// this include must remain at the top of every bg_xxxx CPP file #include "common_headers.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 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 void WP_SaberInitBladeData( gentity_t *ent ); extern qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir ); extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType ); extern qboolean PM_HasAnimation( gentity_t *ent, int animation ); extern int PM_SaberAnimTransitionAnim( int curmove, int 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 int PM_SaberBounceForAttack( int move ); extern int PM_SaberAttackForMovement( int forwardmove, int rightmove, int move ); extern int PM_BrokenParryForParry( int move ); extern int 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_SaberKataDone( int curmove, int newmove ); extern qboolean PM_SaberInSpecial( int move ); extern qboolean PM_InDeathAnim ( void ); extern qboolean PM_StandingAnim( int anim ); extern int PM_SaberFlipOverAttackMove( void ); extern int PM_SaberJumpAttackMove( void ); 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 ); extern int parryDebounce[]; extern qboolean player_locked; extern qboolean MatrixMode; qboolean waterForceJump; extern cvar_t *g_timescale; 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_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 ); #define PHASER_RECHARGE_TIME 100 extern int transitionMove[Q_NUM_QUADS][Q_NUM_QUADS]; extern qboolean G_ControlledByPlayer( gentity_t *self ); qboolean PM_ControlledByPlayer( void ) { return G_ControlledByPlayer( pm->gent ); } /* =============== PM_AddEvent =============== */ void PM_AddEvent( int newEvent ) { AddEventToPlayerstate( newEvent, 0, pm->ps ); } /* =============== qboolean PM_ClientImpact( int otherEntityNum, qboolean damageSelf ) =============== */ qboolean PM_ClientImpact( int otherEntityNum, qboolean damageSelf ) { gentity_t *traceEnt; if ( !pm->gent ) { return qfalse; } if( (VectorLength( pm->ps->velocity )*(pm->gent->mass/10)) >= 100 && pm->ps->lastOnGround+100material>=MAT_GLASS&&pm->gent->lastImpact+100<=level.time)) { DoImpact( pm->gent, &g_entities[otherEntityNum], damageSelf ); } if ( otherEntityNum >= ENTITYNUM_WORLD ) { return qfalse; } traceEnt = &g_entities[otherEntityNum]; 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; int i; backoff = DotProduct (in, normal); if ( backoff < 0 ) { backoff *= overbounce; } else { backoff /= overbounce; } for ( i=0 ; i<3 ; i++ ) { change = normal[i]*backoff; out[i] = in[i] - change; } } /* ================== PM_Friction Handles both ground friction and water friction ================== */ static void PM_Friction( void ) { vec3_t vec; float *vel; float speed, newspeed, control; float drop, 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 ( 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 the use key is pressed. slow the player more quickly if ( pm->cmd.buttons & BUTTON_USE ) friction *= pm_frictionModifier; control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*friction*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( ( 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_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_FLIP_BACK1: case BOTH_FLIP_BACK2: case BOTH_FLIP_BACK3: case BOTH_WALL_FLIP_BACK1: case BOTH_BUTTERFLY_LEFT: case BOTH_BUTTERFLY_RIGHT: case BOTH_FJSS_TR_BL: case BOTH_FJSS_TL_BR: case BOTH_FORCELEAP2_T__B_: case BOTH_JUMPFLIPSLASHDOWN1://# case BOTH_JUMPFLIPSTABDOWN://# case BOTH_ARIAL_LEFT: case BOTH_ARIAL_RIGHT: case BOTH_ARIAL_F1: case BOTH_CARTWHEEL_LEFT: case BOTH_CARTWHEEL_RIGHT: 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<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 && in_camera ) {//player can't use force powers in cinematic return qfalse; } if ( gent->client->ps.groundEntityNum == ENTITYNUM_NONE //in air && ( /*(gent->client->ps.waterHeightLevel==WHL_SHOULDERS&&gent->client->usercmd.upmove>0) ||*/ ((gent->client->ps.pm_flags&PMF_JUMPING)&&gent->client->ps.velocity[2] > 0) )//jumped & going up or at water surface && 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 } } extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt ); extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt ); 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->cmd.buttons & BUTTON_FORCEJUMP ) { pm->ps->pm_flags |= PMF_JUMP_HELD; } */ #if METROID_JUMP 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 //FIXME: still able to pogo-jump... 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<ps->forcePowersActive |= (1<gent ) { G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" ); } //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->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 && 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 */ { 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 ); 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 && pm->waterlevel < 2 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && !(pm->ps->pm_flags&PMF_JUMP_HELD) //&& !PM_InKnockDown( pm->ps ) && pm->gent && WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 0 ) && ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((!pm->ps->clientNum||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 } 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; 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 && !PM_ControlledByPlayer() && pm->cmd.forwardmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) {//run up 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? vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f; anim = BOTH_WALL_FLIP_BACK1; } } else if ( pm->cmd.forwardmove < 0 && !(pm->cmd.buttons&BUTTON_ATTACK) )//pm->ps->clientNum && {//double-tap back-jump does backflip if ( pm->ps->velocity[2] >= 0 ) {//must be going up already vertPush = JUMP_VELOCITY; 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 == FORCE_LEVEL_2 ) { /* //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 && !PM_ControlledByPlayer() )//NOTE: pretty much useless, so player never does these {//jump-spin FIXME: does direction matter? vertPush = forceJumpStrength[FORCE_LEVEL_2]/1.5f; 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: //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: //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: //contents |= CONTENTS_BODY; doTrace = qtrue; VectorMA( pm->ps->origin, 16, fwd, traceto ); break; } vec3_t idealNormal; 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 ); 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 ) {//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.entityNums.