mirror of
https://github.com/DrBeef/JKXR.git
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15d1fef9b4
and small changes to MuadDib's persistent saber marks change
612 lines
19 KiB
C++
612 lines
19 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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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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// define GAME_INCLUDE so that g_public.h does not define the
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// short, server-visible gclient_t and gentity_t structures,
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// because we define the full size ones in this file
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#define GAME_INCLUDE
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#include "../../code/qcommon/q_shared.h"
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#include "../cgame/cg_local.h"
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#include "b_local.h"
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#include "g_local.h"
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#include "g_shared.h"
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#include "bg_local.h"
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#include "anims.h"
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#include "wp_saber.h"
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extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
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extern qboolean PM_InForceGetUp( playerState_t *ps );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern qboolean player_locked;
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extern pmove_t *pm;
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extern pml_t pml;
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void BG_G2SetBoneAngles( centity_t *cent, gentity_t *gent, int boneIndex, const vec3_t angles, const int flags,
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const Eorientations up, const Eorientations left, const Eorientations forward, qhandle_t *modelList )
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{
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if (boneIndex!=-1)
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{
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gi.G2API_SetBoneAnglesIndex( ¢->gent->ghoul2[0], boneIndex, angles, flags, up, left, forward, modelList, 0, 0 );
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}
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}
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#define MAX_YAWSPEED_X_WING 1
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#define MAX_PITCHSPEED_X_WING 1
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void PM_ScaleUcmd( playerState_t *ps, usercmd_t *cmd, gentity_t *gent )
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{
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if ( ps->vehicleModel != 0 )
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{//driving a vehicle
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//clamp the turn rate
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int maxPitchSpeed = MAX_PITCHSPEED_X_WING;//switch, eventually? Or read from file?
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int diff = AngleNormalize180(SHORT2ANGLE((cmd->angles[PITCH]+ps->delta_angles[PITCH]))) - floor(ps->viewangles[PITCH]);
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if ( diff > maxPitchSpeed )
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{
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cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] + maxPitchSpeed ) - ps->delta_angles[PITCH];
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}
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else if ( diff < -maxPitchSpeed )
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{
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cmd->angles[PITCH] = ANGLE2SHORT( ps->viewangles[PITCH] - maxPitchSpeed ) - ps->delta_angles[PITCH];
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}
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//Um, WTF? When I turn in a certain direction, I start going backwards? Or strafing?
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int maxYawSpeed = MAX_YAWSPEED_X_WING;//switch, eventually? Or read from file?
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diff = AngleNormalize180(SHORT2ANGLE(cmd->angles[YAW]+ps->delta_angles[YAW]) - floor(ps->viewangles[YAW]));
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//clamp the turn rate
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if ( diff > maxYawSpeed )
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{
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cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] + maxYawSpeed ) - ps->delta_angles[YAW];
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}
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else if ( diff < -maxYawSpeed )
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{
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cmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] - maxYawSpeed ) - ps->delta_angles[YAW];
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}
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}
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}
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extern void SetClientViewAngle( gentity_t *ent, vec3_t angle );
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qboolean PM_AdjustAnglesToGripper( gentity_t *ent, usercmd_t *ucmd )
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{//FIXME: make this more generic and have it actually *tell* the client what cmd angles it should be locked at?
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if ( (ent->client->ps.eFlags&EF_FORCE_GRIPPED) && ent->enemy )
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{
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vec3_t dir, angles;
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VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, dir );
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vectoangles( dir, angles );
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angles[PITCH] = AngleNormalize180( angles[PITCH] );
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angles[YAW] = AngleNormalize180( angles[YAW] );
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if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
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{//don't clamp angles when looking through a viewEntity
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SetClientViewAngle( ent, angles );
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}
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ucmd->angles[PITCH] = ANGLE2SHORT(angles[PITCH]) - ent->client->ps.delta_angles[PITCH];
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ucmd->angles[YAW] = ANGLE2SHORT(angles[YAW]) - ent->client->ps.delta_angles[YAW];
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return qtrue;
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}
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return qfalse;
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}
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qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove )
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{
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if (( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT || ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT ) && ent->client->ps.legsAnimTimer > 500 )
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{//wall-running and not at end of anim
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//stick to wall, if there is one
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vec3_t rt, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0};
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trace_t trace;
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float dist, yawAdjust;
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AngleVectors( fwdAngles, NULL, rt, NULL );
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if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
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{
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dist = 128;
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yawAdjust = -90;
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}
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else
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{
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dist = -128;
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yawAdjust = 90;
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}
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VectorMA( ent->currentOrigin, dist, rt, traceTo );
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gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask, G2_NOCOLLIDE, 0 );
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if ( trace.fraction < 1.0f && trace.plane.normal[2] == 0.0f )
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{//still a vertical wall there
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//FIXME: don't pull around 90 turns
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//FIXME: simulate stepping up steps here, somehow?
