npcsToUpdateCount++;
}
else
{
// the queue isn't big enough
assert(0);
}
}
}
/*
=============
UpdateNPCWaterLevels
This function updates the water level for MAX_NPC_WATER_UPDATES_PER_FRAME NPCs
=============
*/
void UpdateNPCWaterLevels(void)
{
int i;
gentity_t *ent;
// update the maxium number per frame
for(i = 0; i < MAX_NPC_WATER_UPDATES_PER_FRAME; i++)
{
// make sure we have something to update
if(npcsToUpdateCount)
{
// if the clientnum is -1, we've got some serious problems
assert(npcsToUpdate[npcsToUpdateTop] != -1);
// get an enitiy pointer
ent = g_entities + npcsToUpdate[npcsToUpdateTop];
// make sure this client isn't in Jedi heaven
if(ent->client)
{
// set the previous water level... this is used later to update the water state
ent->prev_waterlevel = ent->waterlevel;
// get our new state
PM_SetWaterLevelAtPoint2( ent->currentOrigin, &ent->waterlevel, &ent->watertype, npcsToUpdate[npcsToUpdateTop], ent->client->ps.viewheight );
// flag this client as updated
ent->wupdate = 0;
}
// clear this client from the queue
npcsToUpdate[npcsToUpdateTop] = -1;
// move our queue ptr and decr our count
npcsToUpdateTop++;
npcsToUpdateCount--;
// if the top is pointing to the end wrap it around the the start
if(npcsToUpdateTop == MAX_NPC_WATER_UPDATE)
{
npcsToUpdateTop = 0;
}
}
}
}
#endif // _XBOX
/*
=============
PM_SetWaterLevelAtPoint FIXME: avoid this twice? certainly if not moving
=============
*/
static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype )
{
vec3_t point;
int cont;
int sample1;
int sample2;
//
// get waterlevel, accounting for ducking
//
*waterlevel = 0;
*watertype = 0;
point[0] = org[0];
point[1] = org[1];
point[2] = org[2] + DEFAULT_MINS_2 + 1;
if (gi.totalMapContents() & (MASK_WATER|CONTENTS_LADDER))
{
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
sample2 = pm->ps->viewheight - DEFAULT_MINS_2;
sample1 = sample2 / 2;
*watertype = cont;
*waterlevel = 1;
point[2] = org[2] + DEFAULT_MINS_2 + sample1;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
*waterlevel = 2;
point[2] = org[2] + DEFAULT_MINS_2 + sample2;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
{
*waterlevel = 3;
}
}
}
}
}
void PM_SetWaterHeight( void )
{
pm->ps->waterHeightLevel = WHL_NONE;
if ( pm->waterlevel < 1 )
{
pm->ps->waterheight = pm->ps->origin[2] + DEFAULT_MINS_2 - 4;
return;
}
trace_t trace;
vec3_t top, bottom;
VectorCopy( pm->ps->origin, top );
VectorCopy( pm->ps->origin, bottom );
top[2] += pm->gent->client->standheight;
bottom[2] += DEFAULT_MINS_2;
gi.trace( &trace, top, pm->mins, pm->maxs, bottom, pm->ps->clientNum, MASK_WATER );
if ( trace.startsolid )
{//under water
pm->ps->waterheight = top[2] + 4;
}
else if ( trace.fraction < 1.0f )
{//partially in and partially out of water
pm->ps->waterheight = trace.endpos[2]+pm->mins[2];
}
else if ( trace.contents&MASK_WATER )
{//water is above me
pm->ps->waterheight = top[2] + 4;
}
else
{//water is below me
pm->ps->waterheight = bottom[2] - 4;
}
float distFromEyes = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;
if ( distFromEyes < 0 )
{
pm->ps->waterHeightLevel = WHL_UNDER;
}
else if ( distFromEyes < 6 )
{
pm->ps->waterHeightLevel = WHL_HEAD;
}
else if ( distFromEyes < 18 )
{
pm->ps->waterHeightLevel = WHL_SHOULDERS;
}
else if ( distFromEyes < pm->gent->client->standheight-8 )
{//at least 8 above origin
pm->ps->waterHeightLevel = WHL_TORSO;
}
else
{
float distFromOrg = pm->ps->origin[2]-pm->ps->waterheight;
if ( distFromOrg < 6 )
{
pm->ps->waterHeightLevel = WHL_WAIST;
}
else if ( distFromOrg < 16 )
{
pm->ps->waterHeightLevel = WHL_KNEES;
}
else if ( distFromOrg > fabs(pm->mins[2]) )
{
pm->ps->waterHeightLevel = WHL_NONE;
}
else
{
pm->ps->waterHeightLevel = WHL_ANKLES;
}
}
}
/*
==============
PM_SetBounds
Sets mins, maxs
==============
*/
static void PM_SetBounds (void)
{
if ( pm->gent && pm->gent->client )
{
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
{
//assert(0);
}
VectorCopy( pm->gent->mins, pm->mins );
VectorCopy( pm->gent->maxs, pm->maxs );
}
else
{
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
{
assert(0);
}
pm->mins[0] = DEFAULT_MINS_0;
pm->mins[1] = DEFAULT_MINS_1;
pm->maxs[0] = DEFAULT_MAXS_0;
pm->maxs[1] = DEFAULT_MAXS_1;
pm->mins[2] = DEFAULT_MINS_2;
pm->maxs[2] = DEFAULT_MAXS_2;
}
}
/*
==============
PM_CheckDuck
Sets mins, maxs, and pm->ps->viewheight
==============
*/
static void PM_CheckDuck (void)
{
trace_t trace;
int standheight;
int crouchheight;
int oldHeight;
if ( pm->gent && pm->gent->client )
{
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
{
//assert(0);
}
if ( pm->ps->clientNum < MAX_CLIENTS
&& (pm->gent->client->NPC_class == CLASS_ATST ||pm->gent->client->NPC_class == CLASS_RANCOR)
&& !cg.renderingThirdPerson )
{
standheight = crouchheight = 128;
}
else
{
standheight = pm->gent->client->standheight;
crouchheight = pm->gent->client->crouchheight;
}
}
else
{
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
{
assert(0);
}
standheight = DEFAULT_MAXS_2;
crouchheight = CROUCH_MAXS_2;
}
if ( PM_RidingVehicle() || (pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE) )
{//riding a vehicle or are a vehicle
//no ducking or rolling when on a vehicle
//right? not even on ones that you just ride on top of?
pm->ps->pm_flags &= ~PMF_DUCKED;
pm->maxs[2] = standheight;
//FIXME: have a crouchviewheight and standviewheight on ent?
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
//NOTE: we don't clear the pm->cmd.upmove here because
//the vehicle code may need it later... but, for riders,
//it should have already been copied over to the vehicle, right?
return;
}
if ( PM_InGetUp( pm->ps ) )
{//can't do any kind of crouching when getting up
if ( pm->ps->legsAnim == BOTH_GETUP_CROUCH_B1 || pm->ps->legsAnim == BOTH_GETUP_CROUCH_F1 )
{//crouched still
pm->ps->pm_flags |= PMF_DUCKED;
pm->maxs[2] = crouchheight;
}
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
return;
}
oldHeight = pm->maxs[2];
if ( PM_InRoll( pm->ps ) )
{
/*
if ( pm->ps->clientNum && pm->gent && pm->gent->client )
{
pm->maxs[2] = pm->gent->client->renderInfo.eyePoint[2]-pm->ps->origin[2] + 4;
if ( crouchheight > pm->maxs[2] )
{
pm->maxs[2] = crouchheight;
}
}
else
*/
{
pm->maxs[2] = crouchheight;
}
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
pm->ps->pm_flags |= PMF_DUCKED;
return;
}
if ( PM_GettingUpFromKnockDown( standheight, crouchheight ) )
{
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
return;
}
if ( PM_InKnockDown( pm->ps ) )
{//forced crouch
if ( pm->gent && pm->gent->client )
{//interrupted any potential delayed weapon fires
pm->gent->client->fireDelay = 0;
}
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
pm->ps->pm_flags |= PMF_DUCKED;
return;
}
if ( pm->cmd.upmove < 0 )
{ // trying to duck
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && !PM_SwimmingAnim( pm->ps->legsAnim ) )
{//Not ducked already and trying to duck in mid-air
//will raise your feet, unducking whilst in air will drop feet
if ( !(pm->ps->pm_flags&PMF_DUCKED) )
{
pm->ps->eFlags ^= EF_TELEPORT_BIT;
}
if ( pm->gent )
{
pm->ps->origin[2] += oldHeight - pm->maxs[2];//diff will be zero if were already ducking
//Don't worry, we know we fit in a smaller size
}
}
pm->ps->pm_flags |= PMF_DUCKED;
if ( d_JediAI->integer )
{
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
{
Com_Printf( "ducking\n" );
}
}
}
else
{ // want to stop ducking, stand up if possible
if ( pm->ps->pm_flags & PMF_DUCKED )
{//Was ducking
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//unducking whilst in air will try to drop feet
pm->maxs[2] = standheight;
pm->ps->origin[2] += oldHeight - pm->maxs[2];
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid )
{
pm->ps->eFlags ^= EF_TELEPORT_BIT;
pm->ps->pm_flags &= ~PMF_DUCKED;
}
else
{//Put us back
pm->ps->origin[2] -= oldHeight - pm->maxs[2];
}
//NOTE: this isn't the best way to check this, you may have room to unduck
//while in air, but your feet are close to landing. Probably won't be a
//noticable shortcoming
}
else
{
// try to stand up
pm->maxs[2] = standheight;
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 )
{//Still ducking
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
}
else
{//standing now
pm->maxs[2] = standheight;
//FIXME: have a crouchviewheight and standviewheight on ent?
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
}
}
}
//===================================================================
qboolean PM_SaberLockAnim( int anim )
{
switch ( anim )
{
case BOTH_BF2LOCK: //#
case BOTH_BF1LOCK: //#
case BOTH_CWCIRCLELOCK: //#
case BOTH_CCWCIRCLELOCK: //#
return qtrue;
}
return qfalse;
}
qboolean PM_ForceAnim( int anim )
{
switch ( anim )
{
case BOTH_CHOKE1: //being choked...???
case BOTH_GESTURE1: //taunting...
case BOTH_RESISTPUSH: //# plant yourself to resist force push/pulls.
case BOTH_FORCEPUSH: //# Use off-hand to do force power.
case BOTH_FORCEPULL: //# Use off-hand to do force power.
case BOTH_MINDTRICK1: //# Use off-hand to do mind trick
case BOTH_MINDTRICK2: //# Use off-hand to do distraction
case BOTH_FORCELIGHTNING: //# Use off-hand to do lightning
case BOTH_FORCELIGHTNING_START:
case BOTH_FORCELIGHTNING_HOLD: //# Use off-hand to do lightning
case BOTH_FORCELIGHTNING_RELEASE: //# Use off-hand to do lightning
case BOTH_FORCEHEAL_START: //# Healing meditation pose start
case BOTH_FORCEHEAL_STOP: //# Healing meditation pose end
case BOTH_FORCEHEAL_QUICK: //# Healing meditation gesture
case BOTH_FORCEGRIP1: //# temp force-grip anim (actually re-using push)
case BOTH_FORCEGRIP_HOLD: //# temp force-grip anim (actually re-using push)
case BOTH_FORCEGRIP_RELEASE: //# temp force-grip anim (actually re-using push)
//case BOTH_FORCEGRIP3: //# force-gripping
case BOTH_FORCE_RAGE:
case BOTH_FORCE_2HANDEDLIGHTNING:
case BOTH_FORCE_2HANDEDLIGHTNING_START:
case BOTH_FORCE_2HANDEDLIGHTNING_HOLD:
case BOTH_FORCE_2HANDEDLIGHTNING_RELEASE:
case BOTH_FORCE_DRAIN:
case BOTH_FORCE_DRAIN_START:
case BOTH_FORCE_DRAIN_HOLD:
case BOTH_FORCE_DRAIN_RELEASE:
case BOTH_FORCE_ABSORB:
case BOTH_FORCE_ABSORB_START:
case BOTH_FORCE_ABSORB_END:
case BOTH_FORCE_PROTECT:
case BOTH_FORCE_PROTECT_FAST:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InSaberAnim( int anim )
{
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H1_S1_BR )
{
return qtrue;
}
return qfalse;
}
qboolean PM_InForceGetUp( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
if ( ps->legsAnimTimer )
{
return qtrue;
}
break;
}
return qfalse;
}
qboolean PM_InGetUp( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_GETUP_CROUCH_F1:
case BOTH_GETUP_CROUCH_B1:
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
if ( ps->legsAnimTimer )
{
return qtrue;
}
break;
default:
return PM_InForceGetUp( ps );
break;
}
//what the hell, redundant, but...
return qfalse;
}
qboolean PM_InGetUpNoRoll( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_GETUP_CROUCH_F1:
case BOTH_GETUP_CROUCH_B1:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
if ( ps->legsAnimTimer )
{
return qtrue;
}
break;
}
return qfalse;
}
qboolean PM_InKnockDown( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
//special anims:
case BOTH_RELEASED:
return qtrue;
break;
case BOTH_LK_DL_ST_T_SB_1_L:
if ( ps->legsAnimTimer < 550 )
{
return qtrue;
}
break;
case BOTH_PLAYER_PA_3_FLY:
if ( ps->legsAnimTimer < 300 )
{
return qtrue;
}
/*
else if ( ps->clientNum < MAX_CLIENTS
&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
{
return qtrue;
}
*/
break;
default:
return PM_InGetUp( ps );
break;
}
return qfalse;
}
qboolean PM_InKnockDownNoGetup( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
//special anims:
case BOTH_RELEASED:
return qtrue;
break;
case BOTH_LK_DL_ST_T_SB_1_L:
if ( ps->legsAnimTimer < 550 )
{
return qtrue;
}
break;
case BOTH_PLAYER_PA_3_FLY:
if ( ps->legsAnimTimer < 300 )
{
return qtrue;
}
/*
else if ( ps->clientNum < MAX_CLIENTS
&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
{
return qtrue;
}
*/
break;
}
return qfalse;
}
qboolean PM_InKnockDownOnGround( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
case BOTH_RELEASED:
//if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer > 300 )
{//at end of fall down anim
return qtrue;
}
break;
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_GETUP_CROUCH_F1:
case BOTH_GETUP_CROUCH_B1:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer < 500 )
{//at beginning of getup anim
return qtrue;
}
break;
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer < 500 )
{//at beginning of getup anim
return qtrue;
}
break;
case BOTH_LK_DL_ST_T_SB_1_L:
if ( ps->legsAnimTimer < 1000 )
{
return qtrue;
}
break;
case BOTH_PLAYER_PA_3_FLY:
if ( ps->legsAnimTimer < 300 )
{
return qtrue;
}
/*
else if ( ps->clientNum < MAX_CLIENTS
&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
{
return qtrue;
}
*/
break;
}
return qfalse;
}
qboolean PM_CrouchGetup( float crouchheight )
{
pm->maxs[2] = crouchheight;
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
int anim = -1;
switch ( pm->ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN4:
case BOTH_RELEASED:
case BOTH_PLAYER_PA_3_FLY:
anim = BOTH_GETUP_CROUCH_B1;
break;
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN5:
case BOTH_LK_DL_ST_T_SB_1_L:
anim = BOTH_GETUP_CROUCH_F1;
break;
}
if ( anim == -1 )
{//WTF? stay down?
pm->ps->legsAnimTimer = 100;//hold this anim for another 10th of a second
return qfalse;
}
else
{//get up into crouch anim
if ( PM_LockedAnim( pm->ps->torsoAnim ) )
{//need to be able to override this anim
pm->ps->torsoAnimTimer = 0;
}
if ( PM_LockedAnim( pm->ps->legsAnim ) )
{//need to be able to override this anim
pm->ps->legsAnimTimer = 0;
}
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
pm->ps->saberBlocked = BLOCKED_NONE;
return qtrue;
}
}
extern qboolean PM_GoingToAttackDown( playerState_t *ps );
qboolean PM_CheckRollGetup( void )
{
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN1
|| pm->ps->legsAnim == BOTH_KNOCKDOWN2
|| pm->ps->legsAnim == BOTH_KNOCKDOWN3
|| pm->ps->legsAnim == BOTH_KNOCKDOWN4
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L
|| pm->ps->legsAnim == BOTH_PLAYER_PA_3_FLY
|| pm->ps->legsAnim == BOTH_RELEASED )
{//lying on back or front
if ( ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && ( pm->cmd.rightmove || (pm->cmd.forwardmove&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) ) )//player pressing left or right
|| ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) && pm->gent->NPC//an NPC
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0//have at least force jump 1
&& pm->gent->enemy //I have an enemy
&& pm->gent->enemy->client//a client
&& pm->gent->enemy->enemy == pm->gent//he's mad at me!
&& (PM_GoingToAttackDown( &pm->gent->enemy->client->ps )||!Q_irand(0,2))//he's attacking downward! (or we just feel like doing it this time)
&& ((pm->gent->client&&pm->gent->client->NPC_class==CLASS_ALORA)||Q_irand( 0, RANK_CAPTAIN )<pm->gent->NPC->rank) ) )//higher rank I am, more likely I am to roll away!
{//roll away!
int anim;
qboolean forceGetUp = qfalse;
if ( pm->cmd.forwardmove > 0 )
{
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
{
anim = BOTH_GETUP_FROLL_F;
}
else
{
anim = BOTH_GETUP_BROLL_F;
}
forceGetUp = qtrue;
}
else if ( pm->cmd.forwardmove < 0 )
{
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
{
anim = BOTH_GETUP_FROLL_B;
}
else
{
anim = BOTH_GETUP_BROLL_B;
}
forceGetUp = qtrue;
}
else if ( pm->cmd.rightmove > 0 )
{
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
{
anim = BOTH_GETUP_FROLL_R;
}
else
{
anim = BOTH_GETUP_BROLL_R;
}
}
else if ( pm->cmd.rightmove < 0 )
{
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
{
anim = BOTH_GETUP_FROLL_L;
}
else
{
anim = BOTH_GETUP_BROLL_L;
}
}
else
{
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
{//on your front
anim = Q_irand( BOTH_GETUP_FROLL_B, BOTH_GETUP_FROLL_R );
}
else
{
anim = Q_irand( BOTH_GETUP_BROLL_B, BOTH_GETUP_BROLL_R );
}
}
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
{
if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
{//oops, try other one
if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
{
if ( anim == BOTH_GETUP_FROLL_R )
{
anim = BOTH_GETUP_FROLL_L;
}
else if ( anim == BOTH_GETUP_FROLL_F )
{
anim = BOTH_GETUP_FROLL_B;
}
else if ( anim == BOTH_GETUP_FROLL_B )
{
anim = BOTH_GETUP_FROLL_F;
}
else
{
anim = BOTH_GETUP_FROLL_L;
}
if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
{//neither side is clear, screw it
return qfalse;
}
}
else
{
if ( anim == BOTH_GETUP_BROLL_R )
{
anim = BOTH_GETUP_BROLL_L;
}
else if ( anim == BOTH_GETUP_BROLL_F )
{
anim = BOTH_GETUP_BROLL_B;
}
else if ( anim == BOTH_GETUP_FROLL_B )
{
anim = BOTH_GETUP_BROLL_F;
}
else
{
anim = BOTH_GETUP_BROLL_L;
}
if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
{//neither side is clear, screw it
return qfalse;
}
}
}
}
pm->cmd.rightmove = pm->cmd.forwardmove = 0;
if ( PM_LockedAnim( pm->ps->torsoAnim ) )
{//need to be able to override this anim
pm->ps->torsoAnimTimer = 0;
}
if ( PM_LockedAnim( pm->ps->legsAnim ) )
{//need to be able to override this anim
pm->ps->legsAnimTimer = 0;
}
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
pm->ps->weaponTime = pm->ps->torsoAnimTimer - 300;//don't attack until near end of this anim
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
pm->ps->saberBlocked = BLOCKED_NONE;
if ( forceGetUp )
{
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY
&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
&& !Q_irand( 0, 1 ) )
{
PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
}
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
//launch off ground?
pm->ps->weaponTime = 300;//just to make sure it's cleared
}
return qtrue;
}
}
return qfalse;
}
extern int G_MinGetUpTime( gentity_t *ent );
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight )
{
int legsAnim = pm->ps->legsAnim;
if ( legsAnim == BOTH_KNOCKDOWN1
||legsAnim == BOTH_KNOCKDOWN2
||legsAnim == BOTH_KNOCKDOWN3
||legsAnim == BOTH_KNOCKDOWN4
||legsAnim == BOTH_KNOCKDOWN5
||legsAnim == BOTH_PLAYER_PA_3_FLY
||legsAnim == BOTH_LK_DL_ST_T_SB_1_L
||legsAnim == BOTH_RELEASED )
{//in a knockdown
int minTimeLeft = G_MinGetUpTime( pm->gent );
if ( pm->ps->legsAnimTimer <= minTimeLeft )
{//if only a quarter of a second left, allow roll-aways
if ( PM_CheckRollGetup() )
{
pm->cmd.rightmove = pm->cmd.forwardmove = 0;
return qtrue;
}
}
if ( TIMER_Exists( pm->gent, "noGetUpStraight" ) )
{
if ( !TIMER_Done2( pm->gent, "noGetUpStraight", qtrue ) )
{//not allowed to do straight get-ups for another few seconds
if ( pm->ps->legsAnimTimer <= minTimeLeft )
{//hold it for a bit
pm->ps->legsAnimTimer = minTimeLeft+1;
}
}
}
if ( !pm->ps->legsAnimTimer || (pm->ps->legsAnimTimer<=minTimeLeft&&(pm->cmd.upmove>0||(pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_ALORA))) )
{//done with the knockdown - FIXME: somehow this is allowing an *instant* getup...???
//FIXME: if trying to crouch (holding button?), just get up into a crouch?
if ( pm->cmd.upmove < 0 )
{
return PM_CrouchGetup( crouchheight );
}
else
{
trace_t trace;
// try to stand up
pm->maxs[2] = standheight;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
if ( !trace.allsolid )
{//stand up
int anim = BOTH_GETUP1;
qboolean forceGetUp = qfalse;
pm->maxs[2] = standheight;
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;
//NOTE: the force power checks will stop fencers and grunts from getting up using force jump
switch ( pm->ps->legsAnim )
{
case BOTH_KNOCKDOWN1:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP1;
}
break;
case BOTH_KNOCKDOWN2:
case BOTH_PLAYER_PA_3_FLY:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP2;
}
break;
case BOTH_KNOCKDOWN3:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP3;
}
break;
case BOTH_KNOCKDOWN4:
case BOTH_RELEASED:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP4;
}
break;
case BOTH_KNOCKDOWN5:
case BOTH_LK_DL_ST_T_SB_1_L:
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
{
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
forceGetUp = qtrue;
}
else
{
anim = BOTH_GETUP5;
}
break;
}
//Com_Printf( "getupanim = %s\n", animTable[anim].name );
if ( forceGetUp )
{
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY
&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
&& !Q_irand( 0, 1 ) )
{
PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
}
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
//launch off ground?
pm->ps->weaponTime = 300;//just to make sure it's cleared
}
if ( PM_LockedAnim( pm->ps->torsoAnim ) )
{//need to be able to override this anim
pm->ps->torsoAnimTimer = 0;
}
if ( PM_LockedAnim( pm->ps->legsAnim ) )
{//need to be able to override this anim
pm->ps->legsAnimTimer = 0;
}
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
pm->ps->saberBlocked = BLOCKED_NONE;
return qtrue;
}
else
{
return PM_CrouchGetup( crouchheight );
}
}
}
else
{
if ( pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
{
PM_CmdForRoll( pm->ps, &pm->cmd );
}
else
{
pm->cmd.rightmove = pm->cmd.forwardmove = 0;
}
}
}
return qfalse;
}
void PM_CmdForRoll( playerState_t *ps, usercmd_t *pCmd )
{
switch ( ps->legsAnim )
{
case BOTH_ROLL_F:
pCmd->forwardmove = 127;
pCmd->rightmove = 0;
break;
case BOTH_ROLL_B:
pCmd->forwardmove = -127;
pCmd->rightmove = 0;
break;
case BOTH_ROLL_R:
pCmd->forwardmove = 0;
pCmd->rightmove = 127;
break;
case BOTH_ROLL_L:
pCmd->forwardmove = 0;
pCmd->rightmove = -127;
break;
case BOTH_GETUP_BROLL_R:
pCmd->forwardmove = 0;
pCmd->rightmove = 48;
//NOTE: speed is 400
break;
case BOTH_GETUP_FROLL_R:
if ( ps->legsAnimTimer <= 250 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
pCmd->forwardmove = 0;
pCmd->rightmove = 48;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_BROLL_L:
pCmd->forwardmove = 0;
pCmd->rightmove = -48;
//NOTE: speed is 400
break;
case BOTH_GETUP_FROLL_L:
if ( ps->legsAnimTimer <= 250 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
pCmd->forwardmove = 0;
pCmd->rightmove = -48;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_BROLL_B:
if ( ps->torsoAnimTimer <= 250 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 350 )
{//beginning of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
//FIXME: ramp down over length of anim
pCmd->forwardmove = -64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_FROLL_B:
if ( ps->torsoAnimTimer <= 100 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 200 )
{//beginning of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
//FIXME: ramp down over length of anim
pCmd->forwardmove = -64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_BROLL_F:
if ( ps->torsoAnimTimer <= 550 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 150 )
{//beginning of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
pCmd->forwardmove = 64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
case BOTH_GETUP_FROLL_F:
if ( ps->torsoAnimTimer <= 100 )
{//end of anim
pCmd->forwardmove = pCmd->rightmove = 0;
}
else
{
//FIXME: ramp down over length of anim
pCmd->forwardmove = 64;
pCmd->rightmove = 0;
//NOTE: speed is 400
}
break;
case BOTH_LK_DL_ST_T_SB_1_L:
//kicked backwards
if ( ps->legsAnimTimer < 3050//at least 10 frames in
&& ps->legsAnimTimer > 550 )//at least 6 frames from end
{//move backwards
pCmd->forwardmove = -64;
pCmd->rightmove = 0;
}
else
{
pCmd->forwardmove = pCmd->rightmove = 0;
}
break;
}
pCmd->upmove = 0;
}
qboolean PM_InRollIgnoreTimer( playerState_t *ps )
{
switch ( ps->legsAnim )
{
case BOTH_ROLL_F:
case BOTH_ROLL_B:
case BOTH_ROLL_R:
case BOTH_ROLL_L:
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
return qtrue;
}
return qfalse;
}
qboolean PM_InRoll( playerState_t *ps )
{
if ( ps->legsAnimTimer && PM_InRollIgnoreTimer( ps ) )
{
return qtrue;
}
return qfalse;
}
qboolean PM_CrouchAnim( int anim )
{
switch ( anim )
{
case BOTH_SIT1: //# Normal chair sit.
case BOTH_SIT2: //# Lotus position.
case BOTH_SIT3: //# Sitting in tired position: elbows on knees
case BOTH_CROUCH1: //# Transition from standing to crouch
case BOTH_CROUCH1IDLE: //# Crouching idle
case BOTH_CROUCH1WALK: //# Walking while crouched
case BOTH_CROUCH1WALKBACK: //# Walking while crouched
case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1
case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9)
case BOTH_KNEES1: //# Tavion on her knees
case BOTH_CROUCHATTACKBACK1://FIXME: not if in middle of anim?
case BOTH_ROLL_STAB:
//???