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7)) ) {//there is a wall there if ( (anim != BOTH_WALL_RUN_LEFT && anim != BOTH_WALL_RUN_RIGHT) || trace.plane.normal[2] == 0.0f ) {//wall-runs can only run on perfectly flat walls, sorry. //move me to side 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_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 ) { if ( pm->gent && trace.entityNum < ENTITYNUM_WORLD ) { if ( traceEnt && traceEnt->client && traceEnt->health > 0 && traceEnt->takedamage ) {//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 ); NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); G_Throw( traceEnt, oppDir, strength ); G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) ); } } } //up if ( vertPush ) { pm->ps->velocity[2] = vertPush; } //animate me 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->saberTrail.inAction = qtrue;//FIXME: reset this when done! pm->gent->client->saberTrail.duration = 300;//FIXME: reset this when done! } 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 ) { 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, 0 ); } } } } 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 ); } int parts = SETANIM_LEGS; if ( !pm->ps->weaponTime ) { 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; } } 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) <= 500 //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->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 && (level.time - pm->ps->lastOnGround) <= 500 //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? if ( PM_HasAnimation( pm->gent, BOTH_WALL_FLIP_BACK1 ) ) { 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_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&&((trace.entityNums.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) ) {//there is a wall there pm->ps->velocity[0] = pm->ps->velocity[1] = 0; VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity ); //pm->ps->velocity[2] = forceJumpStrength[FORCE_LEVEL_2]/2.25f; //animate me int parts = SETANIM_LEGS; if ( !pm->ps->weaponTime ) { parts = SETANIM_BOTH; } PM_SetAnim( pm, parts, BOTH_WALL_FLIP_BACK1, 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 { //FIXME: if in a butterfly, kick people away? } } } if ( pm->gent && pm->cmd.upmove > 0 && pm->ps->weapon == WP_SABER && (pm->ps->weaponTime > 0||pm->cmd.buttons&BUTTON_ATTACK) && ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((!pm->ps->clientNum||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 ) && ( 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->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == FORCE_LEVEL_5 )//using medium attacks or Tavion) {//using medium attacks if ( pm->gent->enemy && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump && !(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 && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=500) )//on ground or just jumped {//flip over-forward down-attack if ( ((!pm->ps->clientNum||PM_ControlledByPlayer())&&pm->cmd.forwardmove >= 0&&!pm->cmd.rightmove) || (pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) ) {//only player or acrobat or boss and higher can do this vec3_t fwdAngles = {0,pm->ps->viewangles[YAW],0}; if ( pm->gent->enemy->health > 0 && pm->gent->enemy->maxs[2] > 12 && (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) ) && DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 10000 && InFront( pm->gent->enemy->currentOrigin, pm->gent->currentOrigin, fwdAngles, 0.3f ) ) {//enemy must be alive, not low to ground, close and in front PM_SetSaberMove( PM_SaberFlipOverAttackMove() ); } } } } else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_3 || (pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 1 )) ) {//using strong attacks if ( pm->cmd.forwardmove > 0 //going forward && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump && !(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 && ( pm->ps->legsAnim == BOTH_STAND2 || pm->ps->legsAnim == BOTH_SABERFAST_STANCE || pm->ps->legsAnim == BOTH_SABERSLOW_STANCE || level.time-pm->ps->lastStationary <= 500 )//standing or just started moving && (pm->ps->groundEntityNum != ENTITYNUM_NONE||(pm->ps->clientNum&&!PM_ControlledByPlayer()&&level.time-pm->ps->lastOnGround<=500)))//on ground or just jumped if non-player {//strong attack: jump-hack if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || (pm->gent && pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) ) {//only player or acrobat or boss and higher can do this 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; // 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 ); // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = 0; } else { for (i=0 ; i<3 ; i++) { wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; } wishvel[2] += scale * pm->cmd.upmove; } VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); PM_Accelerate( wishdir, wishspeed, 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; // normal slowdown PM_Friction (); if ( pm->ps->gravity <= 0 && (!pm->ps->clientNum || (pm->gent&&pm->gent->NPC&&pm->gent->NPC->stats.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 ( 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 ) { 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); 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 ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_STASIS ) {//FIXME: do a check for movetype_float //Can move fairly well in air while falling PM_Accelerate (wishdir, wishspeed, pm_accelerate/2.0f); } else { */ 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 PM_Accelerate( wishdir, wishspeed, pm_airaccelerate ); //} // we may have a ground plane that is very steep, even // though we don't have a groundentity // slide along the steep plane if ( pml.groundPlane ) { 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 && 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; /* //put on a cvar? float stepCrouchAdd = STEPSIZE+(DEFAULT_MAXS_2-CROUCH_MAXS_2); Com_Printf( S_COLOR_RED"capping force jump height %4.2f > %4.2f (%4.2f/%4.2f)\n", curHeight, maxJumpHeight, forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]], forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]+stepCrouchAdd ); */ } } /* if ( g_timescale != NULL ) { if ( g_timescale->value < 1.0f ) { if ( pm->ps->clientNum == 0 ) { gravMod *= (1.0f/g_timescale->value); } } } */ PM_StepSlideMove( gravMod ); } /* =================== 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 (); } 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->ps->clientNum && !VectorCompare( pm->ps->moveDir, vec3_origin ) ) {//NPC //FIXME: what if the ucmd was set directly.... sigh.... check movedir timestamp? VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel ); VectorCopy( pm->ps->moveDir, wishdir ); wishspeed = pm->ps->speed; } 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; } // 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 ( ( 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; } 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->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 ( !