mirror of
https://github.com/DrBeef/JKXR.git
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679 lines
20 KiB
C
679 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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extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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#ifdef _GAME //SP or gameside MP
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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extern int PM_AnimLength( int index, animNumber_t anim );
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#endif
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extern void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags);
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extern int BG_GetTime(void);
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extern qboolean BG_SabersOff( playerState_t *ps );
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//Alright, actually, most of this file is shared between game and cgame for MP.
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//I would like to keep it this way, so when modifying for SP please keep in
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//mind the bgEntity restrictions imposed. -rww
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#define STRAFERAM_DURATION 8
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#define STRAFERAM_ANGLE 8
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qboolean VEH_StartStrafeRam(Vehicle_t *pVeh, qboolean Right, int Duration)
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{
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return qfalse;
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}
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#ifdef _GAME //game-only.. for now
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// Like a think or move command, this updates various vehicle properties.
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qboolean Update( Vehicle_t *pVeh, const usercmd_t *pUcmd )
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{
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if ( !g_vehicleInfo[VEHICLE_BASE].Update( pVeh, pUcmd ) )
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{
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return qfalse;
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}
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// See whether this vehicle should be exploding.
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if ( pVeh->m_iDieTime != 0 )
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{
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pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
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}
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// Update move direction.
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return qtrue;
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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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playerState_t *parentPS;
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// playerState_t *pilotPS = NULL;
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int curTime;
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parentPS = pVeh->m_pParentEntity->playerState;
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if (pVeh->m_pPilot)
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{
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// pilotPS = pVeh->m_pPilot->playerState;
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}
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// If we're flying, make us accelerate at 40% (about half) acceleration rate, and restore the pitch
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// to origin (straight) position (at 5% increments).
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if ( pVeh->m_ulFlags & VEH_FLYING )
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{
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speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier * 0.4f;
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}
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else if ( !parentPS->m_iVehicleNum )
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{//drifts to a stop
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speedInc = 0;
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//pVeh->m_ucmd.forwardmove = 127;
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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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speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;
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#ifdef _GAME
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curTime = level.time;
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#elif _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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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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(parentPS && parentPS->electrifyTime > curTime && pVeh->m_pVehicleInfo->turboSpeed)*/ //make them go!
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)
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{
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if ( (parentPS && parentPS->electrifyTime > curTime) ||
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(pVeh->m_pPilot->playerState &&
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(pVeh->m_pPilot->playerState->weapon == WP_MELEE ||
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(pVeh->m_pPilot->playerState->weapon == WP_SABER && BG_SabersOff( pVeh->m_pPilot->playerState ) ))) )
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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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if (pVeh->m_pVehicleInfo->iTurboStartFX)
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{
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int i;
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for (i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
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{
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#ifdef _GAME
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if (pVeh->m_pParentEntity &&
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pVeh->m_pParentEntity->ghoul2 &&
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pVeh->m_pParentEntity->playerState)
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{ //fine, I'll use a tempent for this, but only because it's played only once at the start of a turbo.
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vec3_t boltOrg, boltDir;
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mdxaBone_t boltMatrix;
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VectorSet(boltDir, 0.0f, pVeh->m_pParentEntity->playerState->viewangles[YAW], 0.0f);
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trap->G2API_GetBoltMatrix(pVeh->m_pParentEntity->ghoul2, 0, pVeh->m_iExhaustTag[i], &boltMatrix, boltDir, pVeh->m_pParentEntity->playerState->origin, level.time, NULL, pVeh->m_pParentEntity->modelScale);
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BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltOrg);
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BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltDir);
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G_PlayEffectID(pVeh->m_pVehicleInfo->iTurboStartFX, boltOrg, boltDir);
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}
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#endif
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}
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}
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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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}
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// Slide Breaking
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if (pVeh->m_ulFlags&VEH_SLIDEBREAKING)
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{
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if (pVeh->m_ucmd.forwardmove>=0 )
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{
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pVeh->m_ulFlags &= ~VEH_SLIDEBREAKING;
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}
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parentPS->speed = 0;
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}
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else if (
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(curTime > pVeh->m_iTurboTime) &&
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!(pVeh->m_ulFlags&VEH_FLYING) &&
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pVeh->m_ucmd.forwardmove<0 &&
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fabs(pVeh->m_vOrientation[ROLL])>25.0f)
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{
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pVeh->m_ulFlags |= VEH_SLIDEBREAKING;
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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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if (parentPS)
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{
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parentPS->eFlags |= EF_JETPACK_ACTIVE;
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}
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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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if (parentPS)
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{
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parentPS->eFlags &= ~EF_JETPACK_ACTIVE;
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}
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}
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speedIdle = pVeh->m_pVehicleInfo->speedIdle;
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speedMin = pVeh->m_pVehicleInfo->speedMin;
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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_pVehicleInfo->strafePerc || (0 && pVeh->m_pParentEntity->s.number < MAX_CLIENTS) )
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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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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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if (parentPS && parentPS->electrifyTime > curTime)
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{
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parentPS->speed *= (pVeh->m_fTimeModifier/60.0f);
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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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//Oh, and please, use "< MAX_CLIENTS" to check for "player" and not
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//"!s.number", this is a universal check that will work for both SP
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//and MP. -rww
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// ProcessOrientCommands the Vehicle.