case BOTH_STAND_TO_KNEEL:
case BOTH_KNEEL_TO_STAND:
case BOTH_TURNCROUCH1:
case BOTH_CROUCH4:
case BOTH_KNEES2: //# Tavion on her knees looking down
case BOTH_KNEES2TO1: //# Transition of KNEES2 to KNEES1
return qtrue;
break;
}
return qfalse;
}
qboolean PM_PainAnim( int anim )
{
switch ( anim )
{
case BOTH_PAIN1: //# First take pain anim
case BOTH_PAIN2: //# Second take pain anim
case BOTH_PAIN3: //# Third take pain anim
case BOTH_PAIN4: //# Fourth take pain anim
case BOTH_PAIN5: //# Fifth take pain anim - from behind
case BOTH_PAIN6: //# Sixth take pain anim - from behind
case BOTH_PAIN7: //# Seventh take pain anim - from behind
case BOTH_PAIN8: //# Eigth take pain anim - from behind
case BOTH_PAIN9: //#
case BOTH_PAIN10: //#
case BOTH_PAIN11: //#
case BOTH_PAIN12: //#
case BOTH_PAIN13: //#
case BOTH_PAIN14: //#
case BOTH_PAIN15: //#
case BOTH_PAIN16: //#
case BOTH_PAIN17: //#
case BOTH_PAIN18: //#
return qtrue;
break;
}
return qfalse;
}
qboolean PM_DodgeHoldAnim( int anim )
{
switch ( anim )
{
case BOTH_DODGE_HOLD_FL:
case BOTH_DODGE_HOLD_FR:
case BOTH_DODGE_HOLD_BL:
case BOTH_DODGE_HOLD_BR:
case BOTH_DODGE_HOLD_L:
case BOTH_DODGE_HOLD_R:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_DodgeAnim( int anim )
{
switch ( anim )
{
case BOTH_DODGE_FL: //# lean-dodge forward left
case BOTH_DODGE_FR: //# lean-dodge forward right
case BOTH_DODGE_BL: //# lean-dodge backwards left
case BOTH_DODGE_BR: //# lean-dodge backwards right
case BOTH_DODGE_L: //# lean-dodge left
case BOTH_DODGE_R: //# lean-dodge right
return qtrue;
break;
default:
return PM_DodgeHoldAnim( anim );
break;
}
//return qfalse;
}
qboolean PM_ForceJumpingAnim( int anim )
{
switch ( anim )
{
case BOTH_FORCEJUMP1: //# Jump - wind-up and leave ground
case BOTH_FORCEINAIR1: //# In air loop (from jump)
case BOTH_FORCELAND1: //# Landing (from in air loop)
case BOTH_FORCEJUMPBACK1: //# Jump backwards - wind-up and leave ground
case BOTH_FORCEINAIRBACK1: //# In air loop (from jump back)
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
case BOTH_FORCEJUMPLEFT1: //# Jump left - wind-up and leave ground
case BOTH_FORCEINAIRLEFT1: //# In air loop (from jump left)
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
case BOTH_FORCEJUMPRIGHT1: //# Jump right - wind-up and leave ground
case BOTH_FORCEINAIRRIGHT1: //# In air loop (from jump right)
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
return qtrue;
break;
}
return qfalse;
}
qboolean PM_JumpingAnim( int anim )
{
switch ( anim )
{
case BOTH_JUMP1: //# Jump - wind-up and leave ground
case BOTH_INAIR1: //# In air loop (from jump)
case BOTH_LAND1: //# Landing (from in air loop)
case BOTH_LAND2: //# Landing Hard (from a great height)
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
case BOTH_INAIRBACK1: //# In air loop (from jump back)
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
return qtrue;
break;
default:
if ( PM_InAirKickingAnim( anim ) )
{
return qtrue;
}
return PM_ForceJumpingAnim( anim );
break;
}
//return qfalse;
}
qboolean PM_LandingAnim( int anim )
{
switch ( anim )
{
case BOTH_LAND1: //# Landing (from in air loop)
case BOTH_LAND2: //# Landing Hard (from a great height)
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
case BOTH_FORCELAND1: //# Landing (from in air loop)
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
return qtrue;
break;
}
return qfalse;
}
qboolean PM_FlippingAnim( int anim )
{
switch ( anim )
{
case BOTH_FLIP_F: //# Flip forward
case BOTH_FLIP_B: //# Flip backwards
case BOTH_FLIP_L: //# Flip left
case BOTH_FLIP_R: //# Flip right
case BOTH_ALORA_FLIP_1:
case BOTH_ALORA_FLIP_2:
case BOTH_ALORA_FLIP_3:
case BOTH_WALL_RUN_RIGHT_FLIP:
case BOTH_WALL_RUN_LEFT_FLIP:
case BOTH_WALL_FLIP_RIGHT:
case BOTH_WALL_FLIP_LEFT:
case BOTH_FLIP_BACK1:
case BOTH_FLIP_BACK2:
case BOTH_FLIP_BACK3:
case BOTH_WALL_FLIP_BACK1:
case BOTH_ALORA_FLIP_B:
//Not really flips, but...
case BOTH_WALL_RUN_RIGHT:
case BOTH_WALL_RUN_LEFT:
case BOTH_WALL_RUN_RIGHT_STOP:
case BOTH_WALL_RUN_LEFT_STOP:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
//
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_ARIAL_F1:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
case BOTH_JUMPFLIPSLASHDOWN1:
case BOTH_JUMPFLIPSTABDOWN:
case BOTH_JUMPATTACK6:
case BOTH_JUMPATTACK7:
//JKA
case BOTH_FORCEWALLRUNFLIP_END:
case BOTH_FORCEWALLRUNFLIP_ALT:
case BOTH_FLIP_ATTACK7:
case BOTH_A7_SOULCAL:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_WalkingAnim( int anim )
{
switch ( anim )
{
case BOTH_WALK1: //# Normal walk
case BOTH_WALK2: //# Normal walk with saber
case BOTH_WALK_STAFF: //# Normal walk with staff
case BOTH_WALK_DUAL: //# Normal walk with staff
case BOTH_WALK5: //# Tavion taunting Kyle (cin 22)
case BOTH_WALK6: //# Slow walk for Luke (cin 12)
case BOTH_WALK7: //# Fast walk
case BOTH_WALKBACK1: //# Walk1 backwards
case BOTH_WALKBACK2: //# Walk2 backwards
case BOTH_WALKBACK_STAFF: //# Walk backwards with staff
case BOTH_WALKBACK_DUAL: //# Walk backwards with dual
return qtrue;
break;
}
return qfalse;
}
qboolean PM_RunningAnim( int anim )
{
switch ( anim )
{
case BOTH_RUN1:
case BOTH_RUN2:
case BOTH_RUN4:
case BOTH_RUN_STAFF:
case BOTH_RUN_DUAL:
case BOTH_RUNBACK1:
case BOTH_RUNBACK2:
case BOTH_RUNBACK_STAFF:
case BOTH_RUN1START: //# Start into full run1
case BOTH_RUN1STOP: //# Stop from full run1
case BOTH_RUNSTRAFE_LEFT1: //# Sidestep left: should loop
case BOTH_RUNSTRAFE_RIGHT1: //# Sidestep right: should loop
return qtrue;
break;
}
return qfalse;
}
qboolean PM_RollingAnim( int anim )
{
switch ( anim )
{
case BOTH_ROLL_F: //# Roll forward
case BOTH_ROLL_B: //# Roll backward
case BOTH_ROLL_L: //# Roll left
case BOTH_ROLL_R: //# Roll right
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SwimmingAnim( int anim )
{
switch ( anim )
{
case BOTH_SWIM_IDLE1: //# Swimming Idle 1
case BOTH_SWIMFORWARD: //# Swim forward loop
case BOTH_SWIMBACKWARD: //# Swim backward loop
return qtrue;
break;
}
return qfalse;
}
qboolean PM_LeapingSaberAnim( int anim )
{
switch ( anim )
{
//level 7
case BOTH_T7_BR_TL:
case BOTH_T7__L_BR:
case BOTH_T7__L__R:
case BOTH_T7_BL_BR:
case BOTH_T7_BL__R:
case BOTH_T7_BL_TR:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SpinningSaberAnim( int anim )
{
switch ( anim )
{
//level 1 - FIXME: level 1 will have *no* spins
case BOTH_T1_BR_BL:
case BOTH_T1__R__L:
case BOTH_T1__R_BL:
case BOTH_T1_TR_BL:
case BOTH_T1_BR_TL:
case BOTH_T1_BR__L:
case BOTH_T1_TL_BR:
case BOTH_T1__L_BR:
case BOTH_T1__L__R:
case BOTH_T1_BL_BR:
case BOTH_T1_BL__R:
case BOTH_T1_BL_TR:
//level 2
case BOTH_T2_BR__L:
case BOTH_T2_BR_BL:
case BOTH_T2__R_BL:
case BOTH_T2__L_BR:
case BOTH_T2_BL_BR:
case BOTH_T2_BL__R:
//level 3
case BOTH_T3_BR__L:
case BOTH_T3_BR_BL:
case BOTH_T3__R_BL:
case BOTH_T3__L_BR:
case BOTH_T3_BL_BR:
case BOTH_T3_BL__R:
//level 4
case BOTH_T4_BR__L:
case BOTH_T4_BR_BL:
case BOTH_T4__R_BL:
case BOTH_T4__L_BR:
case BOTH_T4_BL_BR:
case BOTH_T4_BL__R:
//level 5
case BOTH_T5_BR_BL:
case BOTH_T5__R__L:
case BOTH_T5__R_BL:
case BOTH_T5_TR_BL:
case BOTH_T5_BR_TL:
case BOTH_T5_BR__L:
case BOTH_T5_TL_BR:
case BOTH_T5__L_BR:
case BOTH_T5__L__R:
case BOTH_T5_BL_BR:
case BOTH_T5_BL__R:
case BOTH_T5_BL_TR:
//level 6
case BOTH_T6_BR_TL:
case BOTH_T6__R_TL:
case BOTH_T6__R__L:
case BOTH_T6__R_BL:
case BOTH_T6_TR_TL:
case BOTH_T6_TR__L:
case BOTH_T6_TR_BL:
case BOTH_T6_T__TL:
case BOTH_T6_T__BL:
case BOTH_T6_TL_BR:
case BOTH_T6__L_BR:
case BOTH_T6__L__R:
case BOTH_T6_TL__R:
case BOTH_T6_TL_TR:
case BOTH_T6__L_TR:
case BOTH_T6__L_T_:
case BOTH_T6_BL_T_:
case BOTH_T6_BR__L:
case BOTH_T6_BR_BL:
case BOTH_T6_BL_BR:
case BOTH_T6_BL__R:
case BOTH_T6_BL_TR:
//level 7
case BOTH_T7_BR_TL:
case BOTH_T7_BR__L:
case BOTH_T7_BR_BL:
case BOTH_T7__R__L:
case BOTH_T7__R_BL:
case BOTH_T7_TR__L:
case BOTH_T7_T___R:
case BOTH_T7_TL_BR:
case BOTH_T7__L_BR:
case BOTH_T7__L__R:
case BOTH_T7_BL_BR:
case BOTH_T7_BL__R:
case BOTH_T7_BL_TR:
case BOTH_T7_TL_TR:
case BOTH_T7_T__BR:
case BOTH_T7__L_TR:
case BOTH_V7_BL_S7:
//special
//case BOTH_A2_STABBACK1:
case BOTH_ATTACK_BACK:
case BOTH_CROUCHATTACKBACK1:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_JUMPFLIPSLASHDOWN1:
case BOTH_JUMPFLIPSTABDOWN:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SpinningAnim( int anim )
{
/*
switch ( anim )
{
//FIXME: list any other spinning anims
default:
break;
}
*/
return PM_SpinningSaberAnim( anim );
}
void PM_ResetAnkleAngles( void )
{
if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_ATST )
{
return;
}
if ( pm->gent->footLBone != -1 )
{
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
if ( pm->gent->footRBone != -1 )
{
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
}
void PM_AnglesForSlope( const float yaw, const vec3_t slope, vec3_t angles )
{
vec3_t nvf, ovf, ovr, new_angles;
float pitch, mod, dot;
VectorSet( angles, 0, yaw, 0 );
AngleVectors( angles, ovf, ovr, NULL );
vectoangles( slope, new_angles );
pitch = new_angles[PITCH] + 90;
new_angles[ROLL] = new_angles[PITCH] = 0;
AngleVectors( new_angles, nvf, NULL, NULL );
mod = DotProduct( nvf, ovr );
if ( mod < 0 )
mod = -1;
else
mod = 1;
dot = DotProduct( nvf, ovf );
angles[YAW] = 0;
angles[PITCH] = dot * pitch;
angles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
}
void PM_FootSlopeTrace( float *pDiff, float *pInterval )
{
vec3_t footLOrg, footROrg, footLBot, footRBot;
trace_t trace;
float diff, interval;
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
interval = 10;
}
else
{
interval = 4;//?
}
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
{
if ( pDiff != NULL )
{
*pDiff = 0;
}
if ( pInterval != NULL )
{
*pInterval = interval;
}
return;
}
#if 1
for ( int i = 0; i < 3; i++ )
{
if ( _isnan( pm->gent->client->renderInfo.footLPoint[i] )
|| _isnan( pm->gent->client->renderInfo.footRPoint[i] ) )
{
if ( pDiff != NULL )
{
*pDiff = 0;
}
if ( pInterval != NULL )
{
*pInterval = interval;
}
return;
}
}
#else
//FIXME: these really should have been gotten on the cgame, but I guess sometimes they're not and we end up with qnan numbers!
mdxaBone_t boltMatrix;
vec3_t G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
//get the feet
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt,
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
NULL, pm->gent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt,
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
NULL, pm->gent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
#endif
//NOTE: on AT-STs, rotating the foot moves this point, so it will wiggle...
// we have to do this extra work (more G2 transforms) to stop the wiggle... is it worth it?
/*
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
mdxaBone_t boltMatrix;
vec3_t G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
//get the feet
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt,
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
NULL, pm->gent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt,
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
NULL, pm->gent->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
}
*/
//get these on the cgame and store it, save ourselves a ghoul2 construct skel call
VectorCopy( pm->gent->client->renderInfo.footLPoint, footLOrg );
VectorCopy( pm->gent->client->renderInfo.footRPoint, footROrg );
//step 2: adjust foot tag z height to bottom of bbox+1
footLOrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
footROrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
VectorSet( footLBot, footLOrg[0], footLOrg[1], footLOrg[2] - interval*10 );
VectorSet( footRBot, footROrg[0], footROrg[1], footROrg[2] - interval*10 );
//step 3: trace down from each, find difference
vec3_t footMins, footMaxs;
vec3_t footLSlope, footRSlope;
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
VectorSet( footMins, -16, -16, 0 );
VectorSet( footMaxs, 16, 16, 1 );
}
else
{
VectorSet( footMins, -3, -3, 0 );
VectorSet( footMaxs, 3, 3, 1 );
}
pm->trace( &trace, footLOrg, footMins, footMaxs, footLBot, pm->ps->clientNum, pm->tracemask );
VectorCopy( trace.endpos, footLBot );
VectorCopy( trace.plane.normal, footLSlope );
pm->trace( &trace, footROrg, footMins, footMaxs, footRBot, pm->ps->clientNum, pm->tracemask );
VectorCopy( trace.endpos, footRBot );
VectorCopy( trace.plane.normal, footRSlope );
diff = footLBot[2] - footRBot[2];
//optional step: for atst, tilt the footpads to match the slopes under it...
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
vec3_t footAngles;
if ( !VectorCompare( footLSlope, vec3_origin ) )
{//rotate the ATST's left foot pad to match the slope
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footLSlope, footAngles );
//Hmm... lerp this?
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
if ( !VectorCompare( footRSlope, vec3_origin ) )
{//rotate the ATST's right foot pad to match the slope
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footRSlope, footAngles );
//Hmm... lerp this?
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
}
}
if ( pDiff != NULL )
{
*pDiff = diff;
}
if ( pInterval != NULL )
{
*pInterval = interval;
}
}
qboolean PM_InSlopeAnim( int anim )
{
switch ( anim )
{
case LEGS_LEFTUP1: //# On a slope with left foot 4 higher than right
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
case LEGS_RIGHTUP1: //# On a slope with RIGHT foot 4 higher than left
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
case LEGS_S1_LUP1:
case LEGS_S1_LUP2:
case LEGS_S1_LUP3:
case LEGS_S1_LUP4:
case LEGS_S1_LUP5:
case LEGS_S1_RUP1:
case LEGS_S1_RUP2:
case LEGS_S1_RUP3:
case LEGS_S1_RUP4:
case LEGS_S1_RUP5:
case LEGS_S3_LUP1:
case LEGS_S3_LUP2:
case LEGS_S3_LUP3:
case LEGS_S3_LUP4:
case LEGS_S3_LUP5:
case LEGS_S3_RUP1:
case LEGS_S3_RUP2:
case LEGS_S3_RUP3:
case LEGS_S3_RUP4:
case LEGS_S3_RUP5:
case LEGS_S4_LUP1:
case LEGS_S4_LUP2:
case LEGS_S4_LUP3:
case LEGS_S4_LUP4:
case LEGS_S4_LUP5:
case LEGS_S4_RUP1:
case LEGS_S4_RUP2:
case LEGS_S4_RUP3:
case LEGS_S4_RUP4:
case LEGS_S4_RUP5:
case LEGS_S5_LUP1:
case LEGS_S5_LUP2:
case LEGS_S5_LUP3:
case LEGS_S5_LUP4:
case LEGS_S5_LUP5:
case LEGS_S5_RUP1:
case LEGS_S5_RUP2:
case LEGS_S5_RUP3:
case LEGS_S5_RUP4:
case LEGS_S5_RUP5:
case LEGS_S6_LUP1:
case LEGS_S6_LUP2:
case LEGS_S6_LUP3:
case LEGS_S6_LUP4:
case LEGS_S6_LUP5:
case LEGS_S6_RUP1:
case LEGS_S6_RUP2:
case LEGS_S6_RUP3:
case LEGS_S6_RUP4:
case LEGS_S6_RUP5:
case LEGS_S7_LUP1:
case LEGS_S7_LUP2:
case LEGS_S7_LUP3:
case LEGS_S7_LUP4:
case LEGS_S7_LUP5:
case LEGS_S7_RUP1:
case LEGS_S7_RUP2:
case LEGS_S7_RUP3:
case LEGS_S7_RUP4:
case LEGS_S7_RUP5:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SaberStanceAnim( int anim )
{
switch ( anim )
{
case BOTH_STAND1://not really a saberstance anim, actually... "saber off" stance
case BOTH_STAND2://single-saber, medium style
case BOTH_SABERFAST_STANCE://single-saber, fast style
case BOTH_SABERSLOW_STANCE://single-saber, strong style
case BOTH_SABERSTAFF_STANCE://saber staff style
case BOTH_SABERDUAL_STANCE://dual saber style
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SaberDrawPutawayAnim( int anim )
{
switch ( anim )
{
case BOTH_STAND1TO2:
case BOTH_STAND2TO1:
case BOTH_S1_S7:
case BOTH_S7_S1:
case BOTH_S1_S6:
case BOTH_S6_S1:
return qtrue;
break;
}
return qfalse;
}
#define SLOPE_RECALC_INT 100
extern qboolean G_StandardHumanoid( gentity_t *self );
qboolean PM_AdjustStandAnimForSlope( void )
{
if ( !pm->gent || !pm->gent->client )
{
return qfalse;
}
if ( pm->gent->client->NPC_class != CLASS_ATST
&& (!pm->gent||!G_StandardHumanoid( pm->gent )) )
{//only ATST and player does this
return qfalse;
}
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& (!cg.renderingThirdPerson || cg.zoomMode) )
{//first person doesn't do this
return qfalse;
}
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
{//need these bolts!
return qfalse;
}
//step 1: find the 2 foot tags
float diff;
float interval;
PM_FootSlopeTrace( &diff, &interval );
//step 4: based on difference, choose one of the left/right slope-match intervals
int destAnim;
if ( diff >= interval*5 )
{
destAnim = LEGS_LEFTUP5;
}
else if ( diff >= interval*4 )
{
destAnim = LEGS_LEFTUP4;
}
else if ( diff >= interval*3 )
{
destAnim = LEGS_LEFTUP3;
}
else if ( diff >= interval*2 )
{
destAnim = LEGS_LEFTUP2;
}
else if ( diff >= interval )
{
destAnim = LEGS_LEFTUP1;
}
else if ( diff <= interval*-5 )
{
destAnim = LEGS_RIGHTUP5;
}
else if ( diff <= interval*-4 )
{
destAnim = LEGS_RIGHTUP4;
}
else if ( diff <= interval*-3 )
{
destAnim = LEGS_RIGHTUP3;
}
else if ( diff <= interval*-2 )
{
destAnim = LEGS_RIGHTUP2;
}
else if ( diff <= interval*-1 )
{
destAnim = LEGS_RIGHTUP1;
}
else
{
return qfalse;
}
int legsAnim = pm->ps->legsAnim;
if ( pm->gent->client->NPC_class != CLASS_ATST )
{
//adjust for current legs anim
switch ( legsAnim )
{
case BOTH_STAND1:
case LEGS_S1_LUP1:
case LEGS_S1_LUP2:
case LEGS_S1_LUP3:
case LEGS_S1_LUP4:
case LEGS_S1_LUP5:
case LEGS_S1_RUP1:
case LEGS_S1_RUP2:
case LEGS_S1_RUP3:
case LEGS_S1_RUP4:
case LEGS_S1_RUP5:
destAnim = LEGS_S1_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND2:
case BOTH_SABERFAST_STANCE:
case BOTH_SABERSLOW_STANCE:
case BOTH_CROUCH1IDLE:
case BOTH_CROUCH1:
case LEGS_LEFTUP1: //# On a slope with left foot 4 higher than right
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
case LEGS_RIGHTUP1: //# On a slope with RIGHT foot 4 higher than left
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
//fine
break;
case BOTH_STAND3:
case LEGS_S3_LUP1:
case LEGS_S3_LUP2:
case LEGS_S3_LUP3:
case LEGS_S3_LUP4:
case LEGS_S3_LUP5:
case LEGS_S3_RUP1:
case LEGS_S3_RUP2:
case LEGS_S3_RUP3:
case LEGS_S3_RUP4:
case LEGS_S3_RUP5:
destAnim = LEGS_S3_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND4:
case LEGS_S4_LUP1:
case LEGS_S4_LUP2:
case LEGS_S4_LUP3:
case LEGS_S4_LUP4:
case LEGS_S4_LUP5:
case LEGS_S4_RUP1:
case LEGS_S4_RUP2:
case LEGS_S4_RUP3:
case LEGS_S4_RUP4:
case LEGS_S4_RUP5:
destAnim = LEGS_S4_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND5:
case LEGS_S5_LUP1:
case LEGS_S5_LUP2:
case LEGS_S5_LUP3:
case LEGS_S5_LUP4:
case LEGS_S5_LUP5:
case LEGS_S5_RUP1:
case LEGS_S5_RUP2:
case LEGS_S5_RUP3:
case LEGS_S5_RUP4:
case LEGS_S5_RUP5:
destAnim = LEGS_S5_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_SABERDUAL_STANCE:
case LEGS_S6_LUP1:
case LEGS_S6_LUP2:
case LEGS_S6_LUP3:
case LEGS_S6_LUP4:
case LEGS_S6_LUP5:
case LEGS_S6_RUP1:
case LEGS_S6_RUP2:
case LEGS_S6_RUP3:
case LEGS_S6_RUP4:
case LEGS_S6_RUP5:
destAnim = LEGS_S6_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_SABERSTAFF_STANCE:
case LEGS_S7_LUP1:
case LEGS_S7_LUP2:
case LEGS_S7_LUP3:
case LEGS_S7_LUP4:
case LEGS_S7_LUP5:
case LEGS_S7_RUP1:
case LEGS_S7_RUP2:
case LEGS_S7_RUP3:
case LEGS_S7_RUP4:
case LEGS_S7_RUP5:
destAnim = LEGS_S7_LUP1 + (destAnim-LEGS_LEFTUP1);
break;
case BOTH_STAND6:
default:
return qfalse;
break;
}
}
//step 5: based on the chosen interval and the current legsAnim, pick the correct anim
//step 6: increment/decrement to the dest anim, not instant
if ( (legsAnim >= LEGS_LEFTUP1 && legsAnim <= LEGS_LEFTUP5)
|| (legsAnim >= LEGS_S1_LUP1 && legsAnim <= LEGS_S1_LUP5)
|| (legsAnim >= LEGS_S3_LUP1 && legsAnim <= LEGS_S3_LUP5)
|| (legsAnim >= LEGS_S4_LUP1 && legsAnim <= LEGS_S4_LUP5)
|| (legsAnim >= LEGS_S5_LUP1 && legsAnim <= LEGS_S5_LUP5)
|| (legsAnim >= LEGS_S6_LUP1 && legsAnim <= LEGS_S6_LUP5)
|| (legsAnim >= LEGS_S7_LUP1 && legsAnim <= LEGS_S7_LUP5) )
{//already in left-side up
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim++;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim--;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{
destAnim = legsAnim;
}
}
else if ( (legsAnim >= LEGS_RIGHTUP1 && legsAnim <= LEGS_RIGHTUP5)
|| (legsAnim >= LEGS_S1_RUP1 && legsAnim <= LEGS_S1_RUP5)
|| (legsAnim >= LEGS_S3_RUP1 && legsAnim <= LEGS_S3_RUP5)
|| (legsAnim >= LEGS_S4_RUP1 && legsAnim <= LEGS_S4_RUP5)
|| (legsAnim >= LEGS_S5_RUP1 && legsAnim <= LEGS_S5_RUP5)
|| (legsAnim >= LEGS_S6_RUP1 && legsAnim <= LEGS_S6_RUP5)
|| (legsAnim >= LEGS_S7_RUP1 && legsAnim <= LEGS_S7_RUP5) )
{//already in right-side up
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim++;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
{
legsAnim--;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{
destAnim = legsAnim;
}
}
else
{//in a stand of some sort?
if ( pm->gent->client->NPC_class == CLASS_ATST )
{
if ( legsAnim == BOTH_STAND1 || legsAnim == BOTH_STAND2 || legsAnim == BOTH_CROUCH1IDLE )
{
if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
{//going into left side up
destAnim = LEGS_LEFTUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
{//going into right side up
destAnim = LEGS_RIGHTUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
}
}
else
{
switch ( legsAnim )
{
case BOTH_STAND1:
if ( destAnim >= LEGS_S1_LUP1 && destAnim <= LEGS_S1_LUP5 )
{//going into left side up
destAnim = LEGS_S1_LUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S1_RUP1 && destAnim <= LEGS_S1_RUP5 )
{//going into right side up
destAnim = LEGS_S1_RUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND2:
case BOTH_SABERFAST_STANCE:
case BOTH_SABERSLOW_STANCE:
case BOTH_CROUCH1IDLE:
if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
{//going into left side up
destAnim = LEGS_LEFTUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
{//going into right side up
destAnim = LEGS_RIGHTUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND3:
if ( destAnim >= LEGS_S3_LUP1 && destAnim <= LEGS_S3_LUP5 )
{//going into left side up
destAnim = LEGS_S3_LUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S3_RUP1 && destAnim <= LEGS_S3_RUP5 )
{//going into right side up
destAnim = LEGS_S3_RUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND4:
if ( destAnim >= LEGS_S4_LUP1 && destAnim <= LEGS_S4_LUP5 )
{//going into left side up
destAnim = LEGS_S4_LUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S4_RUP1 && destAnim <= LEGS_S4_RUP5 )
{//going into right side up
destAnim = LEGS_S4_RUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND5:
if ( destAnim >= LEGS_S5_LUP1 && destAnim <= LEGS_S5_LUP5 )
{//going into left side up
destAnim = LEGS_S5_LUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S5_RUP1 && destAnim <= LEGS_S5_RUP5 )
{//going into right side up
destAnim = LEGS_S5_RUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_SABERDUAL_STANCE:
if ( destAnim >= LEGS_S6_LUP1 && destAnim <= LEGS_S6_LUP5 )
{//going into left side up
destAnim = LEGS_S6_LUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S6_RUP1 && destAnim <= LEGS_S6_RUP5 )
{//going into right side up
destAnim = LEGS_S6_RUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_SABERSTAFF_STANCE:
if ( destAnim >= LEGS_S7_LUP1 && destAnim <= LEGS_S7_LUP5 )
{//going into left side up
destAnim = LEGS_S7_LUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else if ( destAnim >= LEGS_S7_RUP1 && destAnim <= LEGS_S7_RUP5 )
{//going into right side up
destAnim = LEGS_S7_RUP1;
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
}
else
{//will never get here
return qfalse;
}
break;
case BOTH_STAND6:
default:
return qfalse;
break;
}
}
}
//step 7: set the anim
PM_SetAnim( pm, SETANIM_LEGS, destAnim, SETANIM_FLAG_NORMAL );
return qtrue;
}
void PM_JetPackAnim( void )
{
if ( !PM_ForceJumpingAnim( pm->ps->legsAnim ) )//haven't started forcejump yet
{
vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
int anim = BOTH_FORCEJUMP1;
AngleVectors( facingAngles, facingFwd, facingRight, NULL );
float dotR = DotProduct( facingRight, pm->ps->velocity );
float dotF = DotProduct( facingFwd, pm->ps->velocity );
if ( fabs(dotR) > fabs(dotF) * 1.5 )
{
if ( dotR > 150 )
{
anim = BOTH_FORCEJUMPRIGHT1;
}
else if ( dotR < -150 )
{
anim = BOTH_FORCEJUMPLEFT1;
}
}
else
{
if ( dotF > 150 )
{
anim = BOTH_FORCEJUMP1;
}
else if ( dotF < -150 )
{
anim = BOTH_FORCEJUMPBACK1;
}
}
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
/*
else
{
if ( !pm->ps->legsAnimTimer )
{//not in the middle of a legsAnim
int anim = pm->ps->legsAnim;
int newAnim = -1;
switch ( anim )
{
case BOTH_FORCEJUMP1:
newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1;
break;
case BOTH_FORCEJUMPBACK1:
newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1;
break;
case BOTH_FORCEJUMPLEFT1:
newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1;
break;
case BOTH_FORCEJUMPRIGHT1:
newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1;
break;
}
if ( newAnim != -1 )
{
int parts = SETANIM_BOTH;
if ( pm->ps->weaponTime )
{//FIXME: really only care if we're in a saber attack anim...
parts = SETANIM_LEGS;
}
PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
*/
}
void PM_SwimFloatAnim( void )
{
int legsAnim = pm->ps->legsAnim;
//FIXME: no start or stop anims
if ( pm->cmd.forwardmove || pm->cmd.rightmove || pm->cmd.upmove )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
}
else
{//stopping
if ( legsAnim == BOTH_SWIMFORWARD )
{//I was swimming
if ( !pm->ps->legsAnimTimer )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
}
}
else
{//idle
if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
{//not crouching
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
}
}
}
}
/*
===============
PM_Footsteps
===============
*/
static void PM_Footsteps( void )
{
float bobmove;
int old, oldAnim;
qboolean footstep = qfalse;
qboolean validNPC = qfalse;
qboolean flipping = qfalse;
int setAnimFlags = SETANIM_FLAG_NORMAL;
if( pm->gent == NULL || pm->gent->client == NULL )
return;
if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
{
PM_SetAnim( pm, SETANIM_BOTH, BOTH_HANG_IDLE, SETANIM_FLAG_NORMAL );
if ( pm->ps->legsAnim == BOTH_HANG_IDLE )
{
if ( pm->ps->torsoAnimTimer < 100 )
{
pm->ps->torsoAnimTimer = 100;
}
if ( pm->ps->legsAnimTimer < 100 )
{
pm->ps->legsAnimTimer = 100;
}
}
return;
}
if ( PM_SpinningSaberAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer )
{//spinning
return;
}
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
{//in knockdown
return;
}
if ( (pm->ps->eFlags&EF_FORCE_DRAINED) )
{//being drained
//PM_SetAnim( pm, SETANIM_LEGS, BOTH_HUGGEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN))
&& pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
{//draining
//PM_SetAnim( pm, SETANIM_LEGS, BOTH_HUGGER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
else if (pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_KNEEL)
{//kneeling
return;
}
if( pm->gent->NPC != NULL )
{
validNPC = qtrue;
}
pm->gent->client->renderInfo.legsFpsMod = 1.0f;
//PM_ResetAnkleAngles();
//
// 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->legsAnim == BOTH_FLIP_F ||
pm->ps->legsAnim == BOTH_FLIP_B ||
pm->ps->legsAnim == BOTH_FLIP_L ||
pm->ps->legsAnim == BOTH_FLIP_R ||
pm->ps->legsAnim == BOTH_ALORA_FLIP_1 ||
pm->ps->legsAnim == BOTH_ALORA_FLIP_2 ||
pm->ps->legsAnim == BOTH_ALORA_FLIP_3 )
{
flipping = qtrue;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|| ( pm->watertype & CONTENTS_LADDER )
|| pm->ps->waterHeightLevel >= WHL_TORSO )
{//in air or submerged in water or in ladder
// airborne leaves position in cycle intact, but doesn't advance
if ( pm->waterlevel > 0 )
{
if ( pm->watertype & CONTENTS_LADDER )
{//FIXME: check for watertype, save waterlevel for whether to play
//the get off ladder transition anim!
if ( pm->ps->velocity[2] )
{//going up or down it
int anim;
if ( pm->ps->velocity[2] > 0 )
{
anim = BOTH_LADDER_UP1;
}
else
{
anim = BOTH_LADDER_DWN1;
}
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( pm->waterlevel >= 2 ) //arms on ladder
{
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if (fabs(pm->ps->velocity[2]) >5) {
bobmove = 0.005 * fabs(pm->ps->velocity[2]); // climbing bobs slow
if (bobmove > 0.3)
bobmove = 0.3F;
goto DoFootSteps;
}
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
pm->ps->legsAnimTimer += 300;
if ( pm->waterlevel >= 2 ) //arms on ladder
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
pm->ps->torsoAnimTimer += 300;
}
}
return;
}
else if ( pm->ps->waterHeightLevel >= WHL_TORSO
&& ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
||pm->ps->weapon==WP_SABER||pm->ps->weapon==WP_NONE||pm->ps->weapon==WP_MELEE) )//pm->waterlevel > 1 ) //in deep water
{
if ( !PM_ForceJumpingUp( pm->gent ) )
{
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE && (pm->ps->pm_flags&PMF_DUCKED) )
{
if ( !flipping )
{//you can crouch under water if feet are on ground
if ( pm->cmd.forwardmove || pm->cmd.rightmove )
{
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
}
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
}
return;
}
}
PM_SwimFloatAnim();
if ( pm->ps->legsAnim != BOTH_SWIM_IDLE1 )
{//moving
old = pm->ps->bobCycle;
bobmove = 0.15f; // swim is a slow cycle
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 )
{
PM_AddEvent( EV_SWIM );
}
}
}
return;
}
else
{//hmm, in water, but not high enough to swim
//fall through to walk/run/stand
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//unless in the air
//NOTE: this is a dupe of the code just below... for when you are not in the water at all
if ( pm->ps->pm_flags & PMF_DUCKED )
{
if ( !flipping )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
{
if ( pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT ||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER)
&& pm->gent->client->moveType == MT_FLYSWIM )
{//flying around with jetpack
//do something else?
