mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-11 21:21:47 +00:00
9109 lines
No EOL
247 KiB
C++
9109 lines
No EOL
247 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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// bg_pmove.c -- both games player movement code
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// takes a playerstate and a usercmd as input and returns a modifed playerstate
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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 "b_local.h"
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#include "g_shared.h"
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#include "bg_local.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "anims.h"
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#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
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#include "wp_saber.h"
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#include <float.h>
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#include <JKXR/VrClientInfo.h>
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#include <JKXR/VrTBDC.h>
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extern cvar_t *g_TeamBeefDirectorsCut;
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extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse );
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extern qboolean G_EntIsUnlockedDoor( int entityNum );
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extern qboolean G_EntIsDoor( int entityNum );
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extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern void WP_SaberInitBladeData( gentity_t *ent );
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extern qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir );
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extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType );
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extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
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extern int PM_SaberAnimTransitionAnim( int curmove, int newmove );
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extern saberMoveName_t PM_AttackMoveForQuad( int quad );
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extern qboolean PM_SaberInTransition( int move );
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extern qboolean PM_SaberInTransitionAny( int move );
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extern qboolean PM_SaberInBounce( int move );
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extern qboolean PM_SaberInSpecialAttack( int anim );
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extern qboolean PM_SaberInAttack( int move );
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extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
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extern int PM_SaberBounceForAttack( int move );
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extern int PM_SaberAttackForMovement( int forwardmove, int rightmove, int move );
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extern int PM_BrokenParryForParry( int move );
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extern int PM_KnockawayForParry( int move );
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extern qboolean PM_SaberInParry( int move );
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extern qboolean PM_SaberInKnockaway( int move );
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extern qboolean PM_SaberInBrokenParry( int move );
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extern qboolean PM_SaberInReflect( int move );
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extern qboolean PM_SaberInIdle( int move );
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extern qboolean PM_SaberInStart( int move );
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extern qboolean PM_SaberKataDone( int curmove, int newmove );
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extern qboolean PM_SaberInSpecial( int move );
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extern qboolean PM_InDeathAnim ( void );
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extern qboolean PM_StandingAnim( int anim );
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extern int PM_SaberFlipOverAttackMove( void );
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extern int PM_SaberJumpAttackMove( void );
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qboolean PM_InKnockDown( playerState_t *ps );
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qboolean PM_InKnockDownOnGround( playerState_t *ps );
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qboolean PM_InGetUp( playerState_t *ps );
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qboolean PM_InRoll( playerState_t *ps );
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qboolean PM_SpinningSaberAnim( int anim );
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qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight );
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qboolean PM_SpinningAnim( int anim );
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qboolean PM_FlippingAnim( int anim );
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qboolean PM_PainAnim( int anim );
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qboolean PM_RollingAnim( int anim );
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qboolean PM_SwimmingAnim( int anim );
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extern int parryDebounce[];
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extern qboolean player_locked;
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extern qboolean MatrixMode;
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qboolean waterForceJump;
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extern cvar_t *g_timescale;
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static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype );
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#define FLY_NONE 0
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#define FLY_NORMAL 1
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#define FLY_VEHICLE 2
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#define FLY_HOVER 3
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int Flying = FLY_NONE;
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pmove_t *pm;
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pml_t pml;
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// movement parameters
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const float pm_stopspeed = 100.0f;
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const float pm_duckScale = 0.50f;
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const float pm_swimScale = 0.50f;
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float pm_ladderScale = 0.7f;
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const float pm_accelerate = 1200.0f;
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const float pm_airaccelerate = 4.0f;
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const float pm_wateraccelerate = 4.0f;
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const float pm_flyaccelerate = 8.0f;
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const float pm_friction = 6.0f;
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const float pm_waterfriction = 1.0f;
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const float pm_flightfriction = 3.0f;
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const float pm_frictionModifier = 3.0f; //Used for "careful" mode (when pressing use)
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const float pm_airDecelRate = 1.35f; //Used for air decelleration away from current movement velocity
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int c_pmove = 0;
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extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
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extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
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//extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags);
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extern void PM_TorsoAnimation( void );
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extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern qboolean PM_InDeathAnim ( void );
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extern qboolean PM_InOnGroundAnim ( playerState_t *ps );
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extern weaponInfo_t cg_weapons[MAX_WEAPONS];
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extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
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extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf );
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#define PHASER_RECHARGE_TIME 100
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extern saberMoveName_t transitionMove[Q_NUM_QUADS][Q_NUM_QUADS];
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extern qboolean G_ControlledByPlayer( gentity_t *self );
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qboolean PM_ControlledByPlayer( void )
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{
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return G_ControlledByPlayer( pm->gent );
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}
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/*
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===============
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PM_AddEvent
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===============
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*/
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void PM_AddEvent( int newEvent )
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{
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AddEventToPlayerstate( newEvent, 0, pm->ps );
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}
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/*
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===============
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qboolean PM_ClientImpact( int otherEntityNum, qboolean damageSelf )
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===============
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*/
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qboolean PM_ClientImpact( int otherEntityNum, qboolean damageSelf )
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{
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gentity_t *traceEnt;
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if ( !pm->gent )
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{
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return qfalse;
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}
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if( (VectorLength( pm->ps->velocity )*(pm->gent->mass/10)) >= 100 && pm->ps->lastOnGround+100<level.time )//was 300 ||(other->material>=MAT_GLASS&&pm->gent->lastImpact+100<=level.time))
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{
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DoImpact( pm->gent, &g_entities[otherEntityNum], damageSelf );
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}
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if ( otherEntityNum >= ENTITYNUM_WORLD )
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{
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return qfalse;
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}
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traceEnt = &g_entities[otherEntityNum];
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if ( !traceEnt || !(traceEnt->contents&pm->tracemask) )
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{//it's dead or not in my way anymore
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return qtrue;
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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_AddTouchEnt
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===============
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*/
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void PM_AddTouchEnt( int entityNum ) {
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int i;
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if ( entityNum == ENTITYNUM_WORLD ) {
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return;
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}
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if ( pm->numtouch == MAXTOUCH ) {
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return;
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}
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// see if it is already added
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for ( i = 0 ; i < pm->numtouch ; i++ ) {
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if ( pm->touchents[ i ] == entityNum ) {
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return;
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}
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}
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// add it
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pm->touchents[pm->numtouch] = entityNum;
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pm->numtouch++;
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}
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/*
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==================
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PM_ClipVelocity
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Slide off of the impacting surface
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This will pull you down onto slopes if heading away from
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them and push you up them as you go up them.
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Also stops you when you hit walls.
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==================
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*/
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void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
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float backoff;
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float change;
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int i;
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backoff = DotProduct (in, normal);
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if ( backoff < 0 ) {
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backoff *= overbounce;
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} else {
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backoff /= overbounce;
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}
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for ( i=0 ; i<3 ; i++ )
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{
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change = normal[i]*backoff;
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out[i] = in[i] - change;
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}
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}
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/*
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==================
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PM_Friction
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Handles both ground friction and water friction
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==================
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*/
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static void PM_Friction( void ) {
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vec3_t vec;
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float *vel;
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float speed, newspeed, control;
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float drop, friction = pm->ps->friction;
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vel = pm->ps->velocity;
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VectorCopy( vel, vec );
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if ( pml.walking ) {
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vec[2] = 0; // ignore slope movement
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}
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speed = VectorLength(vec);
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if (speed < 1) {
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vel[0] = 0;
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vel[1] = 0; // allow sinking underwater
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// FIXME: still have z friction underwater?
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return;
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}
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drop = 0;
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// apply ground friction, even if on ladder
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if ( Flying != FLY_NORMAL )
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{
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if ( (pm->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1 )
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{
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if ( (pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK)) )
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{
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// if getting knocked back, no friction
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if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
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{
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//If the use key is pressed. slow the player more quickly
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if ( pm->cmd.buttons & ( BUTTON_USE | BUTTON_ALT_USE ) )
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friction *= pm_frictionModifier;
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control = speed < pm_stopspeed ? pm_stopspeed : speed;
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drop += control*friction*pml.frametime;
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}
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}
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}
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}
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if ( Flying == FLY_VEHICLE )
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{
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if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) )
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{
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control = speed < pm_stopspeed ? pm_stopspeed : speed;
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drop += control*friction*pml.frametime;
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}
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}
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// apply water friction even if just wading
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if ( !waterForceJump )
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{
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if ( pm->waterlevel && !(pm->watertype & CONTENTS_LADDER))
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{
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drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
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}
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}
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// apply flying friction
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if ( pm->ps->pm_type == PM_SPECTATOR )
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{
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drop += speed*pm_flightfriction*pml.frametime;
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}
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// scale the velocity
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newspeed = speed - drop;
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if (newspeed < 0)
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newspeed = 0;
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newspeed /= speed;
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vel[0] = vel[0] * newspeed;
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vel[1] = vel[1] * newspeed;
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vel[2] = vel[2] * newspeed;
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}
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/*
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==============
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PM_Accelerate
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Handles user intended acceleration
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==============
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*/
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static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel )
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{
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int i;
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float addspeed, accelspeed, currentspeed;
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currentspeed = DotProduct (pm->ps->velocity, wishdir);
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addspeed = wishspeed - currentspeed;
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if (addspeed <= 0) {
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return;
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}
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accelspeed = ( accel * pml.frametime ) * wishspeed;
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if (accelspeed > addspeed) {
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accelspeed = addspeed;
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}
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for (i=0 ; i<3 ; i++) {
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pm->ps->velocity[i] += accelspeed * wishdir[i];
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}
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}
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/*
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============
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PM_CmdScale
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Returns the scale factor to apply to cmd movements
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This allows the clients to use axial -127 to 127 values for all directions
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without getting a sqrt(2) distortion in speed.
