mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
712 lines
20 KiB
C
712 lines
20 KiB
C
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifdef _GAME //including game headers on cgame is FORBIDDEN ^_^
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#include "g_local.h"
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#endif
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#include "bg_public.h"
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#include "bg_vehicles.h"
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#ifdef _GAME //we only want a few of these functions for BG
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extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
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extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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extern void G_VehicleTrace( trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask );
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// Update death sequence.
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static void DeathUpdate( Vehicle_t *pVeh )
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{
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if ( level.time >= pVeh->m_iDieTime )
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{
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// If the vehicle is not empty.
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if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
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{
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pVeh->m_pVehicleInfo->EjectAll( pVeh );
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}
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else
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{
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// Waste this sucker.
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}
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// Die now...
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/* else
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{
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vec3_t mins, maxs, bottom;
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trace_t trace;
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if ( pVeh->m_pVehicleInfo->explodeFX )
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{
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G_PlayEffect( pVeh->m_pVehicleInfo->explodeFX, parent->currentOrigin );
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//trace down and place mark
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VectorCopy( parent->currentOrigin, bottom );
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bottom[2] -= 80;
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trap->trace( &trace, parent->currentOrigin, vec3_origin, vec3_origin, bottom, parent->s.number, CONTENTS_SOLID );
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if ( trace.fraction < 1.0f )
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{
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VectorCopy( trace.endpos, bottom );
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bottom[2] += 2;
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G_PlayEffect( "ships/ship_explosion_mark", trace.endpos );
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}
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}
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parent->takedamage = qfalse;//so we don't recursively damage ourselves
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if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 )
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{
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VectorCopy( parent->mins, mins );
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mins[2] = -4;//to keep it off the ground a *little*
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VectorCopy( parent->maxs, maxs );
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VectorCopy( parent->currentOrigin, bottom );
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bottom[2] += parent->mins[2] - 32;
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trap->trace( &trace, parent->currentOrigin, mins, maxs, bottom, parent->s.number, CONTENTS_SOLID );
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G_RadiusDamage( trace.endpos, NULL, pVeh->m_pVehicleInfo->explosionDamage, pVeh->m_pVehicleInfo->explosionRadius, NULL, MOD_EXPLOSIVE );//FIXME: extern damage and radius or base on fuel
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}
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parent->e_ThinkFunc = thinkF_G_FreeEntity;
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parent->nextthink = level.time + FRAMETIME;
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}*/
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}
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}
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// Like a think or move command, this updates various vehicle properties.
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static qboolean Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
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{
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return g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd );
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}
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#endif //_GAME
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//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
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//If you really need to violate this rule for SP, then use ifdefs.
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//By BG-compatible, I mean no use of game-specific data - ONLY use
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//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
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//as a gentity, but the MP-compatible access restrictions are based
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//on the bgEntity structure in the MP codebase) -rww
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// ProcessMoveCommands the Vehicle.
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static void ProcessMoveCommands( Vehicle_t *pVeh )
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{
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/************************************************************************************/
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/* BEGIN Here is where we move the vehicle (forward or back or whatever). BEGIN */
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/************************************************************************************/
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//Client sets ucmds and such for speed alterations
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float speedInc, speedIdleDec, speedIdle, speedMin, speedMax;
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float fWalkSpeedMax;
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int curTime;
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bgEntity_t *parent = pVeh->m_pParentEntity;
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playerState_t *parentPS = parent->playerState;
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#ifdef _GAME
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curTime = level.time;
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#elif defined(_CGAME)
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//FIXME: pass in ucmd? Not sure if this is reliable...
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curTime = pm->cmd.serverTime;
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#endif
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speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
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speedMax = pVeh->m_pVehicleInfo->speedMax;
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speedIdle = pVeh->m_pVehicleInfo->speedIdle;
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// speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
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speedMin = pVeh->m_pVehicleInfo->speedMin;
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if ( pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ &&
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(pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed )
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{
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if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
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{
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pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
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parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed; // Instantly Jump To Turbo Speed
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}
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}
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if ( curTime < pVeh->m_iTurboTime )
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{
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speedMax = pVeh->m_pVehicleInfo->turboSpeed;
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}
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else
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{
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speedMax = pVeh->m_pVehicleInfo->speedMax;
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}
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if ( !parentPS->m_iVehicleNum )
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{//drifts to a stop
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speedInc = speedIdle * pVeh->m_fTimeModifier;
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VectorClear( parentPS->moveDir );
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//m_ucmd.forwardmove = 127;
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parentPS->speed = 0;
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}
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else
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{
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speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
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}
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if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE ||
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pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
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{
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if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
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{
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parentPS->speed += speedInc;
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}
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else if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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if ( parentPS->speed > speedIdle )
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{
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parentPS->speed -= speedInc;
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}
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else if ( parentPS->speed > speedMin )
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{
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parentPS->speed -= speedIdleDec;
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}
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}
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// No input, so coast to stop.