PM_JetPackAnim();
}
else
{
PM_SwimFloatAnim();
}
}
return;
}
}
}
else
{
if ( pm->ps->pm_flags & PMF_DUCKED )
{
if ( !flipping )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
{
if ( pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER)
&& pm->gent->client->moveType == MT_FLYSWIM )
{//flying around with jetpack
//do something else?
PM_JetPackAnim();
}
else
{
PM_SwimFloatAnim();
}
}
return;
}
}
if ( PM_SwimmingAnim( pm->ps->legsAnim ) && pm->waterlevel < 2 )
{//legs are in swim anim, and not swimming, be sure to override it
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
}
// if not trying to move
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove )
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{
if ( !PM_AdjustStandAnimForSlope() )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->ps->pm_flags & PMF_DUCKED )
{
if( !PM_InOnGroundAnim( pm->ps ) )
{
if ( !PM_AdjustStandAnimForSlope() )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
}
}
}
else
{
if ( pm->ps->legsAnimTimer && PM_LandingAnim( pm->ps->legsAnim ) )
{//still in a landing anim, let it play
return;
}
if ( pm->ps->legsAnimTimer
&& (pm->ps->legsAnim == BOTH_THERMAL_READY
||pm->ps->legsAnim == BOTH_THERMAL_THROW
||pm->ps->legsAnim == BOTH_ATTACK10) )
{//still in a thermal anim, let it play
return;
}
qboolean saberInAir = qtrue;
if ( pm->ps->saberInFlight )
{//guiding saber
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
saberInAir = qfalse;
}
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
}
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{//NOTE: stand1 is with the helmet retracted, stand1to2 is the helmet going into place
PM_SetAnim( pm, SETANIM_BOTH, BOTH_STAND2, SETANIM_FLAG_NORMAL );
}
else if ( pm->ps->weapon == WP_SABER
&& pm->ps->saberInFlight
&& saberInAir
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
{
if ( !PM_AdjustStandAnimForSlope() )
{
if ( pm->ps->legsAnim != BOTH_LOSE_SABER
|| !pm->ps->legsAnimTimer )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SABERPULL,SETANIM_FLAG_NORMAL);
}
}
}
else if ( (pm->ps->weapon == WP_SABER
&&pm->ps->SaberLength()>0
&&!pm->ps->saberInFlight
&&!PM_SaberDrawPutawayAnim( pm->ps->legsAnim )) )
{
if ( !PM_AdjustStandAnimForSlope() )
{
int legsAnim;
if ( (pm->ps->torsoAnim == BOTH_SPINATTACK6
|| pm->ps->torsoAnim == BOTH_SPINATTACK7
|| PM_SaberInAttack( pm->ps->saberMove )
|| PM_SaberInTransitionAny( pm->ps->saberMove ))
&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_LAND
&& (pm->ps->groundEntityNum == ENTITYNUM_NONE//in air
|| (!PM_JumpingAnim( pm->ps->torsoAnim )&&!PM_InAirKickingAnim( pm->ps->torsoAnim ))) )//OR: on ground and torso not in a jump anim
{
legsAnim = pm->ps->torsoAnim;
}
else
{
switch ( pm->ps->saberAnimLevel )
{
case SS_FAST:
case SS_TAVION:
legsAnim = BOTH_SABERFAST_STANCE;
break;
case SS_STRONG:
legsAnim = BOTH_SABERSLOW_STANCE;
break;
case SS_DUAL:
legsAnim = BOTH_SABERDUAL_STANCE;
break;
case SS_STAFF:
legsAnim = BOTH_SABERSTAFF_STANCE;
break;
case SS_NONE:
case SS_MEDIUM:
case SS_DESANN:
default:
legsAnim = BOTH_STAND2;
break;
}
}
PM_SetAnim(pm,SETANIM_LEGS,legsAnim,SETANIM_FLAG_NORMAL);
}
}
else if( (validNPC && pm->ps->weapon > WP_SABER && pm->ps->weapon < WP_DET_PACK ))// && pm->gent->client->race != RACE_BORG))//Being careful or carrying a 2-handed weapon
{//Squadmates use BOTH_STAND3
oldAnim = pm->ps->legsAnim;
if(oldAnim != BOTH_GUARD_LOOKAROUND1 && oldAnim != BOTH_GUARD_IDLE1
&& oldAnim != BOTH_STAND2TO4
&& oldAnim != BOTH_STAND4TO2 && oldAnim != BOTH_STAND4 )
{//Don't auto-override the guard idles
if ( !PM_AdjustStandAnimForSlope() )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND3,SETANIM_FLAG_NORMAL);
//if(oldAnim != BOTH_STAND2 && pm->ps->legsAnim == BOTH_STAND2)
//{
// pm->ps->legsAnimTimer = 500;
//}
}
}
}
else
{
if ( !PM_AdjustStandAnimForSlope() )
{
// FIXME: Do we need this here... The imps stand is 4, not 1...
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_IMPERIAL )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
}
else if ( pm->ps->weapon == WP_TUSKEN_STAFF )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
else
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
{
if ( pm->gent->count )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
}
else if ( pm->gent->enemy || pm->gent->wait )
{//have an enemy or have had one since we spawned
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND2,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
{
if ( pm->gent->count )
{//holding a victim
PM_SetAnim(pm,SETANIM_LEGS,BOTH_HOLD_IDLE/*BOTH_STAND2*/,SETANIM_FLAG_NORMAL);
}
else
{//not holding a victim
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
}
}
}
return;
}
//maybe call this every frame, even when moving?
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{
PM_FootSlopeTrace( NULL, NULL );
}
//trying to move laterally
if ( (pm->ps->eFlags&EF_IN_ATST)
|| (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_RANCOR)//does this catch NPCs, too?
|| (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_WAMPA) )//does this catch NPCs, too?
{//atst, Rancor & Wampa, only override turn anims on legs (no torso)
if ( pm->ps->legsAnim == BOTH_TURN_LEFT1 ||
pm->ps->legsAnim == BOTH_TURN_RIGHT1 )
{//moving overrides turning
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
}
}
else
{//all other NPCs...
if ( (PM_InSaberAnim( pm->ps->legsAnim ) && !PM_SpinningSaberAnim( pm->ps->legsAnim ))
|| PM_SaberStanceAnim( pm->ps->legsAnim )
|| PM_SaberDrawPutawayAnim( pm->ps->legsAnim )
|| pm->ps->legsAnim == BOTH_SPINATTACK6//not a full-body spin, just spinning the saber
|| pm->ps->legsAnim == BOTH_SPINATTACK7//not a full-body spin, just spinning the saber
|| pm->ps->legsAnim == BOTH_BUTTON_HOLD
|| pm->ps->legsAnim == BOTH_BUTTON_RELEASE
|| pm->ps->legsAnim == BOTH_THERMAL_READY
|| pm->ps->legsAnim == BOTH_THERMAL_THROW
|| pm->ps->legsAnim == BOTH_ATTACK10
|| PM_LandingAnim( pm->ps->legsAnim )
|| PM_PainAnim( pm->ps->legsAnim )
|| PM_ForceAnim( pm->ps->legsAnim ))
{//legs are in a saber anim, and not spinning, be sure to override it
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
}
}
if ( pm->ps->pm_flags & PMF_DUCKED )
{
bobmove = 0.5; // ducked characters bob much faster
if( !PM_InOnGroundAnim( pm->ps ) //not on the ground
&& ( !PM_InRollIgnoreTimer( pm->ps )||(!pm->ps->legsAnimTimer&&pm->cmd.upmove<0) ) )//not in a roll (or you just finished one and you're still holding crouch)
{
qboolean rolled = qfalse;
if ( PM_RunningAnim( pm->ps->legsAnim )
|| pm->ps->legsAnim == BOTH_FORCEHEAL_START
|| PM_CanRollFromSoulCal( pm->ps ))
{//roll!
rolled = PM_TryRoll();
}
if ( !rolled )
{
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
}
if ( !Q_irand( 0, 19 ) )
{//5% chance of making an alert
AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
}
}
else
{//rolling is a little noisy
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR, qtrue, qtrue );
}
}
// ducked characters never play footsteps
}
else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
{//Moving backwards
if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
{//running backwards
bobmove = 0.4F; // faster speeds bob faster
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
{
/*
if ( pm->ps->saberAnimLevel == SS_STAFF )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK_STAFF,setAnimFlags);
}
else
*/
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK2,setAnimFlags);
}
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
{//no run anim
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK1,setAnimFlags);
}
footstep = qtrue;
}
else
{//walking backwards
bobmove = 0.3F; // faster speeds bob faster
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
{
if ( pm->ps->saberAnimLevel == SS_DUAL )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK_DUAL,setAnimFlags);
}
else if ( pm->ps->saberAnimLevel == SS_STAFF )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK_STAFF,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK2,setAnimFlags);
}
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
}
if ( !Q_irand( 0, 9 ) )
{//10% chance of a small alert, mainly for the sand_creature
AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
}
}
}
else
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{
bobmove = 0.3F; // walking bobs slow
if ( pm->ps->weapon == WP_NONE )
{//helmet retracted
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK1, SETANIM_FLAG_NORMAL );
}
else
{//helmet in place
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK2, SETANIM_FLAG_NORMAL );
}
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_SUSPICIOUS, qtrue, qtrue );
}
else
{
if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
{//running
bobmove = 0.4F; // faster speeds bob faster
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
{
if ( pm->ps->saberAnimLevel == SS_DUAL )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN_DUAL,setAnimFlags);
}
else if ( pm->ps->saberAnimLevel == SS_STAFF )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN_STAFF,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,setAnimFlags);
}
}
else
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_JAWA )
{
//if ( pm->gent->enemy && (pm->ps->weapon == WP_NONE || pm->ps->weapon == WP_MELEE) )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN4,setAnimFlags);
}
/*
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN1,setAnimFlags);
}
*/
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{
if ( pm->ps->legsAnim != BOTH_RUN1 )
{
if ( pm->ps->legsAnim != BOTH_RUN1START )
{//Hmm, he should really start slow and have to accelerate... also need to do this for stopping
PM_SetAnim( pm,SETANIM_LEGS, BOTH_RUN1START, setAnimFlags|SETANIM_FLAG_HOLD );
}
else if ( !pm->ps->legsAnimTimer )
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
}
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
}
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
{
if ( pm->gent->NPC && pm->gent->NPC->stats.runSpeed == 300 )
{//full on run, on all fours
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN1,SETANIM_FLAG_NORMAL);
}
else
{//regular, upright run
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
{//no run anim
PM_SetAnim( pm, SETANIM_LEGS, BOTH_WALK1, setAnimFlags );
}
else
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
}
}
footstep = qtrue;
}
else
{//walking forward
bobmove = 0.3F; // walking bobs slow
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
{
if ( pm->ps->saberAnimLevel == SS_DUAL )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK_DUAL,setAnimFlags);
}
else if ( pm->ps->saberAnimLevel == SS_STAFF )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK_STAFF,setAnimFlags);
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,setAnimFlags);
}
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
{
if ( pm->gent->health <= 50 )
{//hurt walk
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,SETANIM_FLAG_NORMAL);
}
else
{//normal walk
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,SETANIM_FLAG_NORMAL);
}
}
else
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,setAnimFlags);
}
//Enemy NPCs always make footsteps for the benefit of the player
if ( pm->gent
&& pm->gent->NPC
&& pm->gent->client
&& pm->gent->client->playerTeam != TEAM_PLAYER )
{
footstep = qtrue;
}
else if ( !Q_irand( 0, 9 ) )
{//10% chance of a small alert, mainly for the sand_creature
AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
}
}
}
}
if(pm->gent != NULL)
{
if( pm->gent->client->renderInfo.legsFpsMod > 2 )
{
pm->gent->client->renderInfo.legsFpsMod = 2;
}
else if(pm->gent->client->renderInfo.legsFpsMod < 0.5)
{
pm->gent->client->renderInfo.legsFpsMod = 0.5;
}
}
DoFootSteps:
// check for footstep / splash sounds
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 )
{
if ( pm->watertype & CONTENTS_LADDER )
{
if ( !pm->noFootsteps )
{
if (pm->ps->groundEntityNum == ENTITYNUM_NONE) {// on ladder
PM_AddEvent( EV_FOOTSTEP_METAL );
} else {
//PM_AddEvent( PM_FootstepForSurface() ); //still on ground
}
}
if ( pm->gent && pm->gent->s.number == 0 )
{
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR, qtrue );
}
}
}
else if ( pm->waterlevel == 0 )
{
// on ground will only play sounds if running
if ( footstep )
{
if ( !pm->noFootsteps )
{
//PM_AddEvent( PM_FootstepForSurface() );
}
if ( pm->gent && pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR, qtrue, qtrue );
}
}
}
}
else if ( pm->waterlevel == 1 )
{
// splashing
if ( pm->ps->waterHeightLevel >= WHL_KNEES )
{
PM_AddEvent( EV_FOOTWADE );
}
else
{
PM_AddEvent( EV_FOOTSPLASH );
}
if ( pm->gent && pm->gent->s.number == 0 )
{
vec3_t bottom;
VectorCopy( pm->ps->origin, bottom );
bottom[2] += pm->mins[2];
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS, qfalse, qtrue );//was bottom
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_MINOR );
}
}
}
else if ( pm->waterlevel == 2 )
{
// wading / swimming at surface
/*
if ( pm->ps->waterHeightLevel >= WHL_TORSO )
{
PM_AddEvent( EV_SWIM );
}
else
*/
{
PM_AddEvent( EV_FOOTWADE );
}
if ( pm->gent && pm->gent->s.number == 0 )
{
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
{
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR, qfalse, qtrue );
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
}
}
}
else
{// or no sound when completely underwater...?
PM_AddEvent( EV_SWIM );
}
}
}
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void ) { // FIXME?
qboolean impact_splash = qfalse;
if ( pm->watertype & CONTENTS_LADDER ) //fake water for ladder
{
return;
}
//
// if just entered a water volume, play a sound
//
if (!pml.previous_waterlevel && pm->waterlevel)
{
if ( (pm->watertype&CONTENTS_LAVA) )
{
PM_AddEvent( EV_LAVA_TOUCH );
}
else
{
PM_AddEvent( EV_WATER_TOUCH );
}
if ( pm->gent )
{
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 )
{
impact_splash = qtrue;
}
if ( pm->ps->clientNum < MAX_CLIENTS )
{
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
}
}
}
//
// if just completely exited a water volume, play a sound
//
if (pml.previous_waterlevel && !pm->waterlevel)
{
if ( (pm->watertype&CONTENTS_LAVA) )
{
PM_AddEvent( EV_LAVA_LEAVE );
}
else
{
PM_AddEvent( EV_WATER_LEAVE );
}
if ( pm->gent && VectorLengthSquared( pm->ps->velocity ) > 40000 )
{
impact_splash = qtrue;
}
if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
{
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
}
}
if ( impact_splash )
{
//play the splash effect
trace_t tr;
vec3_t axis[3], angs, start, end;
VectorSet( angs, 0, pm->gent->currentAngles[YAW], 0 );
AngleVectors( angs, axis[2], axis[1], axis[0] );
VectorCopy( pm->ps->origin, start );
VectorCopy( pm->ps->origin, end );
// FIXME: set start and end better
start[2] += 10;
end[2] -= 40;
gi.trace( &tr, start, vec3_origin, vec3_origin, end, pm->gent->s.number, MASK_WATER );
if ( tr.fraction < 1.0f )
{
if ( (tr.contents&CONTENTS_LAVA) )
{
G_PlayEffect( "env/lava_splash", tr.endpos, axis );
}
else if ( (tr.contents&CONTENTS_SLIME) )
{
G_PlayEffect( "env/acid_splash", tr.endpos, axis );
}
else //must be water
{
G_PlayEffect( "env/water_impact", tr.endpos, axis );
}
}
}
//
// check for head just going under water
//
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
if ( (pm->watertype&CONTENTS_LAVA) )
{
PM_AddEvent( EV_LAVA_UNDER );
}
else
{
PM_AddEvent( EV_WATER_UNDER );
}
if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
{
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_MINOR );
}
}
//
// check for head just coming out of water
//
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
if ( !pm->gent || !pm->gent->client || pm->gent->client->airOutTime < level.time + 2000 )
{//only do this if we were drowning or about to start drowning
PM_AddEvent( EV_WATER_CLEAR );
}
else
{
if ( (pm->watertype&CONTENTS_LAVA) )
{
PM_AddEvent( EV_LAVA_LEAVE );
}
else
{
PM_AddEvent( EV_WATER_LEAVE );
}
}
if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
{
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
}
}
}
/*
===============
PM_BeginWeaponChange
===============
*/
static void PM_BeginWeaponChange( int weapon ) {
if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
{//just entered map
if ( weapon == WP_NONE && pm->ps->weapon != weapon )
{//don't switch to weapon none if just entered map
return;
}
}
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
return;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
return;
}
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
return;
}
if ( cg.time > 0 )
{//this way we don't get that annoying change weapon sound every time a map starts
PM_AddEvent( EV_CHANGE_WEAPON );
}
pm->ps->weaponstate = WEAPON_DROPPING;
pm->ps->weaponTime += 200;
if ( !(pm->ps->eFlags&EF_HELD_BY_WAMPA) && !G_IsRidingVehicle(pm->gent))
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_HOLD);
}
// turn of any kind of zooming when weapon switching....except the LA Goggles
if ( pm->ps->clientNum == 0 )
{
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
{
cg.zoomMode = 0;
cg.zoomTime = cg.time;
}
}
if ( pm->gent
&& pm->gent->client
&& (pm->gent->client->NPC_class == CLASS_ATST||pm->gent->client->NPC_class == CLASS_RANCOR) )
{
if ( pm->ps->clientNum < MAX_CLIENTS )
{
gi.cvar_set( "cg_thirdperson", "1" );
}
}
else if ( weapon == WP_SABER )
{//going to switch to lightsaber
}
else
{
if ( pm->ps->weapon == WP_SABER )
{//going to switch away from saber
if ( pm->gent )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
#ifdef _IMMERSION
G_Force( pm->gent, G_ForceIndex( "fffx/weapons/saber/saberoffquick", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
if (!G_IsRidingVehicle(pm->gent))
{
PM_SetSaberMove(LS_PUTAWAY);
}
}
//put this back in because saberActive isn't being set somewhere else anymore
pm->ps->SaberDeactivate();
pm->ps->SetSaberLength( 0.0f );
}
}
/*
===============
PM_FinishWeaponChange
===============
*/
static void PM_FinishWeaponChange( void ) {
int weapon;
qboolean trueSwitch = qtrue;
if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
{//just entered map
if ( pm->cmd.weapon == WP_NONE && pm->ps->weapon != pm->cmd.weapon )
{//don't switch to weapon none if just entered map
return;
}
}
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;
}
if ( pm->ps->weapon == weapon )
{
trueSwitch = qfalse;
}
//int oldWeap = pm->ps->weapon;
pm->ps->weapon = weapon;
pm->ps->weaponstate = WEAPON_RAISING;
pm->ps->weaponTime += 250;
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
{//do nothing
}
else if ( weapon == WP_SABER )
{//turn on the lightsaber
//FIXME: somehow sometimes I still end up with 2 weapons in hand... usually if I
// cycle weapons fast enough that I end up in 1st person lightsaber, then
// somehow throw the saber and switch to another weapon (all in 1st person),
// making my saber drop to the ground... when I switch back to the saber, it
// does not remove the current weapon model and then, when I pull the saber
// back to my hand, I have 2 weaponModels active...?
if ( pm->gent )
{// remove gun if we had it.
G_RemoveWeaponModels( pm->gent );
}
if ( !pm->ps->saberInFlight || pm->ps->dualSabers )
{//if it's not in flight or lying around, turn it on!
//FIXME: AddSound/Sight Event
//FIXME: don't do this if just loaded a game
if ( trueSwitch )
{//actually did switch weapons, turn it on
if ( PM_RidingVehicle() )
{//only turn on the first saber's first blade...?
pm->ps->SaberBladeActivate( 0, 0 );
}
else
{
pm->ps->SaberActivate();
}
pm->ps->SetSaberLength( 0.0f );
}
if ( pm->gent )
{
WP_SaberAddG2SaberModels( pm->gent );
}
}
else
{//FIXME: pull it back to us?
}
if ( pm->gent )
{
WP_SaberInitBladeData( pm->gent );
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{
gi.cvar_set( "cg_thirdperson", "1" );
}
}
if ( trueSwitch )
{//actually did switch weapons, play anim
if (!G_IsRidingVehicle(pm->gent))
{
PM_SetSaberMove(LS_DRAW);
}
}
}
else
{//switched away from saber
if ( pm->gent )
{
// remove the sabre if we had it.
G_RemoveWeaponModels( pm->gent );
if (weaponData[weapon].weaponMdl[0]) { //might be NONE, so check if it has a model
G_CreateG2AttachedWeaponModel( pm->gent, weaponData[weapon].weaponMdl, pm->gent->handRBolt, 0 );
}
}
if ( !(pm->ps->eFlags&EF_HELD_BY_WAMPA) )
{
if ( pm->ps->weapon != WP_THERMAL
&& pm->ps->weapon != WP_TRIP_MINE
&& pm->ps->weapon != WP_DET_PACK
&& !G_IsRidingVehicle(pm->gent))
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_HOLD);
}
}
if ( pm->ps->clientNum < MAX_CLIENTS
&& cg_gunAutoFirst.integer
&& !PM_RidingVehicle()
// && oldWeap == WP_SABER
&& weapon != WP_NONE )
{
gi.cvar_set( "cg_thirdperson", "0" );
}
pm->ps->saberMove = LS_NONE;
pm->ps->saberBlocking = BLK_NO;
pm->ps->saberBlocked = BLOCKED_NONE;
}
}
int PM_ReadyPoseForSaberAnimLevel( void )
{
int anim = BOTH_STAND2;
if (PM_RidingVehicle())
{
return -1;
}
switch ( pm->ps->saberAnimLevel )
{
case SS_DUAL:
anim = BOTH_SABERDUAL_STANCE;
break;
case SS_STAFF:
anim = BOTH_SABERSTAFF_STANCE;
break;
case SS_FAST:
case SS_TAVION:
anim = BOTH_SABERFAST_STANCE;
break;
case SS_STRONG:
anim = BOTH_SABERSLOW_STANCE;
break;
case SS_NONE:
case SS_MEDIUM:
case SS_DESANN:
default:
anim = BOTH_STAND2;
break;
}
return anim;
}
qboolean PM_CanDoDualDoubleAttacks( void )
{
//NOTE: assumes you're using SS_DUAL style and have both sabers on...
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//player
return qtrue;
}
if ( pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= Q_irand( RANK_LT_COMM, RANK_CAPTAIN+2 ) )
{//high-rank NPC
return qtrue;
}
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
{//Alora
return qtrue;
}
return qfalse;
}
void PM_SetJumped( float height, qboolean force )
{
pm->ps->velocity[2] = height;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->pm_flags |= PMF_JUMPING;
pm->cmd.upmove = 0;
if ( force )
{
pm->ps->jumpZStart = pm->ps->origin[2];
pm->ps->pm_flags |= PMF_SLOW_MO_FALL;
//start force jump
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
else
{
PM_AddEvent( EV_JUMP );
}
}
void PM_SetSaberMove(saberMoveName_t newMove)
{
unsigned int setflags;
int anim;
int parts = SETANIM_TORSO;
qboolean manualBlocking = qfalse;
if ( newMove < LS_NONE || newMove >= LS_MOVE_MAX )
{
assert(0);
return;
}
setflags = saberMoveData[newMove].animSetFlags;
anim = saberMoveData[newMove].animToUse;
if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
{//no anim
return;
}
if ( cg_debugSaber.integer&0x01 && (newMove != LS_READY) )
{
Com_Printf("SetSaberMove: From '%s' to '%s'\n",
saberMoveData[pm->ps->saberMove].name,
saberMoveData[newMove].name);
}
if ( newMove == LS_READY || newMove == LS_A_FLIP_STAB || newMove == LS_A_FLIP_SLASH )
{//finished with a kata (or in a special move) reset attack counter
pm->ps->saberAttackChainCount = 0;
}
else if ( PM_SaberInAttack( newMove ) )
{//continuing with a kata, increment attack counter
//FIXME: maybe some contextual/style-specific logic in here
pm->ps->saberAttackChainCount++;
}
if ( newMove == LS_READY )
{
if ( pm->ps->saberBlockingTime > cg.time )
{
manualBlocking = qtrue;
if ( pm->ps->saber[0].type == SABER_CLAW )
{
anim = BOTH_INAIR1;//FIXME: is there a better anim for this?