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if ( ent->s.number || !player_locked )
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{
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if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
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{
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ucmd->rightmove = 127;
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}
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else
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{
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ucmd->rightmove = -127;
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}
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}
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if ( ucmd->upmove < 0 )
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{
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ucmd->upmove = 0;
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}
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if ( ent->NPC )
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{//invalid now
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VectorClear( ent->client->ps.moveDir );
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}
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//make me face perpendicular to the wall
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ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
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if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
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{//don't clamp angles when looking through a viewEntity
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SetClientViewAngle( ent, ent->client->ps.viewangles );
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}
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ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
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if ( ent->s.number || !player_locked )
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{
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if ( doMove )
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{
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//push me forward
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vec3_t fwd;
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float zVel = ent->client->ps.velocity[2];
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if ( zVel > forceJumpStrength[FORCE_LEVEL_2]/2.0f )
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{
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zVel = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
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}
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if ( ent->client->ps.legsAnimTimer > 500 )
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{//not at end of anim yet
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fwdAngles[YAW] = ent->client->ps.viewangles[YAW];
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AngleVectors( fwdAngles, fwd, NULL, NULL );
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//FIXME: or MA?
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float speed = 175;
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if ( ucmd->forwardmove < 0 )
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{//slower
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speed = 100;
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}
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else if ( ucmd->forwardmove > 0 )
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{
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speed = 250;//running speed
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}
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VectorScale( fwd, speed, ent->client->ps.velocity );
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}
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ent->client->ps.velocity[2] = zVel;//preserve z velocity
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VectorMA( ent->client->ps.velocity, -128, trace.plane.normal, ent->client->ps.velocity );
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//pull me toward the wall, too
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//VectorMA( ent->client->ps.velocity, dist, rt, ent->client->ps.velocity );
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}
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}
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ucmd->forwardmove = 0;
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return qtrue;
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}
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else if ( doMove )
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{//stop it
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if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
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{
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NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_RIGHT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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else if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT )
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{
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NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_LEFT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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}
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return qfalse;
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}
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extern int PM_AnimLength( int index, animNumber_t anim );
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qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly )
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{
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vec3_t newAngles;
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float animLength, spinStart, spinEnd, spinAmt, spinLength;
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animNumber_t spinAnim;
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if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSTABDOWN )
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{
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spinAnim = BOTH_JUMPFLIPSTABDOWN;
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spinStart = 300.0f;//700.0f;
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spinEnd = 1400.0f;
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spinAmt = 180.0f;
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}
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else if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSLASHDOWN1 )
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{
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spinAnim = BOTH_JUMPFLIPSLASHDOWN1;
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spinStart = 300.0f;//700.0f;//1500.0f;
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spinEnd = 1400.0f;//2300.0f;
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spinAmt = 180.0f;
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}
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else
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{
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if ( !anglesOnly )
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{
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if ( !ent->s.number )
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{
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cg.overrides.active &= ~CG_OVERRIDE_3RD_PERSON_VOF;
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cg.overrides.thirdPersonVertOffset = 0;
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}
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}
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return qfalse;
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}
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animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, spinAnim );
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float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
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//face me
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if ( elapsedTime >= spinStart && elapsedTime <= spinEnd )
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{
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spinLength = spinEnd - spinStart;
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VectorCopy( ent->client->ps.viewangles, newAngles );
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newAngles[YAW] = ent->angle + (spinAmt * (elapsedTime-spinStart) / spinLength);
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if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
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{//don't clamp angles when looking through a viewEntity
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SetClientViewAngle( ent, newAngles );
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}
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ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
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ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