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else if ( parentPS->speed > 0.0f )
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{
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parentPS->speed -= speedIdleDec;
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if ( parentPS->speed < 0.0f )
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{
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parentPS->speed = 0.0f;
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}
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}
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else if ( parentPS->speed < 0.0f )
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{
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parentPS->speed += speedIdleDec;
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if ( parentPS->speed > 0.0f )
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{
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parentPS->speed = 0.0f;
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}
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}
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}
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else
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{
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if ( pVeh->m_ucmd.forwardmove < 0 )
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{
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pVeh->m_ucmd.forwardmove = 0;
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}
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if ( pVeh->m_ucmd.upmove < 0 )
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{
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pVeh->m_ucmd.upmove = 0;
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}
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//pVeh->m_ucmd.rightmove = 0;
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/*if ( !pVeh->m_pVehicleInfo->strafePerc
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|| (!g_speederControlScheme->value && !parent->s.number) )
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{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
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pVeh->m_ucmd.rightmove = 0;
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}*/
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}
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fWalkSpeedMax = speedMax * 0.275f;
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if ( curTime>pVeh->m_iTurboTime && (pVeh->m_ucmd.buttons & BUTTON_WALKING) && parentPS->speed > fWalkSpeedMax )
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{
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parentPS->speed = fWalkSpeedMax;
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}
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else if ( parentPS->speed > speedMax )
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{
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parentPS->speed = speedMax;
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}
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else if ( parentPS->speed < speedMin )
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{
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parentPS->speed = speedMin;
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}
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/********************************************************************************/
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/* END Here is where we move the vehicle (forward or back or whatever). END */
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/********************************************************************************/
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}
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//MP RULE - ALL PROCESSORIENTCOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
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//If you really need to violate this rule for SP, then use ifdefs.
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//By BG-compatible, I mean no use of game-specific data - ONLY use
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//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
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//as a gentity, but the MP-compatible access restrictions are based
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//on the bgEntity structure in the MP codebase) -rww
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// ProcessOrientCommands the Vehicle.
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static void ProcessOrientCommands( Vehicle_t *pVeh )
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{
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/********************************************************************************/
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/* BEGIN Here is where make sure the vehicle is properly oriented. BEGIN */
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/********************************************************************************/
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bgEntity_t *parent = pVeh->m_pParentEntity;
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playerState_t *parentPS, *riderPS;
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bgEntity_t *rider = NULL;
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if (parent->s.owner != ENTITYNUM_NONE)
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{
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rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
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}
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if ( !rider )
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{
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rider = parent;
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}
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parentPS = parent->playerState;
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if (rider)
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{
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float angDif;
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riderPS = rider->playerState;
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angDif = AngleSubtract(pVeh->m_vOrientation[YAW], riderPS->viewangles[YAW]);
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if (parentPS && parentPS->speed)
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{
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float s = parentPS->speed;
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float maxDif = pVeh->m_pVehicleInfo->turningSpeed*4.0f; //magic number hackery
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if (s < 0.0f)
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{
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s = -s;
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}
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angDif *= s/pVeh->m_pVehicleInfo->speedMax;
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if (angDif > maxDif)
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{
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angDif = maxDif;
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}
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else if (angDif < -maxDif)
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{
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angDif = -maxDif;
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}
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pVeh->m_vOrientation[YAW] = AngleNormalize180(pVeh->m_vOrientation[YAW] - angDif*(pVeh->m_fTimeModifier*0.2f));
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}
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}
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/* speed = VectorLength( parentPS->velocity );
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// If the player is the rider...
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if ( rider->s.number < MAX_CLIENTS )
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{//FIXME: use the vehicle's turning stat in this calc
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pVeh->m_vOrientation[YAW] = riderPS->viewangles[YAW];
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}
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else
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{
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float turnSpeed = pVeh->m_pVehicleInfo->turningSpeed;
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if ( !pVeh->m_pVehicleInfo->turnWhenStopped
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&& !parentPS->speed )//FIXME: or !pVeh->m_ucmd.forwardmove?