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); } //============================================================================ /* ================ PM_FootstepForSurface Returns an event number apropriate for the groundsurface ================ */ static int PM_FootstepForSurface( void ) { if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) { return 0; } if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) { return EV_FOOTSTEP_METAL; } return EV_FOOTSTEP; } static float PM_DamageForDelta( int delta ) { float damage = delta; if ( pm->gent->NPC ) { if ( pm->ps->weapon == WP_SABER ) {//FIXME: for now Jedi take no falling damage, but really they should if pushed off? damage = 0; } } else if ( !pm->ps->clientNum ) { if ( damage < 50 ) { if ( damage > 24 ) { damage = damage - 25; } } else { damage /= 2; } } return damage/2; } static void PM_CrashLandDamage( int damage ) { if ( pm->gent ) { if ( pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT ) { damage = 1000; } else { damage = PM_DamageForDelta( damage ); } if ( damage && !(pm->gent->flags&FL_NO_IMPACT_DMG) ) { pm->gent->painDebounceTime = level.time + 200; // no normal pain sound G_Damage( pm->gent, NULL, NULL, NULL, NULL, damage, DAMAGE_NO_ARMOR, 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; if ( PM_SpinningAnim( anim ) || PM_SaberInSpecialAttack( anim ) ) { return -1; } switch ( anim ) { case BOTH_FORCEJUMPLEFT1: case BOTH_FORCEINAIRLEFT1: anim = BOTH_FORCELANDLEFT1; break; case BOTH_FORCEJUMPRIGHT1: case BOTH_FORCEINAIRRIGHT1: anim = BOTH_FORCELANDRIGHT1; break; case BOTH_FORCEJUMP1: case BOTH_FORCEINAIR1: anim = BOTH_FORCELAND1; break; case BOTH_FORCEJUMPBACK1: case BOTH_FORCEINAIRBACK1: anim = BOTH_FORCELANDBACK1; break; case BOTH_JUMPLEFT1: case BOTH_INAIRLEFT1: anim = BOTH_LANDLEFT1; break; case BOTH_JUMPRIGHT1: case BOTH_INAIRRIGHT1: anim = BOTH_LANDRIGHT1; break; case BOTH_JUMP1: case BOTH_INAIR1: anim = BOTH_LAND1; break; case BOTH_JUMPBACK1: case BOTH_INAIRBACK1: anim = BOTH_LANDBACK1; break; case BOTH_BUTTERFLY_LEFT: case BOTH_BUTTERFLY_RIGHT: 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://# anim = -1; 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; } break; } return anim; } 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&&PM_SaberInStart( pm->ps->saberMove )) ) {//attacking or spinning (or, if player, starting an attack) return qfalse; } if ( !pm->ps->clientNum && (!cg.renderingThirdPerson || cg.zoomMode) ) {//player can't do this in 1st person return qfalse; } if ( !pm->gent ) { return qfalse; } if ( pm->ps->clientNum && pm->ps->weapon != WP_SABER && pm->ps->weapon != WP_NONE ) {//only jedi return qfalse; } if ( pm->gent && pm->gent->NPC ) { if ( pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank < RANK_LT_JG ) {//reborn who are not acrobats or fencers can't do any of these acrobatics return qfalse; } if ( pm->gent->NPC->scriptFlags&SCF_NO_ACROBATICS ) { 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 ) { PM_SetAnim(pm,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS); pm->ps->weaponTime = pm->ps->torsoAnimTimer - 200;//just to make sure it's cleared when roll is done PM_AddEvent( EV_ROLL ); pm->ps->saberMove = LS_NONE; return qtrue; } } return qfalse; } /* ================= PM_CrashLand Check for hard landings that generate sound events ================= */ static void PM_CrashLand( void ) { float delta = 0; qboolean forceLanding = qfalse; 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 ); } if ( pm->ps->jumpZStart && (pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_1||!pm->ps->clientNum) ) {//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 ); } } // FIXME: if duck just as you land, roll and take half damage 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 /= 2; } } } if ( delta < 1 ) { return; } qboolean deadFallSound = qfalse; if( !PM_InDeathAnim() ) { 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<ps->torsoAnim ) || PM_SpinningAnim( pm->ps->torsoAnim ) ) {//interrupt these if we're going to play a land pm->ps->torsoAnimTimer = 0; } 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; G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/player/fallsplat.wav" ); } 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? 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; 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 ) { 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 ); } } else if ( pm->ps->stats[STAT_HEALTH] <= 0 && pm->gent && pm->gent->enemy ) { AddSoundEvent( pm->gent->enemy, pm->ps->origin, 256, AEL_DISCOVERED ); } } } 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 ) { 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 ); } } } } } else if ( delta >= 30 ) { if ( !deadFallSound ) { 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 ); } } else { if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) { PM_CrashLandDamage( delta ); } } } } else { if ( !deadFallSound ) { if ( forceLanding ) {//we were force-jumping PM_AddEvent( EV_FALL_SHORT ); } else { 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; } static void PM_FallToDeath( void ) { if ( !pm->gent ) { return; } 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; } /* ============= 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; //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->scriptFlags&SCF_NO_FALLTODEATH) ) { 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<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->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.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 ) {//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 ) { dmg /= 2; } dmg *= 0.01875f;//magic number } 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_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_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_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()) { 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<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; } } } } } } 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 ) { 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) ) {//wall-running forces you to be in the air pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->groundEntityNum = ENTITYNUM_NONE; return; } point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] - 0.25; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); pml.groundTrace = trace; // do something corrective if the trace starts in a solid... 