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if ( anglesOnly )
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{
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return qtrue;
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}
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}
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else if ( anglesOnly )
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{
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return qfalse;
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}
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//push me
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if ( ent->client->ps.legsAnimTimer > 300 )//&& ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
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{//haven't landed or reached end of anim yet
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if ( ent->s.number || !player_locked )
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{
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vec3_t pushDir, pushAngles = {0,ent->angle,0};
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AngleVectors( pushAngles, pushDir, NULL, NULL );
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if ( DotProduct( ent->client->ps.velocity, pushDir ) < 100 )
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{
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VectorMA( ent->client->ps.velocity, 10, pushDir, ent->client->ps.velocity );
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}
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}
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}
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//do a dip in the view
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if ( !ent->s.number )
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{
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float viewDip = 0;
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if ( elapsedTime < animLength/2.0f )
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{//starting anim
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viewDip = (elapsedTime/animLength)*-120.0f;
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}
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else
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{//ending anim
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viewDip = ((animLength-elapsedTime)/animLength)*-120.0f;
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}
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cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_VOF;
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cg.overrides.thirdPersonVertOffset = cg_thirdPersonVertOffset.value+viewDip;
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//pm->ps->viewheight = standheight + viewDip;
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}
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return qtrue;
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}
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qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd )
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{
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if ( ent->s.number )
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{
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return qfalse;
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}
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if ( ( ent->client->ps.saberMove == LS_A_BACK || ent->client->ps.saberMove == LS_A_BACK_CR || ent->client->ps.saberMove == LS_A_BACKSTAB )
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&& PM_InAnimForSaberMove( ent->client->ps.torsoAnim, ent->client->ps.saberMove ) )
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{
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if ( ent->client->ps.saberMove != LS_A_BACKSTAB || !ent->enemy || ent->s.number )
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{
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if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
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{//don't clamp angles when looking through a viewEntity
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SetClientViewAngle( ent, ent->client->ps.viewangles );
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}
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ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
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ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
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}
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else
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{//keep player facing away from their enemy
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vec3_t enemyBehindDir;
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VectorSubtract( ent->currentOrigin, ent->enemy->currentOrigin, enemyBehindDir );
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float enemyBehindYaw = AngleNormalize180( vectoyaw( enemyBehindDir ) );
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float yawError = AngleNormalize180( enemyBehindYaw - AngleNormalize180( ent->client->ps.viewangles[YAW] ) );
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if ( yawError > 1 )
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{
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yawError = 1;
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}
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else if ( yawError < -1 )
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{
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yawError = -1;
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}
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ucmd->angles[YAW] = ANGLE2SHORT( AngleNormalize180( ent->client->ps.viewangles[YAW] + yawError ) ) - ent->client->ps.delta_angles[YAW];
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ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
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}
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return qtrue;
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}
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return qfalse;
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}
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qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd )
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{
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//Don't do this in VR!
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return qfalse;
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if ( ent->client->ps.saberLockTime > level.time )
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{
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if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
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{//don't clamp angles when looking through a viewEntity
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SetClientViewAngle( ent, ent->client->ps.viewangles );
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}
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ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
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ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
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return qtrue;
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}
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return qfalse;
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}
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qboolean PM_AdjustAnglesForKnockdown( gentity_t *ent, usercmd_t *ucmd, qboolean angleClampOnly )
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{
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if ( PM_InKnockDown( &ent->client->ps ) )
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{//being knocked down or getting up, can't do anything!
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if ( !angleClampOnly )
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{
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ucmd->forwardmove = 0;
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ucmd->rightmove = 0;
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if ( ent->NPC )
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{
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VectorClear( ent->client->ps.moveDir );
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}
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//you can jump up out of a knockdown and you get get up into a crouch from a knockdown
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//ucmd->upmove = 0;
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//if ( !PM_InForceGetUp( &ent->client->ps ) || ent->client->ps.torsoAnimTimer > 800 || ent->s.weapon != WP_SABER )
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if ( ent->health > 0 )
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{//can only attack if you've started a force-getup and are using the saber
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ucmd->buttons = 0;
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}
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}
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//Don't do this in VR!