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============
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*/
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static float PM_CmdScale( usercmd_t *cmd )
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{
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int max;
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float total;
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float scale;
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max = abs( cmd->forwardmove );
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if ( abs( cmd->rightmove ) > max ) {
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max = abs( cmd->rightmove );
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}
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if ( abs( cmd->upmove ) > max ) {
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max = abs( cmd->upmove );
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}
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if ( !max ) {
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return 0;
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}
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total = sqrt((double)( ( cmd->forwardmove * cmd->forwardmove )
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+ ( cmd->rightmove * cmd->rightmove )
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+ ( cmd->upmove * cmd->upmove ) ));
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scale = (float) pm->ps->speed * max / ( 127.0f * total );
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return scale;
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}
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/*
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================
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PM_SetMovementDir
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Determine the rotation of the legs reletive
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to the facing dir
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================
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*/
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static void PM_SetMovementDir( void ) {
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if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
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if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
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pm->ps->movementDir = 0;
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} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
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pm->ps->movementDir = 1;
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} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
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pm->ps->movementDir = 2;
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} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
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pm->ps->movementDir = 3;
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} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
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pm->ps->movementDir = 4;
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} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
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pm->ps->movementDir = 5;
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} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
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pm->ps->movementDir = 6;
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} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
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pm->ps->movementDir = 7;
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}
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} else {
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// if they aren't actively going directly sideways,
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// change the animation to the diagonal so they
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// don't stop too crooked
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if ( pm->ps->movementDir == 2 ) {
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pm->ps->movementDir = 1;
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} else if ( pm->ps->movementDir == 6 ) {
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pm->ps->movementDir = 7;
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}
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}
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}
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/*
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=============
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PM_CheckJump
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=============
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*/
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#define METROID_JUMP 1
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qboolean PM_InSpecialJump( int anim )
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{
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switch ( anim )
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{
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case BOTH_WALL_RUN_RIGHT:
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case BOTH_WALL_RUN_RIGHT_STOP:
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case BOTH_WALL_RUN_RIGHT_FLIP:
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case BOTH_WALL_RUN_LEFT:
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case BOTH_WALL_RUN_LEFT_STOP:
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case BOTH_WALL_RUN_LEFT_FLIP:
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case BOTH_WALL_FLIP_RIGHT:
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case BOTH_WALL_FLIP_LEFT:
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case BOTH_FLIP_BACK1:
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case BOTH_FLIP_BACK2:
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case BOTH_FLIP_BACK3:
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case BOTH_WALL_FLIP_BACK1:
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case BOTH_BUTTERFLY_LEFT:
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case BOTH_BUTTERFLY_RIGHT:
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case BOTH_FJSS_TR_BL:
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case BOTH_FJSS_TL_BR:
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case BOTH_FORCELEAP2_T__B_:
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case BOTH_JUMPFLIPSLASHDOWN1://#
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case BOTH_JUMPFLIPSTABDOWN://#
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case BOTH_ARIAL_LEFT:
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case BOTH_ARIAL_RIGHT:
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case BOTH_ARIAL_F1:
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case BOTH_CARTWHEEL_LEFT:
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case BOTH_CARTWHEEL_RIGHT:
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return qtrue;
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}
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return qfalse;
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}
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extern void CG_PlayerLockedWeaponSpeech( int jumping );
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qboolean PM_ForceJumpingUp( gentity_t *gent )
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{
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if ( !gent || !gent->client )
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{
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return qfalse;
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}
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if ( gent->NPC )
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{//this is ONLY for the player
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if ( player
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&& player->client
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&& player->client->ps.viewEntity == gent->s.number )
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{//okay to jump if an NPC controlled by the player
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}
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else
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{
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return qfalse;
|
|
}
|
|
}
|
|
|
|
if ( !(gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) && gent->client->ps.forceJumpCharge )
|
|
{//already jumped and let go
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_InSpecialJump( gent->client->ps.legsAnim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_InKnockDown( &gent->client->ps ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !gent->s.number && in_camera )
|
|
{//player can't use force powers in cinematic
|
|
return qfalse;
|
|
}
|
|
if ( gent->client->ps.groundEntityNum == ENTITYNUM_NONE //in air
|
|
&& ( /*(gent->client->ps.waterHeightLevel==WHL_SHOULDERS&&gent->client->usercmd.upmove>0) ||*/ ((gent->client->ps.pm_flags&PMF_JUMPING)&&gent->client->ps.velocity[2] > 0) )//jumped & going up or at water surface
|
|
&& gent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 //force-jump capable
|
|
&& !(gent->client->ps.pm_flags&PMF_TRIGGER_PUSHED) )//not pushed by a trigger
|
|
{
|
|
if( gent->flags & FL_LOCK_PLAYER_WEAPONS ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qtrue );
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
static void PM_JumpForDir( void )
|
|
{
|
|
int anim = BOTH_JUMP1;
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{
|
|
anim = BOTH_JUMP1;
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
else if ( pm->cmd.forwardmove < 0 )
|
|
{
|
|
anim = BOTH_JUMPBACK1;
|
|
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
else if ( pm->cmd.rightmove > 0 )
|
|
{
|
|
anim = BOTH_JUMPRIGHT1;
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 )
|
|
{
|
|
anim = BOTH_JUMPLEFT1;
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_JUMP1;
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
if(!PM_InDeathAnim())
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
|
|
}
|
|
}
|
|
extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
|
|
extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
|
|
|
|
qboolean PM_GentCantJump( gentity_t *gent )
|
|
{//FIXME: ugh, hacky, set a flag on NPC or something, please...
|
|
if ( gent && gent->client &&
|
|
( gent->client->NPC_class == CLASS_ATST ||
|
|
gent->client->NPC_class == CLASS_GONK ||
|
|
gent->client->NPC_class == CLASS_MARK1 ||
|
|
gent->client->NPC_class == CLASS_MARK2 ||
|
|
gent->client->NPC_class == CLASS_MOUSE ||
|
|
gent->client->NPC_class == CLASS_PROBE ||
|
|
gent->client->NPC_class == CLASS_PROTOCOL ||
|
|
gent->client->NPC_class == CLASS_R2D2 ||
|
|
gent->client->NPC_class == CLASS_R5D2 ||
|
|
gent->client->NPC_class == CLASS_SEEKER ||
|
|
gent->client->NPC_class == CLASS_REMOTE ||
|
|
gent->client->NPC_class == CLASS_SENTRY ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
static qboolean PM_CheckJump( void )
|
|
{
|
|
//Don't allow jump until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ) )
|
|
{//in knockdown
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_GentCantJump( pm->gent ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
/*
|
|
if ( pm->cmd.buttons & BUTTON_FORCEJUMP )
|
|
{
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
}
|
|
*/
|
|
|
|
#if METROID_JUMP
|
|
if ( pm->waterlevel < 3 )//|| (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) )
|
|
{
|
|
if ( pm->ps->gravity > 0 )
|
|
{//can't do this in zero-G
|
|
//FIXME: still able to pogo-jump...
|
|
if ( PM_ForceJumpingUp( pm->gent ) && (pm->ps->pm_flags&PMF_JUMP_HELD) )//||pm->ps->waterHeightLevel==WHL_SHOULDERS) )
|
|
{//force jumping && holding jump
|
|
/*
|
|
if ( !pm->ps->forceJumpZStart && (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) )
|
|
{
|
|
pm->ps->forceJumpZStart = pm->ps->origin[2];
|
|
}
|
|
*/
|
|
float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart;
|
|
//check for max force jump level and cap off & cut z vel
|
|
if ( ( curHeight<=forceJumpHeight[0] ||//still below minimum jump height
|
|
(pm->ps->forcePower&&pm->cmd.upmove>=10) ) &&////still have force power available and still trying to jump up
|
|
curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] )//still below maximum jump height
|
|
{//can still go up
|
|
//FIXME: after a certain amount of time of held jump, play force jump sound and flip if a dir is being held
|
|
//FIXME: if hit a wall... should we cut velocity or allow them to slide up it?
|
|
//FIXME: constantly drain force power at a rate by which the usage for maximum height would use up the full cost of force jump
|
|
if ( curHeight > forceJumpHeight[0] )
|
|
{//passed normal jump height *2?
|
|
if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )//haven't started forcejump yet
|
|
{
|
|
//start force jump
|
|
pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
|
|
if ( pm->gent )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
}
|
|
//play flip
|
|
//FIXME: do this only when they stop the jump (below) or when they're just about to hit the peak of the jump
|
|
if ((pm->cmd.forwardmove || pm->cmd.rightmove) && //pushing in a dir
|
|
//pm->ps->legsAnim != BOTH_ARIAL_F1 &&//not already flipping
|
|
pm->ps->legsAnim != BOTH_FLIP_F &&
|
|
pm->ps->legsAnim != BOTH_FLIP_B &&
|
|
pm->ps->legsAnim != BOTH_FLIP_R &&
|
|
pm->ps->legsAnim != BOTH_FLIP_L
|
|
&& cg.renderingThirdPerson//third person only
|
|
&& !cg.zoomMode )//not zoomed in
|
|
{//FIXME: this could end up playing twice if the jump is very long...
|
|
int anim = BOTH_FORCEINAIR1;
|
|
int parts = SETANIM_BOTH;
|
|
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{
|
|
/*
|
|
if ( pm->ps->forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_2 )
|
|
{
|
|
anim = BOTH_ARIAL_F1;
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
anim = BOTH_FLIP_F;
|
|
}
|
|
}
|
|
else if ( pm->cmd.forwardmove < 0 )
|
|
{
|
|
anim = BOTH_FLIP_B;
|
|
}
|
|
else if ( pm->cmd.rightmove > 0 )
|
|
{
|
|
anim = BOTH_FLIP_R;
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 )
|
|
{
|
|
anim = BOTH_FLIP_L;
|
|
}
|
|
if ( pm->ps->weaponTime )
|
|
{//FIXME: really only care if we're in a saber attack anim...