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; return; } // 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 { PM_JumpForDir(); } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return; } // slopes that are too steep will not be considered onground if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) { if ( pm->debugLevel ) { Com_Printf("%i:steep\n", c_pmove); } // FIXME: if they can't slide down the slope, let them // walk (sharp crevices) pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qtrue; pml.walking = qfalse; return; } //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) { 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 ) {//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 ); } /* ============= 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; 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, (CONTENTS_WATER|CONTENTS_SLIME) ); 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&(CONTENTS_WATER|CONTENTS_SLIME) ) {//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 && pm->gent->client->NPC_class == CLASS_ATST && !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_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 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: 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: if ( ps->legsAnimTimer ) { return qtrue; } break; default: return PM_InForceGetUp( ps ); break; } //what the hell, redundant, but... 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: return qtrue; break; default: return PM_InGetUp( ps ); break; } } qboolean PM_InKnockDownOnGround( playerState_t *ps ) { switch ( ps->legsAnim ) { case BOTH_KNOCKDOWN1: case BOTH_KNOCKDOWN2: case BOTH_KNOCKDOWN3: case BOTH_KNOCKDOWN4: case BOTH_KNOCKDOWN5: //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; } 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: anim = BOTH_GETUP_CROUCH_B1; break; case BOTH_KNOCKDOWN3: case BOTH_KNOCKDOWN5: 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 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; } } 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 ) {//in a knockdown if ( !pm->ps->legsAnimTimer ) {//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 qboolean forceGetUp = qfalse; int anim = BOTH_GETUP1; 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&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > 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: if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > 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&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) ) { anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 ); forceGetUp = qtrue; } else { anim = BOTH_GETUP3; } break; case BOTH_KNOCKDOWN4: if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > 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: if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > 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 } 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 ); } } } } return qfalse; } void PM_CmdForRoll( int anim, usercmd_t *pCmd ) { switch ( anim ) { 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; } pCmd->upmove = 0; } qboolean PM_InRoll( playerState_t *ps ) { switch ( ps->legsAnim ) { case BOTH_ROLL_F: case BOTH_ROLL_B: case BOTH_ROLL_R: case BOTH_ROLL_L: if ( ps->legsAnimTimer ) { return qtrue; } break; } 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_SIT2TO3: //# Trans from sit2 to sit3? case BOTH_SIT3TO1: //# Trans from sit3 to sit1? case BOTH_SIT3TO2: //# Trans from sit3 to sit2? case BOTH_SIT4TO5: //# Trans from sit4 to sit5 case BOTH_SIT4TO6: //# Trans from sit4 to sit6 case BOTH_SIT5TO4: //# Trans from sit5 to sit4 case BOTH_SIT5TO6: //# Trans from sit5 to sit6 case BOTH_SIT6TO4: //# Trans from sit6 to sit4 case BOTH_SIT6TO5: //# Trans from sit6 to sit5 case BOTH_SIT7: //# sitting with arms over knees: no weapon 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_CROUCH2IDLE: //# crouch and resting on back righ heel: no weapon 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 LEGS_CRLEAN_LEFT1: //# Crouch Lean left case LEGS_CRLEAN_RIGHT1: //# Crouch Lean Right case BOTH_CROUCHATTACKBACK1://FIXME: not if in middle of anim? 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: //# case BOTH_PAIN19: //# 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; } 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) 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_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_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: //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_ARIAL_LEFT: case BOTH_ARIAL_RIGHT: case BOTH_ARIAL_F1: case BOTH_CARTWHEEL_LEFT: case BOTH_CARTWHEEL_RIGHT: case BOTH_JUMPFLIPSLASHDOWN1: case BOTH_JUMPFLIPSTABDOWN: return qtrue; break; } return qfalse; } qboolean PM_WalkingAnim( int anim ) { switch ( anim ) { case BOTH_WALK1: //# Normal walk case BOTH_WALK2: //# Normal walk case BOTH_WALK3: //# Goes with stand3 case BOTH_WALK4: //# Walk cycle goes to a stand4 case BOTH_WALK5: //# Tavion taunting Kyle (cin 22) case BOTH_WALK6: //# Slow walk for Luke (cin 12) case BOTH_WALK7: //# Fast walk case BOTH_WALKTORUN1: //# transition from walk to run case BOTH_WALKBACK1: //# Walk1 backwards case BOTH_WALKBACK2: //# Walk2 backwards return qtrue; break; } return qfalse; } qboolean PM_RunningAnim( int anim ) { switch ( anim ) { case BOTH_RUN1: case BOTH_RUN2: case BOTH_RUNBACK1: case BOTH_RUNBACK2: case BOTH_WALKTORUN1: //# transition from walk to run case BOTH_RUN1START: //# Start into full run1 case BOTH_RUN1STOP: //# Stop from full run1 case BOTH_RUNINJURED1: //# Run with injured left leg case BOTH_RUNSTRAFE_LEFT1: //# Sidestep left: should loop case BOTH_RUNSTRAFE_RIGHT1: //# Sidestep right: should loop case BOTH_RUNAWAY1: //# Running scared 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_ROLL_FR: //# Roll forward right case BOTH_ROLL_FL: //# Roll forward left case BOTH_ROLL_BR: //# Roll back right case BOTH_ROLL_BL: //# Roll back left return qtrue; break; } return qfalse; } qboolean PM_SwimmingAnim( int anim ) { switch ( anim ) { case BOTH_SWIM1: //# Swimming case BOTH_SWIM_IDLE1: //# Swimming Idle 1 case BOTH_SWIMFORWARD: //# Swim forward loop 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: //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: return qtrue; break; } return qfalse; } #define SLOPE_RECALC_INT 100 extern qboolean G_StandardHumanoid( const char *modelName ); 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->NPC_type )) ) {//only ATST and player does this return qfalse; } if ( !pm->ps->clientNum && (!