}
else if ( pm->ps->dualSabers && pm->ps->saber[1].Active() )
{
anim = BOTH_INAIR1;
}
else
{
anim = BOTH_P1_S1_T_;
}
}
else if ( pm->ps->saber[0].type == SABER_ARC )
{//FIXME: need it's own style?
anim = BOTH_SABERFAST_STANCE;
}
else if ( (pm->ps->dualSabers && pm->ps->saber[1].Active()) )
{
anim = BOTH_SABERDUAL_STANCE;
}
else if ( (pm->ps->SaberStaff() && (!pm->ps->saber[0].singleBladeStyle||pm->ps->saber[0].blade[1].active))//saber staff with more than first blade active
|| pm->ps->saber[0].type == SABER_ARC )
{
anim = BOTH_SABERSTAFF_STANCE;
}
else if ( pm->ps->saber[0].type == SABER_LANCE || pm->ps->saber[0].type == SABER_TRIDENT )
{//FIXME: need some 2-handed forward-pointing anim
anim = BOTH_STAND1;
}
else
{
anim = PM_ReadyPoseForSaberAnimLevel();
}
}
else if ( newMove == LS_DRAW )
{
if ( PM_RunningAnim( pm->ps->torsoAnim ) )
{
pm->ps->saberMove = newMove;
return;
}
if ( pm->ps->saber[0].style == SS_STAFF )
{
anim = BOTH_S1_S7;
}
else if ( pm->ps->dualSabers && pm->ps->saber[0].style == SS_NONE && pm->ps->saber[1].style == SS_NONE )
{
anim = BOTH_S1_S6;
}
if ( pm->ps->torsoAnim == BOTH_STAND1IDLE1 )
{
setflags |= SETANIM_FLAG_OVERRIDE;
}
}
else if ( newMove == LS_PUTAWAY )
{
if ( pm->ps->saber[0].style == SS_STAFF
&& pm->ps->saber[0].blade[1].active )
{
anim = BOTH_S7_S1;
}
else if ( pm->ps->dualSabers
&& pm->ps->saber[0].style == SS_NONE
&& pm->ps->saber[1].style == SS_NONE
&& pm->ps->saber[1].Active() )
{
anim = BOTH_S6_S1;
}
if ( PM_SaberStanceAnim( pm->ps->legsAnim ) && pm->ps->legsAnim != BOTH_STAND1 )
{
parts = SETANIM_BOTH;
}
else
{
if ( PM_RunningAnim( pm->ps->torsoAnim ) )
{
pm->ps->saberMove = newMove;
return;
}
parts = SETANIM_TORSO;
}
//FIXME: also dual
}
else if ( pm->ps->saberAnimLevel == SS_STAFF && newMove >= LS_S_TL2BR && newMove < LS_REFLECT_LL )
{//staff has an entirely new set of anims, besides special attacks
//FIXME: include ready and draw/putaway?
//FIXME: get hand-made bounces and deflections?
if ( newMove >= LS_V1_BR && newMove <= LS_REFLECT_LL )
{//there aren't 1-7, just 1, 6 and 7, so just set it
anim = BOTH_P7_S7_T_ + (anim-BOTH_P1_S1_T_);//shift it up to the proper set
}
else
{//add the appropriate animLevel
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
}
}
else if ( (pm->ps->saberAnimLevel == SS_DUAL
|| (pm->ps->dualSabers&& pm->ps->saber[1].Active()))
&& newMove >= LS_S_TL2BR
&& newMove < LS_REFLECT_LL )
{//staff has an entirely new set of anims, besides special attacks
//FIXME: include ready and draw/putaway?
//FIXME: get hand-made bounces and deflections?
//FIXME: only do the dual FB & LR attacks when on ground?
if ( newMove >= LS_V1_BR && newMove <= LS_REFLECT_LL )
{//there aren't 1-7, just 1, 6 and 7, so just set it
anim = BOTH_P6_S6_T_ + (anim-BOTH_P1_S1_T_);//shift it up to the proper set
}
else if ( ( newMove == LS_A_R2L || newMove == LS_S_R2L
|| newMove == LS_A_L2R || newMove == LS_S_L2R )
&& PM_CanDoDualDoubleAttacks()
&& G_CheckEnemyPresence( pm->gent, DIR_RIGHT, 150.0f )
&& G_CheckEnemyPresence( pm->gent, DIR_LEFT, 150.0f ) )
{//enemy both on left and right
newMove = LS_DUAL_LR;
anim = saberMoveData[newMove].animToUse;
//probably already moved, but...
pm->cmd.rightmove = 0;
}
else if ( (newMove == LS_A_T2B || newMove == LS_S_T2B
|| newMove == LS_A_BACK || newMove == LS_A_BACK_CR )
&& PM_CanDoDualDoubleAttacks()
&& G_CheckEnemyPresence( pm->gent, DIR_FRONT, 150.0f )
&& G_CheckEnemyPresence( pm->gent, DIR_BACK, 150.0f ) )
{//enemy both in front and back
newMove = LS_DUAL_FB;
anim = saberMoveData[newMove].animToUse;
//probably already moved, but...
pm->cmd.forwardmove = 0;
}
else
{//add the appropriate animLevel
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
}
}
/*
else if ( newMove == LS_DRAW && pm->ps->saberAnimLevel == SS_STAFF )//pm->ps->SaberStaff() )
{//hold saber out front as we turn it on
//FIXME: need a real "draw" anim for this (and put-away)
anim = BOTH_SABERSTAFF_STANCE;
}
*/
else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 &&
!PM_SaberInIdle( newMove ) && !PM_SaberInParry( newMove ) && !PM_SaberInKnockaway( newMove ) && !PM_SaberInBrokenParry( newMove ) && !PM_SaberInReflect( newMove ) && !PM_SaberInSpecial( newMove ))
{//readies, parries and reflections have only 1 level
if ( pm->ps->saber[0].type == SABER_LANCE || pm->ps->saber[0].type == SABER_TRIDENT )
{//FIXME: hack for now - these use the fast anims, but slowed down. Should have own style
}
else
{//increment the anim to the next level of saber anims
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
}
}
else if ( newMove == LS_KICK_F_AIR
|| newMove == LS_KICK_B_AIR
|| newMove == LS_KICK_R_AIR
|| newMove == LS_KICK_L_AIR )
{
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{
PM_SetJumped( 200, qtrue );
}
}
// If the move does the same animation as the last one, we need to force a restart...
// if ( saberMoveData[pm->ps->saberMove].animToUse == anim && newMove > LS_PUTAWAY)
if ( ( pm->ps->torsoAnim == anim || pm->ps->legsAnim == anim )
&& newMove > LS_PUTAWAY )
{
setflags |= SETANIM_FLAG_RESTART;
}
if ( (anim == BOTH_STAND1 && (pm->ps->saber[0].type == SABER_ARC || (pm->ps->dualSabers && pm->ps->saber[1].Active())) )
|| anim == BOTH_STAND2
//FIXME: temp hack to stop it from using run2 with staff
|| (0 && anim == BOTH_SABERSTAFF_STANCE)
|| anim == BOTH_SABERDUAL_STANCE
|| anim == BOTH_SABERFAST_STANCE
|| anim == BOTH_SABERSLOW_STANCE )
{//match torso anim to walk/run anim if newMove is just LS_READY
//FIXME: play both_stand2_random1 when you've been idle for a while
switch ( pm->ps->legsAnim )
{
case BOTH_WALK1:
case BOTH_WALK2:
case BOTH_WALK_STAFF:
case BOTH_WALK_DUAL:
case BOTH_WALKBACK1:
case BOTH_WALKBACK2:
case BOTH_WALKBACK_STAFF:
case BOTH_WALKBACK_DUAL:
case BOTH_RUN1:
case BOTH_RUN2:
case BOTH_RUN_STAFF:
case BOTH_RUN_DUAL:
case BOTH_RUNBACK1:
case BOTH_RUNBACK2:
case BOTH_RUNBACK_STAFF:
anim = pm->ps->legsAnim;
break;
}
}
if ( !PM_RidingVehicle() )
{
if ( !manualBlocking )
{
if ( newMove == LS_A_LUNGE
|| newMove == LS_A_JUMP_T__B_
|| newMove == LS_A_BACKSTAB
|| newMove == LS_A_BACK
|| newMove == LS_A_BACK_CR
|| newMove == LS_ROLL_STAB
|| newMove == LS_A_FLIP_STAB
|| newMove == LS_A_FLIP_SLASH
|| newMove == LS_JUMPATTACK_DUAL
|| newMove == LS_JUMPATTACK_ARIAL_LEFT
|| newMove == LS_JUMPATTACK_ARIAL_RIGHT
|| newMove == LS_JUMPATTACK_CART_LEFT
|| newMove == LS_JUMPATTACK_CART_RIGHT
|| newMove == LS_JUMPATTACK_STAFF_LEFT
|| newMove == LS_JUMPATTACK_STAFF_RIGHT
|| newMove == LS_BUTTERFLY_LEFT
|| newMove == LS_BUTTERFLY_RIGHT
|| newMove == LS_A_BACKFLIP_ATK
|| newMove == LS_STABDOWN
|| newMove == LS_STABDOWN_STAFF
|| newMove == LS_STABDOWN_DUAL
|| newMove == LS_DUAL_SPIN_PROTECT
|| newMove == LS_STAFF_SOULCAL
|| newMove == LS_A1_SPECIAL
|| newMove == LS_A2_SPECIAL
|| newMove == LS_A3_SPECIAL
|| newMove == LS_UPSIDE_DOWN_ATTACK
|| newMove == LS_PULL_ATTACK_STAB
|| newMove == LS_PULL_ATTACK_SWING
|| PM_KickMove( newMove ) )
{
parts = SETANIM_BOTH;
}
else if ( PM_SpinningSaberAnim( anim ) )
{//spins must be played on entire body
parts = SETANIM_BOTH;
}
else if ( (!pm->cmd.forwardmove&&!pm->cmd.rightmove&&!pm->cmd.upmove))
{//not trying to run, duck or jump
if ( !PM_FlippingAnim( pm->ps->legsAnim ) &&
!PM_InRoll( pm->ps ) &&
!PM_InKnockDown( pm->ps ) &&
!PM_JumpingAnim( pm->ps->legsAnim ) &&
!PM_PainAnim( pm->ps->legsAnim ) &&
!PM_InSpecialJump( pm->ps->legsAnim ) &&
!PM_InSlopeAnim( pm->ps->legsAnim ) &&
//!PM_CrouchAnim( pm->ps->legsAnim ) &&
//pm->cmd.upmove >= 0 &&
!(pm->ps->pm_flags & PMF_DUCKED) &&
newMove != LS_PUTAWAY )
{
parts = SETANIM_BOTH;
}
else if ( !(pm->ps->pm_flags & PMF_DUCKED)
&& ( newMove == LS_SPINATTACK_DUAL || newMove == LS_SPINATTACK ) )
{
parts = SETANIM_BOTH;
}
}
}
}
else
{
if (!pm->ps->saberBlocked)
{
parts = SETANIM_BOTH;
setflags &= ~SETANIM_FLAG_RESTART;
}
}
if (anim!=-1)
{
PM_SetAnim( pm, parts, anim, setflags, saberMoveData[newMove].blendTime );
}
if ( pm->ps->torsoAnim == anim )
{//successfully changed anims
//special check for *starting* a saber swing
if ( pm->gent && pm->ps->SaberLength() > 1 )
{
if ( PM_SaberInAttack( newMove ) || PM_SaberInSpecialAttack( anim ) )
{//playing an attack
if ( pm->ps->saberMove != newMove )
{//wasn't playing that attack before
if ( PM_SaberInSpecialAttack( anim ) )
{
WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
{//can still attack during a cartwheel/arial
pm->ps->weaponTime = pm->ps->torsoAnimTimer;//so we know our weapon is busy
}
}
else
{
switch ( pm->ps->saberAnimLevel )
{
case SS_DESANN:
case SS_STRONG:
WP_SaberSwingSound( pm->gent, 0, SWING_STRONG );
break;
case SS_MEDIUM:
case SS_DUAL:
case SS_STAFF:
WP_SaberSwingSound( pm->gent, 0, SWING_MEDIUM );
break;
case SS_TAVION:
case SS_FAST:
WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
break;
}
}
}
else if ( (setflags&SETANIM_FLAG_RESTART) && PM_SaberInSpecialAttack( anim ) )
{//sigh, if restarted a special, then set the weaponTime *again*
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
{//can still attack during a cartwheel/arial
pm->ps->weaponTime = pm->ps->torsoAnimTimer;//so we know our weapon is busy
}
}
}
else if ( PM_SaberInStart( newMove ) && pm->ps->saberAnimLevel == SS_STRONG )
{
WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
}
}
/*
//wtf... getting stuck with weaponTime set even though we're not in an attack...?
if ( PM_SaberInAttack( pm->ps->saberMove )
&& !PM_SaberInAttack( newMove ) )
{
pm->ps->weaponTime = 0;
}
*/
//Some special attacks can be started when sabers are off, make sure we turn them on, first!
switch ( newMove )
{//make sure the saber is on!
case LS_A_LUNGE:
case LS_ROLL_STAB:
if ( PM_InSecondaryStyle() )
{//staff as medium or dual as fast
if ( pm->ps->dualSabers )
{//only force on the first saber
pm->ps->saber[0].Activate();
}
else if ( pm->ps->saber[0].numBlades > 1 )
{//only force on the first saber's first blade
pm->ps->SaberBladeActivate(0,0);
}
}
else
{//turn on all blades on all sabers
pm->ps->SaberActivate();
}
break;
case LS_SPINATTACK_ALORA:
case LS_SPINATTACK_DUAL:
case LS_SPINATTACK:
case LS_A1_SPECIAL:
case LS_A2_SPECIAL:
case LS_A3_SPECIAL:
case LS_DUAL_SPIN_PROTECT:
case LS_STAFF_SOULCAL:
//FIXME: probably more...
pm->ps->SaberActivate();
break;
}
pm->ps->saberMove = newMove;
pm->ps->saberBlocking = saberMoveData[newMove].blocking;
if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
{
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ
&& newMove >= LS_REFLECT_UP && newMove <= LS_REFLECT_LL )
{//don't clear it when blocking projectiles
}
else
{
pm->ps->saberBlocked = BLOCKED_NONE;
}
}
else if ( pm->ps->saberBlocked <= BLOCKED_ATK_BOUNCE || !pm->ps->SaberActive() || (newMove < LS_PARRY_UR || newMove > LS_REFLECT_LL) )
{//NPCs only clear blocked if not blocking?
pm->ps->saberBlocked = BLOCKED_NONE;
}
if ( pm->gent && pm->gent->client )
{
if ( saberMoveData[newMove].trailLength > 0 )
{
pm->gent->client->ps.SaberActivateTrail( saberMoveData[newMove].trailLength ); // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
}
else
{
pm->gent->client->ps.SaberDeactivateTrail( 0 );
}
}
}
}
/*
==============
PM_Use
Generates a use event
==============
*/
#define USE_DELAY 250
void PM_Use( void )
{
if ( pm->ps->useTime > 0 )
{
pm->ps->useTime -= pml.msec;
if ( pm->ps->useTime < 0 )
{
pm->ps->useTime = 0;
}
}
if ( pm->ps->useTime > 0 ) {
return;
}
if ( ! (pm->cmd.buttons & BUTTON_USE ) )
{
pm->useEvent = 0;
pm->ps->useTime = 0;
return;
}
pm->useEvent = EV_USE;
pm->ps->useTime = USE_DELAY;
}
extern saberMoveName_t PM_AttackForEnemyPos( qboolean allowFB, qboolean allowStabDown );
saberMoveName_t PM_NPCSaberAttackFromQuad( int quad )
{
//FIXME: this should be an AI decision
// It should be based on the enemy's current LS_ move, saberAnimLevel,
// the jedi's difficulty level, rank and FP_OFFENSE skill...
saberMoveName_t autoMove = LS_NONE;
if ( pm->gent && ((pm->gent->NPC && pm->gent->NPC->rank != RANK_ENSIGN && pm->gent->NPC->rank != RANK_CIVILIAN ) || (pm->gent->client && (pm->gent->client->NPC_class == CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA))) )
{
autoMove = PM_AttackForEnemyPos( qtrue, qtrue );
}
if ( autoMove != LS_NONE && PM_SaberInSpecial( autoMove ) )
{//if have opportunity to do a special attack, do one
return autoMove;
}
else
{//pick another one
saberMoveName_t newmove = LS_NONE;
switch( quad )
{
case Q_T://blocked top
if ( Q_irand( 0, 1 ) )
{
newmove = LS_A_T2B;
}
else
{
newmove = LS_A_TR2BL;
}
break;
case Q_TR:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_R2L;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_A_TR2BL;
}
else
{
newmove = LS_T1_TR_BR;
}
break;
case Q_TL:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_L2R;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_A_TL2BR;
}
else
{
newmove = LS_T1_TL_BL;
}
break;
case Q_BR:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_BR2TL;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1_BR_TR;
}
else
{
newmove = LS_A_R2L;
}
break;
case Q_BL:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_BL2TR;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1_BL_TL;
}
else
{
newmove = LS_A_L2R;
}
break;
case Q_L:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_L2R;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1__L_T_;
}
else
{
newmove = LS_A_R2L;
}
break;
case Q_R:
if ( !Q_irand( 0, 2 ) )
{
newmove = LS_A_R2L;
}
else if ( !Q_irand( 0, 1 ) )
{
newmove = LS_T1__R_T_;
}
else
{
newmove = LS_A_L2R;
}
break;
case Q_B:
if ( pm->gent
&& pm->gent->NPC
&& pm->gent->NPC->rank >= RANK_LT_JG )
{//fencers and above can do bottom-up attack
if ( Q_irand( 0, pm->gent->NPC->rank ) >= RANK_LT_JG )
{//but not overly likely
newmove = PM_SaberLungeAttackMove( qtrue );
}
}
break;
default:
break;
}
return newmove;
}
}
int PM_SaberMoveQuadrantForMovement( usercmd_t *ucmd )
{
if ( ucmd->rightmove > 0 )
{//moving right
if ( ucmd->forwardmove > 0 )
{//forward right = TL2BR slash
return Q_TL;
}
else if ( ucmd->forwardmove < 0 )
{//backward right = BL2TR uppercut
return Q_BL;
}
else
{//just right is a left slice
return Q_L;
}
}
else if ( ucmd->rightmove < 0 )
{//moving left
if ( ucmd->forwardmove > 0 )
{//forward left = TR2BL slash
return Q_TR;
}
else if ( ucmd->forwardmove < 0 )
{//backward left = BR2TL uppercut
return Q_BR;
}
else
{//just left is a right slice
return Q_R;
}
}
else
{//not moving left or right
if ( ucmd->forwardmove > 0 )
{//forward= T2B slash
return Q_T;
}
else if ( ucmd->forwardmove < 0 )
{//backward= T2B slash //or B2T uppercut?
return Q_T;
}
else //if ( curmove == LS_READY )//???
{//Not moving at all
return Q_R;
}
}
//return Q_R;//????
}
void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs )
{
if ( !gi.G2API_HaveWeGhoul2Models( gent->ghoul2 ) )
{
return;
}
int actualTime = (cg.time?cg.time:level.time);
if ( torso && gent->lowerLumbarBone != -1 )//gent->upperLumbarBone
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
if ( gent->motionBone != -1 )
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, //gent->upperLumbarBone
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
}
}
if ( legs && gent->rootBone != -1 )
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone,
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
}
}
int PM_SaberLockWinAnim( saberLockResult_t result, int breakType )
{
int winAnim = -1;
switch ( pm->ps->torsoAnim )
{
/*
default:
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", pm->gent->NPC_type, pm->ps->torsoAnim, animTable[pm->ps->torsoAnim].name );
#endif
*/
case BOTH_BF2LOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
winAnim = BOTH_LK_S_S_T_SB_1_W;
}
else if ( result == LOCK_DRAW )
{
winAnim = BOTH_BF1BREAK;
}
else
{
pm->ps->saberMove = LS_A_T2B;
winAnim = BOTH_A3_T__B_;
}
break;
case BOTH_BF1LOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
winAnim = BOTH_LK_S_S_T_SB_1_W;
}
else if ( result == LOCK_DRAW )
{
winAnim = BOTH_KNOCKDOWN4;
}
else
{
pm->ps->saberMove = LS_K1_T_;
winAnim = BOTH_K1_S1_T_;
}
break;
case BOTH_CWCIRCLELOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
winAnim = BOTH_LK_S_S_S_SB_1_W;
}
else if ( result == LOCK_DRAW )
{
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BL;
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
winAnim = BOTH_V1_BL_S1;
}
else
{
winAnim = BOTH_CWCIRCLEBREAK;
}
break;
case BOTH_CCWCIRCLELOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
winAnim = BOTH_LK_S_S_S_SB_1_W;
}
else if ( result == LOCK_DRAW )
{
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BR;
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
winAnim = BOTH_V1_BR_S1;
}
else
{
winAnim = BOTH_CCWCIRCLEBREAK;
}
break;
default:
//must be using new system:
break;
}
if ( winAnim != -1 )
{
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
pm->ps->saberBlocked = BLOCKED_NONE;
pm->ps->weaponstate = WEAPON_FIRING;
if ( breakType == SABERLOCK_SUPERBREAK
&& winAnim != BOTH_LK_ST_DL_T_SB_1_W )
{//going to attack with saber, do a saber trail
pm->ps->SaberActivateTrail( 200 );
}
}
return winAnim;
}
int PM_SaberLockLoseAnim( gentity_t *genemy, saberLockResult_t result, int breakType )
{
int loseAnim = -1;
switch ( genemy->client->ps.torsoAnim )
{
/*
default:
#ifndef FINAL_BUILD
Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", genemy->NPC_type, genemy->client->ps.torsoAnim, animTable[genemy->client->ps.torsoAnim].name );
#endif
*/
case BOTH_BF2LOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
loseAnim = BOTH_LK_S_S_T_SB_1_L;
}
else if ( result == LOCK_DRAW )
{
loseAnim = BOTH_BF1BREAK;
}
else
{
if ( result == LOCK_STALEMATE )
{//no-one won
genemy->client->ps.saberMove = LS_K1_T_;
loseAnim = BOTH_K1_S1_T_;
}
else
{//FIXME: this anim needs to transition back to ready when done
loseAnim = BOTH_BF1BREAK;
}
}
break;
case BOTH_BF1LOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
loseAnim = BOTH_LK_S_S_T_SB_1_L;
}
else if ( result == LOCK_DRAW )
{
loseAnim = BOTH_KNOCKDOWN4;
}
else
{
if ( result == LOCK_STALEMATE )
{//no-one won
genemy->client->ps.saberMove = LS_A_T2B;
loseAnim = BOTH_A3_T__B_;
}
else
{
loseAnim = BOTH_KNOCKDOWN4;
}
}
break;
case BOTH_CWCIRCLELOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
loseAnim = BOTH_LK_S_S_S_SB_1_L;
}
else if ( result == LOCK_DRAW )
{
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BL_S1;
}
else
{
if ( result == LOCK_STALEMATE )
{//no-one won
loseAnim = BOTH_CCWCIRCLEBREAK;
}
else
{
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BL_S1;
/*
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BR;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_H1_S1_BL;
*/
}
}
break;
case BOTH_CCWCIRCLELOCK:
if ( breakType == SABERLOCK_SUPERBREAK )
{
loseAnim = BOTH_LK_S_S_S_SB_1_L;
}
else if ( result == LOCK_DRAW )
{
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BR_S1;
}
else
{
if ( result == LOCK_STALEMATE )
{//no-one won
loseAnim = BOTH_CWCIRCLEBREAK;
}
else
{
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_V1_BR_S1;
/*
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BL;
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
loseAnim = BOTH_H1_S1_BR;
*/
}
}
break;
}
if ( loseAnim != -1 )
{
NPC_SetAnim( genemy, SETANIM_BOTH, loseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
genemy->client->ps.weaponTime = genemy->client->ps.torsoAnimTimer;// + 250;
genemy->client->ps.saberBlocked = BLOCKED_NONE;
genemy->client->ps.weaponstate = WEAPON_READY;
}
return loseAnim;
}
int PM_SaberLockResultAnim( gentity_t *duelist, int lockOrBreakOrSuperBreak, int winOrLose )
{
int baseAnim = duelist->client->ps.torsoAnim;
switch ( baseAnim )
{
case BOTH_LK_S_S_S_L_2: //lock if I'm using single vs. a single and other intitiated
baseAnim = BOTH_LK_S_S_S_L_1;
break;
case BOTH_LK_S_S_T_L_2: //lock if I'm using single vs. a single and other initiated
baseAnim = BOTH_LK_S_S_T_L_1;
break;
case BOTH_LK_DL_DL_S_L_2: //lock if I'm using dual vs. dual and other initiated
baseAnim = BOTH_LK_DL_DL_S_L_1;
break;
case BOTH_LK_DL_DL_T_L_2: //lock if I'm using dual vs. dual and other initiated
baseAnim = BOTH_LK_DL_DL_T_L_1;
break;
case BOTH_LK_ST_ST_S_L_2: //lock if I'm using staff vs. a staff and other initiated
baseAnim = BOTH_LK_ST_ST_S_L_1;
break;
case BOTH_LK_ST_ST_T_L_2: //lock if I'm using staff vs. a staff and other initiated
baseAnim = BOTH_LK_ST_ST_T_L_1;
break;
}
//what kind of break?
if ( lockOrBreakOrSuperBreak == SABERLOCK_BREAK )
{
baseAnim -= 2;
}
else if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK )
{
baseAnim += 1;
}
else
{//WTF? Not a valid result
return -1;
}
//win or lose?
if ( winOrLose == SABERLOCK_WIN )
{
baseAnim += 1;
}
//play the anim and hold it
NPC_SetAnim( duelist, SETANIM_BOTH, baseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK
&& winOrLose == SABERLOCK_LOSE )
{//if you lose a superbreak, you're defenseless
//make saberent not block
gentity_t *saberent = &g_entities[duelist->client->ps.saberEntityNum];
if ( saberent )
{
VectorClear(saberent->mins);
VectorClear(saberent->maxs);
G_SetOrigin(saberent, duelist->currentOrigin);
}
//set sabermove to none
duelist->client->ps.saberMove = LS_NONE;
//Hold the anim a little longer than it is
duelist->client->ps.torsoAnimTimer += 250;;
}
//no attacking during this anim
duelist->client->ps.weaponTime = duelist->client->ps.torsoAnimTimer;
duelist->client->ps.saberBlocked = BLOCKED_NONE;
if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK
&& winOrLose == SABERLOCK_WIN
&& baseAnim != BOTH_LK_ST_DL_T_SB_1_W )
{//going to attack with saber, do a saber trail
duelist->client->ps.SaberActivateTrail( 200 );
}
return baseAnim;
}
void PM_SaberLockBreak( gentity_t *gent, gentity_t *genemy, saberLockResult_t result, int victoryStrength )
{
int winAnim = -1, loseAnim = -1;
int breakType = SABERLOCK_BREAK;
qboolean singleVsSingle = qtrue;
if ( result == LOCK_VICTORY
&& Q_irand(0,7) < victoryStrength )
{
if ( genemy
&& genemy->NPC
&& ((genemy->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
||(genemy->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER)
||(genemy->client&&genemy->client->NPC_class == CLASS_SHADOWTROOPER))
&& Q_irand(0, 4)
)
{//less of a chance of getting a superbreak against a boss
breakType = SABERLOCK_BREAK;
}
else
{
breakType = SABERLOCK_SUPERBREAK;
}
}
else
{
breakType = SABERLOCK_BREAK;
}
winAnim = PM_SaberLockWinAnim( result, breakType );
if ( winAnim != -1 )
{//a single vs. single break
if ( genemy && genemy->client )
{
loseAnim = PM_SaberLockLoseAnim( genemy, result, breakType );
}
}
else
{//must be a saberlock that's not between single and single...
singleVsSingle = qfalse;
winAnim = PM_SaberLockResultAnim( gent, breakType, SABERLOCK_WIN );
pm->ps->weaponstate = WEAPON_FIRING;
if ( genemy && genemy->client )
{
loseAnim = PM_SaberLockResultAnim( genemy, breakType, SABERLOCK_LOSE );
genemy->client->ps.weaponstate = WEAPON_READY;
}
}
if ( d_saberCombat->integer )
{
Com_Printf( "%s won saber lock, anim = %s!\n", gent->NPC_type, animTable[winAnim].name );
Com_Printf( "%s lost saber lock, anim = %s!\n", genemy->NPC_type, animTable[loseAnim].name );
}
pm->ps->saberLockTime = genemy->client->ps.saberLockTime = 0;
pm->ps->saberLockEnemy = genemy->client->ps.saberLockEnemy = ENTITYNUM_NONE;
pm->ps->saberMoveNext = LS_NONE;
if ( genemy && genemy->client )
{
genemy->client->ps.saberMoveNext = LS_NONE;
}
PM_AddEvent( EV_JUMP );
if ( result == LOCK_STALEMATE )
{//no-one won
G_AddEvent( genemy, EV_JUMP, 0 );
}
else
{
if ( pm->ps->clientNum )
{//an NPC
pm->ps->saberEventFlags |= SEF_LOCK_WON;//tell the winner to press the advantage
}
//painDebounceTime will stop them from doing anything
genemy->painDebounceTime = level.time + genemy->client->ps.torsoAnimTimer + 500;
if ( Q_irand( 0, 1 ) )
{
G_AddEvent( genemy, EV_PAIN, Q_irand( 0, 75 ) );
}
else
{
if ( genemy->NPC )
{
genemy->NPC->blockedSpeechDebounceTime = 0;
}
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
}
if ( result == LOCK_VICTORY )
{//one person won
if ( Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_2 ) < pm->ps->forcePowerLevel[FP_SABER_OFFENSE] )
{
vec3_t throwDir = {0,0,350};
int winMove = pm->ps->saberMove;
if ( !singleVsSingle )
{//all others have their own super breaks
//so it doesn't try to set some other anim below
winAnim = -1;
}
else if ( winAnim == BOTH_LK_S_S_S_SB_1_W
|| winAnim == BOTH_LK_S_S_T_SB_1_W )
{//doing a superbreak on single-vs-single, don't do the old superbreaks this time
//so it doesn't try to set some other anim below
winAnim = -1;
}
else
{//JK2-style
switch ( winAnim )
{
case BOTH_A3_T__B_:
winAnim = BOTH_D1_TL___;
winMove = LS_D1_TL;
//FIXME: mod throwDir?