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{//FIXME: really want to know how far off ground we are, probably...
|
|
vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
int anim = -1;
|
|
AngleVectors( facingAngles, facingFwd, facingRight, NULL );
|
|
float dotR = DotProduct( facingRight, pm->ps->velocity );
|
|
float dotF = DotProduct( facingFwd, pm->ps->velocity );
|
|
if ( fabs(dotR) > fabs(dotF) * 1.5 )
|
|
{
|
|
if ( dotR > 150 )
|
|
{
|
|
anim = BOTH_FORCEJUMPRIGHT1;
|
|
}
|
|
else if ( dotR < -150 )
|
|
{
|
|
anim = BOTH_FORCEJUMPLEFT1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( dotF > 150 )
|
|
{
|
|
anim = BOTH_FORCEJUMP1;
|
|
}
|
|
else if ( dotF < -150 )
|
|
{
|
|
anim = BOTH_FORCEJUMPBACK1;
|
|
}
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
int parts = SETANIM_BOTH;
|
|
if ( pm->ps->weaponTime )
|
|
{//FIXME: really only care if we're in a saber attack anim...
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !pm->ps->legsAnimTimer )
|
|
{//not in the middle of a legsAnim
|
|
int anim = pm->ps->legsAnim;
|
|
int newAnim = -1;
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FORCEJUMP1:
|
|
newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1;
|
|
break;
|
|
case BOTH_FORCEJUMPBACK1:
|
|
newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1;
|
|
break;
|
|
case BOTH_FORCEJUMPLEFT1:
|
|
newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1;
|
|
break;
|
|
case BOTH_FORCEJUMPRIGHT1:
|
|
newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1;
|
|
break;
|
|
}
|
|
if ( newAnim != -1 )
|
|
{
|
|
int parts = SETANIM_BOTH;
|
|
if ( pm->ps->weaponTime )
|
|
{//FIXME: really only care if we're in a saber attack anim...
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//need to scale this down, start with height velocity (based on max force jump height) and scale down to regular jump vel
|
|
pm->ps->velocity[2] = (forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]-curHeight)/forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]*forceJumpStrength[pm->ps->forcePowerLevel[FP_LEVITATION]];//JUMP_VELOCITY;
|
|
pm->ps->velocity[2] /= 10;
|
|
pm->ps->velocity[2] += JUMP_VELOCITY;
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
}
|
|
else if ( curHeight > forceJumpHeight[0] && curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] - forceJumpHeight[0] )
|
|
{//still have some headroom, don't totally stop it
|
|
if ( pm->ps->velocity[2] > JUMP_VELOCITY )
|
|
{
|
|
pm->ps->velocity[2] = JUMP_VELOCITY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->velocity[2] = 0;
|
|
}
|
|
pm->cmd.upmove = 0;
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
//Not jumping
|
|
if ( pm->cmd.upmove < 10 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// must wait for jump to be released
|
|
if ( pm->ps->pm_flags & PMF_JUMP_HELD )
|
|
{
|
|
// clear upmove so cmdscale doesn't lower running speed
|
|
pm->cmd.upmove = 0;
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->ps->gravity <= 0 )
|
|
{//in low grav, you push in the dir you're facing as long as there is something behind you to shove off of
|
|
vec3_t forward, back;
|
|
trace_t trace;
|
|
|
|
AngleVectors( pm->ps->viewangles, forward, NULL, NULL );
|
|
VectorMA( pm->ps->origin, -8, forward, back );
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, back, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
|
|
pm->cmd.upmove = 0;
|
|
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
VectorMA( pm->ps->velocity, JUMP_VELOCITY/2, forward, pm->ps->velocity );
|
|
//FIXME: kicking off wall anim? At least check what anim we're in?
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
|
|
}
|
|
else
|
|
{//else no surf close enough to push off of
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//need to set some things and return
|
|
//Jumping
|
|
pm->ps->forceJumpZStart = 0;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->pm_flags |= (PMF_JUMPING|PMF_JUMP_HELD);
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
|
|
if ( pm->gent )
|
|
{
|
|
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
|
|
return qtrue;
|
|
}//else no surf close enough to push off of
|
|
}
|
|
else if ( pm->cmd.upmove > 0 && pm->waterlevel < 2
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0
|
|
&& !(pm->ps->pm_flags&PMF_JUMP_HELD)
|
|
//&& !PM_InKnockDown( pm->ps )
|
|
&& pm->gent && WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 0 )
|
|
&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) )) )// yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
{
|
|
if ( pm->gent->NPC && pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank <= RANK_LT_JG )
|
|
{//reborn who are not acrobats can't do any of these acrobatics
|
|
}
|
|
else if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{//on the ground
|
|
//check for left-wall and right-wall special jumps
|
|
int anim = -1;
|
|
float vertPush = 0;
|
|
if ( pm->cmd.rightmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{//strafing right
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{//wall-run
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
|
|
anim = BOTH_WALL_RUN_RIGHT;
|
|
}
|
|
else if ( pm->cmd.forwardmove == 0 )
|
|
{//wall-flip
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
anim = BOTH_WALL_FLIP_RIGHT;
|
|
}
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{//strafing left
|
|
if ( pm->cmd.forwardmove > 0 )
|
|
{//wall-run
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
|
|
anim = BOTH_WALL_RUN_LEFT;
|
|
}
|
|
else if ( pm->cmd.forwardmove == 0 )
|
|
{//wall-flip
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
anim = BOTH_WALL_FLIP_LEFT;
|
|
}
|
|
}
|
|
else if ( pm->ps->clientNum && !PM_ControlledByPlayer() && pm->cmd.forwardmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
|
|
{//run up wall, flip backwards
|
|
if ( VectorLengthSquared( pm->ps->velocity ) > 40000 /*200*200*/)
|
|
{//have to be moving... FIXME: make sure it's opposite the wall... or at least forward?
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
anim = BOTH_WALL_FLIP_BACK1;
|
|
}
|
|
}
|
|
else if ( pm->cmd.forwardmove < 0 && !(pm->cmd.buttons&BUTTON_ATTACK) )//pm->ps->clientNum &&
|
|
{//double-tap back-jump does backflip
|
|
if ( pm->ps->velocity[2] >= 0 )
|
|
{//must be going up already
|
|
vertPush = JUMP_VELOCITY;
|
|
anim = PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 );
|
|
}
|
|
}
|
|
else if ( VectorLengthSquared( pm->ps->velocity ) < 256 /*16 squared*/)
|
|
{//not moving
|
|
if ( pm->ps->weapon == WP_SABER && (pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->saberAnimLevel == FORCE_LEVEL_2 )
|
|
{
|
|
/*
|
|
//Only tavion does these now
|
|
if ( pm->ps->clientNum && Q_irand( 0, 1 ) )
|
|
{//butterfly... FIXME: does direction matter?
|
|
vertPush = JUMP_VELOCITY;
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
anim = BOTH_BUTTERFLY_LEFT;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_BUTTERFLY_RIGHT;
|
|
}
|
|
}
|
|
else
|
|
*/if ( pm->ps->clientNum && !PM_ControlledByPlayer() )//NOTE: pretty much useless, so player never does these
|
|
{//jump-spin FIXME: does direction matter?
|
|
vertPush = forceJumpStrength[FORCE_LEVEL_2]/1.5f;
|
|
anim = Q_irand( BOTH_FJSS_TR_BL, BOTH_FJSS_TL_BR );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( anim != -1 && PM_HasAnimation( pm->gent, anim ) )
|
|
{
|
|
vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
qboolean doTrace = qfalse;
|
|
int contents = CONTENTS_SOLID;
|
|
|
|
AngleVectors( fwdAngles, fwd, right, NULL );
|
|
|
|
//trace-check for a wall, if necc.
|
|
switch ( anim )
|
|
{
|
|
case BOTH_WALL_FLIP_LEFT:
|
|
//contents |= CONTENTS_BODY;
|
|
//NOTE: purposely falls through to next case!
|
|
case BOTH_WALL_RUN_LEFT:
|
|
doTrace = qtrue;
|
|
VectorMA( pm->ps->origin, -16, right, traceto );
|
|
break;
|
|
|
|
case BOTH_WALL_FLIP_RIGHT:
|
|
//contents |= CONTENTS_BODY;
|
|
//NOTE: purposely falls through to next case!
|
|
case BOTH_WALL_RUN_RIGHT:
|
|
doTrace = qtrue;
|
|
VectorMA( pm->ps->origin, 16, right, traceto );
|
|
break;
|
|
|
|
case BOTH_WALL_FLIP_BACK1:
|
|
//contents |= CONTENTS_BODY;
|
|
doTrace = qtrue;
|
|
VectorMA( pm->ps->origin, 16, fwd, traceto );
|
|
break;
|
|
}
|
|
|
|
vec3_t idealNormal;
|
|
if ( doTrace )
|
|
{
|
|
//FIXME: all these jump ones should check for head clearance
|
|
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents, G2_NOCOLLIDE, 0 );
|
|
VectorSubtract( pm->ps->origin, traceto, idealNormal );
|
|
VectorNormalize( idealNormal );
|
|
if ( anim == BOTH_WALL_FLIP_LEFT )
|
|
{//sigh.. check for bottomless pit to the right
|
|
trace_t trace2;
|
|
vec3_t start;
|
|
VectorMA( pm->ps->origin, 128, right, traceto );
|
|
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents, G2_NOCOLLIDE, 0 );
|
|
if ( !trace2.allsolid && !trace2.startsolid )
|
|
{
|
|
VectorCopy( trace2.endpos, traceto );
|
|
VectorCopy( traceto, start );
|
|
traceto[2] -= 384;
|
|
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents, G2_NOCOLLIDE, 0 );
|
|
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
|
|
{//bottomless pit!
|
|
trace.fraction = 1.0f;//way to stop it from doing the side-flip
|
|
}
|
|
}
|
|
}
|
|
else if ( anim == BOTH_WALL_FLIP_RIGHT )
|
|
{//sigh.. check for bottomless pit to the left
|
|
trace_t trace2;
|
|
vec3_t start;
|
|
VectorMA( pm->ps->origin, -128, right, traceto );
|
|
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents, G2_NOCOLLIDE, 0 );
|
|
if ( !trace2.allsolid && !trace2.startsolid )
|
|
{
|
|
VectorCopy( trace2.endpos, traceto );
|
|
VectorCopy( traceto, start );
|
|
traceto[2] -= 384;
|
|
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents, G2_NOCOLLIDE, 0 );
|
|
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
|
|
{//bottomless pit!