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_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) ) {//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) ) {//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_STAND6: default: return qfalse; break; } } } //step 7: set the anim PM_SetAnim( pm, SETANIM_LEGS, destAnim, SETANIM_FLAG_NORMAL ); return qtrue; } 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_SpinningSaberAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer ) {//spinning return; } if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps )) {//in knockdown 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 ) { 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||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? { 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? { 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; } 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 ) { if ( !PM_AdjustStandAnimForSlope() ) { PM_SetAnim(pm,SETANIM_LEGS,BOTH_SABERPULL,SETANIM_FLAG_NORMAL); } } else if ( (pm->ps->weapon == WP_SABER&&pm->ps->saberLength>0&&!pm->ps->saberInFlight) ) { if ( !PM_AdjustStandAnimForSlope() ) { int legsAnim; switch ( pm->ps->saberAnimLevel ) { case FORCE_LEVEL_1: case FORCE_LEVEL_5: legsAnim = BOTH_SABERFAST_STANCE; break; case FORCE_LEVEL_3: legsAnim = BOTH_SABERSLOW_STANCE; break; case FORCE_LEVEL_0: case FORCE_LEVEL_2: case FORCE_LEVEL_4: 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_STAND3IDLE1 && 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 { 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_InSaberAnim( pm->ps->legsAnim ) && !PM_SpinningSaberAnim( pm->ps->legsAnim )) || pm->ps->legsAnim == BOTH_STAND1 || pm->ps->legsAnim == BOTH_STAND1TO2 || pm->ps->legsAnim == BOTH_STAND2TO1 || pm->ps->legsAnim == BOTH_STAND2 || pm->ps->legsAnim == BOTH_SABERFAST_STANCE || pm->ps->legsAnim == BOTH_SABERSLOW_STANCE || pm->ps->legsAnim == BOTH_BUTTON_HOLD || pm->ps->legsAnim == BOTH_BUTTON_RELEASE || 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->eFlags&EF_IN_ATST) )//does this catch NPCs, too? {//atst if ( pm->ps->legsAnim == BOTH_TURN_LEFT1 || pm->ps->legsAnim == BOTH_TURN_RIGHT1 ) {//moving overrides turning setAnimFlags |= SETANIM_FLAG_OVERRIDE; } } if ( pm->ps->pm_flags & PMF_DUCKED ) { bobmove = 0.5; // ducked characters bob much faster if( !PM_InOnGroundAnim( pm->ps ) ) { qboolean rolled = qfalse; if ( PM_RunningAnim( pm->ps->legsAnim ) || pm->ps->legsAnim == BOTH_FORCEHEAL_START ) {//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); } } } // 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 PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK1,setAnimFlags); footstep = qtrue; } else {//walking backwards bobmove = 0.3F; // faster speeds bob faster PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags); } } 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 ); } } else if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4F; // faster speeds bob faster if ( pm->ps->weapon == WP_SABER && pm->ps->saberActive ) { PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,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 { PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags ); } } footstep = qtrue; } else { bobmove = 0.3F; // walking bobs slow if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER && pm->ps->saberActive ) { PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,setAnimFlags); } 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; } } } 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 && !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 ); } } } } 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 );//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 ); 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) { PM_AddEvent( EV_WATER_TOUCH ); if ( pm->gent && VectorLengthSquared( pm->ps->velocity ) > 40000 ) { impact_splash = qtrue; } if ( pm->gent && !pm->ps->clientNum ) { 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) { PM_AddEvent( EV_WATER_LEAVE ); if ( pm->gent && VectorLengthSquared( pm->ps->velocity ) > 40000 ) { impact_splash = qtrue; } if ( pm->gent && !pm->ps->clientNum ) { 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, CONTENTS_WATER ); if ( tr.fraction < 1.0f ) { G_PlayEffect( "water_impact", tr.endpos, axis ); } } // // check for head just going under water // if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) { PM_AddEvent( EV_WATER_UNDER ); if ( pm->gent && !pm->ps->clientNum ) { 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 { PM_AddEvent( EV_WATER_LEAVE ); } if ( pm->gent && !pm->ps->clientNum ) { AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR ); AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS ); } } } /* =============== PM_BeginWeaponChange =============== */ extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel ); 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->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH ) { if ( pm->gent->alt_fire ) {//FIXME: attack delay? PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } else {//FIXME: attack delay? PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } } else { 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 ) { if ( !pm->ps->clientNum ) { 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 } PM_SetSaberMove(LS_PUTAWAY); } //put this back in because saberActive isn't being set somewhere else anymore pm->ps->saberActive = qfalse; pm->ps->saberLength = 0; } } /* =============== 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. if ( pm->gent->weaponModel >= 0 ) { gi.G2API_RemoveGhoul2Model(pm->gent->ghoul2, pm->gent->weaponModel); } } if ( !pm->ps->saberInFlight ) {//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 pm->ps->saberActive = qtrue; pm->ps->saberLength = 0; } if ( pm->gent ) { G_CreateG2AttachedWeaponModel( pm->gent, pm->ps->saberModel ); } } else {//FIXME: pull it back to us? } if ( pm->gent ) { WP_SaberInitBladeData( pm->gent ); if ( !pm->ps->clientNum && cg_saberAutoThird.value ) { gi.cvar_set( "cg_thirdperson", "1" ); } } if ( trueSwitch ) {//actually did switch weapons, play anim PM_SetSaberMove(LS_DRAW); } } else {//switched away from saber if ( pm->gent ) { // remove the sabre if we had it. if ( pm->gent->weaponModel >= 0 ) { gi.G2API_RemoveGhoul2Model(pm->gent->ghoul2, pm->gent->weaponModel); pm->gent->weaponModel = -1; } if (weaponData[weapon].weaponMdl[0]) { //might be NONE, so check if it has a model G_CreateG2AttachedWeaponModel( pm->gent, weaponData[weapon].weaponMdl ); } } if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH ) { if ( pm->gent->alt_fire ) {//FIXME: attack delay? PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } else {//FIXME: attack delay? PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_HOLD); } if ( !pm->ps->clientNum && cg_gunAutoFirst.value && 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; } } void PM_SetSaberMove(short newMove) { unsigned int setflags = saberMoveData[newMove].animSetFlags; int anim = saberMoveData[newMove].animToUse; int parts = SETANIM_TORSO; 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 pm->ps->saberAttackChainCount++; } if ( newMove == LS_READY ) { switch ( pm->ps->saberAnimLevel ) { case FORCE_LEVEL_1: case FORCE_LEVEL_5: anim = BOTH_SABERFAST_STANCE; break; case FORCE_LEVEL_3: anim = BOTH_SABERSLOW_STANCE; break; case FORCE_LEVEL_0: case FORCE_LEVEL_2: case FORCE_LEVEL_4: default: anim = BOTH_STAND2; break; } } 