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{//can't turn when not moving
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//FIXME: or ramp up to max turnSpeed?
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turnSpeed = 0.0f;
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}
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if (rider->s.eType == ET_NPC)
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{//help NPCs out some
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turnSpeed *= 2.0f;
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if (parentPS->speed > 200.0f)
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{
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turnSpeed += turnSpeed * parentPS->speed/200.0f*0.05f;
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}
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}
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turnSpeed *= pVeh->m_fTimeModifier;
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//default control scheme: strafing turns, mouselook aims
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if ( pVeh->m_ucmd.rightmove < 0 )
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{
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pVeh->m_vOrientation[YAW] += turnSpeed;
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}
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else if ( pVeh->m_ucmd.rightmove > 0 )
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{
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pVeh->m_vOrientation[YAW] -= turnSpeed;
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}
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if ( pVeh->m_pVehicleInfo->malfunctionArmorLevel && pVeh->m_iArmor <= pVeh->m_pVehicleInfo->malfunctionArmorLevel )
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{//damaged badly
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}
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}*/
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/********************************************************************************/
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/* END Here is where make sure the vehicle is properly oriented. END */
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/********************************************************************************/
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}
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void AnimalProcessOri(Vehicle_t *pVeh)
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{
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ProcessOrientCommands(pVeh);
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}
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#ifdef _GAME //back to our game-only functions
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static void AnimateVehicle( Vehicle_t *pVeh )
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{
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animNumber_t Anim = BOTH_VT_IDLE;
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int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
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gentity_t * pilot = (gentity_t *)pVeh->m_pPilot;
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gentity_t * parent = (gentity_t *)pVeh->m_pParentEntity;
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float fSpeedPercToMax;
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// We're dead (boarding is reused here so I don't have to make another variable :-).
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if ( parent->health <= 0 )
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{
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/*
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if ( pVeh->m_iBoarding != -999 ) // Animate the death just once!
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{
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pVeh->m_iBoarding = -999;
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iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
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// FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
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//Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_DEATH1, iFlags, iBlend );
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}
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*/
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return;
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}
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// If they're bucking, play the animation and leave...
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if ( parent->client->ps.legsAnim == BOTH_VT_BUCK )
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{
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// Done with animation? Erase the flag.
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if ( parent->client->ps.legsTimer <= 0 )
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{
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pVeh->m_ulFlags &= ~VEH_BUCKING;
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}
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else
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{
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return;
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}
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}
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else if ( pVeh->m_ulFlags & VEH_BUCKING )
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{
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iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
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Anim = BOTH_VT_BUCK;
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iBlend = 500;
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Vehicle_SetAnim( parent, SETANIM_LEGS, BOTH_VT_BUCK, iFlags, iBlend );
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return;
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}
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// Boarding animation.
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if ( pVeh->m_iBoarding != 0 )
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{
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// We've just started boarding, set the amount of time it will take to finish boarding.
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if ( pVeh->m_iBoarding < 0 )
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{
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int iAnimLen;
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// Boarding from left...
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if ( pVeh->m_iBoarding == -1 )
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{
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Anim = BOTH_VT_MOUNT_L;
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}
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else if ( pVeh->m_iBoarding == -2 )
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{
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Anim = BOTH_VT_MOUNT_R;
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}
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else if ( pVeh->m_iBoarding == -3 )
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{
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Anim = BOTH_VT_MOUNT_B;
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}
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// Set the delay time (which happens to be the time it takes for the animation to complete).
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// NOTE: Here I made it so the delay is actually 70% (0.7f) of the animation time.
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iAnimLen = BG_AnimLength( parent->localAnimIndex, Anim ) * 0.7f;
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pVeh->m_iBoarding = level.time + iAnimLen;
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// Set the animation, which won't be interrupted until it's completed.
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// TODO: But what if he's killed? Should the animation remain persistant???
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iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
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Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend );
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if (pilot)
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{
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Vehicle_SetAnim(pilot, SETANIM_BOTH, Anim, iFlags, iBlend );
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}
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return;
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}
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// Otherwise we're done.
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else if ( pVeh->m_iBoarding <= level.time )
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{
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pVeh->m_iBoarding = 0;
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}
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}
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// Percentage of maximum speed relative to current speed.
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//float fSpeed = VectorLength( client->ps.velocity );
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fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
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// Going in reverse...