|
|
trace.fraction = 1.0f;//way to stop it from doing the side-flip
|
|
}
|
|
}
|
|
}
|
|
else if ( anim == BOTH_WALL_FLIP_BACK1 )
|
|
{//sigh.. check for bottomless pit to the rear
|
|
trace_t trace2;
|
|
vec3_t start;
|
|
VectorMA( pm->ps->origin, -128, fwd, traceto );
|
|
pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents, G2_NOCOLLIDE, 0 );
|
|
if ( !trace2.allsolid && !trace2.startsolid )
|
|
{
|
|
VectorCopy( trace2.endpos, traceto );
|
|
VectorCopy( traceto, start );
|
|
traceto[2] -= 384;
|
|
pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents, G2_NOCOLLIDE, 0 );
|
|
if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
|
|
{//bottomless pit!
|
|
trace.fraction = 1.0f;//way to stop it from doing the side-flip
|
|
}
|
|
}
|
|
}
|
|
}
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
|
|
if ( !doTrace || (trace.fraction < 1.0f&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7)) )
|
|
{//there is a wall there
|
|
if ( (anim != BOTH_WALL_RUN_LEFT && anim != BOTH_WALL_RUN_RIGHT) || trace.plane.normal[2] == 0.0f )
|
|
{//wall-runs can only run on perfectly flat walls, sorry.
|
|
//move me to side
|
|
if ( anim == BOTH_WALL_FLIP_LEFT )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
|
|
}
|
|
else if ( anim == BOTH_WALL_FLIP_RIGHT )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
|
|
}
|
|
else if ( anim == BOTH_FLIP_BACK1
|
|
|| anim == BOTH_FLIP_BACK2
|
|
|| anim == BOTH_FLIP_BACK3
|
|
|| anim == BOTH_WALL_FLIP_BACK1 )
|
|
{
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
|
|
}
|
|
//kick if jumping off an ent
|
|
if ( doTrace && anim != BOTH_WALL_RUN_LEFT && anim != BOTH_WALL_RUN_RIGHT )
|
|
{
|
|
if ( pm->gent && trace.entityNum < ENTITYNUM_WORLD )
|
|
{
|
|
if ( traceEnt && traceEnt->client && traceEnt->health > 0 && traceEnt->takedamage )
|
|
{//push them away and do pain
|
|
vec3_t oppDir;
|
|
float strength = VectorNormalize2( pm->ps->velocity, oppDir );
|
|
VectorScale( oppDir, -1, oppDir );
|
|
//FIXME: need knockdown anim
|
|
G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
G_Throw( traceEnt, oppDir, strength );
|
|
G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
|
|
}
|
|
}
|
|
}
|
|
//up
|
|
if ( vertPush )
|
|
{
|
|
pm->ps->velocity[2] = vertPush;
|
|
}
|
|
//animate me
|
|
int parts = SETANIM_LEGS;
|
|
if ( anim == BOTH_BUTTERFLY_LEFT ||
|
|
anim == BOTH_BUTTERFLY_RIGHT ||
|
|
anim == BOTH_FJSS_TR_BL ||
|
|
anim == BOTH_FJSS_TL_BR )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
pm->cmd.buttons&=~BUTTON_ATTACK;
|
|
pm->ps->saberMove = LS_NONE;
|
|
pm->gent->client->saberTrail.inAction = qtrue;//FIXME: reset this when done!
|
|
pm->gent->client->saberTrail.duration = 300;//FIXME: reset this when done!
|
|
}
|
|
else if ( !pm->ps->weaponTime )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
if ( anim == BOTH_BUTTERFLY_LEFT
|
|
|| anim == BOTH_BUTTERFLY_RIGHT
|
|
|| anim == BOTH_FJSS_TR_BL
|
|
|| anim == BOTH_FJSS_TL_BR )
|
|
{
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else if ( anim == BOTH_WALL_FLIP_LEFT
|
|
|| anim == BOTH_WALL_FLIP_RIGHT
|
|
|| anim == BOTH_WALL_FLIP_BACK1 )
|
|
{//let us do some more moves after this
|
|
pm->ps->saberAttackChainCount = 0;
|
|
}
|
|
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
|
|
pm->ps->pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL);
|
|
pm->cmd.upmove = 0;
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//in the air
|
|
int legsAnim = pm->ps->legsAnim;
|
|
if ( legsAnim == BOTH_WALL_RUN_LEFT || legsAnim == BOTH_WALL_RUN_RIGHT )
|
|
{//running on a wall
|
|
vec3_t right, traceto, mins = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
int anim = -1;
|
|
|
|
AngleVectors( fwdAngles, NULL, right, NULL );
|
|
|
|
if ( legsAnim == BOTH_WALL_RUN_LEFT )
|
|
{
|
|
if ( pm->ps->legsAnimTimer > 400 )
|
|
{//not at the end of the anim
|
|
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_LEFT );
|
|
if ( pm->ps->legsAnimTimer < animLen - 400 )
|
|
{//not at start of anim
|
|
VectorMA( pm->ps->origin, -16, right, traceto );
|
|
anim = BOTH_WALL_RUN_LEFT_FLIP;
|
|
}
|
|
}
|
|
}
|
|
else if ( legsAnim == BOTH_WALL_RUN_RIGHT )
|
|
{
|
|
if ( pm->ps->legsAnimTimer > 400 )
|
|
{//not at the end of the anim
|
|
float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_RIGHT );
|
|
if ( pm->ps->legsAnimTimer < animLen - 400 )
|
|
{//not at start of anim
|
|
VectorMA( pm->ps->origin, 16, right, traceto );
|
|
anim = BOTH_WALL_RUN_RIGHT_FLIP;
|
|
}
|
|
}
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY, G2_NOCOLLIDE, 0 );
|
|
if ( trace.fraction < 1.0f )
|
|
{//flip off wall
|
|
if ( anim == BOTH_WALL_RUN_LEFT_FLIP )
|
|
{
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
|
|
}
|
|
else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP )
|
|
{
|
|
pm->ps->velocity[0] *= 0.5f;
|
|
pm->ps->velocity[1] *= 0.5f;
|
|
VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
|
|
}
|
|
int parts = SETANIM_LEGS;
|
|
if ( !pm->ps->weaponTime )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
//FIXME: do damage to traceEnt, like above?
|
|
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
pm->cmd.upmove = 0;
|
|
}
|
|
}
|
|
if ( pm->cmd.upmove != 0 )
|
|
{//jump failed, so don't try to do normal jump code, just return
|
|
return qfalse;
|
|
}
|
|
}
|
|
/*
|
|
else if ( pm->cmd.forwardmove < 0
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
|
|
&& !(pm->ps->pm_flags&PMF_JUMP_HELD) //not holding jump
|
|
&& (level.time - pm->ps->lastOnGround) <= 500 //just jumped
|
|
)//&& !(pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{//double-tap back-jump does backflip
|
|
vec3_t fwd, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
|
|
AngleVectors( fwdAngles, fwd, NULL, NULL );
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
|
|
//pm->ps->velocity[2] = JUMP_VELOCITY;
|
|
int parts = SETANIM_LEGS;
|
|
if ( !pm->ps->weaponTime )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
PM_SetAnim( pm, parts, PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
|
|
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
pm->cmd.upmove = 0;
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
|
|
}
|
|
*/
|
|
else if ( pm->cmd.forwardmove > 0 //pushing forward
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1
|
|
&& (level.time - pm->ps->lastOnGround) <= 500 //just jumped
|
|
&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 ) )//not in a flip or spin or anything
|
|
{//run up wall, flip backwards
|
|
//FIXME: have to be moving... make sure it's opposite the wall... or at least forward?
|
|
if ( PM_HasAnimation( pm->gent, BOTH_WALL_FLIP_BACK1 ) )
|
|
{
|
|
vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
|
|
trace_t trace;
|
|
vec3_t idealNormal;
|
|
|
|
AngleVectors( fwdAngles, fwd, NULL, NULL );
|
|
VectorMA( pm->ps->origin, 32, fwd, traceto );
|
|
|
|
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID, G2_NOCOLLIDE, 0 );//FIXME: clip brushes too?
|
|
VectorSubtract( pm->ps->origin, traceto, idealNormal );
|
|
VectorNormalize( idealNormal );
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
|
|
if ( trace.fraction < 1.0f&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
|
|
{//there is a wall there
|
|
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
|
|
VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
|
|
//pm->ps->velocity[2] = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
|
|
//animate me
|
|
int parts = SETANIM_LEGS;
|
|
if ( !pm->ps->weaponTime )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
PM_SetAnim( pm, parts, BOTH_WALL_FLIP_BACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
|
|
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
|
|
pm->cmd.upmove = 0;
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//FIXME: if in a butterfly, kick people away?