break;
case BOTH_K1_S1_T_:
//FIXME: mod throwDir?
break;
case BOTH_CWCIRCLEBREAK:
//FIXME: mod throwDir?
break;
case BOTH_CCWCIRCLEBREAK:
winAnim = BOTH_A1_BR_TL;
winMove = LS_A_BR2TL;
//FIXME: mod throwDir?
break;
}
if ( winAnim != BOTH_CCWCIRCLEBREAK )
{
if ( (!genemy->s.number&&genemy->health<=25)//player low on health
||(genemy->s.number&&genemy->client->NPC_class!=CLASS_KYLE&&genemy->client->NPC_class!=CLASS_LUKE&&genemy->client->NPC_class!=CLASS_TAVION&&genemy->client->NPC_class!=CLASS_ALORA&&genemy->client->NPC_class!=CLASS_DESANN)//any NPC that's not a boss character
||(genemy->s.number&&genemy->health<=50) )//boss character with less than 50 health left
{//possibly knock saber out of hand OR cut hand off!
if ( Q_irand( 0, 25 ) < victoryStrength
&& ((!genemy->s.number&&genemy->health<=10)||genemy->s.number) )
{
NPC_SetAnim( genemy, SETANIM_BOTH, BOTH_RIGHTHANDCHOPPEDOFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//force this
genemy->client->dismembered = false;
G_DoDismemberment( genemy, genemy->client->renderInfo.handRPoint, MOD_SABER, 1000, HL_HAND_RT, qtrue );
G_Damage( genemy, gent, gent, throwDir, genemy->client->renderInfo.handRPoint, genemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_SABER, HL_NONE );
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->torsoAnimTimer + 500;
pm->ps->saberMove = winMove;
pm->ps->saberBlocked = BLOCKED_NONE;
pm->ps->weaponstate = WEAPON_FIRING;
return;
}
}
}
}
//else see if we can knock the saber out of their hand
//FIXME: for now, always disarm the right-hand saber
if ( genemy->client->ps.saber[0].disarmable )
{
//add disarmBonus into this check
victoryStrength += pm->ps->SaberDisarmBonus()*2;
if ( genemy->client->ps.saber[0].twoHanded || (genemy->client->ps.dualSabers && genemy->client->ps.saber[1].Active()) )
{//defender gets a bonus for using a 2-handed saber or 2 sabers
victoryStrength -= 2;
}
if ( pm->ps->forcePowersActive&(1<<FP_RAGE) )
{
victoryStrength += gent->client->ps.forcePowerLevel[FP_RAGE];
}
else if ( pm->ps->forceRageRecoveryTime > pm->cmd.serverTime )
{
victoryStrength--;
}
if ( genemy->client->ps.forceRageRecoveryTime > pm->cmd.serverTime )
{
victoryStrength++;
}
if ( Q_irand( 0, 10 ) < victoryStrength )
{
if ( !genemy->client->ps.saber[0].twoHanded
|| !Q_irand( 0, 1 ) )
{//if it's a two-handed saber, it has a 50% chance of resisting a disarming
WP_SaberLose( genemy, throwDir );
if ( winAnim != -1 )
{
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
pm->ps->saberMove = winMove;
pm->ps->saberBlocked = BLOCKED_NONE;
pm->ps->weaponstate = WEAPON_FIRING;
}
}
}
}
}
}
}
}
int G_SaberLockStrength( gentity_t *gent )
{
int strength = gent->client->ps.saber[0].lockBonus;
if ( gent->client->ps.saber[0].twoHanded )
{
strength += 1;
}
if ( gent->client->ps.dualSabers && gent->client->ps.saber[1].Active() )
{
strength += 1 + gent->client->ps.saber[1].lockBonus;
}
if ( gent->client->ps.forcePowersActive&(1<<FP_RAGE) )
{
strength += gent->client->ps.forcePowerLevel[FP_RAGE];
}
else if ( gent->client->ps.forceRageRecoveryTime > pm->cmd.serverTime )
{
strength--;
}
if ( gent->s.number >= MAX_CLIENTS )
{
if ( gent->client->NPC_class == CLASS_DESANN || gent->client->NPC_class == CLASS_LUKE )
{
strength += 5+Q_irand(0,g_spskill->integer);
}
else
{
strength += gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer);
if ( gent->NPC )
{
if ( (gent->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
|| (gent->NPC->aiFlags&NPCAI_ROSH)
|| gent->client->NPC_class == CLASS_SHADOWTROOPER )
{
strength += Q_irand(0,2);
}
else if ( (gent->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER) )
{
strength += Q_irand(-1,1);
}
}
}
}
else
{//player
strength += gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer)+Q_irand(0,1);
}
return strength;
}
qboolean PM_InSaberLockOld( int anim )
{
switch ( anim )
{
case BOTH_BF2LOCK:
case BOTH_BF1LOCK:
case BOTH_CWCIRCLELOCK:
case BOTH_CCWCIRCLELOCK:
return qtrue;
}
return qfalse;
}
qboolean PM_InSaberLock( int anim )
{
switch ( anim )
{
case BOTH_LK_S_DL_S_L_1: //lock if I'm using single vs. a dual
case BOTH_LK_S_DL_T_L_1: //lock if I'm using single vs. a dual
case BOTH_LK_S_ST_S_L_1: //lock if I'm using single vs. a staff
case BOTH_LK_S_ST_T_L_1: //lock if I'm using single vs. a staff
case BOTH_LK_S_S_S_L_1: //lock if I'm using single vs. a single and I initiated
case BOTH_LK_S_S_T_L_1: //lock if I'm using single vs. a single and I initiated
case BOTH_LK_DL_DL_S_L_1: //lock if I'm using dual vs. dual and I initiated
case BOTH_LK_DL_DL_T_L_1: //lock if I'm using dual vs. dual and I initiated
case BOTH_LK_DL_ST_S_L_1: //lock if I'm using dual vs. a staff
case BOTH_LK_DL_ST_T_L_1: //lock if I'm using dual vs. a staff
case BOTH_LK_DL_S_S_L_1: //lock if I'm using dual vs. a single
case BOTH_LK_DL_S_T_L_1: //lock if I'm using dual vs. a single
case BOTH_LK_ST_DL_S_L_1: //lock if I'm using staff vs. dual
case BOTH_LK_ST_DL_T_L_1: //lock if I'm using staff vs. dual
case BOTH_LK_ST_ST_S_L_1: //lock if I'm using staff vs. a staff and I initiated
case BOTH_LK_ST_ST_T_L_1: //lock if I'm using staff vs. a staff and I initiated
case BOTH_LK_ST_S_S_L_1: //lock if I'm using staff vs. a single
case BOTH_LK_ST_S_T_L_1: //lock if I'm using staff vs. a single
case BOTH_LK_S_S_S_L_2:
case BOTH_LK_S_S_T_L_2:
case BOTH_LK_DL_DL_S_L_2:
case BOTH_LK_DL_DL_T_L_2:
case BOTH_LK_ST_ST_S_L_2:
case BOTH_LK_ST_ST_T_L_2:
return qtrue;
break;
default:
return PM_InSaberLockOld( anim );
break;
}
//return qfalse;
}
extern qboolean ValidAnimFileIndex ( int index );
extern qboolean G_CheckIncrementLockAnim( int anim, int winOrLose );
qboolean PM_SaberLocked( void )
{
//FIXME: maybe kick out of saberlock?
if ( pm->ps->saberLockEnemy == ENTITYNUM_NONE )
{
if ( PM_InSaberLock( pm->ps->torsoAnim ) )
{//wtf? Maybe enemy died?
PM_SaberLockWinAnim( LOCK_STALEMATE, SABERLOCK_BREAK );
}
return qfalse;
}
gentity_t *gent = pm->gent;
if ( !gent )
{
return qfalse;
}
gentity_t *genemy = &g_entities[pm->ps->saberLockEnemy];
if ( !genemy )
{
return qfalse;
}
if ( PM_InSaberLock( pm->ps->torsoAnim ) && PM_InSaberLock( genemy->client->ps.torsoAnim ) )
{
if ( pm->ps->saberLockTime <= level.time + 500
&& pm->ps->saberLockEnemy != ENTITYNUM_NONE )
{//lock just ended
int strength = G_SaberLockStrength( gent );
int eStrength = G_SaberLockStrength( genemy );
if ( strength > 1 && eStrength > 1 && !Q_irand( 0, abs(strength-eStrength)+1 ) )
{//both knock each other down!
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
}
else
{//both "win"
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
}
return qtrue;
}
else if ( pm->ps->saberLockTime < level.time )
{//done... tie breaker above should have handled this, but...?
if ( PM_InSaberLock( pm->ps->torsoAnim ) && pm->ps->torsoAnimTimer > 0 )
{
pm->ps->torsoAnimTimer = 0;
}
if ( PM_InSaberLock( pm->ps->legsAnim ) && pm->ps->legsAnimTimer > 0 )
{
pm->ps->legsAnimTimer = 0;
}
return qfalse;
}
else if ( pm->cmd.buttons & BUTTON_ATTACK )
{//holding attack
if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
{//tapping
int remaining = 0;
if( ValidAnimFileIndex( gent->client->clientInfo.animFileIndex ) )
{
animation_t *anim;
float currentFrame, junk2;
int curFrame, junk;
int strength = 1;
anim = &level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations[pm->ps->torsoAnim];
qboolean ret;
ret=gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, (cg.time?cg.time:level.time), &currentFrame, &junk, &junk, &junk, &junk2, NULL );
assert(ret); // this would be pretty bad, the below code seems to assume the call succeeds. -gil
strength = G_SaberLockStrength( gent );
if ( PM_InSaberLockOld( pm->ps->torsoAnim ) )
{//old locks
if ( pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK ||
pm->ps->torsoAnim == BOTH_BF2LOCK )
{
curFrame = floor( currentFrame )-strength;
//drop my frame one
if ( curFrame <= anim->firstFrame )
{//I won! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
return qtrue;
}
else
{
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
remaining = curFrame-anim->firstFrame;
if ( d_saberCombat->integer )
{
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
}
}
}
else
{
curFrame = ceil( currentFrame )+strength;
//advance my frame one
if ( curFrame >= anim->firstFrame+anim->numFrames )
{//I won! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
return qtrue;
}
else
{
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
remaining = anim->firstFrame+anim->numFrames-curFrame;
if ( d_saberCombat->integer )
{
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
}
}
}
}
else
{//new locks
if ( G_CheckIncrementLockAnim( pm->ps->torsoAnim, SABERLOCK_WIN ) )
{
curFrame = ceil( currentFrame )+strength;
//advance my frame one
if ( curFrame >= anim->firstFrame+anim->numFrames )
{//I won! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
return qtrue;
}
else
{
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
remaining = anim->firstFrame+anim->numFrames-curFrame;
if ( d_saberCombat->integer )
{
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
}
}
}
else
{
curFrame = floor( currentFrame )-strength;
//drop my frame one
if ( curFrame <= anim->firstFrame )
{//I won! Break out
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
return qtrue;
}
else
{
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
remaining = curFrame-anim->firstFrame;
if ( d_saberCombat->integer )
{
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
}
}
}
}
if ( !Q_irand( 0, 2 ) )
{
if ( pm->ps->clientNum < MAX_CLIENTS )
{
if ( !Q_irand( 0, 3 ) )
{
PM_AddEvent( EV_JUMP );
}
else
{
PM_AddEvent( Q_irand( EV_PUSHED1, EV_PUSHED3 ) );
}
}
else
{
if ( gent->NPC && gent->NPC->blockedSpeechDebounceTime < level.time )
{
switch ( Q_irand( 0, 3 ) )
{
case 0:
PM_AddEvent( EV_JUMP );
break;
case 1:
PM_AddEvent( Q_irand( EV_ANGER1, EV_ANGER3 ) );
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
break;
case 2:
PM_AddEvent( Q_irand( EV_TAUNT1, EV_TAUNT3 ) );
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
break;
case 3:
PM_AddEvent( Q_irand( EV_GLOAT1, EV_GLOAT3 ) );
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
break;
}
}
}
}
}
else
{
return qfalse;
}
if( ValidAnimFileIndex( genemy->client->clientInfo.animFileIndex ) )
{
animation_t *anim;
anim = &level.knownAnimFileSets[genemy->client->clientInfo.animFileIndex].animations[genemy->client->ps.torsoAnim];
/*
float currentFrame, junk2;
int junk;
gi.G2API_GetBoneAnimIndex( &genemy->ghoul2[genemy->playerModel], genemy->lowerLumbarBone, (cg.time?cg.time:level.time), &currentFrame, &junk, &junk, &junk, &junk2, NULL );
*/
if ( !Q_irand( 0, 2 ) )
{
switch ( Q_irand( 0, 3 ) )
{
case 0:
G_AddEvent( genemy, EV_PAIN, floor((float)genemy->health/genemy->max_health*100.0f) );
break;
case 1:
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
break;
case 2:
G_AddVoiceEvent( genemy, Q_irand( EV_CHOKE1, EV_CHOKE3 ), 500 );
break;
case 3:
G_AddVoiceEvent( genemy, EV_PUSHFAIL, 2000 );
break;
}
}
if ( PM_InSaberLockOld( genemy->client->ps.torsoAnim ) )
{
if ( genemy->client->ps.torsoAnim == BOTH_CCWCIRCLELOCK ||
genemy->client->ps.torsoAnim == BOTH_BF2LOCK )
{
PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
}
else
{
PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
}
}
else
{//new locks
//???
if ( G_CheckIncrementLockAnim( genemy->client->ps.torsoAnim, SABERLOCK_LOSE ) )
{
PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
}
else
{
PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
}
}
}
}
}
else
{//FIXME: other ways out of a saberlock?
//force-push? (requires more force power?)
//kick? (requires anim ... hit jump key?)
//roll?
//backflip?
}
}
else
{//something broke us out of it
if ( gent->painDebounceTime > level.time && genemy->painDebounceTime > level.time )
{
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
}
else if ( gent->painDebounceTime > level.time )
{
PM_SaberLockBreak( genemy, gent, LOCK_VICTORY, 0 );
}
else if ( genemy->painDebounceTime > level.time )
{
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
}
else
{
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
}
}
return qtrue;
}
qboolean G_EnemyInKickRange( gentity_t *self, gentity_t *enemy )
{
if ( !self || !enemy )
{
return qfalse;
}
if ( fabs(self->currentOrigin[2]-enemy->currentOrigin[2]) < 32 )
{//generally at same height
if ( DistanceHorizontal( self->currentOrigin, enemy->currentOrigin ) <= (STAFF_KICK_RANGE+8.0f+(self->maxs[0]*1.5f)+(enemy->maxs[0]*1.5f)) )
{//within kicking range!
return qtrue;
}
}
return qfalse;
}
qboolean G_CanKickEntity( gentity_t *self, gentity_t *target )
{
if ( target && target->client
&& !PM_InKnockDown( &target->client->ps )
&& G_EnemyInKickRange( self, target ) )
{
return qtrue;
}
return qfalse;
}
float PM_GroundDistance(void)
{
trace_t tr;
vec3_t down;
VectorCopy(pm->ps->origin, down);
down[2] -= 4096;
pm->trace(&tr, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSubtract(pm->ps->origin, tr.endpos, down);
return VectorLength(down);
}
float G_GroundDistance(gentity_t *self)
{
if ( !self )
{//wtf?!!
return Q3_INFINITE;
}
trace_t tr;
vec3_t down;
VectorCopy(self->currentOrigin, down);
down[2] -= 4096;
gi.trace(&tr, self->currentOrigin, self->mins, self->maxs, down, self->s.number, self->clipmask);
VectorSubtract(self->currentOrigin, tr.endpos, down);
return VectorLength(down);
}
saberMoveName_t G_PickAutoKick( gentity_t *self, gentity_t *enemy, qboolean storeMove )
{
saberMoveName_t kickMove = LS_NONE;
if ( !self || !self->client )
{
return LS_NONE;
}
if ( !enemy )
{
return LS_NONE;
}
vec3_t v_fwd, v_rt, enemyDir, fwdAngs = {0,self->client->ps.viewangles[YAW],0};
VectorSubtract( enemy->currentOrigin, self->currentOrigin, enemyDir );
VectorNormalize( enemyDir );//not necessary, I guess, but doesn't happen often
AngleVectors( fwdAngs, v_fwd, v_rt, NULL );
float fDot = DotProduct( enemyDir, v_fwd );
float rDot = DotProduct( enemyDir, v_rt );
if ( fabs( rDot ) > 0.5f && fabs( fDot ) < 0.5f )
{//generally to one side
if ( rDot > 0 )
{//kick right
kickMove = LS_KICK_R;
}
else
{//kick left
kickMove = LS_KICK_L;
}
}
else if ( fabs( fDot ) > 0.5f && fabs( rDot ) < 0.5f )
{//generally in front or behind us
if ( fDot > 0 )
{//kick fwd
kickMove = LS_KICK_F;
}
else
{//kick back
kickMove = LS_KICK_B;
}
}
else
{//diagonal to us, kick would miss
}
if ( kickMove != LS_NONE )
{//have a valid one to do
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//if in air, convert kick to an in-air kick
float gDist = G_GroundDistance( self );
//let's only allow air kicks if a certain distance from the ground
//it's silly to be able to do them right as you land.
//also looks wrong to transition from a non-complete flip anim...
if ((!PM_FlippingAnim( self->client->ps.legsAnim ) || self->client->ps.legsAnimTimer <= 0) &&
gDist > 64.0f && //strict minimum
gDist > (-self->client->ps.velocity[2])-64.0f //make sure we are high to ground relative to downward velocity as well
)
{
switch ( kickMove )
{
case LS_KICK_F:
kickMove = LS_KICK_F_AIR;
break;
case LS_KICK_B:
kickMove = LS_KICK_B_AIR;
break;
case LS_KICK_R:
kickMove = LS_KICK_R_AIR;
break;
case LS_KICK_L:
kickMove = LS_KICK_L_AIR;
break;
default: //oh well, can't do any other kick move while in-air
kickMove = LS_NONE;
break;
}
}
else
{//leave it as a normal kick unless we're too high up
if ( gDist > 128.0f || self->client->ps.velocity[2] >= 0 )
{ //off ground, but too close to ground
kickMove = LS_NONE;
}
}
}
if ( storeMove )
{
self->client->ps.saberMoveNext = kickMove;
}
}
return kickMove;
}
saberMoveName_t PM_PickAutoKick( gentity_t *enemy )
{
return G_PickAutoKick( pm->gent, enemy, qfalse );
}
saberMoveName_t G_PickAutoMultiKick( gentity_t *self, qboolean allowSingles, qboolean storeMove )
{
gentity_t *ent;
gentity_t *entityList[MAX_GENTITIES];
vec3_t mins, maxs;
int i, e;
int radius = ((self->maxs[0]*1.5f)+(self->maxs[0]*1.5f)+STAFF_KICK_RANGE+24.0f);//a little wide on purpose
vec3_t center;
saberMoveName_t kickMove, bestKick = LS_NONE;
float distToEnt, bestDistToEnt = Q3_INFINITE;
gentity_t *bestEnt = NULL;
int enemiesFront = 0;
int enemiesBack = 0;
int enemiesRight = 0;
int enemiesLeft = 0;
int enemiesSpin = 0;
if ( !self || !self->client )
{
return LS_NONE;
}
VectorCopy( self->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
int numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if (ent == self)
continue;
if (ent->owner == self)
continue;
if ( !(ent->inuse) )
continue;
//not a client?
if ( !ent->client )
continue;
//ally?
if ( ent->client->playerTeam == self->client->playerTeam )
continue;
//dead?
if ( ent->health <= 0 )
continue;
//too far?
distToEnt = DistanceSquared( ent->currentOrigin, center );
if ( distToEnt > (radius*radius) )
continue;
kickMove = G_PickAutoKick( self, ent, qfalse );
if ( kickMove == LS_KICK_F_AIR
&& kickMove == LS_KICK_B_AIR
&& kickMove == LS_KICK_R_AIR
&& kickMove == LS_KICK_L_AIR )
{//in air? Can't do multikicks
}
else
{
switch ( kickMove )
{
case LS_KICK_F:
enemiesFront++;
break;
case LS_KICK_B:
enemiesBack++;
break;
case LS_KICK_R:
enemiesRight++;
break;
case LS_KICK_L:
enemiesLeft++;
break;
default:
enemiesSpin++;
break;
}
}
if ( allowSingles )
{
if ( kickMove != LS_NONE
&& distToEnt < bestDistToEnt )
{
bestKick = kickMove;
bestEnt = ent;
}
}
}
kickMove = LS_NONE;
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//can't do the multikicks in air
if ( enemiesFront && enemiesBack
&& (enemiesFront+enemiesBack)-(enemiesRight+enemiesLeft)>1 )
{//more enemies in front/back than left/right
kickMove = LS_KICK_BF;
}
else if ( enemiesRight && enemiesLeft
&& (enemiesRight+enemiesLeft)-(enemiesFront+enemiesBack)>1 )
{//more enemies on left & right than front/back
kickMove = LS_KICK_RL;
}
else if ( (enemiesFront || enemiesBack) && (enemiesRight || enemiesLeft) )
{//at least 2 enemies around us, not aligned
kickMove = LS_KICK_S;
}
else if ( enemiesSpin > 1 )
{//at least 2 enemies around us, not aligned
kickMove = LS_KICK_S;
}
}
if ( kickMove == LS_NONE
&& bestKick != LS_NONE )
{//no good multi-kick move, but we do have a nice single-kick we found
kickMove = bestKick;
//get mad at him so he knows he's being targetted
if ( (self->s.number < MAX_CLIENTS||G_ControlledByPlayer(self))
&& bestEnt != NULL )
{//player
G_SetEnemy( self, bestEnt );
}
}
if ( kickMove != LS_NONE )
{
if ( storeMove )
{
self->client->ps.saberMoveNext = kickMove;
}
}
return kickMove;
}
qboolean PM_PickAutoMultiKick( qboolean allowSingles )
{
saberMoveName_t kickMove = G_PickAutoMultiKick( pm->gent, allowSingles, qfalse );
if ( kickMove != LS_NONE )
{
PM_SetSaberMove( kickMove );
return qtrue;
}
return qfalse;
}
qboolean PM_SaberThrowable( void )
{
//ugh, hard-coding this is bad...
if ( pm->ps->saberAnimLevel == SS_STAFF )
{
return qfalse;
}
if ( pm->ps->saber[0].throwable )
{//yes, this saber is always throwable
return qtrue;
}
//saber is not normally throwable
if ( pm->ps->saber[0].singleBladeThrowable )
{//it is throwable if only one blade is on
if ( pm->ps->saber[0].numBlades > 1 )
{//it has more than one blade
int numBladesActive = 0;
for ( int i = 0; i < pm->ps->saber[0].numBlades; i++ )
{
if ( pm->ps->saber[0].blade[i].active )
{
numBladesActive++;
}
}
if ( numBladesActive == 1 )
{//only 1 blade is on
return qtrue;
}
}
}
//nope, can't throw it
return qfalse;
}
qboolean PM_CheckAltKickAttack( void )
{
if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK)
&& (!(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) ||PM_SaberInReturn(pm->ps->saberMove))
&& (!PM_FlippingAnim(pm->ps->legsAnim)||pm->ps->legsAnimTimer<=250)
&& (!PM_SaberThrowable()) && pm->ps->SaberActive() )
{
return qtrue;
}
return qfalse;
}
qboolean PM_CheckUpsideDownAttack( void )
{
if ( pm->ps->saberMove != LS_READY )
{
return qfalse;
}
if ( !(pm->cmd.buttons&BUTTON_ATTACK) )
{
return qfalse;
}
if ( pm->ps->saberAnimLevel < SS_FAST
|| pm->ps->saberAnimLevel > SS_STRONG )
{
return qfalse;
}
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
{//FIXME: check ranks?
return qfalse;
}
//FIXME: enemy below
//FIXME: more than 64 off ground
if ( !g_debugMelee->integer )
{//hmm, can't get this to work quite the way we wanted... secret move, then!
return qfalse;
}
switch( pm->ps->legsAnim )
{
case BOTH_WALL_RUN_RIGHT_FLIP:
case BOTH_WALL_RUN_LEFT_FLIP:
case BOTH_WALL_FLIP_RIGHT:
case BOTH_WALL_FLIP_LEFT:
case BOTH_FLIP_BACK1:
case BOTH_FLIP_BACK2:
case BOTH_FLIP_BACK3:
case BOTH_WALL_FLIP_BACK1:
case BOTH_ALORA_FLIP_B:
//JKA
case BOTH_FORCEWALLRUNFLIP_END:
{
float animLength = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, (animNumber_t)pm->ps->legsAnim );
float elapsedTime = (float)(animLength-pm->ps->legsAnimTimer);
float midPoint = animLength/2.0f;
if ( elapsedTime < midPoint-100.0f
|| elapsedTime > midPoint+100.0f )
{//only a 200ms window (in middle of anim) of opportunity to do this move in these anims
return qfalse;
}
}
//NOTE: falls through on purpose
case BOTH_FLIP_HOLD7:
pm->ps->pm_flags |= PMF_SLOW_MO_FALL;
PM_SetSaberMove( LS_UPSIDE_DOWN_ATTACK );
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SaberMoveOkayForKata( void )
{
if ( g_saberNewControlScheme->integer )
{
if ( pm->ps->saberMove == LS_READY //not doing anything
|| PM_SaberInReflect( pm->ps->saberMove ) )//interrupt a projectile blocking move
{
return qtrue;
}
else
{
return qfalse;
}
}
else
{//old control scheme, allow it to interrupt a start or ready
if ( pm->ps->saberMove == LS_READY
|| PM_SaberInReflect( pm->ps->saberMove )//interrupt a projectile blocking move
|| PM_SaberInStart( pm->ps->saberMove ) )
{
return qtrue;
}
else
{
return qfalse;
}
}
}
qboolean PM_CanDoKata( void )
{
if ( PM_InSecondaryStyle() )
{
return qfalse;
}
if ( !pm->ps->saberInFlight//not throwing saber
&& PM_SaberMoveOkayForKata()
/*
&& pm->ps->saberAnimLevel >= SS_FAST//fast, med or strong style
&& pm->ps->saberAnimLevel <= SS_STRONG//FIXME: Tavion, too?
*/
&& pm->ps->groundEntityNum != ENTITYNUM_NONE//not in the air
&& (pm->cmd.buttons&BUTTON_ATTACK)//pressing attack
&& pm->cmd.forwardmove >=0 //not moving back (used to be !pm->cmd.forwardmove)
&& !pm->cmd.rightmove//not moving r/l
&& pm->cmd.upmove <= 0//not jumping...?
&& G_TryingKataAttack(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*///holding focus
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER, qtrue )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER*/ )//SINGLE_SPECIAL_POWER )// have enough power
{//FIXME: check rage, etc...
return qtrue;
}
return qfalse;
}
void PM_SaberDroidWeapon( void )
{
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
// Now we react to a block action by the player's lightsaber.
if ( pm->ps->saberBlocked )
{
switch ( pm->ps->saberBlocked )
{
case BLOCKED_PARRY_BROKEN:
PM_SetAnim( pm, SETANIM_BOTH, Q_irand(BOTH_PAIN1,BOTH_PAIN3), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->legsAnimTimer;
break;
case BLOCKED_ATK_BOUNCE:
PM_SetAnim( pm, SETANIM_BOTH, Q_irand(BOTH_PAIN1,BOTH_PAIN3), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponTime = pm->ps->legsAnimTimer;
break;
case BLOCKED_UPPER_RIGHT:
case BLOCKED_UPPER_RIGHT_PROJ:
case BLOCKED_LOWER_RIGHT:
case BLOCKED_LOWER_RIGHT_PROJ:
PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_TR, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
pm->ps->weaponTime = pm->ps->legsAnimTimer;
break;
case BLOCKED_UPPER_LEFT:
case BLOCKED_UPPER_LEFT_PROJ:
case BLOCKED_LOWER_LEFT:
case BLOCKED_LOWER_LEFT_PROJ:
PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_TL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
pm->ps->weaponTime = pm->ps->legsAnimTimer;
break;
case BLOCKED_TOP:
case BLOCKED_TOP_PROJ:
PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_T_, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
pm->ps->weaponTime = pm->ps->legsAnimTimer;
break;
default:
pm->ps->saberBlocked = BLOCKED_NONE;
break;
}
pm->ps->saberBlocked = BLOCKED_NONE;
pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponstate = WEAPON_READY;
// Done with block, so stop these active weapon branches.
return;
}
}
void PM_TryGrab( void )
{
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE
//&& !pm->ps->saberInFlight
&& pm->ps->weaponTime <= 0 )//< 200 )
{
PM_SetAnim( pm, SETANIM_BOTH, BOTH_KYLE_GRAB, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->torsoAnimTimer += 200;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
pm->ps->saberMove = pm->ps->saberMoveNext = LS_READY;
VectorClear( pm->ps->velocity );
VectorClear( pm->ps->moveDir );
pm->cmd.rightmove = pm->cmd.forwardmove = pm->cmd.upmove = 0;
if ( pm->gent )
{
pm->gent->painDebounceTime = level.time + pm->ps->torsoAnimTimer;
}
pm->ps->SaberDeactivate();
}
}
void PM_TryAirKick( saberMoveName_t kickMove )
{
if ( pm->ps->groundEntityNum < ENTITYNUM_NONE )
{//just do it
PM_SetSaberMove( kickMove );
}
else
{
float gDist = PM_GroundDistance();
//let's only allow air kicks if a certain distance from the ground
//it's silly to be able to do them right as you land.