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 //increment the anim to the next level of saber anims anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE; } // 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) { setflags |= SETANIM_FLAG_RESTART; } if ( anim == BOTH_STAND2 || anim == BOTH_SABERFAST_STANCE || anim == BOTH_SABERSLOW_STANCE ) { //FIXME: play both_stand2_random1 when you've been idle for a while if( pm->ps->legsAnim == BOTH_WALK1 ) { anim = BOTH_WALK1; } else if( pm->ps->legsAnim == BOTH_RUN2 ) { anim = BOTH_RUN2; } else if( pm->ps->legsAnim == BOTH_WALK2 ) { anim = BOTH_WALK2; } } 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_A_FLIP_STAB || newMove == LS_A_FLIP_SLASH ) { 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)) { parts = SETANIM_BOTH; } } 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 ) { #ifdef _IMMERSION int index; #endif // _IMMERSION 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 ) ) { #ifdef _IMMERSION index = Q_irand( 1, 3 ); G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", index ) ); G_Force( pm->gent, G_ForceIndex( va( "fffx/weapons/saber/saberhup%d", index ), FF_CHANNEL_WEAPON ) ); #else G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 3 ) ) ); #endif // _IMMERSION } else { switch ( pm->ps->saberAnimLevel ) { case FORCE_LEVEL_4: case FORCE_LEVEL_3: #ifdef _IMMERSION index = Q_irand( 7, 9 ); G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", index ) ); G_Force( pm->gent, G_ForceIndex( va( "fffx/weapons/saber/saberhup%d", index ), FF_CHANNEL_WEAPON ) ); #else G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 7, 9 ) ) ); #endif // _IMMERSION break; case FORCE_LEVEL_2: #ifdef _IMMERSION index = Q_irand( 4, 6 ); G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", index ) ); G_Force( pm->gent, G_ForceIndex( va( "fffx/weapons/saber/saberhup%d", index ), FF_CHANNEL_WEAPON ) ); #else G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 4, 6 ) ) ); #endif // _IMMERSION break; case FORCE_LEVEL_5: case FORCE_LEVEL_1: #ifdef _IMMERSION index = Q_irand( 1, 3 ); G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", index ) ); G_Force( pm->gent, G_ForceIndex( va( "fffx/weapons/saber/saberhup%d", index ), FF_CHANNEL_WEAPON ) ); #else G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 3 ) ) ); #endif // _IMMERSION break; } } } } else if ( PM_SaberInStart( newMove ) && pm->ps->saberAnimLevel == FORCE_LEVEL_3 ) { #ifdef _IMMERSION index = Q_irand( 1, 3 ); G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", index ) ); G_Force( pm->gent, G_ForceIndex( va( "fffx/weapons/saber/saberhup%d", index ), FF_CHANNEL_WEAPON ) ); #else G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 3 ) ) ); #endif // _IMMERSION } } 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->saberTrail.inAction = qtrue; pm->gent->client->saberTrail.duration = saberMoveData[newMove].trailLength; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter } else { pm->gent->client->saberTrail.inAction = qfalse; } } } } /* ============== 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 int PM_AttackForEnemyPos( qboolean allowFB ); int 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... int 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)) ) { autoMove = PM_AttackForEnemyPos( qtrue ); } if ( autoMove != LS_NONE && PM_SaberInSpecial( autoMove ) ) {//if have opportunity to do a special attack, do one return autoMove; } else {//pick another one int 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 = LS_A_LUNGE; } } 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 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 ( result == LOCK_DRAW ) { winAnim = BOTH_BF1BREAK; } else { pm->ps->saberMove = LS_A_T2B; winAnim = BOTH_A3_T__B_; } break; case BOTH_BF1LOCK: if ( result == LOCK_DRAW ) { winAnim = BOTH_KNOCKDOWN4; } else { pm->ps->saberMove = LS_K1_T_; winAnim = BOTH_K1_S1_T_; } break; case BOTH_CWCIRCLELOCK: 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 ( 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; } if ( winAnim != -1 ) { PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); pm->ps->weaponTime = pm->ps->torsoAnimTimer; } return winAnim; } int PM_SaberLockLoseAnim( gentity_t *genemy, saberLockResult_t result ) { 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 ( 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 ( 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 ( 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 ( 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; } return loseAnim; } void PM_SaberLockBreak( gentity_t *gent, gentity_t *genemy, saberLockResult_t result, int victoryStrength ) { int winAnim = -1, loseAnim = -1; winAnim = PM_SaberLockWinAnim( result ); if ( genemy && genemy->client ) { loseAnim = PM_SaberLockLoseAnim( genemy, result ); } 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_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 && winAnim != BOTH_CCWCIRCLEBREAK ) {//one person won if ( Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_2 ) < pm->ps->forcePowerLevel[FP_SABER_OFFENSE] ) { if ( (!genemy->s.number&&genemy->health<=25)//player low on health ||(genemy->s.number&&genemy->client->NPC_class!=CLASS_LUKE&&genemy->client->NPC_class!=CLASS_TAVION&&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! vec3_t throwDir = {0,0,350}; int winMove = pm->ps->saberMove; 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 ( 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 = qfalse; 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; } else if ( Q_irand( 0, 10 ) < victoryStrength ) { WP_SaberLose( genemy, throwDir ); PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); pm->ps->weaponTime = pm->ps->torsoAnimTimer; pm->ps->saberMove = winMove; } } } } } } int G_SaberLockStrength( gentity_t *gent ) { if ( gent->s.number ) { if ( gent->client->NPC_class == CLASS_DESANN || gent->client->NPC_class == CLASS_LUKE ) { return 5+Q_irand(0,g_spskill->integer); } else { return gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer); } } else {//player return gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer); } } extern qboolean ValidAnimFileIndex ( int index ); qboolean PM_SaberLocked( void ) { if ( pm->ps->saberLockEnemy == ENTITYNUM_NONE ) { if ( pm->ps->torsoAnim == BOTH_BF2LOCK || pm->ps->torsoAnim == BOTH_BF1LOCK || pm->ps->torsoAnim == BOTH_CWCIRCLELOCK || pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK ) {//wtf? Maybe enemy died? PM_SaberLockWinAnim( LOCK_STALEMATE ); } 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->ps->torsoAnim == BOTH_BF2LOCK || pm->ps->torsoAnim == BOTH_BF1LOCK || pm->ps->torsoAnim == BOTH_CWCIRCLELOCK || pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK ) && ( genemy->client->ps.torsoAnim == BOTH_BF2LOCK || genemy->client->ps.torsoAnim == BOTH_BF1LOCK || genemy->client->ps.torsoAnim == BOTH_CWCIRCLELOCK || genemy->client->ps.torsoAnim == BOTH_CCWCIRCLELOCK ) ) { 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, fabs(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_SaberLockAnim( pm->ps->torsoAnim ) && pm->ps->torsoAnimTimer > 0 ) { pm->ps->torsoAnimTimer = 0; } if ( PM_SaberLockAnim( 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), ¤tFrame, &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->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 ); } } } if ( !Q_irand( 0, 2 ) ) { if ( !pm->ps->clientNum ) { 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), ¤tFrame, &junk, &junk, &junk, &junk2, NULL ); */ if ( genemy->client->ps.torsoAnim == BOTH_CWCIRCLELOCK || genemy->client->ps.torsoAnim == BOTH_BF1LOCK ) { 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; } } PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue ); /* curFrame = floor( currentFrame ); //drop his frame one if ( curFrame <= anim->firstFrame ) {//He lost! Break out PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 ); return; } else { if ( d_saberCombat->integer ) { Com_Printf( "%s losing in saber lock, %d frames to go!\n", genemy->NPC_type, (curFrame-1)-anim->firstFrame ); } PM_SetAnimFrame( genemy, curFrame-1, qtrue, qtrue ); } */ } else { PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue ); /* curFrame = ceil( currentFrame ); //advance his frame one if ( curFrame >= anim->firstFrame+anim->numFrames ) {//He lost! Break out PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 ); return; } else { if ( d_saberCombat->integer ) { Com_Printf( "%s losing in saber lock, %d frames to go!\n", genemy->NPC_type, anim->firstFrame+anim->numFrames-(curFrame+1) ); } PM_SetAnimFrame( genemy, curFrame+1, 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; } /* ================= 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; weaponInfo_t *weapon; int anim=-1, curmove, newmove=LS_NONE; if ( !pm->ps->clientNum && cg.saberAnimLevelPending > FORCE_LEVEL_0 && 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; } } /* 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 // make weapon function if ( pm->ps->weaponTime > 0 ) { pm->ps->weaponTime -= pml.msec; if ( pm->ps->weaponTime <= 0 ) { pm->ps->weaponTime = 0; } } return; } if ( PM_SaberLocked() ) { pm->ps->saberMove = LS_NONE; return; } if ( pm->ps->saberEventFlags&SEF_INWATER )//saber in water { pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK); } 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 ) {//guiding saber if ( saberInAir ) { if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 ) {//don't interrupt a force power anim 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; } } // 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->clientNum || 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; } } } // 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->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 { int nextMove; if ( PM_SaberInBrokenParry( pm->ps->saberBounceMove ) ) {//already have one...? nextMove = pm->ps->saberBounceMove; } else { nextMove = PM_BrokenParryForParry( 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+saberMoveData[pm->ps->saberMove].startQuad-Q_BR; } else// if ( saberMoveData[pm->ps->saberMove].startQuad > Q_T ) { nextMove = LS_R_BR2TL+saberMoveData[pm->ps->saberMove].startQuad-Q_TL; } } } PM_SetSaberMove( nextMove ); pm->ps->weaponTime = pm->ps->torsoAnimTimer; } else {//start the bounce move int bounceMove; if ( pm->ps->saberBounceMove != LS_NONE ) { bounceMove = pm->ps->saberBounceMove; } else { bounceMove = PM_SaberBounceForAttack( 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( 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( 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( 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( 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( 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; } // 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...??? 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 == 0) { if( pm->ps->legsAnim == BOTH_WALK1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_RUN1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_RUN2 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_WALK2 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2,SETANIM_FLAG_NORMAL); } } 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 ) {//guiding saber if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 ) {//don't interrupt a force power anim PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } else { // PM_SetAnim(pm, SETANIM_TORSO, BOTH_ATTACK1, SETANIM_FLAG_NORMAL);//TORSO_WEAPONIDLE1 // Select the proper idle Lightsaber attack move from the chart. PM_SetSaberMove(LS_READY); } } return; } // ********************************************************* // Check for WEAPON ATTACK // ********************************************************* 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 = 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_ALT_ATTACK)) ) {//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 ); 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 ) {//guiding saber if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 ) {//don't interrupt a force power anim 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 ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL ) {//from a parry or reflection, can go directly into an attack if ( pm->ps->clientNum && !PM_ControlledByPlayer() ) {//NPCs newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad ); } else { switch ( saberMoveData[curmove].endQuad ) { case Q_T: newmove = LS_A_T2B; break; case Q_TR: newmove = LS_A_TR2BL; break; case Q_TL: newmove = LS_A_TL2BR; break; case Q_BR: newmove = LS_A_BR2TL; break; case Q_BL: newmove = LS_A_BL2TR; break; //shouldn't be a parry that ends at L, R or B } } } 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 && !PM_ControlledByPlayer() && (Q_irand( 0, pm->ps->saberAnimLevel-1 ) || ( pm->ps->saberAnimLevel == FORCE_LEVEL_1 && 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 ) { //Now get the proper transition move newmove = PM_SaberAnimTransitionAnim( curmove, newmove ); if ( PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse ) ) { anim = saberMoveData[newmove].animToUse; } } } if (anim == -1) {//not side-stepping, pick neutral anim // Add randomness for prototype? newmove = saberMoveData[curmove].chain_attack; 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) { if( pm->ps->legsAnim == BOTH_WALK1 ) { anim = BOTH_WALK1; } else if( pm->ps->legsAnim == BOTH_RUN2 ) { anim = BOTH_RUN2; } else if( pm->ps->legsAnim == BOTH_WALK2 ) { anim = BOTH_WALK2; } else { //FIXME: play both_stand2_random1 when you've been idle for a while anim = BOTH_STAND2; } newmove = LS_READY; } if ( !pm->ps->saberActive ) {//turn on the