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->gent
|
|
&& pm->cmd.upmove > 0
|
|
&& pm->ps->weapon == WP_SABER
|
|
&& (pm->ps->weaponTime > 0||pm->cmd.buttons&BUTTON_ATTACK)
|
|
&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode)) )
|
|
{//okay, we just jumped and we're in an attack
|
|
if ( !PM_RollingAnim( pm->ps->legsAnim )
|
|
&& !PM_InKnockDown( pm->ps )
|
|
&& !PM_InDeathAnim()
|
|
&& !PM_PainAnim( pm->ps->torsoAnim )
|
|
&& !PM_FlippingAnim( pm->ps->legsAnim )
|
|
&& !PM_SpinningAnim( pm->ps->legsAnim )
|
|
&& !PM_SaberInSpecialAttack( pm->ps->torsoAnim )
|
|
&& ( PM_SaberInTransitionAny( pm->ps->saberMove ) || PM_SaberInAttack( pm->ps->saberMove ) )
|
|
&& PM_InAnimForSaberMove( pm->ps->torsoAnim, pm->ps->saberMove ) )
|
|
{//not in an anim we shouldn't interrupt
|
|
//see if it's not too late to start a special jump-attack
|
|
float animLength = PM_AnimLength( g_entities[pm->ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)pm->ps->torsoAnim );
|
|
if ( animLength - pm->ps->torsoAnimTimer < 500 )
|
|
{//just started the saberMove
|
|
//check for special-case jump attacks
|
|
if ( pm->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == FORCE_LEVEL_5 )//using medium attacks or Tavion)
|
|
{//using medium attacks
|
|
if ( pm->gent->enemy && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
|
|
&& !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=500) )//on ground or just jumped
|
|
{//flip over-forward down-attack
|
|
if ( ((!pm->ps->clientNum||PM_ControlledByPlayer())&&pm->cmd.forwardmove >= 0&&!pm->cmd.rightmove) ||
|
|
(pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) )
|
|
{//only player or acrobat or boss and higher can do this
|
|
vec3_t fwdAngles = {0,pm->ps->viewangles[YAW],0};
|
|
if ( pm->gent->enemy->health > 0
|
|
&& pm->gent->enemy->maxs[2] > 12
|
|
&& (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) )
|
|
&& DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 10000
|
|
&& InFront( pm->gent->enemy->currentOrigin, pm->gent->currentOrigin, fwdAngles, 0.3f ) )
|
|
{//enemy must be alive, not low to ground, close and in front
|
|
PM_SetSaberMove( PM_SaberFlipOverAttackMove() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_3 || (pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 1 )) )
|
|
{//using strong attacks
|
|
if ( pm->cmd.forwardmove > 0 //going forward
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
|
|
&& !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
&& ( pm->ps->legsAnim == BOTH_STAND2
|
|
|| pm->ps->legsAnim == BOTH_SABERFAST_STANCE
|
|
|| pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
|
|
|| level.time-pm->ps->lastStationary <= 500 )//standing or just started moving
|
|
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||(pm->ps->clientNum&&!PM_ControlledByPlayer()&&level.time-pm->ps->lastOnGround<=500)))//on ground or just jumped if non-player
|
|
{//strong attack: jump-hack
|
|
if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) ||
|
|
(pm->gent && pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) )
|
|
{//only player or acrobat or boss and higher can do this
|
|
PM_SetSaberMove( PM_SaberJumpAttackMove() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->cmd.upmove > 0 )
|
|
{//no special jumps
|
|
/*
|
|
gentity_t *groundEnt = &g_entities[pm->ps->groundEntityNum];
|
|
if ( groundEnt && groundEnt->NPC )
|
|
{//Can't jump off of someone's head
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
pm->ps->velocity[2] = JUMP_VELOCITY;
|
|
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
|
|
pm->ps->pm_flags |= PMF_JUMPING;
|
|
}
|
|
|
|
if ( d_JediAI->integer )
|
|
{
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
|
|
{
|
|
Com_Printf( "jumping\n" );
|
|
}
|
|
}
|
|
//Jumping
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->pm_flags |= PMF_JUMP_HELD;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
|
|
if ( pm->gent )
|
|
{
|
|
if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
|
|
//Set the animations
|
|
if ( pm->ps->gravity > 0 && !PM_InSpecialJump( pm->ps->legsAnim ) && !PM_InGetUp( pm->ps ) )
|
|
{
|
|
PM_JumpForDir();
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_CheckWaterJump
|
|
=============
|
|
*/
|
|
static qboolean PM_CheckWaterJump( void ) {
|
|
vec3_t spot;
|
|
int cont;
|
|
vec3_t flatforward;
|
|
|
|
if (pm->ps->pm_time) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->cmd.forwardmove <= 0 && pm->cmd.upmove <= 0 )
|
|
{//they must not want to get out?
|
|
return qfalse;
|
|
}
|
|
// check for water jump
|
|
if ( pm->waterlevel != 2 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) {
|
|
if (pm->ps->velocity[2] <= 0)
|
|
return qfalse;
|
|
}
|
|
|
|
flatforward[0] = pml.forward[0];
|
|
flatforward[1] = pml.forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize( flatforward );
|
|
|
|
VectorMA( pm->ps->origin, 30, flatforward, spot );
|
|
spot[2] += 24;
|
|
cont = pm->pointcontents (spot, pm->ps->clientNum );
|
|
if ( !(cont & CONTENTS_SOLID) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
spot[2] += 16;
|
|
cont = pm->pointcontents( spot, pm->ps->clientNum );
|
|
if ( cont&(CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_BODY) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// jump out of water
|
|
VectorScale( pml.forward, 200, pm->ps->velocity );
|
|
pm->ps->velocity[2] = 350+((pm->ps->waterheight-pm->ps->origin[2])*2);
|
|
|
|
pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
|
|
pm->ps->pm_time = 2000;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_WaterJumpMove
|
|
|
|
Flying out of the water
|
|
===================
|
|
*/
|
|
static void PM_WaterJumpMove( void )
|
|
{
|
|
// waterjump has no control, but falls
|
|
|
|
PM_StepSlideMove( 1 );
|
|
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
if (pm->ps->velocity[2] < 0)
|
|
{
|
|
// cancel as soon as we are falling down again
|
|
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
|
|
pm->ps->pm_time = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
PM_WaterMove
|
|
|
|
===================
|
|
*/
|
|
static void PM_WaterMove( void ) {
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
float scale;
|
|
float vel;
|
|
|
|
if ( PM_CheckWaterJump() ) {
|
|
PM_WaterJumpMove();
|
|
return;
|
|
}
|
|
else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && pm->waterlevel < 3 )
|
|
{
|
|
if ( PM_CheckJump () ) {
|
|
// jumped away
|
|
return;
|
|
}
|
|
}
|
|
#if 0
|
|
// jump = head for surface
|
|
if ( pm->cmd.upmove >= 10 ) {
|
|
if (pm->ps->velocity[2] > -300) {
|
|
if ( pm->watertype == CONTENTS_WATER ) {
|
|
pm->ps->velocity[2] = 100;
|
|
} else if (pm->watertype == CONTENTS_SLIME) {
|
|
pm->ps->velocity[2] = 80;
|
|
} else {
|
|
pm->ps->velocity[2] = 50;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
PM_Friction ();
|
|
|
|
scale = PM_CmdScale( &pm->cmd );
|
|
//
|
|
// user intentions
|
|
//
|
|
if ( !scale ) {
|
|
wishvel[0] = 0;
|
|
wishvel[1] = 0;
|
|
if ( pm->watertype & CONTENTS_LADDER ) {
|
|
wishvel[2] = 0;
|
|
} else {
|
|
wishvel[2] = -60; // sink towards bottom
|
|
}
|
|
} else {
|
|
for (i=0 ; i<3 ; i++) {
|
|
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
|
|
}
|
|
wishvel[2] += scale * pm->cmd.upmove;
|
|
if ( !(pm->watertype&CONTENTS_LADDER) ) //ladder
|
|
{
|
|
float depth = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;
|
|
if ( depth >= 12 )
|
|
{//too high!