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extern void AnimalProcessOri(Vehicle_t *pVeh);
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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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playerState_t *riderPS;
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playerState_t *parentPS;
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float angDif;
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if (pVeh->m_pPilot)
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{
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riderPS = pVeh->m_pPilot->playerState;
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}
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else
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{
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riderPS = pVeh->m_pParentEntity->playerState;
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}
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parentPS = pVeh->m_pParentEntity->playerState;
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//pVeh->m_vOrientation[YAW] = 0.0f;//riderPS->viewangles[YAW];
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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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if (parentPS->electrifyTime > pm->cmd.serverTime)
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{ //do some crazy stuff
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pVeh->m_vOrientation[YAW] += (sin(pm->cmd.serverTime/1000.0f)*3.0f)*pVeh->m_fTimeModifier;
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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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#ifdef _GAME
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extern int PM_AnimLength( int index, animNumber_t anim );
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// This function makes sure that the vehicle is properly animated.
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void AnimateVehicle( Vehicle_t *pVeh )
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{
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}
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#endif //_GAME
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//rest of file is shared
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//NOTE NOTE NOTE NOTE NOTE NOTE
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//I want to keep this function BG too, because it's fairly generic already, and it
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//would be nice to have proper prediction of animations. -rww
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// This function makes sure that the rider's in this vehicle are properly animated.
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void AnimateRiders( Vehicle_t *pVeh )
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{
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animNumber_t Anim = BOTH_VS_IDLE;
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int iFlags = SETANIM_FLAG_NORMAL;
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playerState_t *pilotPS;
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int curTime;
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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 moarding, set the amount of time it will take to finish moarding.
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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_VS_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_VS_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_VS_MOUNTJUMP_L;
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}
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else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_LEFT)
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{
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Anim = BOTH_VS_MOUNTTHROW_R;
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}
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else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_RIGHT)
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{
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Anim = BOTH_VS_MOUNTTHROW_L;
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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 40% (0.4f) of the animation time.
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iAnimLen = BG_AnimLength( pVeh->m_pPilot->localAnimIndex, Anim ) * 0.4f;
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pVeh->m_iBoarding = BG_GetTime() + 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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BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
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SETANIM_BOTH, Anim, iFlags);
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}
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return;
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}
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if (1)
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return;
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pilotPS = pVeh->m_pPilot->playerState;
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#ifdef _GAME
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curTime = level.time;
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#elif _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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// Going in reverse...
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if ( pVeh->m_ucmd.forwardmove < 0 && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
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{
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Anim = BOTH_VS_REV;
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}
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else
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{
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qboolean HasWeapon = ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
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qboolean Attacking = (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK));
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qboolean Flying = qfalse;
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qboolean Crashing = qfalse;
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qboolean Right = (pVeh->m_ucmd.rightmove>0);
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qboolean Left = (pVeh->m_ucmd.rightmove<0);
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qboolean Turbo = (curTime<pVeh->m_iTurboTime);
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EWeaponPose WeaponPose = WPOSE_NONE;
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// Remove Crashing Flag
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//----------------------
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pVeh->m_ulFlags &= ~VEH_CRASHING;
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// Put Away Saber When It Is Not Active
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//--------------------------------------
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// Don't Interrupt Attack Anims
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//------------------------------
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if (pilotPS->weaponTime>0)
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{
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return;
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}
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// Compute The Weapon Pose
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//--------------------------
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if (pilotPS->weapon==WP_BLASTER)
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{
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WeaponPose = WPOSE_BLASTER;
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}
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else if (pilotPS->weapon==WP_SABER)
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{
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if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATL_TO_R_S)
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{
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pVeh->m_ulFlags &= ~VEH_SABERINLEFTHAND;
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}
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if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATR_TO_L_S)
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{
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pVeh->m_ulFlags |= VEH_SABERINLEFTHAND;
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}
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WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT);
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}
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if (Attacking && WeaponPose)
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{// Attack!