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if ( fSpeedPercToMax < -0.01f )
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{
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Anim = BOTH_VT_WALK_REV;
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iBlend = 600;
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}
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else
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{
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qboolean Turbo = (fSpeedPercToMax>0.0f && level.time<pVeh->m_iTurboTime);
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qboolean Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f));
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qboolean Running = (fSpeedPercToMax>0.275f);
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// Remove Crashing Flag
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//----------------------
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pVeh->m_ulFlags &= ~VEH_CRASHING;
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if (Turbo)
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{// Kicked In Turbo
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iBlend = 50;
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iFlags = SETANIM_FLAG_OVERRIDE;
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Anim = BOTH_VT_TURBO;
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}
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else
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{// No Special Moves
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iBlend = 300;
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iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
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Anim = (Walking)?(BOTH_VT_WALK_FWD ):((Running)?(BOTH_VT_RUN_FWD ):(BOTH_VT_IDLE1));
|
|
}
|
|
}
|
|
Vehicle_SetAnim( parent, SETANIM_LEGS, Anim, iFlags, iBlend );
|
|
}
|
|
|
|
//rwwFIXMEFIXME: This is all going to have to be predicted I think, or it will feel awful
|
|
//and lagged
|
|
// This function makes sure that the rider's in this vehicle are properly animated.
|
|
static void AnimateRiders( Vehicle_t *pVeh )
|
|
{
|
|
animNumber_t Anim = BOTH_VT_IDLE;
|
|
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 500;
|
|
gentity_t *pilot = (gentity_t *)pVeh->m_pPilot;
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
playerState_t *pilotPS;
|
|
float fSpeedPercToMax;
|
|
|
|
pilotPS = pVeh->m_pPilot->playerState;
|
|
|
|
// Boarding animation.
|
|
if ( pVeh->m_iBoarding != 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Percentage of maximum speed relative to current speed.
|
|
fSpeedPercToMax = parent->client->ps.speed / pVeh->m_pVehicleInfo->speedMax;
|
|
|
|
// Going in reverse...
|
|
if (0)
|
|
{
|
|
Anim = BOTH_VT_WALK_REV;
|
|
iBlend = 600;
|
|
}
|
|
else
|
|
{
|
|
qboolean HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
|
|
qboolean Attacking = (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK));
|
|
qboolean Right = (pVeh->m_ucmd.rightmove>0);
|
|
qboolean Left = (pVeh->m_ucmd.rightmove<0);
|
|
qboolean Turbo = (fSpeedPercToMax>0.0f && level.time<pVeh->m_iTurboTime);
|
|
qboolean Walking = (fSpeedPercToMax>0.0f && ((pVeh->m_ucmd.buttons&BUTTON_WALKING) || fSpeedPercToMax<=0.275f));
|
|
qboolean Running = (fSpeedPercToMax>0.275f);
|
|
EWeaponPose WeaponPose = WPOSE_NONE;
|
|
|
|
|
|
// Remove Crashing Flag
|
|
//----------------------
|
|
pVeh->m_ulFlags &= ~VEH_CRASHING;
|
|
|
|
|
|
// Put Away Saber When It Is Not Active
|
|
//--------------------------------------
|
|
|
|
// Don't Interrupt Attack Anims
|
|
//------------------------------
|
|
if (pilotPS->weaponTime>0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Compute The Weapon Pose
|
|
//--------------------------
|
|
if (pilotPS->weapon==WP_BLASTER)
|
|
{
|
|
WeaponPose = WPOSE_BLASTER;
|
|
}
|
|
else if (pilotPS->weapon==WP_SABER)
|
|
{
|
|
if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VT_ATL_TO_R_S)
|
|
{
|
|
pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND;
|
|
}
|
|
if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VT_ATR_TO_L_S)
|
|
{
|
|
pVeh->m_ulFlags |= VEH_SABERINLEFTHAND;
|
|
}
|
|
WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT);
|
|
}
|
|
|
|
|
|
if (Attacking && WeaponPose)
|
|
{// Attack!