//also looks wrong to transition from a non-complete flip anim...
if ((!PM_FlippingAnim( pm->ps->legsAnim ) || pm->ps->legsAnimTimer <= 0) &&
gDist > 64.0f && //strict minimum
gDist > (-pm->ps->velocity[2])-64.0f //make sure we are high to ground relative to downward velocity as well
)
{
PM_SetSaberMove( kickMove );
}
else
{//leave it as a normal kick unless we're too high up
if ( gDist > 128.0f || pm->ps->velocity[2] >= 0 )
{ //off ground, but too close to ground
}
else
{//high close enough to ground to do a normal kick, convert it
switch ( kickMove )
{
case LS_KICK_F_AIR:
PM_SetSaberMove( LS_KICK_F );
break;
case LS_KICK_B_AIR:
PM_SetSaberMove( LS_KICK_B );
break;
case LS_KICK_R_AIR:
PM_SetSaberMove( LS_KICK_R );
break;
case LS_KICK_L_AIR:
PM_SetSaberMove( LS_KICK_L );
break;
}
}
}
}
}
void PM_CheckKick( void )
{
if ( !PM_KickMove( pm->ps->saberMove )//not already in a kick
&& !(pm->ps->pm_flags&PMF_DUCKED)//not ducked
&& (pm->cmd.upmove >= 0 ) )//not trying to duck
{//player kicks
//FIXME: only if FP_SABER_OFFENSE >= 3
if ( pm->cmd.rightmove )
{//kick to side
if ( pm->cmd.rightmove > 0 )
{//kick right
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|| pm->cmd.upmove > 0 )
{
PM_TryAirKick( LS_KICK_R_AIR );
}
else
{
PM_SetSaberMove( LS_KICK_R );
}
}
else
{//kick left
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|| pm->cmd.upmove > 0 )
{
PM_TryAirKick( LS_KICK_L_AIR );
}
else
{
PM_SetSaberMove( LS_KICK_L );
}
}
pm->cmd.rightmove = 0;
}
else if ( pm->cmd.forwardmove )
{//kick front/back
if ( pm->cmd.forwardmove > 0 )
{//kick fwd
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|| pm->cmd.upmove > 0 )
{
PM_TryAirKick( LS_KICK_F_AIR );
}
/*
else if ( pm->ps->weapon == WP_SABER
&& pm->ps->saberAnimLevel == SS_STAFF
&& pm->gent
&& G_CheckEnemyPresence( pm->gent, DIR_FRONT, 64, 0.8f ) )
{//FIXME: don't jump while doing this move and don't do this move if in air
PM_SetSaberMove( LS_HILT_BASH );
}
*/
else
{
PM_SetSaberMove( LS_KICK_F );
}
}
else if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|| pm->cmd.upmove > 0 )
{
PM_TryAirKick( LS_KICK_B_AIR );
}
else
{//kick back
PM_SetSaberMove( LS_KICK_B );
}
pm->cmd.forwardmove = 0;
}
else if ( pm->gent
&& pm->gent->enemy
&& G_CanKickEntity( pm->gent, pm->gent->enemy ) )
{//auto-pick?
if ( /*(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD)
&& (pm->cmd.buttons&BUTTON_ATTACK)
&&*/ PM_PickAutoMultiKick( qfalse ) )
{//kicked!
if ( pm->ps->saberMove == LS_KICK_RL )
{//just pull back
if ( d_slowmodeath->integer > 3 )
{
G_StartMatrixEffect( pm->gent, MEF_NO_SPIN, pm->ps->legsAnimTimer+500 );
}
}
else
{//normal spin
if ( d_slowmodeath->integer > 3 )
{
G_StartMatrixEffect( pm->gent, 0, pm->ps->legsAnimTimer+500 );
}
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
&&( pm->ps->saberMove == LS_KICK_S
||pm->ps->saberMove == LS_KICK_BF
||pm->ps->saberMove == LS_KICK_RL ) )
{//in the air and doing a jump-kick, which is a ground anim, so....
//cut z velocity...?
pm->ps->velocity[2] = 0;
}
pm->cmd.upmove = 0;
}
else
{
saberMoveName_t kickMove = PM_PickAutoKick( pm->gent->enemy );
if ( kickMove != LS_NONE )
{//Matrix?
PM_SetSaberMove( kickMove );
int meFlags = 0;
switch ( kickMove )
{
case LS_KICK_B://just pull back
case LS_KICK_B_AIR://just pull back
meFlags = MEF_NO_SPIN;
break;
case LS_KICK_L://spin to the left
case LS_KICK_L_AIR://spin to the left
meFlags = MEF_REVERSE_SPIN;
break;
default:
break;
}
if ( d_slowmodeath->integer > 3 )
{
G_StartMatrixEffect( pm->gent, meFlags, pm->ps->legsAnimTimer+500 );
}
}
}
}
else
{
if ( PM_PickAutoMultiKick( qtrue ) )
{
int meFlags = 0;
switch ( pm->ps->saberMove )
{
case LS_KICK_RL://just pull back
case LS_KICK_B://just pull back
case LS_KICK_B_AIR://just pull back
meFlags = MEF_NO_SPIN;
break;
case LS_KICK_L://spin to the left
case LS_KICK_L_AIR://spin to the left
meFlags = MEF_REVERSE_SPIN;
break;
default:
break;
}
if ( d_slowmodeath->integer > 3 )
{
G_StartMatrixEffect( pm->gent, meFlags, pm->ps->legsAnimTimer+500 );
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
&&( pm->ps->saberMove == LS_KICK_S
||pm->ps->saberMove == LS_KICK_BF
||pm->ps->saberMove == LS_KICK_RL ) )
{//in the air and doing a jump-kick, which is a ground anim, so....
//cut z velocity...?
pm->ps->velocity[2] = 0;
}
pm->cmd.upmove = 0;
}
}
}
}
void PM_CheckClearSaberBlock( void )
{
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() )
{//player
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
{//blocking a projectile
if ( pm->ps->forcePowerDebounce[FP_SABER_DEFENSE] < level.time )
{//block is done or breaking out of it with an attack
pm->ps->weaponTime = 0;
pm->ps->saberBlocked = BLOCKED_NONE;
}
else if ( (pm->cmd.buttons&BUTTON_ATTACK) )
{//block is done or breaking out of it with an attack
pm->ps->weaponTime = 0;
pm->ps->saberBlocked = BLOCKED_NONE;
}
}
else if ( pm->ps->saberBlocked == BLOCKED_UPPER_LEFT
&& pm->ps->powerups[PW_SHOCKED] > level.time )
{//probably blocking lightning
if ( (pm->cmd.buttons&BUTTON_ATTACK) )
{//trying to attack
//allow the attack
pm->ps->weaponTime = 0;
pm->ps->saberBlocked = BLOCKED_NONE;
}
}
}
}
qboolean PM_SaberBlocking( void )
{
// Now we react to a block action by the player's lightsaber.
if ( pm->ps->saberBlocked )
{
if ( pm->ps->saberMove > LS_PUTAWAY && pm->ps->saberMove <= LS_A_BL2TR && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN &&
(pm->ps->saberBlocked < BLOCKED_UPPER_RIGHT_PROJ || pm->ps->saberBlocked > BLOCKED_TOP_PROJ))//&& Q_irand( 0, 2 )
{//we parried another lightsaber while attacking, so treat it as a bounce
pm->ps->saberBlocked = BLOCKED_ATK_BOUNCE;
}
else if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )//player
{
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ
&& pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
{//blocking a projectile
if ( (pm->cmd.buttons&BUTTON_ATTACK) )
{//trying to attack
if ( pm->ps->saberMove == LS_READY
|| PM_SaberInReflect( pm->ps->saberMove ) )
{//not already busy or already in projectile deflection
//trying to attack during projectile blocking, so do the attack instead
pm->ps->saberBlocked = BLOCKED_NONE;
pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponstate = WEAPON_READY;
if ( PM_SaberInReflect( pm->ps->saberMove ) && pm->ps->weaponTime > 0 )
{//interrupt the current deflection move
pm->ps->weaponTime = 0;
}
return qfalse;
}
}
}
}
/*
else if ( (pm->cmd.buttons&BUTTON_ATTACK)
&& pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT
&& pm->ps->saberBlocked <= BLOCKED_TOP
&& !PM_SaberInKnockaway( pm->ps->saberBounceMove ) )
{//if hitting attack during a parry (not already a knockaway)
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
{//have high saber defense, turn the parry into a knockaway?
//FIXME: this could actually be bad for us...? Leaves us open
pm->ps->saberBounceMove = PM_KnockawayForParry( pm->ps->saberBlocked );
}
}
*/
if ( pm->ps->saberBlocked != BLOCKED_ATK_BOUNCE )
{//can't attack for twice whatever your skill level's parry debounce time is
if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
{//player
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 )
{
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]];
}
}
else
{//NPC
//pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
if ( pm->gent )
{
pm->ps->weaponTime = Jedi_ReCalcParryTime( pm->gent, EVASION_PARRY );
}
else
{//WTF???
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
}
}
}
switch ( pm->ps->saberBlocked )
{
case BLOCKED_PARRY_BROKEN:
//whatever parry we were is in now broken, play the appropriate knocked-away anim
{
saberMoveName_t nextMove;
if ( PM_SaberInBrokenParry( pm->ps->saberBounceMove ) )
{//already have one...?
nextMove = (saberMoveName_t)pm->ps->saberBounceMove;
}
else
{
nextMove = PM_BrokenParryForParry( (saberMoveName_t)pm->ps->saberMove );
}
if ( nextMove != LS_NONE )
{
PM_SetSaberMove( nextMove );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{//Maybe in a knockaway?
}
//pm->ps->saberBounceMove = LS_NONE;
}
break;
case BLOCKED_ATK_BOUNCE:
// If there is absolutely no blocked move in the chart, don't even mess with the animation.
// OR if we are already in a block or parry.
if ( pm->ps->saberMove >= LS_T1_BR__R/*LS_BOUNCE_TOP*/ )//|| saberMoveData[pm->ps->saberMove].bounceMove == LS_NONE )
{//an actual bounce? Other bounces before this are actually transitions?
pm->ps->saberBlocked = BLOCKED_NONE;
}
else if ( PM_SaberInBounce( pm->ps->saberMove ) || !PM_SaberInAttack( pm->ps->saberMove ) )
{//already in the bounce, go into an attack or transition to ready.. should never get here since can't be blocked in a bounce!
int nextMove;
if ( pm->cmd.buttons & BUTTON_ATTACK )
{//transition to a new attack
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
{//NPC
nextMove = saberMoveData[pm->ps->saberMove].chain_attack;
}
else
{//player
int newQuad = PM_SaberMoveQuadrantForMovement( &pm->cmd );
while ( newQuad == saberMoveData[pm->ps->saberMove].startQuad )
{//player is still in same attack quad, don't repeat that attack because it looks bad,
//FIXME: try to pick one that might look cool?
newQuad = Q_irand( Q_BR, Q_BL );
//FIXME: sanity check, just in case?
}//else player is switching up anyway, take the new attack dir
nextMove = transitionMove[saberMoveData[pm->ps->saberMove].startQuad][newQuad];
}
}
else
{//return to ready
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
{//NPC
nextMove = saberMoveData[pm->ps->saberMove].chain_idle;
}
else
{//player
if ( saberMoveData[pm->ps->saberMove].startQuad == Q_T )
{
nextMove = LS_R_BL2TR;
}
else if ( saberMoveData[pm->ps->saberMove].startQuad < Q_T )
{
nextMove = LS_R_TL2BR+(saberMoveName_t)(saberMoveData[pm->ps->saberMove].startQuad-Q_BR);
}
else// if ( saberMoveData[pm->ps->saberMove].startQuad > Q_T )
{
nextMove = LS_R_BR2TL+(saberMoveName_t)(saberMoveData[pm->ps->saberMove].startQuad-Q_TL);
}
}
}
PM_SetSaberMove( (saberMoveName_t)nextMove );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{//start the bounce move
saberMoveName_t bounceMove;
if ( pm->ps->saberBounceMove != LS_NONE )
{
bounceMove = (saberMoveName_t)pm->ps->saberBounceMove;
}
else
{
bounceMove = PM_SaberBounceForAttack( (saberMoveName_t)pm->ps->saberMove );
}
PM_SetSaberMove( bounceMove );
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
//clear the saberBounceMove
//pm->ps->saberBounceMove = LS_NONE;
if (cg_debugSaber.integer>=2)
{
Com_Printf("Saber Block: Bounce\n");
}
break;
case BLOCKED_UPPER_RIGHT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_UR );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf( "Saber Block: Parry UR\n" );
}
break;
case BLOCKED_UPPER_RIGHT_PROJ:
PM_SetSaberMove( LS_REFLECT_UR );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect UR\n");
}
break;
case BLOCKED_UPPER_LEFT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_UL );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf( "Saber Block: Parry UL\n" );
}
break;
case BLOCKED_UPPER_LEFT_PROJ:
PM_SetSaberMove( LS_REFLECT_UL );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect UL\n");
}
break;
case BLOCKED_LOWER_RIGHT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_LR );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Parry LR\n");
}
break;
case BLOCKED_LOWER_RIGHT_PROJ:
PM_SetSaberMove( LS_REFLECT_LR );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect LR\n");
}
break;
case BLOCKED_LOWER_LEFT:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_LL );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Parry LL\n");
}
break;
case BLOCKED_LOWER_LEFT_PROJ:
PM_SetSaberMove( LS_REFLECT_LL);
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect LL\n");
}
break;
case BLOCKED_TOP:
if ( pm->ps->saberBounceMove != LS_NONE )
{
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
//pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
else
{
PM_SetSaberMove( LS_PARRY_UP );
}
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Parry Top\n");
}
break;
case BLOCKED_TOP_PROJ:
PM_SetSaberMove( LS_REFLECT_UP );
if ( cg_debugSaber.integer >= 2 )
{
Com_Printf("Saber Block: Deflect Top\n");
}
break;
default:
pm->ps->saberBlocked = BLOCKED_NONE;
break;
}
// Charging is like a lead-up before attacking again. This is an appropriate use, or we can create a new weaponstate for blocking
pm->ps->saberBounceMove = LS_NONE;
pm->ps->weaponstate = WEAPON_READY;
// Done with block, so stop these active weapon branches.
return qtrue;
}
return qfalse;
}
qboolean PM_NPCCheckAttackRoll( void )
{
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer()//NPC
&& pm->gent
&& pm->gent->NPC
//&& Q_irand(-3,pm->gent->NPC->rank)>RANK_CREWMAN)
&& ( pm->gent->NPC->rank > RANK_CREWMAN && !Q_irand(0,3-g_spskill->integer) )
&& pm->gent->enemy
&& fabs(pm->gent->enemy->currentOrigin[2]-pm->ps->origin[2])<32
&& DistanceHorizontalSquared(pm->gent->enemy->currentOrigin, pm->ps->origin ) < (128.0f*128.0f)
&& InFOV( pm->gent->enemy->currentOrigin, pm->ps->origin, pm->ps->viewangles, 30, 90 ) )
{//stab!
return qtrue;
}
return qfalse;
}
/*
=================
PM_WeaponLightsaber
Consults a chart to choose what to do with the lightsaber.
While this is a little different than the Quake 3 code, there is no clean way of using the Q3 code for this kind of thing.
=================
*/
// Ultimate goal is to set the sabermove to the proper next location
// Note that if the resultant animation is NONE, then the animation is essentially "idle", and is set in WP_TorsoAnim
void PM_WeaponLightsaber(void)
{
int addTime,amount;
qboolean delayed_fire = qfalse, animLevelOverridden = qfalse;
weaponInfo_t *weapon;
int anim=-1;
int curmove, newmove=LS_NONE;
if ( pm->gent
&& pm->gent->client
&& pm->gent->client->NPC_class == CLASS_SABER_DROID )
{//Saber droid does it's own attack logic
PM_SaberDroidWeapon();
return;
}
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
{
if ( pm->gent )
{
pm->gent->s.loopSound = 0;
}
return;
}
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
if ( pm->ps->stats[STAT_WEAPONS]&(1<<WP_SCEPTER)
&& !pm->ps->dualSabers
&& pm->gent
&& pm->gent->weaponModel[1] )
{//holding scepter in left hand, use dual style
pm->ps->saberAnimLevel = SS_DUAL;
animLevelOverridden = qtrue;
}
else if ( pm->ps->saber[0].singleBladeStyle != SS_NONE//SaberStaff()
&& !pm->ps->dualSabers
&& pm->ps->saber[0].blade[0].active
&& !pm->ps->saber[0].blade[1].active )
{//using a staff, but only with first blade turned on, so use is as a normal saber...?
//override so that single-blade staff must be used with specified style
pm->ps->saberAnimLevel = pm->ps->saber[0].singleBladeStyle;//SS_STRONG;
animLevelOverridden = qtrue;
}
else if ( pm->ps->saber[0].Active() && pm->ps->saber[0].style != SS_NONE )
{//one of the sabers I'm using forces me to use a single style
pm->ps->saberAnimLevel = pm->ps->saber[0].style;
animLevelOverridden = qtrue;
}
else if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].Active() && pm->ps->saber[1].style != SS_NONE )
{//one of the sabers I'm using forces me to use a single style
pm->ps->saberAnimLevel = pm->ps->saber[1].style;
animLevelOverridden = qtrue;
}
else if ( pm->ps->saber[1].Active() )
{//if second saber is on, must use dual style
pm->ps->saberAnimLevel = SS_DUAL;
animLevelOverridden = qtrue;
}
else if ( pm->ps->saber[0].Active() )
{//with only one saber on, use fast style
pm->ps->saberAnimLevel = SS_FAST;
animLevelOverridden = qtrue;
}
}
if ( !animLevelOverridden )
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& cg.saberAnimLevelPending > SS_NONE
&& cg.saberAnimLevelPending != pm->ps->saberAnimLevel )
{
if ( !PM_SaberInStart( pm->ps->saberMove )
&& !PM_SaberInTransition( pm->ps->saberMove )
&& !PM_SaberInAttack( pm->ps->saberMove ) )
{//don't allow changes when in the middle of an attack set...(or delay the change until it's done)
pm->ps->saberAnimLevel = cg.saberAnimLevelPending;
}
}
}
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//if overrid the player's saberAnimLevel, let the cgame know
cg.saberAnimLevelPending = pm->ps->saberAnimLevel;
}
/*
if ( PM_InForceGetUp( pm->ps ) )
{//if mostly up, can start attack
if ( pm->ps->torsoAnimTimer > 800 )
{//not up enough yet
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
return;
}
else
{
if ( pm->cmd.buttons & BUTTON_ATTACK )
{//let an attack interrupt the torso part of this force getup
pm->ps->weaponTime = 0;
}
}
}
else
*/
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
{//in knockdown
if ( pm->ps->legsAnim == BOTH_ROLL_F
&& pm->ps->legsAnimTimer <= 250 )
{
if ( (pm->cmd.buttons&BUTTON_ATTACK)
|| PM_NPCCheckAttackRoll() )
{
if ( G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )
{
PM_SetSaberMove( LS_ROLL_STAB );
if ( pm->gent )
{
G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER_FB );
}
}
}
}
return;
}
if ( PM_SaberLocked() )
{
pm->ps->saberMove = LS_NONE;
return;
}
if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_LAND
|| (pm->ps->torsoAnim == BOTH_FORCELONGLEAP_START && !(pm->cmd.buttons&BUTTON_ATTACK)) )
{//if you're in the long-jump and you're not attacking (or are landing), you're not doing anything
if ( pm->ps->torsoAnimTimer )
{
return;
}
}
if ( pm->ps->legsAnim == BOTH_FLIP_HOLD7
&& !(pm->cmd.buttons&BUTTON_ATTACK) )
{//if you're in the upside-down attack hold, don't do anything unless you're attacking
return;
}
if ( PM_KickingAnim( pm->ps->legsAnim ) )
{
if ( pm->ps->legsAnimTimer )
{//you're kicking, no interruptions
return;
}
//done? be immeditately ready to do an attack
pm->ps->saberMove = LS_READY;
pm->ps->weaponTime = 0;
}
if ( pm->ps->saberMoveNext != LS_NONE
&& (pm->ps->saberMove == LS_READY||pm->ps->saberMove == LS_NONE))//ready for another one
{//something is forcing us to set a specific next saberMove
//FIXME: if this is a NPC kick, re-verify it before executing it!
PM_SetSaberMove( (saberMoveName_t)pm->ps->saberMoveNext );
pm->ps->saberMoveNext = LS_NONE;//clear it now that we played it
return;
}
if ( pm->ps->saberEventFlags&SEF_INWATER )//saber in water
{
pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS);
}
qboolean saberInAir = qtrue;
if ( !PM_SaberInBrokenParry( pm->ps->saberMove ) && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN && !PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're not stuck in a broken parry
if ( pm->ps->saberInFlight )
{//guiding saber
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING )
{
if ( pm->ps->weapon != pm->cmd.weapon )
{
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
else if ( pm->ps->weapon == WP_SABER
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()) )
{//guiding saber
if ( saberInAir )
{
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|| !pm->ps->torsoAnimTimer )
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
return;
}
}
}
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//FIXME: this is going to fire off one frame before you expect, actually
pm->gent->client->fireDelay -= pml.msec;
if ( pm->gent->client->fireDelay <= 0 )
{//just finished delay timer
pm->gent->client->fireDelay = 0;
delayed_fire = qtrue;
}
}
PM_CheckClearSaberBlock();
if ( PM_LockedAnim( pm->ps->torsoAnim )
&& pm->ps->torsoAnimTimer )
{//can't interrupt these anims ever
return;
}
if ( PM_SuperBreakLoseAnim( pm->ps->torsoAnim )
&& pm->ps->torsoAnimTimer )
{//don't interrupt these anims
return;
}
if ( PM_SuperBreakWinAnim( pm->ps->torsoAnim )
&& pm->ps->torsoAnimTimer )
{//don't interrupt these anims
return;
}
if ( PM_SaberBlocking() )
{//busy blocking, don't do attacks
return;
}
// check for weapon change
// can't change if weapon is firing, but can change again if lowering or raising
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
if ( pm->ps->weaponTime > 0 )
{
//FIXME: allow some window of opportunity to change your attack
// if it just started and your directional input is different
// than it was before... but only 100 milliseconds at most?
//OR: Make it so that attacks don't start until 100ms after you
// press the attack button...???
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) //player
&& PM_SaberInReturn( pm->ps->saberMove )//in a saber return move - FIXME: what about transitions?
//&& pm->ps->torsoAnimTimer<=250//towards the end of a saber return anim
&& pm->ps->saberBlocked == BLOCKED_NONE//not interacting with any other saber
&& !(pm->cmd.buttons&BUTTON_ATTACK)//not trying to swing the saber
&& (pm->cmd.forwardmove||pm->cmd.rightmove) )//trying to kick in a specific direction
{
if ( PM_CheckAltKickAttack() )//trying to do a kick
{//allow them to do the kick now!
pm->ps->weaponTime = 0;
PM_CheckKick();
return;
}
}
else
{
if ( !pm->cmd.rightmove
&&!pm->cmd.forwardmove
&&(pm->cmd.buttons&BUTTON_ATTACK) )
{
/*
if ( PM_CheckDualSpinProtect() )
{//check to see if we're going to do the special dual push protect move
PM_SetSaberMove( LS_DUAL_SPIN_PROTECT );
pm->ps->weaponstate = WEAPON_FIRING;
return;
}
else
*/
if ( !g_saberNewControlScheme->integer )
{
saberMoveName_t pullAtk = PM_CheckPullAttack();
if ( pullAtk != LS_NONE )
{
PM_SetSaberMove( pullAtk );
pm->ps->weaponstate = WEAPON_FIRING;
return;
}
}
}
else
{
return;
}
}
}
// *********************************************************
// WEAPON_DROPPING
// *********************************************************
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
// *********************************************************
// WEAPON_RAISING
// *********************************************************
if ( pm->ps->weaponstate == WEAPON_RAISING )
{//Just selected the weapon
pm->ps->weaponstate = WEAPON_IDLE;
if(pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)))
{
switch ( pm->ps->legsAnim )
{
case BOTH_WALK1:
case BOTH_WALK2:
case BOTH_WALK_STAFF:
case BOTH_WALK_DUAL:
case BOTH_WALKBACK1:
case BOTH_WALKBACK2:
case BOTH_WALKBACK_STAFF:
case BOTH_WALKBACK_DUAL:
case BOTH_RUN1:
case BOTH_RUN2:
case BOTH_RUN_STAFF:
case BOTH_RUN_DUAL:
case BOTH_RUNBACK1:
case BOTH_RUNBACK2:
case BOTH_RUNBACK_STAFF:
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
break;
default:
int anim = PM_ReadyPoseForSaberAnimLevel();
if (anim!=-1)
{
PM_SetAnim(pm,SETANIM_TORSO,anim,SETANIM_FLAG_NORMAL);
}
break;
}
}
else
{
qboolean saberInAir = qtrue;
if ( pm->ps->saberInFlight )
{//guiding saber
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
saberInAir = qfalse;
}
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
}
if ( pm->ps->weapon == WP_SABER
&& pm->ps->saberInFlight
&& saberInAir
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
{//guiding saber
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|| !pm->ps->torsoAnimTimer )
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else
{
// PM_SetAnim(pm, SETANIM_TORSO, BOTH_ATTACK1, SETANIM_FLAG_NORMAL);
// Select the proper idle Lightsaber attack move from the chart.
PM_SetSaberMove(LS_READY);
}
}
return;
}
// *********************************************************
// Check for WEAPON ATTACK
// *********************************************************
if ( PM_CanDoKata() )
{
//FIXME: make sure to turn on saber(s)!
switch ( pm->ps->saberAnimLevel )
{
case SS_FAST:
case SS_TAVION:
PM_SetSaberMove( LS_A1_SPECIAL );
break;
case SS_MEDIUM:
PM_SetSaberMove( LS_A2_SPECIAL );
break;
case SS_STRONG:
case SS_DESANN:
PM_SetSaberMove( LS_A3_SPECIAL );
break;
case SS_DUAL:
PM_SetSaberMove( LS_DUAL_SPIN_PROTECT );//PM_CheckDualSpinProtect();
break;
case SS_STAFF:
PM_SetSaberMove( LS_STAFF_SOULCAL );
break;
}
pm->ps->weaponstate = WEAPON_FIRING;
if ( pm->gent )
{
G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER, qtrue );//FP_SPEED, SINGLE_SPECIAL_POWER );
//G_StartMatrixEffect( pm->gent, MEF_REVERSE_SPIN, pm->ps->torsoAnimTimer );
}
return;
}
if ( PM_CheckAltKickAttack() )
{//trying to do a kick
//FIXME: in-air kicks?
if ( pm->ps->saberAnimLevel == SS_STAFF
&& (pm->ps->clientNum >= MAX_CLIENTS||PM_ControlledByPlayer()) )
{//NPCs spin the staff
//NOTE: only NPCs can do it the easy way... they kick directly, not through ucmds...
PM_SetSaberMove( LS_SPINATTACK );
return;
}
else
{
PM_CheckKick();
}
return;
}
//this is never a valid regular saber attack button
//pm->cmd.buttons &= ~BUTTON_FORCE_FOCUS;
if ( PM_CheckUpsideDownAttack() )
{
return;
}
weapon = &cg_weapons[pm->ps->weapon];
if(!delayed_fire)
{
// Start with the current move, and cross index it with the current control states.
if ( pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX )
{
curmove = (saberMoveName_t)pm->ps->saberMove;
}
else
{
curmove = LS_READY;
}
if ( curmove == LS_A_JUMP_T__B_ || pm->ps->torsoAnim == BOTH_FORCELEAP2_T__B_ )
{//must transition back to ready from this anim
newmove = LS_R_T2B;
}
// check for fire
else if ( !(pm->cmd.buttons & BUTTON_ATTACK) )//(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS)) )
{//not attacking
pm->ps->weaponTime = 0;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//Still firing
pm->ps->weaponstate = WEAPON_FIRING;
}
else if ( pm->ps->weaponstate != WEAPON_READY )
{
pm->ps->weaponstate = WEAPON_IDLE;
}
//Check for finishing an anim if necc.
if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
{//started a swing, must continue from here
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
}
else if ( curmove >= LS_A_TL2BR && curmove <= LS_A_T2B )
{//finished an attack, must continue from here
newmove = LS_R_TL2BR + (curmove-LS_A_TL2BR);
}
else if ( PM_SaberInTransition( curmove ) )
{//in a transition, must play sequential attack
newmove = saberMoveData[curmove].chain_attack;
}
else if ( PM_SaberInBounce( curmove ) )
{//in a bounce
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
{//NPCs must play sequential attack
//going into another attack...
//allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3
if ( PM_SaberKataDone( LS_NONE, LS_NONE ) )
{//done with this kata, must return to ready before attack again
newmove = saberMoveData[curmove].chain_idle;
}
else
{//okay to chain to another attack
newmove = saberMoveData[curmove].chain_attack;//we assume they're attacking, even if they're not
pm->ps->saberAttackChainCount++;
}
}
else
{//player gets his by directional control
newmove = saberMoveData[curmove].chain_idle;//oops, not attacking, so don't chain
}
}
else
{//FIXME: what about returning from a parry?
//PM_SetSaberMove( LS_READY );
if ( pm->ps->saberBlockingTime > cg.time )
{
PM_SetSaberMove( LS_READY );
}
return;
}
}
// ***************************************************
// Pressing attack, so we must look up the proper attack move.
qboolean saberInAir = qtrue;
if ( pm->ps->saberInFlight )
{//guiding saber
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
saberInAir = qfalse;
}
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
}
if ( pm->ps->weapon == WP_SABER
&& pm->ps->saberInFlight
&& saberInAir
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
{//guiding saber
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|| !pm->ps->torsoAnimTimer )
{
PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else if ( pm->ps->weaponTime > 0 )
{ // Last attack is not yet complete.
pm->ps->weaponstate = WEAPON_FIRING;
return;
}
else
{
int both = qfalse;
if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_ATTACK
|| pm->ps->torsoAnim == BOTH_FORCELONGLEAP_LAND )
{//can't attack in these anims
return;
}
else if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_START )
{//only 1 attack you can do from this anim
if ( pm->ps->torsoAnimTimer >= 200 )
{//hit it early enough to do the attack
PM_SetSaberMove( LS_LEAP_ATTACK );
}
return;
}
if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL )
{//from a parry or reflection, can go directly into an attack
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
{//NPCs
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
}
else
{
newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
}
}
if ( newmove != LS_NONE )
{//have a valid, final LS_ move picked, so skip findingt he transition move and just get the anim
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
{
anim = saberMoveData[newmove].animToUse;
}
}
//FIXME: diagonal dirs use the figure-eight attacks from ready pose?
if ( anim == -1 )
{
//FIXME: take FP_SABER_OFFENSE into account here somehow?
if ( PM_SaberInTransition( curmove ) )
{//in a transition, must play sequential attack
newmove = saberMoveData[curmove].chain_attack;
}
else if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
{//started a swing, must continue from here
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
}
else if ( PM_SaberInBrokenParry( curmove ) )
{//broken parries must always return to ready
newmove = LS_READY;
}
else//if ( pm->cmd.buttons&BUTTON_ATTACK && !(pm->ps->pm_flags&PMF_ATTACK_HELD) )//only do this if just pressed attack button?
{//get attack move from movement command
/*
if ( PM_SaberKataDone() )
{//we came from a bounce and cannot chain to another attack because our kata is done
newmove = saberMoveData[curmove].chain_idle;
}
else */
if ( pm->ps->clientNum >= MAX_CLIENTS
&& !PM_ControlledByPlayer()
&& (Q_irand( 0, pm->ps->forcePowerLevel[FP_SABER_OFFENSE]-1 )
|| (pm->gent&&pm->gent->enemy&&pm->gent->enemy->client&&PM_InKnockDownOnGround(&pm->gent->enemy->client->ps))//enemy knocked down, use some logic
|| ( pm->ps->saberAnimLevel == SS_FAST && pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, 1 ) ) ) )//minor change to make fast-attack users use the special attacks more
{//NPCs use more randomized attacks the more skilled they are
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
}
else
{
newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
if ( (PM_SaberInBounce( curmove )||PM_SaberInBrokenParry( curmove ))
&& saberMoveData[newmove].startQuad == saberMoveData[curmove].endQuad )
{//this attack would be a repeat of the last (which was blocked), so don't actually use it, use the default chain attack for this bounce
newmove = saberMoveData[curmove].chain_attack;
}
}
if ( PM_SaberKataDone( curmove, newmove ) )
{//cannot chain this time
newmove = saberMoveData[curmove].chain_idle;
}
}
/*
if ( newmove == LS_NONE )
{//FIXME: should we allow this? Are there some anims that you should never be able to chain into an attack?
//only curmove that might get in here is LS_NONE, LS_DRAW, LS_PUTAWAY and the LS_R_ returns... all of which are in Q_R
newmove = PM_AttackMoveForQuad( saberMoveData[curmove].endQuad );
}
*/
if ( newmove != LS_NONE )
{
if ( !PM_InCartwheel( pm->ps->legsAnim ) )
{//don't do transitions when cartwheeling - could make you spin!
//Now get the proper transition move
newmove = PM_SaberAnimTransitionMove( (saberMoveName_t)curmove, (saberMoveName_t)newmove );
if ( PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse ) )
{
anim = saberMoveData[newmove].animToUse;
}
}
}
}
if (anim == -1)
{//not side-stepping, pick neutral anim
if ( !G_TryingSpecial(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/ )
{//but only if not trying one of the special attacks!
if ( PM_InCartwheel( pm->ps->legsAnim )
&& pm->ps->legsAnimTimer > 100 )
{//if in the middle of a cartwheel, the chain attack is just a normal attack
//NOTE: this should match the switch in PM_InCartwheel!
switch( pm->ps->legsAnim )
{
case BOTH_ARIAL_LEFT://swing from l to r
case BOTH_CARTWHEEL_LEFT:
newmove = LS_A_L2R;
break;
case BOTH_ARIAL_RIGHT://swing from r to l
case BOTH_CARTWHEEL_RIGHT:
newmove = LS_A_R2L;
break;
case BOTH_ARIAL_F1://random l/r attack
if ( Q_irand( 0, 1 ) )
{
newmove = LS_A_L2R;
}
else
{
newmove = LS_A_R2L;
}
break;
}
}
else
{
// Add randomness for prototype?
newmove = saberMoveData[curmove].chain_attack;
}
if ( newmove != LS_NONE )
{
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
{
anim= saberMoveData[newmove].animToUse;
}
}
}
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove && pm->cmd.upmove >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//not moving at all, so set the anim on entire body
both = qtrue;
}
}
if ( anim == -1)
{
switch ( pm->ps->legsAnim )
{
case BOTH_WALK1:
case BOTH_WALK2:
case BOTH_WALK_STAFF:
case BOTH_WALK_DUAL:
case BOTH_WALKBACK1:
case BOTH_WALKBACK2:
case BOTH_WALKBACK_STAFF:
case BOTH_WALKBACK_DUAL:
case BOTH_RUN1:
case BOTH_RUN2:
case BOTH_RUN_STAFF:
case BOTH_RUN_DUAL:
case BOTH_RUNBACK1:
case BOTH_RUNBACK2:
case BOTH_RUNBACK_STAFF:
anim = pm->ps->legsAnim;
break;
default:
anim = PM_ReadyPoseForSaberAnimLevel();
break;
}
newmove = LS_READY;
}
if ( !pm->ps->SaberActive() )
{//turn on the saber if it's not on
pm->ps->SaberActivate();
}
PM_SetSaberMove( (saberMoveName_t)newmove );
if ( both && pm->ps->legsAnim != pm->ps->torsoAnim )
{
PM_SetAnim( pm,SETANIM_LEGS,pm->ps->torsoAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if ( pm->gent && pm->gent->client )
{
// pm->gent->client->saberTrail.inAction = qtrue;
// pm->gent->client->saberTrail.duration = 75; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
}
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
{//can still attack during a cartwheel/arial
//don't fire again until anim is done
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
/*
//FIXME: this may be making it so sometimes you can't swing again right away...
if ( newmove == LS_READY )
{
pm->ps->weaponTime = 500;
}
*/
}
}
// *********************************************************
// WEAPON_FIRING
// *********************************************************
pm->ps->weaponstate = WEAPON_FIRING;
/*
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
else*/
amount = weaponData[pm->ps->weapon].energyPerShot;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//FIXME: this is going to fire off one frame before you expect, actually
// Clear these out since we're not actually firing yet
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
return;
}
addTime = pm->ps->weaponTime;
/*if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) {
PM_AddEvent( EV_ALT_FIRE );
if ( !addTime )
{
addTime = weaponData[pm->ps->weapon].altFireTime;
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{//Special test for Matrix Mode (tm)
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{//player always fires at normal speed
addTime *= g_timescale->value;
}
else if ( g_entities[pm->ps->clientNum].client && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{
addTime *= g_timescale->value;
}
}
}
}
}
}
else */{
PM_AddEvent( EV_FIRE_WEAPON );
if ( !addTime )
{
addTime = weaponData[pm->ps->weapon].fireTime;
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{//Special test for Matrix Mode (tm)
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{//player always fires at normal speed
addTime *= g_timescale->value;
}
else if ( g_entities[pm->ps->clientNum].client
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{
addTime *= g_timescale->value;
}
}
}
}
}
}
if (pm->ps->forcePowersActive & (1 << FP_RAGE))
{
addTime *= 0.75;
}
else if (pm->ps->forceRageRecoveryTime > pm->cmd.serverTime)
{
addTime *= 1.5;
}
//If the phaser has been fired, delay the next recharge time
if ( !PM_ControlledByPlayer() )
{
if( pm->gent && pm->gent->NPC != NULL )
{//NPCs have their own refire logic
//FIXME: this really should be universal...
return;
}
}
if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
{//can still attack during a cartwheel/arial
pm->ps->weaponTime = addTime;
}
}
//---------------------------------------
static bool PM_DoChargedWeapons( void )
//---------------------------------------
{
qboolean charging = qfalse,
altFire = qfalse;
//FIXME: make jedi aware they're being aimed at with a charged-up weapon (strafe and be evasive?)
// If you want your weapon to be a charging weapon, just set this bit up
switch( pm->ps->weapon )
{
//------------------
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
// alt-fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_DISRUPTOR:
// alt-fire charges the weapon...but due to zooming being controlled by the alt-button, the main button actually charges...but only when zoomed.
// lovely, eh?
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{
if ( cg.zoomMode == 2 )
{
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
altFire = qtrue; // believe it or not, it really is an alt-fire in this case!
#ifndef _XBOX
}
#else
cgi_FF_StartFX( fffx_StartConst );
}
else
{
cgi_FF_StartFX( fffx_StopConst );
}
#endif
}
}
else if ( pm->gent && pm->gent->NPC )
{
if ( (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE) )
{
if ( pm->gent->fly_sound_debounce_time > level.time )
{
charging = qtrue;
altFire = qtrue;
}
}
}
break;
//------------------
case WP_BOWCASTER:
// main-fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
}
break;
//------------------
case WP_DEMP2:
// alt-fire charges the weapon
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_ROCKET_LAUNCHER:
// Not really a charge weapon, but we still want to delay fire until the button comes up so that we can
// implement our alt-fire locking stuff
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
charging = qtrue;
altFire = qtrue;
}
break;
//------------------
case WP_THERMAL:
// FIXME: Really should have a wind-up anim for player
// as he holds down the fire button to throw, then play
// the actual throw when he lets go...
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
altFire = qtrue; // override default of not being an alt-fire
charging = qtrue;
}
else if ( pm->cmd.buttons & BUTTON_ATTACK )
{
charging = qtrue;
}
break;
} // end switch
// set up the appropriate weapon state based on the button that's down.
// Note that we ALWAYS return if charging is set ( meaning the buttons are still down )
if ( charging )
{
if ( altFire )
{
if ( pm->ps->weaponstate != WEAPON_CHARGING_ALT && pm->ps->weaponstate != WEAPON_DROPPING )
{
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
{
PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += 500;
return true;
}
// charge isn't started, so do it now
pm->ps->weaponstate = WEAPON_CHARGING_ALT;
pm->ps->weaponChargeTime = level.time;
if ( cg_weapons[pm->ps->weapon].altChargeSound )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].altChargeSnd );
}
#ifdef _IMMERSION
if ( cg_weapons[pm->ps->weapon].altChargeForce )
{
G_Force( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].altChargeFrc, FF_CHANNEL_WEAPON ) );
}
#endif // _IMMERSION
}
}
else
{
if ( pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_DROPPING )
{
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
{
PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += 500;
return true;
}
// charge isn't started, so do it now
pm->ps->weaponstate = WEAPON_CHARGING;
pm->ps->weaponChargeTime = level.time;
#ifdef _IMMERSION
if ( pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
{
if ( cg_weapons[pm->ps->weapon].chargeSound )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
}
if ( cg_weapons[pm->ps->weapon].chargeForce )
{
G_Force( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].chargeFrc, FF_CHANNEL_WEAPON ) );
}
}
#else
if ( cg_weapons[pm->ps->weapon].chargeSound && pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
}
#endif // _IMMERSION
}
}
return true; // short-circuit rest of weapon code
}
// Only charging weapons should be able to set these states...so....
// let's see which fire mode we need to set up now that the buttons are up
if ( pm->ps->weaponstate == WEAPON_CHARGING )
{
// weapon has a charge, so let us do an attack
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
pm->cmd.buttons |= BUTTON_ATTACK;
pm->ps->eFlags |= EF_FIRING;
#ifdef _IMMERSION
// HACKHACKHACK - charging sound effect stops when button released,
// but I can't find the place where this stop occurs... it's here for now...
G_ForceStop( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].chargeFrc, FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT )
{
// weapon has a charge, so let us do an alt-attack
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING);
#ifdef _IMMERSION
// HACKHACKHACK - charging sound effect stops when button released,
// but I can't find the place where this stop occurs... it's here for now...
G_ForceStop( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].altChargeFrc, FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
return false; // continue with the rest of the weapon code
}
#define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
#define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
#define DEMP2_CHARGE_UNIT 500.0f // ditto
#define DISRUPTOR_CHARGE_UNIT 150.0f // ditto
// Specific weapons can opt to modify the ammo usage based on charges, otherwise if no special case code
// is handled below, regular ammo usage will happen
//---------------------------------------
static int PM_DoChargingAmmoUsage( int *amount )
//---------------------------------------
{
int count = 0;
if ( pm->ps->weapon == WP_BOWCASTER && !( pm->cmd.buttons & BUTTON_ALT_ATTACK ))
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bowcaster alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
if ( !(count & 1 ))
{
// if we aren't odd, knock us down a level
count--;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * BOWCASTER_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
}
else if( ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK )
|| ( pm->ps->weapon == WP_BLASTER_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK ) )
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bryar alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / BRYAR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * BRYAR_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
}
else if ( pm->ps->weapon == WP_DEMP2 && pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the demp2 alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / DEMP2_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 3 )
{
count = 3;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * DEMP2_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
// this is an after-thought. should probably re-write the function to do this naturally.
if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
{
*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
}
}
else if ( pm->ps->weapon == WP_DISRUPTOR && pm->cmd.buttons & BUTTON_ALT_ATTACK ) // BUTTON_ATTACK will have been mapped to BUTTON_ALT_ATTACK if we are zoomed
{
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the disruptor alt-fire
count = ( level.time - pm->ps->weaponChargeTime ) / DISRUPTOR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 10 )
{
count = 10;
}
// Only bother with these checks if we don't have infinite ammo
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
// If we have enough ammo to do the full charged shot, we are ok
if ( dif < 0 )
{
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
count += floor(dif / (float)*amount);
if ( count < 1 )
{
count = 1;
}
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
pm->ps->weaponChargeTime = level.time - ( count * DISRUPTOR_CHARGE_UNIT );
}
}
// now that count is cool, get the real ammo usage
*amount *= count;
// this is an after-thought. should probably re-write the function to do this naturally.
if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
{
*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
}
}
return count;
}
qboolean PM_DroidMelee( int npc_class )
{
if ( npc_class == CLASS_PROBE
|| npc_class == CLASS_SEEKER
|| npc_class == CLASS_INTERROGATOR
|| npc_class == CLASS_SENTRY
|| npc_class == CLASS_REMOTE )
{
return qtrue;
}
return qfalse;
}
void PM_WeaponWampa( void )
{
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
// check for weapon change
// can't change if weapon is firing, but can change again if lowering or raising
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
if ( pm->ps->weaponTime > 0 )
{
return;
}
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( pm->ps->weapon == WP_SABER
&& (pm->cmd.buttons&BUTTON_ATTACK)
&& pm->ps->torsoAnim == BOTH_HANG_IDLE )
{
pm->ps->SaberActivate();
pm->ps->SaberActivateTrail( 150 );
PM_SetAnim( pm, SETANIM_BOTH, BOTH_HANG_ATTACK, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
pm->ps->weaponstate = WEAPON_FIRING;
pm->ps->saberBlocked = BLOCKED_NONE;
pm->ps->saberMove = LS_READY;
pm->ps->saberMoveNext = LS_NONE;
}
else if ( pm->ps->torsoAnim == BOTH_HANG_IDLE )
{
pm->ps->SaberDeactivateTrail( 0 );
pm->ps->weaponstate = WEAPON_READY;
pm->ps->saberMove = LS_READY;
pm->ps->saberMoveNext = LS_NONE;
}
}
/*
==============
PM_Weapon
Generates weapon events and modifes the weapon counter
==============
*/
static void PM_Weapon( void )
{
int addTime, amount, trueCount = 1;
qboolean delayed_fire = qfalse;
if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
{
PM_WeaponWampa();
return;
}
if ( pm->ps->eFlags&EF_FORCE_DRAINED )
{//being drained
return;
}
if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN))
&& pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
{//draining
return;
}
if (pm->ps->weapon == WP_SABER && (cg.zoomMode==3||!cg.zoomMode||pm->ps->clientNum) ) // WP_LIGHTSABER
{ // Separate logic for lightsaber, but not for player when zoomed
PM_WeaponLightsaber();
if ( pm->gent && pm->gent->client && pm->ps->saber[0].Active() && pm->ps->saberInFlight )
{//FIXME: put saberTrail in playerState
if ( pm->gent->client->ps.saberEntityState == SES_RETURNING )
{//turn off the saber trail
pm->gent->client->ps.SaberDeactivateTrail( 75 );
}
else
{//turn on the saber trail
pm->gent->client->ps.SaberActivateTrail( 150 );
}
}
return;
}
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
{//in knockdown
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
return;
}
if( pm->gent && pm->gent->client )
{
if ( pm->gent->client->fireDelay > 0 )
{//FIXME: this is going to fire off one frame before you expect, actually
pm->gent->client->fireDelay -= pml.msec;
if(pm->gent->client->fireDelay <= 0)
{//just finished delay timer
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/lock.wav" );
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
}
pm->gent->client->fireDelay = 0;
delayed_fire = qtrue;
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& pm->ps->weapon == WP_THERMAL
&& pm->gent->alt_fire )
{
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
}
}
else
{
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER && Q_irand( 0, 1 ) )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/tick.wav" );
}
}
}
}
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
{
if ( pm->gent && pm->gent->client )
{
// borg no longer exist, use NPC_class to check for any npc's that don't drop their weapons (if there are any)
// Sigh..borg shouldn't drop their weapon attachments when they die. Also, never drop a lightsaber!
// if ( pm->gent->client->playerTeam != TEAM_BORG)
{
pm->ps->weapon = WP_NONE;
}
}
if ( pm->gent )
{
pm->gent->s.loopSound = 0;
}
return;
}
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
// check for weapon change
// can't change if weapon is firing, but can change again if lowering or raising
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
if ( pm->ps->weapon != pm->cmd.weapon ) {
PM_BeginWeaponChange( pm->cmd.weapon );
}
}
if ( pm->ps->weaponTime > 0 )
{
return;
}
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( pm->ps->weapon == WP_NONE )
{
return;
}
if ( pm->ps->weaponstate == WEAPON_RAISING )
{
//Just selected the weapon
pm->ps->weaponstate = WEAPON_IDLE;
if(pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)))
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
else
{
switch(pm->ps->weapon)
{
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
if ( pm->gent
&& pm->gent->weaponModel[1] > 0 )
{//dual pistols
//FIXME: should be a better way of detecting a dual-pistols user so it's not hardcoded to the saboteurcommando...
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
else
{//single pistol
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
}
break;
default:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
break;
}
}
return;
}
if ( pm->gent )
{//ready to throw thermal again, add it
if ( pm->ps->weapon == WP_THERMAL
&& pm->gent->weaponModel[0] == -1 )
{//add the thermal model back in our hand
// remove anything if we have anything already
G_RemoveWeaponModels( pm->gent );
if (weaponData[pm->ps->weapon].weaponMdl[0]) { //might be NONE, so check if it has a model
G_CreateG2AttachedWeaponModel( pm->gent, weaponData[pm->ps->weapon].weaponMdl, pm->gent->handRBolt, 0 );
//make it sound like we took another one out from... uh.. somewhere...
if ( cg.time > 0 )
{//this way we don't get that annoying change weapon sound every time a map starts
PM_AddEvent( EV_CHANGE_WEAPON );
}
}
}
}
if ( !delayed_fire )
{//didn't just finish a fire delay
if ( PM_DoChargedWeapons())
{
// In some cases the charged weapon code may want us to short circuit the rest of the firing code
return;
}
else
{
if ( !pm->gent->client->fireDelay//not already waiting to fire
&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//player
&& pm->ps->weapon == WP_THERMAL//holding thermal
&& pm->gent//gent
&& pm->gent->client//client
&& (pm->cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )//holding fire
{//delay the actual firing of the missile until the anim has played some
if ( PM_StandingAnim( pm->ps->legsAnim )
|| pm->ps->legsAnim == BOTH_THERMAL_READY )
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_THROW, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
pm->gent->client->fireDelay = 300;
pm->ps->weaponstate = WEAPON_FIRING;
pm->gent->alt_fire = (qboolean)(pm->cmd.buttons&BUTTON_ALT_ATTACK);
return;
}
}
}
if(!delayed_fire)
{
if ( pm->ps->weapon == WP_MELEE && (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//melee
if ( (pm->cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) != (BUTTON_ATTACK|BUTTON_ALT_ATTACK) )
{//not holding both buttons
if ( (pm->cmd.buttons&BUTTON_ATTACK)&&(pm->ps->pm_flags&PMF_ATTACK_HELD) )
{//held button
//clear it
pm->cmd.buttons &= ~BUTTON_ATTACK;
}
if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK)&&(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) )
{//held button
//clear it
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
}
}
}
// check for fire
if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
{
pm->ps->weaponTime = 0;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//Still firing
pm->ps->weaponstate = WEAPON_FIRING;
}
else if ( pm->ps->weaponstate != WEAPON_READY )
{
if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
{
pm->ps->weaponstate = WEAPON_IDLE;
}
}
if ( pm->ps->weapon == WP_MELEE
&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& PM_KickMove( pm->ps->saberMove ) )
{//melee, not attacking, clear move
pm->ps->saberMove = LS_NONE;
}
return;
}
if (pm->gent->s.m_iVehicleNum!=0)
{
// No Anims if on Veh
}
// start the animation even if out of ammo
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ROCKETTROOPER )
{
if ( pm->gent->client->moveType == MT_FLYSWIM )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ASSASSIN_DROID )
{
// Crouched Attack
if (PM_CrouchAnim(pm->gent->client->ps.legsAnim))
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
}
// Standing Attack
//-----------------
else
{
// if (PM_StandingAnim(pm->gent->client->ps.legsAnim))
// {
// PM_SetAnim(pm,SETANIM_BOTH,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
// }
// else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
}
}
}
else
{
switch(pm->ps->weapon)
{
/*
case WP_SABER://1 - handed
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
*/
case WP_BRYAR_PISTOL://1-handed
case WP_BLASTER_PISTOL://1-handed
if ( pm->gent && pm->gent->weaponModel[1] > 0 )
{//dual pistols
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
else
{//single pistol
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
break;
case WP_MELEE:
// since there's no RACE_BOTS, I listed all the droids that have might have melee attacks - dmv
if ( pm->gent && pm->gent->client )
{
if ( PM_DroidMelee( pm->gent->client->NPC_class ) )
{
if ( rand() & 1 )
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
else
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
}
else
{
int anim = -1;
if ( (pm->ps->clientNum < MAX_CLIENTS ||PM_ControlledByPlayer())
&& g_debugMelee->integer )
{
if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK) )
{
if ( (pm->cmd.buttons&BUTTON_ATTACK) )
{
PM_TryGrab();
}
else if ( !(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) )
{
PM_CheckKick();
}
}
else if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
{
anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
}
}
else
{
anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
}
if ( anim != -1 )
{
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
{
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
}
}
}
break;
case WP_TUSKEN_RIFLE:
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{//shoot
//in alt-fire, sniper mode
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{//melee
int anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 ); // Rifle
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
{
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
}
break;
case WP_TUSKEN_STAFF:
if ( pm->gent && pm->gent->client )
{
int anim;
int flags = (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//player
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
anim = BOTH_TUSKENATTACK3;
}
else
{
anim = BOTH_TUSKENATTACK2;
}
}
else
{
anim = BOTH_TUSKENATTACK1;
}
}
else
{// npc
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
anim = BOTH_TUSKENLUNGE1;
if (pm->ps->torsoAnimTimer>0)
{
flags &= ~SETANIM_FLAG_RESTART;
}
}
else
{
anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 );
}
}
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
{
PM_SetAnim( pm, SETANIM_BOTH, anim, flags, 0);
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, anim, flags, 0);
}
}
break;
case WP_NOGHRI_STICK:
if ( pm->gent && pm->gent->client )
{
int anim;
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
anim = BOTH_ATTACK3;
}
else
{
anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 );
}
if ( anim != BOTH_ATTACK3 && VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
{
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
}
}
break;
case WP_BLASTER:
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
break;
case WP_DISRUPTOR:
if ( ((pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())&& pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE)) ||
((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.zoomMode == 2 ) )
{//NPC or player in alt-fire, sniper mode
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{//in primary fire mode
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
}
break;
case WP_BOT_LASER:
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
case WP_THERMAL:
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
{
if ( PM_StandingAnim( pm->ps->legsAnim ) )
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_ATTACK10, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK10,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
else
{
if ( cg.renderingThirdPerson )
{
if ( PM_StandingAnim( pm->ps->legsAnim )
|| pm->ps->legsAnim == BOTH_THERMAL_READY )
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_THROW, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//|SETANIM_FLAG_RESTART
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
}
break;
case WP_EMPLACED_GUN:
// Guess we don't play an attack animation? Maybe we should have a custom one??
break;
case WP_NONE:
// no anim
break;
case WP_REPEATER:
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{//
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
}
break;
case WP_TRIP_MINE:
case WP_DET_PACK:
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK11,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
default://2-handed heavy weapon
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
}
}
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
}
else
{
amount = weaponData[pm->ps->weapon].energyPerShot;
}
if ( (pm->ps->weaponstate == WEAPON_CHARGING) || (pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
{
// charging weapons may want to do their own ammo logic.
trueCount = PM_DoChargingAmmoUsage( &amount );
}
pm->ps->weaponstate = WEAPON_FIRING;
// take an ammo away if not infinite
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
{
// enough energy to fire this weapon?
if ((pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - amount) >= 0)
{
pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= amount;
}
else // Not enough energy
{
if ( !( pm->ps->eFlags & EF_LOCKED_TO_WEAPON ))
{
// Switch weapons
PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += 500;
}
return;
}
}
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//FIXME: this is going to fire off one frame before you expect, actually
// Clear these out since we're not actually firing yet
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
return;
}
if ( pm->ps->weapon == WP_EMPLACED_GUN )
{
if ( pm->gent
&& pm->gent->owner
&& pm->gent->owner->e_UseFunc == useF_eweb_use )
{//eweb always shoots alt-fire, for proper effects and sounds
PM_AddEvent( EV_ALT_FIRE );
addTime = weaponData[pm->ps->weapon].altFireTime;
}
else
{//emplaced gun always shoots normal fire
PM_AddEvent( EV_FIRE_WEAPON );
addTime = weaponData[pm->ps->weapon].fireTime;
}
}
else if ( (pm->ps->weapon == WP_MELEE && (pm->ps->clientNum>=MAX_CLIENTS||!g_debugMelee->integer) )
|| pm->ps->weapon == WP_TUSKEN_STAFF
|| (pm->ps->weapon == WP_TUSKEN_RIFLE&&!(pm->cmd.buttons&BUTTON_ALT_ATTACK)) )
{
PM_AddEvent( EV_FIRE_WEAPON );
addTime = pm->ps->torsoAnimTimer;
}
else if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
PM_AddEvent( EV_ALT_FIRE );
addTime = weaponData[pm->ps->weapon].altFireTime;
if ( pm->ps->weapon == WP_THERMAL )
{//threw our thermal
if ( pm->gent )
{// remove the thermal model if we had it.