|
|
wishvel[2] -= 120; // sink towards bottom
|
|
if ( wishvel[2] > 0 )
|
|
{
|
|
wishvel[2] = 0;
|
|
}
|
|
}
|
|
else if ( pm->ps->waterHeightLevel >= WHL_UNDER )//!depth && pm->waterlevel == 3 )
|
|
{
|
|
}
|
|
else if ( depth < 12 )
|
|
{//still deep
|
|
wishvel[2] -= 60; // sink towards bottom
|
|
if ( wishvel[2] > 30 )
|
|
{
|
|
wishvel[2] = 30;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) //ladder
|
|
{
|
|
if ( wishspeed > pm->ps->speed * pm_ladderScale ) {
|
|
wishspeed = pm->ps->speed * pm_ladderScale;
|
|
}
|
|
PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate );
|
|
} else {
|
|
if ( pm->ps->gravity < 0 )
|
|
{//float up
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
}
|
|
if ( wishspeed > pm->ps->speed * pm_swimScale ) {
|
|
wishspeed = pm->ps->speed * pm_swimScale;
|
|
}
|
|
PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate );
|
|
}
|
|
|
|
// make sure we can go up slopes easily under water
|
|
if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
|
|
vel = VectorLength(pm->ps->velocity);
|
|
// slide along the ground plane
|
|
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
|
|
pm->ps->velocity, OVERCLIP );
|
|
|
|
VectorNormalize(pm->ps->velocity);
|
|
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
|
|
}
|
|
|
|
PM_SlideMove( qfalse );
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_FlyVehicleMove
|
|
|
|
===================
|
|
*/
|
|
static void PM_FlyVehicleMove( void )
|
|
{
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
float scale;
|
|
float zVel;
|
|
|
|
// normal slowdown
|
|
if ( pm->ps->gravity && pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//falling
|
|
zVel = pm->ps->velocity[2];
|
|
PM_Friction ();
|
|
pm->ps->velocity[2] = zVel;
|
|
}
|
|
else
|
|
{
|
|
PM_Friction ();
|
|
if ( pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
pm->ps->velocity[2] = 0; // ignore slope movement
|
|
}
|
|
}
|
|
|
|
scale = PM_CmdScale( &pm->cmd );
|
|
//
|
|
// user intentions
|
|
//
|
|
if ( !scale )
|
|
{
|
|
wishvel[0] = 0;
|
|
wishvel[1] = 0;
|
|
wishvel[2] = 0;
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
|
|
}
|
|
|
|
wishvel[2] += scale * pm->cmd.upmove;
|
|
}
|
|
|
|
VectorCopy( wishvel, wishdir );
|
|
wishspeed = VectorNormalize( wishdir );
|
|
|
|
PM_Accelerate( wishdir, wishspeed, 100 );
|
|
|
|
PM_StepSlideMove( 1 );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
PM_FlyMove
|
|
|
|
Only with the flight powerup
|
|
===================
|
|
*/
|
|
static void PM_FlyMove( void )
|
|
{
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
float scale;
|
|
float accel;
|
|
qboolean lowGravMove = qfalse;
|
|
|
|
// normal slowdown
|
|
PM_Friction ();
|
|
|
|
if ( pm->ps->gravity <= 0 && (!pm->ps->clientNum || (pm->gent&&pm->gent->NPC&&pm->gent->NPC->stats.moveType == MT_RUNJUMP)) )
|
|
{
|
|
PM_CheckJump();
|
|
accel = 1.0f;
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
pm->ps->jumpZStart = pm->ps->origin[2];//so we don't take a lot of damage when the gravity comes back on
|
|
lowGravMove = qtrue;
|
|
}
|
|
else
|
|
{
|
|
accel = pm_flyaccelerate;
|
|
}
|
|
|
|
scale = PM_CmdScale( &pm->cmd );
|
|
//
|
|
// user intentions
|
|
//
|
|
if ( !scale )
|
|
{
|
|
wishvel[0] = 0;
|
|
wishvel[1] = 0;
|
|
wishvel[2] = 0;
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
|
|
}
|
|
if ( lowGravMove )
|
|
{
|
|
wishvel[2] += scale * pm->cmd.upmove;
|
|
VectorScale( wishvel, 0.5f, wishvel );
|
|
}
|
|
}
|
|
|
|
VectorCopy( wishvel, wishdir );
|
|
wishspeed = VectorNormalize( wishdir );
|
|
|
|
PM_Accelerate( wishdir, wishspeed, accel );
|
|
|
|
PM_StepSlideMove( 1 );
|
|
}
|
|
|
|
qboolean PM_GroundSlideOkay( float zNormal )
|
|
{
|
|
if ( zNormal > 0 )
|
|
{
|
|
if ( pm->ps->velocity[2] > 0 )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
/*
|
|
===================
|
|
PM_AirMove
|
|
|
|
===================
|
|
*/
|
|
static void PM_AirMove( void ) {
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
float wishspeed;
|
|
//float scale;
|
|
usercmd_t cmd;
|
|
float gravMod = 1.0f;
|
|
|
|
#if METROID_JUMP
|
|
PM_CheckJump();
|
|
#endif
|
|
|
|
PM_Friction();
|
|
|
|
fmove = pm->cmd.forwardmove;
|
|
smove = pm->cmd.rightmove;
|
|
|
|
cmd = pm->cmd;
|
|
PM_CmdScale( &cmd );
|
|
|
|
// set the movementDir so clients can rotate the legs for strafing
|
|
PM_SetMovementDir();
|
|
|
|
// project moves down to flat plane
|
|
pml.forward[2] = 0;
|
|
pml.right[2] = 0;
|
|
VectorNormalize (pml.forward);
|
|
VectorNormalize (pml.right);
|
|
|
|
if ( (pm->ps->pm_flags&PMF_SLOW_MO_FALL) )
|
|
{//no air-control
|
|
VectorClear( wishvel );
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0 ; i < 2 ; i++ ) {
|
|
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
|
|
}
|
|
wishvel[2] = 0;
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
/*
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_STASIS )
|
|
{//FIXME: do a check for movetype_float
|
|
//Can move fairly well in air while falling
|
|
PM_Accelerate (wishdir, wishspeed, pm_accelerate/2.0f);
|
|
}
|
|
else
|
|
{
|
|
*/
|
|
if ( ( DotProduct (pm->ps->velocity, wishdir) ) < 0.0f )
|
|
{//Encourage deceleration away from the current velocity
|
|
wishspeed *= pm_airDecelRate;
|
|
}
|
|
|
|
// not on ground, so little effect on velocity
|
|
PM_Accelerate( wishdir, wishspeed, pm_airaccelerate );
|
|
//}
|
|
|
|
// we may have a ground plane that is very steep, even
|
|
// though we don't have a groundentity
|
|
// slide along the steep plane
|
|
if ( pml.groundPlane )
|
|
{
|
|
if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
|
|
{
|
|
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
|
|
pm->ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
|
|
if ( !pm->ps->clientNum
|
|
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0
|
|
&& pm->ps->forceJumpZStart
|
|
&& pm->ps->velocity[2] > 0 )
|
|
{//I am force jumping and I'm not holding the button anymore
|
|
float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart + (pm->ps->velocity[2]*pml.frametime);
|
|
float maxJumpHeight = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
|
|
if ( curHeight >= maxJumpHeight )
|
|
{//reached top, cut velocity
|
|
pm->ps->velocity[2] = 0;
|
|
/*
|
|
//put on a cvar?
|
|
float stepCrouchAdd = STEPSIZE+(DEFAULT_MAXS_2-CROUCH_MAXS_2);
|
|
Com_Printf( S_COLOR_RED"capping force jump height %4.2f > %4.2f (%4.2f/%4.2f)\n",
|
|
curHeight, maxJumpHeight,
|
|
forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]],
|
|
forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]+stepCrouchAdd );
|
|
*/
|
|
}
|
|
}
|
|
/*
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( pm->ps->clientNum == 0 )
|
|
{
|
|
gravMod *= (1.0f/g_timescale->value);
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
PM_StepSlideMove( gravMod );
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_WalkMove
|
|
|
|
===================
|
|
*/
|
|
static void PM_WalkMove( void ) {
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
float wishspeed;
|
|
float scale;
|
|
usercmd_t cmd;
|
|
float accelerate;
|
|
float vel;
|
|
|
|
if ( pm->ps->gravity < 0 )
|
|
{//float away
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
if ( pm->waterlevel > 1 ) {
|
|
PM_WaterMove();
|
|
} else {
|
|
PM_AirMove();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
|
|
// begin swimming
|
|
PM_WaterMove();
|
|
return;
|
|
}
|
|
|
|
|
|
if ( PM_CheckJump () ) {
|
|
// jumped away
|
|
if ( pm->waterlevel > 1 ) {
|
|
PM_WaterMove();
|
|
} else {
|
|
PM_AirMove();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE &&//on ground
|
|
pm->ps->velocity[2] <= 0 &&//not going up
|
|
pm->ps->pm_flags&PMF_TIME_KNOCKBACK )//knockback fimter on (stops friction)
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_TIME_KNOCKBACK;
|
|
}
|
|
|
|
qboolean slide = qfalse;
|
|
if ( pm->ps->pm_type == PM_DEAD )
|
|
{//corpse
|
|
if ( g_entities[pm->ps->groundEntityNum].client )
|
|
{//on a client
|
|
if ( g_entities[pm->ps->groundEntityNum].health > 0 )
|
|
{//a living client
|
|
//no friction
|
|
slide = qtrue;
|
|
}
|
|
}
|
|
}
|
|
if ( !slide )
|
|
{
|
|
PM_Friction ();
|
|
}
|
|
|
|
fmove = pm->cmd.forwardmove;
|
|
smove = pm->cmd.rightmove;
|
|
|
|
cmd = pm->cmd;
|
|
scale = PM_CmdScale( &cmd );
|
|
|
|
// set the movementDir so clients can rotate the legs for strafing
|
|
PM_SetMovementDir();
|
|
|
|
// project moves down to flat plane
|
|
pml.forward[2] = 0;
|
|
pml.right[2] = 0;
|
|
|
|
// project the forward and right directions onto the ground plane
|
|
PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
|
|
PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
|
|
//
|
|
VectorNormalize (pml.forward);
|
|
VectorNormalize (pml.right);
|
|
|
|
if ( pm->ps->clientNum && !VectorCompare( pm->ps->moveDir, vec3_origin ) )
|
|
{//NPC
|
|
//FIXME: what if the ucmd was set directly.... sigh.... check movedir timestamp?
|
|
VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
|
|
VectorCopy( pm->ps->moveDir, wishdir );
|
|
wishspeed = pm->ps->speed;
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
|
|
}
|
|
// when going up or down slopes the wish velocity should Not be zero
|
|
// wishvel[2] = 0;
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
wishspeed *= scale;
|
|
}
|
|
|
|
// clamp the speed lower if ducking
|
|
if ( pm->ps->pm_flags & PMF_DUCKED && !PM_InKnockDown( pm->ps ) )
|
|
{
|
|
if ( wishspeed > pm->ps->speed * pm_duckScale )
|
|
{
|
|
wishspeed = pm->ps->speed * pm_duckScale;
|
|
}
|
|
}
|
|
|
|
// clamp the speed lower if wading or walking on the bottom
|
|
if ( pm->waterlevel ) {
|
|
float waterScale;
|
|
|
|
waterScale = pm->waterlevel / 3.0;
|
|
waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
|
|
if ( wishspeed > pm->ps->speed * waterScale ) {
|
|
wishspeed = pm->ps->speed * waterScale;
|
|
}
|
|
}
|
|
|
|
// when a player gets hit, they temporarily lose
|
|
// full control, which allows them to be moved a bit
|
|
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) ) {
|
|
accelerate = pm_airaccelerate;
|
|
} else {
|
|
accelerate = pm_accelerate;
|
|
}
|
|
|
|
PM_Accelerate (wishdir, wishspeed, accelerate);
|
|
|
|
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
|
|
//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
|
|
|
|
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) ) {
|
|
if ( pm->ps->gravity >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE && !VectorLengthSquared( pm->ps->velocity ) && pml.groundTrace.plane.normal[2] == 1.0 )
|
|
{//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!