saber if it's not on pm->ps->saberActive = qtrue; } PM_SetSaberMove( newmove ); if ( both ) { PM_SetAnim( pm,SETANIM_LEGS,anim,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 } //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<value; } else if ( g_entities[pm->ps->clientNum].client && pm->ps->forcePowersActive&(1<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<value; } else if ( g_entities[pm->ps->clientNum].client && pm->ps->forcePowersActive&(1<value; } } } } } } //If the phaser has been fired, delay the next recharge time if(pm->gent && pm->gent->NPC != NULL ) {//NPCs have their own refire logic return; } 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: // 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 ) { 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! } } } 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 ) { // 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; } /* ============== 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->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->saberActive && pm->ps->saberInFlight ) {//FIXME: put saberTrail in playerState if ( pm->gent->client->ps.saberEntityState == SES_RETURNING ) {//turn off the saber trail pm->gent->client->saberTrail.inAction = qfalse; pm->gent->client->saberTrail.duration = 75; } else {//turn on the saber trail pm->gent->client->saberTrail.inAction = qtrue; pm->gent->client->saberTrail.duration = 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 && 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; } // 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 == 0) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL); } else { switch(pm->ps->weapon) { case WP_BRYAR_PISTOL: case WP_BLASTER_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_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; } // start the animation even if out of ammo 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 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; if ( !pm->ps->clientNum ) { if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { anim = BOTH_MELEE2; } else { anim = BOTH_MELEE1; } } else { anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 ); } 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_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 && pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE)) || (!pm->ps->clientNum && 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 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK10,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD); } else { if ( cg.renderingThirdPerson ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD); } 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; 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_MELEE ) { 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; } 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; } } 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<value; } else if ( g_entities[pm->ps->clientNum].client && pm->ps->forcePowersActive&(1<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_Inventory ================ */ static void PM_Inventory(void) { // check for item using /* if ( pm->cmd.buttons & BUTTON_USE_FORCEPOWER ) { if ( ! ( pm->ps->pm_flags & BUTTON_USE_FORCEPOWER ) ) { pm->ps->pm_flags |= BUTTON_USE_FORCEPOWER; PM_AddEvent( EV_USE_FORCEPOWER); return; } } else { pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; } */ } extern void ForceThrow( gentity_t *self, qboolean pull ); extern void ForceHeal( gentity_t *self ); extern void ForceTelepathy( gentity_t *self ); void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd ) { if ( !ent ) { return; } if ( ucmd->buttons & BUTTON_USE_FORCE ) { switch ( showPowers[cg.forcepowerSelect] ) { case FP_HEAL: ForceHeal( ent ); break; case FP_LEVITATION: ucmd->upmove = 127; 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; case FP_GRIP: ucmd->buttons |= BUTTON_FORCEGRIP; break; case FP_LIGHTNING: ucmd->buttons |= BUTTON_FORCE_LIGHTNING; break; } } } /* ================ PM_ForcePower ================ */ 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->NPC ) { if ( pm->gent->NPC->stats.moveType == MT_FLYSWIM ) { Flying = FLY_NORMAL; } } else if ( pm->ps->vehicleModel != 0 ) { Flying = FLY_VEHICLE; } } if ( g_timescale != NULL ) { if ( g_timescale->value < 1.0f ) { if ( !MatrixMode ) { if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<value); } else if ( g_entities[pm->ps->clientNum].client && pm->ps->forcePowersActive&(1<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 //saber alt-attack does a normal swing, too pm->cmd.buttons &= ~BUTTON_ALT_ATTACK; if ( pm->ps->saberInFlight ) {//saber not in hand, can't swing it pm->cmd.buttons &= ~BUTTON_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 == 0 && 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 == 0 ) // { 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 && 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 && 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 == 0 ) { 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; } } } /* ================ Pmove Can be called by either the server or the client ================ */ void Pmove( pmove_t *pmove ) { pm = pmove; // this counter lets us debug movement problems with a journal by setting a conditional breakpoint fot the previous frame c_pmove++; // clear results pm->numtouch = 0; pm->watertype = 0; pm->waterlevel = 0; // 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; 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 PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype ); PM_SetWaterHeight(); 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; } waterForceJump = qfalse; if ( pmove->waterlevel && pm->ps->clientNum ) { if ( pm->ps->forceJumpZStart//force jumping ||(pm->gent&&!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 ( pm->ps->pm_type == PM_DEAD ) { PM_DeadMove (); } PM_DropTimers(); if ( pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON ) {//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 || !waterForceJump) )//player or NPC not force jumping {//force-jumping NPCs should // swimming or in ladder PM_WaterMove(); } 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 ( 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))) { PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype ); PM_SetWaterHeight(); } PM_Inventory(); PM_ForcePower(); // 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->gent )//&& pm->gent->s.number == 0 )//player only? { // Use PM_Use(); } // TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON ) { PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL } else // TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP { // footstep events / legs animations PM_Footsteps(); } // torso animation 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; } }