G_RemoveWeaponModels( pm->gent );
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
{//NPCs need to know when to put the thermal back in their hand
pm->ps->weaponTime = pm->ps->torsoAnimTimer-500;
}
}
}
}
else
{
if ( pm->ps->clientNum //NPC
&& !PM_ControlledByPlayer() //not under player control
&& pm->ps->weapon == WP_THERMAL //using thermals
&& pm->ps->torsoAnim != BOTH_ATTACK10 )//not in the throw anim
{//oops, got knocked out of the anim, don't throw the thermal
return;
}
PM_AddEvent( EV_FIRE_WEAPON );
addTime = weaponData[pm->ps->weapon].fireTime;
switch( pm->ps->weapon)
{
case WP_REPEATER:
// repeater is supposed to do smoke after sustained bursts
pm->ps->weaponShotCount++;
break;
case WP_BOWCASTER:
addTime *= (( trueCount < 3 ) ? 0.35f : 1.0f );// if you only did a small charge shot with the bowcaster, use less time between shots
break;
case WP_THERMAL:
if ( pm->gent )
{// remove the thermal model if we had it.
G_RemoveWeaponModels( pm->gent );
if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
{//NPCs need to know when to put the thermal back in their hand
pm->ps->weaponTime = pm->ps->torsoAnimTimer-500;
}
}
break;
}
}
if(pm->gent && pm->gent->NPC != NULL )
{//NPCs have their own refire logic
return;
}
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{//Special test for Matrix Mode (tm)
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{//player always fires at normal speed
addTime *= g_timescale->value;
}
else if ( g_entities[pm->ps->clientNum].client
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{
addTime *= g_timescale->value;
}
}
}
}
pm->ps->weaponTime += addTime;
pm->ps->lastShotTime = level.time;//so we know when the last time we fired our gun is
// HACK!!!!!
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0 )
{
if ( pm->ps->weapon == WP_THERMAL || pm->ps->weapon == WP_TRIP_MINE )
{
// because these weapons have the ammo attached to the hand, we should switch weapons when the last one is thrown, otherwise it will look silly
// NOTE: could also switch to an empty had version, but was told we aren't getting any new models at this point
CG_OutOfAmmoChange();
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1 + 2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); // hack weapon down!
pm->ps->weaponTime = 50;
}
}
}
/*
==============
PM_VehicleWeapon
Generates weapon events and modifes the weapon counter
==============
*/
static void PM_VehicleWeapon( void )
{
int addTime = 0, amount;
qboolean delayed_fire = qfalse;
if ( pm->ps->weapon == WP_NONE )
{
return;
}
if(pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0)
{//FIXME: this is going to fire off one frame before you expect, actually
pm->gent->client->fireDelay -= pml.msec;
if(pm->gent->client->fireDelay <= 0)
{//just finished delay timer
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/lock.wav" );
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
}
pm->gent->client->fireDelay = 0;
delayed_fire = qtrue;
}
else
{
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER && Q_irand( 0, 1 ) )
{
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/tick.wav" );
}
}
}
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
{
if ( pm->gent && pm->gent->client )
{
// borg no longer exist, use NPC_class to check for any npc's that don't drop their weapons (if there are any)
// Sigh..borg shouldn't drop their weapon attachments when they die. Also, never drop a lightsaber!
// if ( pm->gent->client->playerTeam != TEAM_BORG)
{
// pm->ps->weapon = WP_NONE;
}
}
if ( pm->gent )
{
pm->gent->s.loopSound = 0;
}
return;
}
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
if ( pm->ps->weaponTime > 0 )
{
return;
}
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( PM_DoChargedWeapons())
{
// In some cases the charged weapon code may want us to short circuit the rest of the firing code
return;
}
if(!delayed_fire)
{
// check for fire
if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
{
pm->ps->weaponTime = 0;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//Still firing
pm->ps->weaponstate = WEAPON_FIRING;
}
else if ( pm->ps->weaponstate != WEAPON_READY )
{
if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
{
pm->ps->weaponstate = WEAPON_IDLE;
}
}
return;
}
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
}
else
{
amount = weaponData[pm->ps->weapon].energyPerShot;
}
pm->ps->weaponstate = WEAPON_FIRING;
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
{//FIXME: this is going to fire off one frame before you expect, actually
// Clear these out since we're not actually firing yet
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
return;
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
PM_AddEvent( EV_ALT_FIRE );
//addTime = weaponData[pm->ps->weapon].altFireTime;
}
else
{
PM_AddEvent( EV_FIRE_WEAPON );
// TODO: Use the real weapon fire time from the vehicle cfg file.
//addTime = weaponData[pm->ps->weapon].fireTime;
}
/* if(pm->gent && pm->gent->NPC != NULL )
{//NPCs have their own refire logic
return;
}*/
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{//Special test for Matrix Mode (tm)
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{//player always fires at normal speed
addTime *= g_timescale->value;
}
else if ( g_entities[pm->ps->clientNum].client
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{
addTime *= g_timescale->value;
}
}
}
}
pm->ps->weaponTime += addTime;
pm->ps->lastShotTime = level.time;//so we know when the last time we fired our gun is
}
extern void ForceHeal( gentity_t *self );
extern void ForceTelepathy( gentity_t *self );
extern void ForceRage( gentity_t *self );
extern void ForceProtect( gentity_t *self );
extern void ForceAbsorb( gentity_t *self );
extern void ForceSeeing( gentity_t *self );
void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd )
{
if ( !ent )
{
return;
}
if ( ucmd->buttons & BUTTON_USE_FORCE )
{
if (!(ent->client->ps.pm_flags & PMF_USEFORCE_HELD))
{
//impulse one shot
switch ( showPowers[cg.forcepowerSelect] )
{
case FP_HEAL:
ForceHeal( ent );
break;
case FP_SPEED:
ForceSpeed( ent );
break;
case FP_PUSH:
ForceThrow( ent, qfalse );
break;
case FP_PULL:
ForceThrow( ent, qtrue );
break;
case FP_TELEPATHY:
ForceTelepathy( ent );
break;
// Added 01/20/03 by AReis.
// New Jedi Academy powers.
case FP_RAGE: //duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
ForceRage( ent );
break;
case FP_PROTECT: //duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
ForceProtect( ent );
break;
case FP_ABSORB: //duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)
ForceAbsorb( ent );
break;
case FP_SEE: //duration - detect/see hidden enemies
ForceSeeing( ent );
break;
}
}
//these stay are okay to call every frame button is down
switch ( showPowers[cg.forcepowerSelect] )
{
case FP_LEVITATION:
ucmd->upmove = 127;
break;
case FP_GRIP:
ucmd->buttons |= BUTTON_FORCEGRIP;
break;
case FP_LIGHTNING:
ucmd->buttons |= BUTTON_FORCE_LIGHTNING;
break;
case FP_DRAIN:
// FIXME! Failing at WP_ForcePowerUsable(). -AReis
ucmd->buttons |= BUTTON_FORCE_DRAIN;
break;
// default:
// Com_Printf( "Use Force: Unhandled force: %d\n", showPowers[cg.forcepowerSelect]);
// break;
}
ent->client->ps.pm_flags |= PMF_USEFORCE_HELD;
}
else//not pressing USE_FORCE
{
ent->client->ps.pm_flags &= ~PMF_USEFORCE_HELD;
}
}
/*
================
PM_ForcePower
================
sends event to client for client side fx, not used
*/
/*
static void PM_ForcePower(void)
{
// check for item using
if ( pm->cmd.buttons & BUTTON_USE_FORCE )
{
if ( ! ( pm->ps->pm_flags & PMF_USE_FORCE ) )
{
pm->ps->pm_flags |= PMF_USE_FORCE;
PM_AddEvent( EV_USE_FORCE);
return;
}
}
else
{
pm->ps->pm_flags &= ~PMF_USE_FORCE;
}
}
*/
/*
================
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 legs animation counter
if ( pm->ps->legsAnimTimer > 0 )
{
int newTime = pm->ps->legsAnimTimer - pml.msec;
if ( newTime < 0 )
{
newTime = 0;
}
PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, newTime );
}
// drop torso animation counter
if ( pm->ps->torsoAnimTimer > 0 )
{
int newTime = pm->ps->torsoAnimTimer - pml.msec;
if ( newTime < 0 )
{
newTime = 0;
}
PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, newTime );
}
}
void PM_SetSpecialMoveValues (void )
{
Flying = 0;
if ( pm->gent )
{
if ( pm->gent->client && pm->gent->client->moveType == MT_FLYSWIM )
{
Flying = FLY_NORMAL;
}
else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
{
if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
{
Flying = FLY_VEHICLE;
}
else if ( pm->gent->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
{//FIXME: or just check for hoverHeight?
Flying = FLY_HOVER;
}
}
}
if ( g_timescale != NULL )
{
if ( g_timescale->value < 1.0f )
{
if ( !MatrixMode )
{
if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{
pml.frametime *= (1.0f/g_timescale->value);
}
else if ( g_entities[pm->ps->clientNum].client
&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{
pml.frametime *= (1.0f/g_timescale->value);
}
}
}
}
}
extern float cg_zoomFov; //from cg_view.cpp
//-------------------------------------------
void PM_AdjustAttackStates( pmove_t *pm )
//-------------------------------------------
{
int amount;
// get ammo usage
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].altEnergyPerShot;
}
else
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].energyPerShot;
}
if ( pm->ps->weapon == WP_SABER && (!cg.zoomMode||pm->ps->clientNum) )
{//don't let the alt-attack be interpreted as an actual attack command
if ( pm->ps->saberInFlight )
{
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
//FIXME: what about alt-attack modifier button?
if ( (!pm->ps->dualSabers || !pm->ps->saber[1].Active()) )
{//saber not in hand, can't swing it
pm->cmd.buttons &= ~BUTTON_ATTACK;
}
}
//saber staff alt-attack does a special attack anim, non-throwable sabers do kicks
if ( pm->ps->saberAnimLevel != SS_STAFF
&& pm->ps->saber[0].throwable )
{//using a throwable saber, so remove the saber throw button
if ( !g_saberNewControlScheme->integer
&& PM_CanDoKata() )
{//old control scheme - alt-attack + attack does kata
}
else
{//new control scheme - alt-attack doesn't have anything to do with katas, safe to clear it here
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
}
}
}
// disruptor alt-fire should toggle the zoom mode, but only bother doing this for the player?
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) && pm->ps->weaponstate != WEAPON_DROPPING )
{
// we are not alt-firing yet, but the alt-attack button was just pressed and
// we either are ducking ( in which case we don't care if they are moving )...or they are not ducking...and also not moving right/forward.
if ( !(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK)
&& ( pm->cmd.upmove < 0 || ( !pm->cmd.forwardmove && !pm->cmd.rightmove )))
{
// We just pressed the alt-fire key
if ( cg.zoomMode == 0 || cg.zoomMode == 3 )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
#ifdef _IMMERSION
G_Force( pm->gent, G_ForceIndex( "fffx/weapons/disruptor/zoomstart", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
// not already zooming, so do it now
cg.zoomMode = 2;
cg.zoomLocked = qfalse;
cg_zoomFov = 80.0f;//(cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value;
}
else if ( cg.zoomMode == 2 )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomend.wav" );
#ifdef _IMMERSION
G_Force( pm->gent, G_ForceIndex( "fffx/weapons/disruptor/zoomend", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
// already zooming, so must be wanting to turn it off
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cg.zoomLocked = qfalse;
}
}
else if ( !(pm->cmd.buttons & BUTTON_ALT_ATTACK ))
{
// Not pressing zoom any more
if ( cg.zoomMode == 2 )
{
// were zooming in, so now lock the zoom
cg.zoomLocked = qtrue;
}
}
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
// If we are zoomed, we should switch the ammo usage to the alt-fire, otherwise, we'll
// just use whatever ammo was selected from above
if ( cg.zoomMode == 2 )
{
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] -
weaponData[pm->ps->weapon].altEnergyPerShot;
}
}
else
{
// alt-fire button pressing doesn't use any ammo
amount = 0;
}
}
// Check for binocular specific mode
if ( cg.zoomMode == 1 && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) ) //
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK && pm->ps->batteryCharge )
{
// zooming out
cg.zoomLocked = qfalse;
cg.zoomDir = 1;
}
else if ( pm->cmd.buttons & BUTTON_ATTACK && pm->ps->batteryCharge )
{
// zooming in
cg.zoomLocked = qfalse;
cg.zoomDir = -1;
}
else
{
// if no buttons are down, we should be in a locked state
cg.zoomLocked = qtrue;
}
// kill buttons and associated firing flags so we can't fire
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
pm->cmd.buttons &= ~(BUTTON_ALT_ATTACK|BUTTON_ATTACK);
}
// set the firing flag for continuous beam weapons, phaser will fire even if out of ammo
if ( (( pm->cmd.buttons & BUTTON_ATTACK || pm->cmd.buttons & BUTTON_ALT_ATTACK ) && ( amount >= 0 || pm->ps->weapon == WP_SABER )) )
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
pm->ps->eFlags |= EF_ALT_FIRING;
if ( pm->ps->clientNum < MAX_CLIENTS && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
{//switch ATST barrels
pm->gent->alt_fire = qtrue;
}
}
else
{
pm->ps->eFlags &= ~EF_ALT_FIRING;
if ( pm->ps->clientNum < MAX_CLIENTS && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
{//switch ATST barrels
pm->gent->alt_fire = qfalse;
}
}
// This flag should always get set, even when alt-firing
pm->ps->eFlags |= EF_FIRING;
}
else
{
// int iFlags = pm->ps->eFlags;
// Clear 'em out
pm->ps->eFlags &= ~EF_FIRING;
pm->ps->eFlags &= ~EF_ALT_FIRING;
// if I don't check the flags before stopping FX then it switches them off too often, which tones down
// the stronger FFFX so you can hardly feel them. However, if you only do iton these flags then the
// repeat-fire weapons like tetrion and dreadnought don't switch off quick enough. So...
//
/* // Might need this for beam type weapons
if ( pm->ps->weapon == WP_DREADNOUGHT || (iFlags & (EF_FIRING|EF_ALT_FIRING) )
{
cgi_FF_StopAllFX();
}
*/
}
// disruptor should convert a main fire to an alt-fire if the gun is currently zoomed
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) )
{
if ( pm->cmd.buttons & BUTTON_ATTACK && cg.zoomMode == 2 )
{
// converting the main fire to an alt-fire
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
pm->ps->eFlags |= EF_ALT_FIRING;
}
else
{
// don't let an alt-fire through
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
}
}
}
qboolean PM_WeaponOkOnVehicle( int weapon )
{
//FIXME: check g_vehicleInfo for our vehicle?
switch ( weapon )
{
case WP_NONE:
case WP_SABER:
case WP_BLASTER:
case WP_THERMAL:
return qtrue;
break;
}
return qfalse;
}
void PM_CheckInVehicleSaberAttackAnim( void )
{//A bit of a hack, but makes the vehicle saber attacks act like any other saber attack...
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
if ( pm->ps->weaponTime <= 0 )
{
pm->ps->weaponTime = 0;
}
}
PM_CheckClearSaberBlock();
/* if ( PM_SaberBlocking() )
{//busy blocking, don't do attacks
return;
}
*/
saberMoveName_t saberMove = LS_INVALID;
switch ( pm->ps->torsoAnim )
{
case BOTH_VS_ATR_S:
saberMove = LS_SWOOP_ATTACK_RIGHT;
break;
case BOTH_VS_ATL_S:
saberMove = LS_SWOOP_ATTACK_LEFT;
break;
case BOTH_VT_ATR_S:
saberMove = LS_TAUNTAUN_ATTACK_RIGHT;
break;
case BOTH_VT_ATL_S:
saberMove = LS_TAUNTAUN_ATTACK_LEFT;
break;
}
if ( saberMove != LS_INVALID )
{
if ( pm->ps->saberMove == saberMove )
{//already playing it
if ( !pm->ps->torsoAnimTimer )
{//anim was done, set it back to ready
PM_SetSaberMove( LS_READY );
pm->ps->saberMove = LS_READY;
pm->ps->weaponstate = WEAPON_IDLE;
if (pm->cmd.buttons&BUTTON_ATTACK)
{
if ( !pm->ps->weaponTime )
{
PM_SetSaberMove( saberMove );
pm->ps->weaponstate = WEAPON_FIRING;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
}
}
}
else if ( pm->ps->torsoAnimTimer
&& !pm->ps->weaponTime )
{
PM_SetSaberMove( LS_READY );
pm->ps->saberMove = LS_READY;
pm->ps->weaponstate = WEAPON_IDLE;
PM_SetSaberMove( saberMove );
pm->ps->weaponstate = WEAPON_FIRING;
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
}
}
pm->ps->saberBlocking = saberMoveData[pm->ps->saberMove].blocking;
}
//force the vehicle to turn and travel to its forced destination point
void PM_VehForcedTurning( gentity_t *veh )
{
gentity_t *dst = &g_entities[pm->ps->vehTurnaroundIndex];
float pitchD, yawD;
vec3_t dir;
if (!veh || !veh->m_pVehicle)
{
return;
}
if (!dst)
{ //can't find dest ent?
return;
}
pm->cmd.upmove = veh->m_pVehicle->m_ucmd.upmove = 127;
pm->cmd.forwardmove = veh->m_pVehicle->m_ucmd.forwardmove = 0;
pm->cmd.rightmove = veh->m_pVehicle->m_ucmd.rightmove = 0;
VectorSubtract(dst->s.origin, veh->currentOrigin, dir);
vectoangles(dir, dir);
yawD = AngleSubtract(pm->ps->viewangles[YAW], dir[YAW]);
pitchD = AngleSubtract(pm->ps->viewangles[PITCH], dir[PITCH]);
yawD *= 0.2f*pml.frametime;
pitchD *= 0.6f*pml.frametime;
pm->ps->viewangles[YAW] = AngleSubtract(pm->ps->viewangles[YAW], yawD);
pm->ps->viewangles[PITCH] = AngleSubtract(pm->ps->viewangles[PITCH], pitchD);
//PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
SetClientViewAngle(pm->gent, pm->ps->viewangles);
}
/*
================
Pmove
Can be called by either the server or the client
================
*/
void Pmove( pmove_t *pmove )
{
Vehicle_t *pVeh = NULL;
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;
#ifndef _XBOX
pm->watertype = 0;
pm->waterlevel = 0;
#endif
// Clear the blocked flag
//pm->ps->pm_flags &= ~PMF_BLOCKED;
pm->ps->pm_flags &= ~PMF_BUMPED;
// In certain situations, we may want to control which attack buttons are pressed and what kind of functionality
// is attached to them
PM_AdjustAttackStates( pm );
// clear the respawned flag if attack and use are cleared
if ( pm->ps->stats[STAT_HEALTH] > 0 &&
!( pm->cmd.buttons & BUTTON_ATTACK ) )
{
pm->ps->pm_flags &= ~PMF_RESPAWNED;
}
// 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;
if ( pm->ps->clientNum >= MAX_CLIENTS &&
pm->gent &&
pm->gent->client &&
pm->gent->client->NPC_class == CLASS_VEHICLE )
{ //we are a vehicle
pVeh = pm->gent->m_pVehicle;
assert( pVeh );
if ( pVeh )
{
pVeh->m_fTimeModifier = (pml.frametime*60.0f);//at 16.67ms (60fps), should be 1.0f
}
}
else if ( pm->gent && PM_RidingVehicle() )
{
if ( pm->ps->vehTurnaroundIndex
&& pm->ps->vehTurnaroundTime > pm->cmd.serverTime )
{ //riding this vehicle, turn my view too
PM_VehForcedTurning( &g_entities[pm->gent->s.m_iVehicleNum] );
}
}
PM_SetSpecialMoveValues();
// update the viewangles
PM_UpdateViewAngles( pm->ps, &pm->cmd, pm->gent);
AngleVectors ( pm->ps->viewangles, pml.forward, pml.right, pml.up );
if ( pm->cmd.upmove < 10 ) {
// not holding jump
pm->ps->pm_flags &= ~PMF_JUMP_HELD;
}
// decide if backpedaling animations should be used
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;
}
if ( pm->ps->pm_type >= PM_DEAD ) {
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
if ( pm->ps->viewheight > -12 )
{//slowly sink view to ground
pm->ps->viewheight -= 1;
}
}
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 ) {
return; // no movement at all
}
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
{//half grav
pm->ps->gravity *= 0.5;
}
// set watertype, and waterlevel
#ifdef _XBOX
// if the client is the player do a normal water test
// if it's an npc add the client to the npc water test queue
// we don't want to update too many npcs in one frame
if(pm->ps->clientNum == 0)
{
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
}
else
{
AddNPCToWaterUpdate(pm->ps->clientNum);
}
#else
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
#endif
PM_SetWaterHeight();
#ifdef _XBOX
if ( !(pm->watertype & CONTENTS_LADDER) )
{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)
// if we're the player set the water test from the pmove
// otherwise set it from the entitity structure
if(pm->ps->clientNum == 0 )
{
pml.previous_waterlevel = pmove->waterlevel;
}
else
{
pml.previous_waterlevel = (g_entities + pm->ps->clientNum)->prev_waterlevel;
}
}
#else
if ( !(pm->watertype & CONTENTS_LADDER) )
{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)
pml.previous_waterlevel = pmove->waterlevel;
}
#endif
waterForceJump = qfalse;
if ( pmove->waterlevel && pm->ps->clientNum )
{
if ( pm->ps->forceJumpZStart//force jumping
||(pm->gent&&pm->gent->NPC && level.time<pm->gent->NPC->jumpTime)) //TIMER_Done(pm->gent, "forceJumpChasing" )) )//force-jumping
{
waterForceJump = qtrue;
}
}
// set mins, maxs, and viewheight
PM_SetBounds();
if ( !Flying && !(pm->watertype & CONTENTS_LADDER) && pm->ps->pm_type != PM_DEAD )
{//NOTE: noclippers shouldn't jump or duck either, no?
PM_CheckDuck();
}
// set groundentity
PM_GroundTrace();
if ( Flying == FLY_HOVER )
{//never stick to the ground
PM_HoverTrace();
}
if ( pm->ps->pm_type == PM_DEAD ) {
PM_DeadMove ();
}
PM_DropTimers();
/*
if ( PM_RidingVehicle() )
{
PM_NoclipMove();
}
else */if ( pm->ps && ( (pm->ps->eFlags&EF_LOCKED_TO_WEAPON)
|| (pm->ps->eFlags&EF_HELD_BY_RANCOR)
|| (pm->ps->eFlags&EF_HELD_BY_WAMPA)
|| (pm->ps->eFlags&EF_HELD_BY_SAND_CREATURE) ) )
{//in an emplaced gun
PM_NoclipMove();
}
else if ( Flying == FLY_NORMAL )//|| pm->ps->gravity <= 0 )
{
// flight powerup doesn't allow jump and has different friction
PM_FlyMove();
}
else if ( Flying == FLY_VEHICLE )
{
PM_FlyVehicleMove();
}
else if ( pm->ps->pm_flags & PMF_TIME_WATERJUMP )
{
PM_WaterJumpMove();
}
else if ( pm->waterlevel > 1 //in water
&&((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || !waterForceJump) )//player or NPC not force jumping
{//force-jumping NPCs should
// swimming or in ladder
PM_WaterMove();
}
else if (pm->gent && pm->gent->NPC && pm->gent->NPC->jumpTime!=0)
{
ucmd.forwardmove = 0;
ucmd.rightmove = 0;
ucmd.upmove = 0;
pm->ps->speed = 0;
VectorClear(pm->ps->moveDir);
PM_AirMove();
}
else if ( pml.walking )
{// walking on ground
vec3_t oldOrg;
VectorCopy( pm->ps->origin, oldOrg );
PM_WalkMove();
float threshHold = 0.001f, movedDist = DistanceSquared( oldOrg, pm->ps->origin );
if ( PM_StandingAnim( pm->ps->legsAnim ) || pm->ps->legsAnim == BOTH_CROUCH1 )
{
threshHold = 0.005f;
}
if ( movedDist < threshHold )
{//didn't move, play no legs anim
// pm->cmd.forwardmove = pm->cmd.rightmove = 0;
}
}
else
{
if ( pm->ps->gravity <= 0 )
{
PM_FlyMove();
}
else
{
// airborne
PM_AirMove();
}
}
//PM_Animate();
// If we didn't move at all, then why bother doing this again -MW.
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
{
PM_GroundTrace();
if ( Flying == FLY_HOVER )
{//never stick to the ground
PM_HoverTrace();
}
}
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//on ground
pm->ps->forceJumpZStart = 0;
pm->ps->jumpZStart = 0;
pm->ps->pm_flags &= ~PMF_JUMPING;
pm->ps->pm_flags &= ~PMF_TRIGGER_PUSHED;
pm->ps->pm_flags &= ~PMF_SLOW_MO_FALL;
}
// If we didn't move at all, then why bother doing this again -MW.
// Note: ok, so long as we don't have water levels that change.
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
{
#ifdef _XBOX
// only do this on xbox if it's a player not an npc
if(pm->ps->clientNum == 0)
{
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
}
#else
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
#endif
PM_SetWaterHeight();
}
// PM_ForcePower(); sends event to client for client side fx, not used
// If we're a vehicle, do our special weapon function.
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
{
pVeh = pm->gent->m_pVehicle;
// Using vehicle weapon...
//if ( pm->cmd.weapon == WP_NONE )
{
//PM_Weapon();
//PM_AddEvent( EV_FIRE_WEAPON );
PM_VehicleWeapon();
}
}
// If we are riding a vehicle...
else if ( PM_RidingVehicle() )
{
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{// alt attack always does other stuff when riding a vehicle (turbo)
}
else if ( (pm->ps->eFlags&EF_NODRAW) )
{//inside a vehicle? don't do any weapon stuff
}
else if ( pm->ps->weapon == WP_BLASTER//using blaster
|| pm->ps->weapon == WP_THERMAL//using thermal
|| pm->ps->weaponstate == WEAPON_DROPPING//changing weapon - dropping
|| pm->ps->weaponstate == WEAPON_RAISING//changing weapon - raising
|| (pm->cmd.weapon != pm->ps->weapon && PM_WeaponOkOnVehicle( pm->cmd.weapon )) )//FIXME: make this a vehicle call to see if this new weapon is valid for this vehicle
{//either weilding a weapon we can fire with normal weapon logic, or trying to change to a valid weapon
// call normal weapons code... should we override the normal fire anims with vehicle fire anims in here or in a subsequent call to VehicleWeapons or something?
//Maybe break PM_Weapon into PM_Weapon and PM_WeaponAnimate (then call our own PM_VehicleWeaponAnimate)?
PM_Weapon();
}
//BUT: now call Vehicle's weapon code, to handle lightsaber and (maybe) overriding weapon ready/firing anims?
}
// otherwise do the normal weapon function.
else
{
// weapons
PM_Weapon();
}
if ( pm->cmd.buttons & BUTTON_ATTACK )
{
pm->ps->pm_flags |= PMF_ATTACK_HELD;
}
else
{
pm->ps->pm_flags &= ~PMF_ATTACK_HELD;
}
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
{
pm->ps->pm_flags |= PMF_ALT_ATTACK_HELD;
}
else
{
pm->ps->pm_flags &= ~PMF_ALT_ATTACK_HELD;
}
if ( pm->cmd.buttons & BUTTON_FORCE_FOCUS )
{
pm->ps->pm_flags |= PMF_FORCE_FOCUS_HELD;
}
else
{
pm->ps->pm_flags &= ~PMF_FORCE_FOCUS_HELD;
}
if ( pm->gent )//&& pm->gent->s.number == 0 )//player only?
{
// Use
PM_Use();
}
// Calculate the resulting speed of the last pmove
//-------------------------------------------------
if ( pm->gent )
{
pm->gent->resultspeed = ((Distance(pm->ps->origin, pm->gent->currentOrigin) / pml.msec) * 1000);
if (pm->gent->resultspeed>5.0f)
{
pm->gent->lastMoveTime = level.time;
}
// If Have Not Been Moving For A While, Stop
//-------------------------------------------
if (pml.walking && (level.time - pm->gent->lastMoveTime)>1000)
{
pm->cmd.forwardmove = pm->cmd.rightmove = 0;
}
}
// ANIMATION
//================================
// TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
{
if ( pm->gent->owner && pm->gent->owner->e_UseFunc == useF_emplaced_gun_use )//ugly way to tell, but...
{//full body
PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
else
{//stand (or could be overridden by strafe anims)
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else if ( pm->gent && pm->ps && (pm->ps->eFlags&EF_HELD_BY_RANCOR) )
{
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
// If we are a vehicle, animate...
else if ( pVeh )
{
pVeh->m_pVehicleInfo->Animate( pVeh );
}
// If we're riding a vehicle, don't do anything!.
else if ( ( pVeh = PM_RidingVehicle() ) != 0 )
{
PM_CheckInVehicleSaberAttackAnim();
}
else // TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
{
// footstep events / legs animations
PM_Footsteps();
}
// torso animation
if ( !pVeh )
{//not riding a vehicle
PM_TorsoAnimation();
}
// entering / leaving water splashes
PM_WaterEvents();
// snap some parts of playerstate to save network bandwidth
// SnapVector( pm->ps->velocity );
if ( !pm->cmd.rightmove && !pm->cmd.forwardmove && pm->cmd.upmove <= 0 )
{
if ( VectorCompare( pm->ps->velocity, vec3_origin ) )
{
pm->ps->lastStationary = level.time;
}
}
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
{//half grav
pm->ps->gravity *= 2;
}
}