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/*
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if ( !PM_InForceGetUp( &ent->client->ps ) )
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{//can't turn unless in a force getup
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if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
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{//don't clamp angles when looking through a viewEntity
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SetClientViewAngle( ent, ent->client->ps.viewangles );
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}
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ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH];
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ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
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return qtrue;
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}
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*/
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}
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return qfalse;
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}
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/*
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================
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PM_UpdateViewAngles
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This can be used as another entry point when only the viewangles
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are being updated isntead of a full move
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//FIXME: Now that they pmove twice per think, they snap-look really fast
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================
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*/
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void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent )
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{
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short temp;
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float pitchMin=-75, pitchMax=75, yawMin=0, yawMax=0; //just to shut up warnings
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int i;
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vec3_t start, end, tmins, tmaxs, right;
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trace_t trace;
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qboolean lockedYaw = qfalse;
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if ( ps->pm_type == PM_INTERMISSION )
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{
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return; // no view changes at all
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}
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if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 )
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{
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return; // no view changes at all
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}
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// if ( player_locked )
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// {//can't turn
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// return;
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// }
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if ( ps->eFlags & EF_NPC && gent != NULL && gent->client != NULL )
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{
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if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE)
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{
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pitchMin = 0 - gent->client->renderInfo.headPitchRangeUp - gent->client->renderInfo.torsoPitchRangeUp;
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pitchMax = gent->client->renderInfo.headPitchRangeDown + gent->client->renderInfo.torsoPitchRangeDown;
|
|
|
|
yawMin = 0 - gent->client->renderInfo.headYawRangeLeft - gent->client->renderInfo.torsoYawRangeLeft;
|
|
yawMax = gent->client->renderInfo.headYawRangeRight + gent->client->renderInfo.torsoYawRangeRight;
|
|
|
|
lockedYaw = qtrue;
|
|
}
|
|
else
|
|
{
|
|
pitchMin = -gent->client->renderInfo.headPitchRangeUp-gent->client->renderInfo.torsoPitchRangeUp;
|
|
pitchMax = gent->client->renderInfo.headPitchRangeDown+gent->client->renderInfo.torsoPitchRangeDown;
|
|
}
|
|
}
|
|
|
|
if ( ps->eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
// Emplaced guns have different pitch capabilities
|
|
pitchMin = -35;
|
|
pitchMax = 30;
|
|
}
|
|
|
|
const short pitchClampMin = ANGLE2SHORT(pitchMin);
|
|
const short pitchClampMax = ANGLE2SHORT(pitchMax);
|
|
|
|
// circularly clamp the angles with deltas
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
temp = cmd->angles[i] + ps->delta_angles[i];
|
|
if ( i == PITCH )
|
|
{
|
|
//FIXME get this limit from the NPCs stats?
|
|
// don't let the player look up or down more than 90 degrees
|
|
if ( temp > pitchClampMax )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; //& clamp to short
|
|
temp = pitchClampMax;
|
|
}
|
|
else if ( temp < pitchClampMin )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; //& clamp to short
|
|
temp = pitchClampMin;
|
|
}
|
|
}
|
|
if ( i == ROLL && ps->vehicleModel != 0 )
|
|
{
|
|
if ( temp > pitchClampMax )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff;
|
|
temp = pitchClampMax;
|
|
}
|
|
else if ( temp < pitchClampMin )
|
|
{
|
|
ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff;
|
|
temp = pitchClampMin;
|
|
}
|
|
}
|
|
//FIXME: Are we losing precision here? Is this why it jitters?