|
|
}
|
|
else
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) )
|
|
{
|
|
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
|
|
}
|
|
}
|
|
} else {
|
|
// don't reset the z velocity for slopes
|
|
// pm->ps->velocity[2] = 0;
|
|
}
|
|
|
|
vel = VectorLength(pm->ps->velocity);
|
|
|
|
// slide along the ground plane
|
|
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
|
|
pm->ps->velocity, OVERCLIP );
|
|
|
|
// don't decrease velocity when going up or down a slope
|
|
VectorNormalize(pm->ps->velocity);
|
|
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
|
|
|
|
// don't do anything if standing still
|
|
if ( !pm->ps->velocity[0] && !pm->ps->velocity[1] ) {
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->gravity <= 0 )
|
|
{//need to apply gravity since we're going to float up from ground
|
|
PM_StepSlideMove( 1 );
|
|
}
|
|
else
|
|
{
|
|
PM_StepSlideMove( 0 );
|
|
}
|
|
|
|
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_DeadMove
|
|
==============
|
|
*/
|
|
static void PM_DeadMove( void ) {
|
|
float forward;
|
|
|
|
if ( !pml.walking ) {
|
|
return;
|
|
}
|
|
|
|
// extra friction
|
|
|
|
forward = VectorLength (pm->ps->velocity);
|
|
forward -= 20;
|
|
if ( forward <= 0 ) {
|
|
VectorClear (pm->ps->velocity);
|
|
} else {
|
|
VectorNormalize (pm->ps->velocity);
|
|
VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_NoclipMove
|
|
===============
|
|
*/
|
|
static void PM_NoclipMove( void ) {
|
|
float speed, drop, friction, control, newspeed;
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
float wishspeed;
|
|
float scale;
|
|
|
|
if(pm->gent && pm->gent->client)
|
|
{
|
|
pm->ps->viewheight = pm->gent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
// if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
|
|
// {
|
|
// assert(0);
|
|
// }
|
|
|
|
VectorCopy( pm->gent->mins, pm->mins );
|
|
VectorCopy( pm->gent->maxs, pm->maxs );
|
|
}
|
|
else
|
|
{
|
|
pm->ps->viewheight = DEFAULT_MAXS_2 + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
|
|
|
|
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
pm->mins[0] = DEFAULT_MINS_0;
|
|
pm->mins[1] = DEFAULT_MINS_1;
|
|
pm->mins[2] = DEFAULT_MINS_2;
|
|
|
|
pm->maxs[0] = DEFAULT_MAXS_0;
|
|
pm->maxs[1] = DEFAULT_MAXS_1;
|
|
pm->maxs[2] = DEFAULT_MAXS_2;
|
|
}
|
|
|
|
// friction
|
|
|
|
speed = VectorLength (pm->ps->velocity);
|
|
if (speed < 1)
|
|
{
|
|
VectorCopy (vec3_origin, pm->ps->velocity);
|
|
}
|
|
else
|
|
{
|
|
drop = 0;
|
|
|
|
friction = pm_friction*1.5; // extra friction
|
|
control = speed < pm_stopspeed ? pm_stopspeed : speed;
|
|
drop += control*friction*pml.frametime;
|
|
|
|
// scale the velocity
|
|
newspeed = speed - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
newspeed /= speed;
|
|
|
|
VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
|
|
}
|
|
|
|
// accelerate
|
|
scale = PM_CmdScale( &pm->cmd );
|
|
if (pm->cmd.buttons & BUTTON_ATTACK) { //turbo boost
|
|
scale *= 10;
|
|
}
|
|
if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost
|
|
scale *= 10;
|
|
}
|
|
|
|
fmove = pm->cmd.forwardmove;
|
|
smove = pm->cmd.rightmove;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
|
|
wishvel[2] += pm->cmd.upmove;
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
wishspeed *= scale;
|
|
|
|
PM_Accelerate( wishdir, wishspeed, pm_accelerate );
|
|
|
|
// move
|
|
VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
================
|
|
PM_FootstepForSurface
|
|
|
|
Returns an event number apropriate for the groundsurface
|
|
================
|
|
*/
|
|
static int PM_FootstepForSurface( void ) {
|
|
if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) {
|
|
return 0;
|
|
}
|
|
if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) {
|
|
return EV_FOOTSTEP_METAL;
|
|
}
|
|
return EV_FOOTSTEP;
|
|
}
|
|
|
|
static float PM_DamageForDelta( int delta )
|
|
{
|
|
float damage = delta;
|
|
if ( pm->gent->NPC )
|
|
{
|
|
if ( pm->ps->weapon == WP_SABER )
|
|
{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
|
|
damage = 0;
|
|
}
|
|
}
|
|
else if ( !pm->ps->clientNum )
|
|
{
|
|
if ( damage < 50 )
|
|
{
|
|
if ( damage > 24 )
|
|
{
|
|
damage = damage - 25;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
damage /= 2;
|
|
}
|
|
}
|
|
return damage/2;
|
|
}
|
|
|
|
static void PM_CrashLandDamage( int damage )
|
|
{
|
|
if ( pm->gent )
|
|
{
|
|
if ( pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT )
|
|
{
|
|
damage = 1000;
|
|
}
|
|
else
|
|
{
|
|
damage = PM_DamageForDelta( damage );
|
|
}
|
|
|
|
if ( damage && !(pm->gent->flags&FL_NO_IMPACT_DMG) )
|
|
{
|
|
pm->gent->painDebounceTime = level.time + 200; // no normal pain sound
|
|
G_Damage( pm->gent, NULL, NULL, NULL, NULL, damage, DAMAGE_NO_ARMOR, MOD_FALLING );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
static float PM_CrashLandDelta( vec3_t org, vec3_t prevOrg, vec3_t prev_vel, float grav, int waterlevel )
|
|
{
|
|
float delta;
|
|
float dist;
|
|
float vel, acc;
|
|
float t;
|
|
float a, b, c, den;
|
|
|
|
// calculate the exact velocity on landing
|
|
dist = org[2] - prevOrg[2];
|
|
vel = prev_vel[2];
|
|
acc = -grav;
|
|
|
|
a = acc / 2;
|
|
b = vel;
|
|
c = -dist;
|
|
|
|
den = b * b - 4 * a * c;
|
|
if ( den < 0 )
|
|
{
|
|
return 0;
|
|
}
|
|
t = (-b - sqrt( den ) ) / ( 2 * a );
|
|
|
|
delta = vel + t * acc;
|
|
delta = delta*delta * 0.0001;
|
|
|
|
// never take falling damage if completely underwater
|
|
if ( waterlevel == 3 )
|
|
{
|
|
return 0;
|
|
}
|
|
// reduce falling damage if there is standing water
|
|
if ( waterlevel == 2 )
|
|
{
|
|
delta *= 0.25;
|
|
}
|
|
if ( waterlevel == 1 )
|
|
{
|
|
delta *= 0.5;
|
|
}
|
|
|
|
return delta;
|
|
}
|
|
*/
|
|
|
|
static float PM_CrashLandDelta( vec3_t prev_vel, int waterlevel )
|
|
{
|
|
float delta;
|
|
|
|
if ( pm->waterlevel == 3 )
|
|
{
|
|
return 0;
|
|
}
|
|
delta = fabs(prev_vel[2])/10;//VectorLength( prev_vel )
|
|
|
|
// reduce falling damage if there is standing water
|
|
if ( pm->waterlevel == 2 )
|
|
{
|
|
delta *= 0.25;
|
|
}
|
|
if ( pm->waterlevel == 1 )
|
|
{
|
|
delta *= 0.5;
|
|
}
|
|
|
|
return delta;
|
|
}
|
|
|
|
int PM_GetLandingAnim( void )
|
|
{
|
|
int anim = pm->ps->legsAnim;
|
|
if ( PM_SpinningAnim( anim ) || PM_SaberInSpecialAttack( anim ) )
|
|
{
|
|
return -1;
|
|
}
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FORCEJUMPLEFT1:
|
|
case BOTH_FORCEINAIRLEFT1:
|
|
anim = BOTH_FORCELANDLEFT1;
|
|
break;
|
|
case BOTH_FORCEJUMPRIGHT1:
|
|
case BOTH_FORCEINAIRRIGHT1:
|
|
anim = BOTH_FORCELANDRIGHT1;
|
|
break;
|
|
case BOTH_FORCEJUMP1:
|
|
case BOTH_FORCEINAIR1:
|
|
anim = BOTH_FORCELAND1;
|
|
break;
|
|
case BOTH_FORCEJUMPBACK1:
|
|
case BOTH_FORCEINAIRBACK1:
|
|
anim = BOTH_FORCELANDBACK1;
|
|
break;
|
|
case BOTH_JUMPLEFT1:
|
|
case BOTH_INAIRLEFT1:
|
|
anim = BOTH_LANDLEFT1;
|
|
break;
|
|
case BOTH_JUMPRIGHT1:
|
|
case BOTH_INAIRRIGHT1:
|
|
anim = BOTH_LANDRIGHT1;
|
|
break;
|
|
case BOTH_JUMP1:
|
|
case BOTH_INAIR1:
|
|
anim = BOTH_LAND1;
|
|
break;
|
|
case BOTH_JUMPBACK1:
|
|
case BOTH_INAIRBACK1:
|
|
anim = BOTH_LANDBACK1;
|
|
break;
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
case BOTH_FJSS_TR_BL:
|
|
case BOTH_FJSS_TL_BR:
|
|
case BOTH_LUNGE2_B__T_:
|
|
case BOTH_FORCELEAP2_T__B_:
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_ARIAL_RIGHT:
|
|
case BOTH_ARIAL_F1:
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
case BOTH_JUMPFLIPSLASHDOWN1://#
|
|
case BOTH_JUMPFLIPSTABDOWN://#
|
|
anim = -1;
|
|
break;
|
|
case BOTH_WALL_RUN_LEFT://#
|
|
case BOTH_WALL_RUN_RIGHT://#
|
|
if ( pm->ps->legsAnimTimer > 500 )
|
|
{//only land at end of anim
|
|
return -1;
|
|
}
|
|
//NOTE: falls through on purpose!