|
|
iBlend = 100;
|
|
iFlags = SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART;
|
|
|
|
if (Turbo)
|
|
{
|
|
Right = qtrue;
|
|
Left = qfalse;
|
|
}
|
|
|
|
// Auto Aiming
|
|
//===============================================
|
|
if (!Left && !Right) // Allow player strafe keys to override
|
|
{
|
|
if (pilotPS->weapon==WP_SABER && !Left && !Right)
|
|
{
|
|
Left = (WeaponPose==WPOSE_SABERLEFT);
|
|
Right = !Left;
|
|
}
|
|
}
|
|
|
|
|
|
if (Left)
|
|
{// Attack Left
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VT_ATL_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_S; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_TO_L_S; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else if (Right)
|
|
{// Attack Right
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VT_ATR_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VT_ATL_TO_R_S; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VT_ATR_S; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else
|
|
{// Attack Ahead
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VT_ATF_G; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
}
|
|
else if (Turbo)
|
|
{// Kicked In Turbo
|
|
iBlend = 50;
|
|
iFlags = SETANIM_FLAG_OVERRIDE;
|
|
Anim = BOTH_VT_TURBO;
|
|
}
|
|
else
|
|
{// No Special Moves
|
|
iBlend = 300;
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
|
|
|
if (WeaponPose==WPOSE_NONE)
|
|
{
|
|
if (Walking)
|
|
{
|
|
Anim = BOTH_VT_WALK_FWD;
|
|
}
|
|
else if (Running)
|
|
{
|
|
Anim = BOTH_VT_RUN_FWD;
|
|
}
|
|
else
|
|
{
|
|
Anim = BOTH_VT_IDLE1;//(Q_irand(0,1)==0)?(BOTH_VT_IDLE):(BOTH_VT_IDLE1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VT_IDLE_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VT_IDLE_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VT_IDLE_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
}// No Special Moves
|
|
}
|
|
|
|
Vehicle_SetAnim( pilot, SETANIM_BOTH, Anim, iFlags, iBlend );
|
|
}
|
|
#endif //_GAME
|
|
|
|
#ifdef _CGAME
|
|
void AttachRidersGeneric( Vehicle_t *pVeh );
|
|
#endif
|
|
|
|
//on the client this function will only set up the process command funcs
|
|
void G_SetAnimalVehicleFunctions( vehicleInfo_t *pVehInfo )
|
|
{
|
|
#ifdef _GAME
|
|
pVehInfo->AnimateVehicle = AnimateVehicle;
|
|
pVehInfo->AnimateRiders = AnimateRiders;
|
|
// pVehInfo->ValidateBoard = ValidateBoard;
|
|
// pVehInfo->SetParent = SetParent;
|
|
// pVehInfo->SetPilot = SetPilot;
|
|
// pVehInfo->AddPassenger = AddPassenger;
|
|
// pVehInfo->Animate = Animate;
|
|
// pVehInfo->Board = Board;
|
|
// pVehInfo->Eject = Eject;
|
|
// pVehInfo->EjectAll = EjectAll;
|
|
// pVehInfo->StartDeathDelay = StartDeathDelay;
|
|
pVehInfo->DeathUpdate = DeathUpdate;
|
|
// pVehInfo->RegisterAssets = RegisterAssets;
|
|
// pVehInfo->Initialize = Initialize;
|
|
pVehInfo->Update = Update;
|
|
// pVehInfo->UpdateRider = UpdateRider;
|
|
#endif //_GAME
|
|
pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
|
|
pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
|
|
|
|
#ifdef _CGAME //cgame prediction attachment func
|
|
pVehInfo->AttachRiders = AttachRidersGeneric;
|
|
#endif
|
|
// pVehInfo->AttachRiders = AttachRiders;
|
|
// pVehInfo->Ghost = Ghost;
|
|
// pVehInfo->UnGhost = UnGhost;
|
|
// pVehInfo->Inhabited = Inhabited;
|
|
}
|
|
|
|
#ifdef _GAME
|
|
extern void G_AllocateVehicleObject(Vehicle_t **pVeh);
|
|
#endif
|
|
|
|
// Create/Allocate a new Animal Vehicle (initializing it as well).
|
|
//this is a BG function too in MP so don't un-bg-compatibilify it -rww
|
|
void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strAnimalType )
|
|
{
|
|
// Allocate the Vehicle.
|
|
#ifdef _GAME
|
|
//these will remain on entities on the client once allocated because the pointer is
|
|
//never stomped. on the server, however, when an ent is freed, the entity struct is
|
|
//memset to 0, so this memory would be lost..
|
|
G_AllocateVehicleObject(pVeh);
|
|
#else
|
|
if (!*pVeh)
|
|
{ //only allocate a new one if we really have to
|
|
(*pVeh) = (Vehicle_t *) BG_Alloc( sizeof(Vehicle_t) );
|
|
}
|
|
#endif
|
|
memset(*pVeh, 0, sizeof(Vehicle_t));
|
|
(*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )];
|
|
}
|