|
|
ps->viewangles[i] = SHORT2ANGLE(temp);
|
|
|
|
if ( i == YAW && lockedYaw)
|
|
{
|
|
// don't let the player look left or right more than the clamp, if any
|
|
if ( AngleSubtract(ps->viewangles[i], gent->client->renderInfo.lockYaw) > yawMax )
|
|
{
|
|
ps->viewangles[i] = yawMax;
|
|
}
|
|
else if ( AngleSubtract(ps->viewangles[i], gent->client->renderInfo.lockYaw) < yawMin )
|
|
{
|
|
ps->viewangles[i] = yawMin;
|
|
}
|
|
}
|
|
}
|
|
|
|
//We don't want to trigger lean as this messes us up if we turn our head left or right
|
|
if ( false )//(!cg.renderingThirdPerson||cg.zoomMode) && (cmd->buttons & BUTTON_USE) && cmd->rightmove != 0 && !cmd->forwardmove && cmd->upmove <= 0 )
|
|
{//Only lean if holding use button, strafing and not moving forward or back and not jumping
|
|
if ( gent )
|
|
{
|
|
int leanofs = 0;
|
|
vec3_t viewangles;
|
|
|
|
if ( cmd->rightmove > 0 )
|
|
{
|
|
/*
|
|
if( pm->ps->legsAnim != LEGS_LEAN_RIGHT1)
|
|
{
|
|
PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec
|
|
*/
|
|
|
|
if ( ps->leanofs <= 28 )
|
|
{
|
|
leanofs = ps->leanofs + 4;
|
|
}
|
|
else
|
|
{
|
|
leanofs = 32;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
if ( pm->ps->legsAnim != LEGS_LEAN_LEFT1 )
|
|
{
|
|
PM_SetAnim(pm, SETANIM_LEGS, LEGS_LEAN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
pm->ps->legsAnimTimer = 500;//Force it to hold the anim for at least half a sec
|
|
*/
|
|
|
|
if ( ps->leanofs >= -28 )
|
|
{
|
|
leanofs = ps->leanofs - 4;
|
|
}
|
|
else
|
|
{
|
|
leanofs = -32;
|
|
}
|
|
}
|
|
|
|
VectorCopy( ps->origin, start );
|
|
start[2] += ps->viewheight;
|
|
VectorCopy( ps->viewangles, viewangles );
|
|
viewangles[ROLL] = 0;
|
|
AngleVectors( ps->viewangles, NULL, right, NULL );
|
|
VectorNormalize( right );
|
|
right[2] = (leanofs<0)?0.25:-0.25;
|
|
VectorMA( start, leanofs, right, end );
|
|
VectorSet( tmins, -8, -8, -4 );
|
|
VectorSet( tmaxs, 8, 8, 4 );
|
|
//if we don't trace EVERY frame, can TURN while leaning and
|
|
//end up leaning into solid architecture (sigh)
|
|
gi.trace( &trace, start, tmins, tmaxs, end, gent->s.number, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 );
|
|
|
|
ps->leanofs = floor((float)leanofs * trace.fraction);
|
|
|
|
ps->leanStopDebounceTime = 20;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( gent && (cmd->forwardmove || cmd->upmove > 0) )
|
|
{
|
|
if( ( pm->ps->legsAnim == LEGS_LEAN_RIGHT1) ||
|
|
( pm->ps->legsAnim == LEGS_LEAN_LEFT1) )
|
|
{
|
|
pm->ps->legsAnimTimer = 0;//Force it to stop the anim
|
|
}
|
|
}
|
|
|
|
if ( ps->leanofs > 0 )
|
|
{
|
|
//FIXME: play lean anim backwards?
|
|
ps->leanofs-=4;
|
|
if ( ps->leanofs < 0 )
|
|
{
|
|
ps->leanofs = 0;
|
|
}
|
|
}
|
|
else if ( ps->leanofs < 0 )
|
|
{
|
|
//FIXME: play lean anim backwards?
|
|
ps->leanofs+=4;
|
|
if ( ps->leanofs > 0 )
|
|
{
|
|
ps->leanofs = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ps->leanStopDebounceTime )
|
|
{
|
|
ps->leanStopDebounceTime -= 1;
|
|
cmd->rightmove = 0;
|
|
cmd->buttons &= ~BUTTON_USE;
|
|
}
|
|
}
|
|
|