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iFlags = SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART;
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// Auto Aiming
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//===============================================
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if (!Left && !Right) // Allow player strafe keys to override
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{
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if (pilotPS->weapon==WP_SABER && !Left && !Right)
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|
{
|
|
Left = (WeaponPose==WPOSE_SABERLEFT);
|
|
Right = !Left;
|
|
}
|
|
}
|
|
|
|
|
|
if (Left)
|
|
{// Attack Left
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_ATL_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_S; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_TO_L_S; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else if (Right)
|
|
{// Attack Right
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_ATR_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_ATL_TO_R_S; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_ATR_S; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else
|
|
{// Attack Ahead
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_ATF_G; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (Left && pVeh->m_ucmd.buttons&BUTTON_USE)
|
|
{// Look To The Left Behind
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
|
|
default: Anim = BOTH_VS_LOOKLEFT;
|
|
}
|
|
}
|
|
else if (Right && pVeh->m_ucmd.buttons&BUTTON_USE)
|
|
{// Look To The Right Behind
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
|
|
default: Anim = BOTH_VS_LOOKRIGHT;
|
|
}
|
|
}
|
|
else if (Turbo)
|
|
{// Kicked In Turbo
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
|
Anim = BOTH_VS_TURBO;
|
|
}
|
|
else if (Flying)
|
|
{// Off the ground in a jump
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
|
|
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_AIR; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_AIR_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_AIR_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_AIR_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else if (Crashing)
|
|
{// Hit the ground!
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
|
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_LAND; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_LAND_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_LAND_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LAND_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else
|
|
{// No Special Moves
|
|
iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
|
|
|
|
if (pVeh->m_vOrientation[ROLL] <= -20)
|
|
{// Lean Left
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_LEANL; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_LEANL_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANL_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANL_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else if (pVeh->m_vOrientation[ROLL] >= 20)
|
|
{// Lean Right
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_LEANR; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_LEANR_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_LEANR_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_LEANR_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
else
|
|
{// No Lean
|
|
switch(WeaponPose)
|
|
{
|
|
case WPOSE_NONE: Anim = BOTH_VS_IDLE; break;
|
|
case WPOSE_BLASTER: Anim = BOTH_VS_IDLE_G; break;
|
|
case WPOSE_SABERLEFT: Anim = BOTH_VS_IDLE_SL; break;
|
|
case WPOSE_SABERRIGHT: Anim = BOTH_VS_IDLE_SR; break;
|
|
default: assert(0);
|
|
}
|
|
}
|
|
}// No Special Moves
|
|
}// Going backwards?
|
|
|
|
iFlags &= ~SETANIM_FLAG_OVERRIDE;
|
|
if (pVeh->m_pPilot->playerState->torsoAnim == Anim)
|
|
{
|
|
pVeh->m_pPilot->playerState->torsoTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
|
|
}
|
|
if (pVeh->m_pPilot->playerState->legsAnim == Anim)
|
|
{
|
|
pVeh->m_pPilot->playerState->legsTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
|
|
}
|
|
BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
|
|
SETANIM_BOTH, Anim, iFlags|SETANIM_FLAG_HOLD);
|
|
}
|
|
|
|
#ifndef _GAME
|
|
void AttachRidersGeneric( Vehicle_t *pVeh );
|
|
#endif
|
|
|
|
void G_SetSpeederVehicleFunctions( 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
|
|
|
|
//shared
|
|
pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
|
|
pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
|
|
|
|
#ifndef _GAME //cgame prediction attachment func
|
|
pVehInfo->AttachRiders = AttachRidersGeneric;
|
|
#endif
|
|
// pVehInfo->AttachRiders = AttachRiders;
|
|
// pVehInfo->Ghost = Ghost;
|
|
// pVehInfo->UnGhost = UnGhost;
|
|
// pVehInfo->Inhabited = Inhabited;
|
|
}
|
|
|
|
// Following is only in game, not in namespace
|
|
|
|
#ifdef _GAME
|
|
extern void G_AllocateVehicleObject(Vehicle_t **pVeh);
|
|
#endif
|
|
|
|
|
|
// Create/Allocate a new Animal Vehicle (initializing it as well).
|
|
void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType )
|
|
{
|
|
#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( strType )];
|
|
}
|