|
|
default:
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP )
|
|
{
|
|
anim = BOTH_LANDBACK1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_LAND1;
|
|
}
|
|
break;
|
|
}
|
|
return anim;
|
|
}
|
|
|
|
static qboolean PM_TryRoll( void )
|
|
{
|
|
float rollDist = 192;//was 64;
|
|
if ( PM_SaberInAttack( pm->ps->saberMove ) || PM_SaberInSpecialAttack( pm->ps->torsoAnim )
|
|
|| PM_SpinningSaberAnim( pm->ps->legsAnim )
|
|
|| (!pm->ps->clientNum&&PM_SaberInStart( pm->ps->saberMove )) )
|
|
{//attacking or spinning (or, if player, starting an attack)
|
|
return qfalse;
|
|
}
|
|
if ( !pm->ps->clientNum && (!cg.renderingThirdPerson || cg.zoomMode) )
|
|
{//player can't do this in 1st person
|
|
return qfalse;
|
|
}
|
|
if ( !pm->gent )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->ps->clientNum && pm->ps->weapon != WP_SABER && pm->ps->weapon != WP_NONE )
|
|
{//only jedi
|
|
return qfalse;
|
|
}
|
|
if ( pm->gent && pm->gent->NPC )
|
|
{
|
|
if ( pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank < RANK_LT_JG )
|
|
{//reborn who are not acrobats or fencers can't do any of these acrobatics
|
|
return qfalse;
|
|
}
|
|
if ( pm->gent->NPC->scriptFlags&SCF_NO_ACROBATICS )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
vec3_t fwd, right, traceto,
|
|
mins = { pm->mins[0], pm->mins[1], pm->mins[2] + STEPSIZE },
|
|
maxs = { pm->maxs[0], pm->maxs[1], (float)pm->gent->client->crouchheight },
|
|
fwdAngles = { 0, pm->ps->viewangles[YAW], 0 };
|
|
trace_t trace;
|
|
int anim = -1;
|
|
AngleVectors( fwdAngles, fwd, right, NULL );
|
|
//FIXME: trace ahead for clearance to roll
|
|
if ( pm->cmd.forwardmove )
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{
|
|
anim = BOTH_ROLL_B;
|
|
VectorMA( pm->ps->origin, -rollDist, fwd, traceto );
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_ROLL_F;
|
|
VectorMA( pm->ps->origin, rollDist, fwd, traceto );
|
|
}
|
|
}
|
|
else if ( pm->cmd.rightmove > 0 )
|
|
{
|
|
anim = BOTH_ROLL_R;
|
|
VectorMA( pm->ps->origin, rollDist, right, traceto );
|
|
}
|
|
else if ( pm->cmd.rightmove < 0 )
|
|
{
|
|
anim = BOTH_ROLL_L;
|
|
VectorMA( pm->ps->origin, -rollDist, right, traceto );
|
|
}
|
|
else
|
|
{//???
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
qboolean roll = qfalse;
|
|
int clipmask = CONTENTS_SOLID;
|
|
if ( pm->ps->clientNum )
|
|
{
|
|
clipmask |= (CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP);
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->enemy && pm->gent->enemy->health > 0 )
|
|
{//player can always roll in combat
|
|
roll = qtrue;
|
|
}
|
|
else
|
|
{
|
|
clipmask |= CONTENTS_PLAYERCLIP;
|
|
}
|
|
}
|
|
if ( !roll )
|
|
{
|
|
pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, clipmask, G2_NOCOLLIDE, 0 );
|
|
if ( trace.fraction >= 1.0f )
|
|
{//okay, clear, check for a bottomless drop
|
|
vec3_t top;
|
|
VectorCopy( traceto, top );
|
|
traceto[2] -= 256;
|
|
pm->trace( &trace, top, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID, G2_NOCOLLIDE, 0 );
|
|
if ( trace.fraction < 1.0f )
|
|
{//not a bottomless drop
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{//hit an architectural obstruction
|
|
if ( pm->ps->clientNum )
|
|
{//NPCs don't care about rolling into walls, just off ledges
|
|
if ( !(trace.contents&CONTENTS_BOTCLIP) )
|
|
{
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
else if ( G_EntIsDoor( trace.entityNum ) )
|
|
{//okay to roll into a door
|
|
if ( G_EntIsUnlockedDoor( trace.entityNum ) )
|
|
{//if it's an auto-door
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{//check other conditions
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( traceEnt && (traceEnt->svFlags&SVF_GLASS_BRUSH) )
|
|
{//okay to roll through glass
|
|
roll = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( roll )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer - 200;//just to make sure it's cleared when roll is done
|
|
PM_AddEvent( EV_ROLL );
|
|
pm->ps->saberMove = LS_NONE;
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PM_CrashLand
|
|
|
|
Check for hard landings that generate sound events
|
|
=================
|
|
*/
|
|
static void PM_CrashLand( void )
|
|
{
|
|
float delta = 0;
|
|
qboolean forceLanding = qfalse;
|
|
|
|
if ( pm->ps->pm_flags&PMF_TRIGGER_PUSHED )
|
|
{
|
|
delta = 21;//?
|
|
forceLanding = qtrue;
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT )
|
|
{//have to do death on impact if we are falling to our death, FIXME: should we avoid any additional damage this func?
|
|
PM_CrashLandDamage( 1000 );
|
|
}
|
|
|
|
if ( pm->ps->jumpZStart && (pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_1||!pm->ps->clientNum) )
|
|
{//we were force-jumping
|
|
if ( pm->ps->origin[2] >= pm->ps->jumpZStart )
|
|
{//we landed at same height or higher than we landed
|
|
if ( pm->ps->forceJumpZStart )
|
|
{//we were force-jumping
|
|
forceLanding = qtrue;
|
|
}
|
|
delta = 0;
|
|
}
|
|
else
|
|
{//take off some of it, at least
|
|
delta = (pm->ps->jumpZStart-pm->ps->origin[2]);
|
|
float dropAllow = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
|
|
if ( dropAllow < 128 )
|
|
{//always allow a drop from 128, at least
|
|
dropAllow = 128;
|
|
}
|
|
if ( delta > forceJumpHeight[FORCE_LEVEL_1] )
|
|
{//will have to use force jump ability to absorb some of it
|
|
forceLanding = qtrue;//absorbed some - just to force the correct animation to play below
|
|
}
|
|
delta = (delta - dropAllow)/2;
|
|
}
|
|
if ( delta < 1 )
|
|
{
|
|
delta = 1;
|
|
}
|
|
}
|
|
|
|
if ( !delta )
|
|
{
|
|
delta = PM_CrashLandDelta( pml.previous_velocity, pm->waterlevel );
|
|
}
|
|
}
|
|
|
|
// FIXME: if duck just as you land, roll and take half damage
|
|
|
|
if ( (pm->ps->pm_flags&PMF_DUCKED) && (level.time-pm->ps->lastOnGround)>500 )
|
|
{//must be crouched and have been inthe air for half a second minimum
|
|
if( !PM_InOnGroundAnim( pm->ps ) && !PM_InKnockDown( pm->ps ) )
|
|
{//roll!
|
|
if ( PM_TryRoll() )
|
|
{//absorb some impact
|
|
delta /= 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if ( delta < 1 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
qboolean deadFallSound = qfalse;
|
|
if( !PM_InDeathAnim() )
|
|
{
|
|
if ( pm->cmd.upmove >= 0 && !PM_InKnockDown( pm->ps ) && !PM_InRoll( pm->ps ))
|
|
{//not crouching
|
|
if ( delta > 10
|
|
|| pm->ps->pm_flags & PMF_BACKWARDS_JUMP
|
|
|| (pm->ps->forcePowersActive&(1<<FP_LEVITATION))
|
|
|| forceLanding ) //EV_FALL_SHORT or jumping back or force-land
|
|
{// decide which landing animation to use
|
|
int anim = PM_GetLandingAnim();
|
|
if ( anim != -1 )
|
|
{
|
|
if ( PM_FlippingAnim( pm->ps->torsoAnim ) ||
|
|
PM_SpinningAnim( pm->ps->torsoAnim ) )
|
|
{//interrupt these if we're going to play a land
|
|
pm->ps->torsoAnimTimer = 0;
|
|
}
|
|
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 ); // Only blend over 100ms
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->gravity = 1.0;
|
|
//PM_CrashLandDamage( delta );
|
|
if ( pm->gent )
|
|
{
|
|
if ((!(pml.groundTrace.surfaceFlags & SURF_NODAMAGE)) &&
|
|
// (!(pml.groundTrace.contents & CONTENTS_NODROP)) &&
|
|
(!(pm->pointcontents(pm->ps->origin,pm->ps->clientNum) & CONTENTS_NODROP)))
|
|
{
|
|
if ( pm->waterlevel < 2 )
|
|
{//don't play fallsplat when impact in the water
|
|
deadFallSound = qtrue;
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/player/fallsplat.wav" );
|
|
}
|
|
if ( gi.VoiceVolume[pm->ps->clientNum]
|
|
&& pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{//I was talking, so cut it off... with a jump sound?
|
|
G_SoundOnEnt( pm->gent, CHAN_VOICE_ATTEN, "*pain100.wav" );
|
|
}
|
|
}
|
|
}
|
|
if( pm->ps->legsAnim == BOTH_FALLDEATH1 || pm->ps->legsAnim == BOTH_FALLDEATH1INAIR)
|
|
{//FIXME: add a little bounce?
|
|
//FIXME: cut voice channel?
|
|
int old_pm_type = pm->ps->pm_type;
|
|
pm->ps->pm_type = PM_NORMAL;
|
|
//Hack because for some reason PM_SetAnim just returns if you're dead...???
|
|
PM_SetAnim(pm, SETANIM_BOTH, BOTH_FALLDEATH1LAND, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
pm->ps->pm_type = old_pm_type;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// create a local entity event to play the sound
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->respawnTime >= level.time - 500 )
|
|
{//just spawned in, don't make a noise
|
|
return;
|
|
}
|
|
|
|
if ( delta >= 75 )
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
PM_AddEvent( EV_FALL_FAR );
|
|
}
|
|
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
|
|
{
|
|
PM_CrashLandDamage( delta );
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
if ( pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 256, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
else if ( pm->ps->stats[STAT_HEALTH] <= 0 && pm->gent && pm->gent->enemy )
|
|
{
|
|
AddSoundEvent( pm->gent->enemy, pm->ps->origin, 256, AEL_DISCOVERED );
|
|
}
|
|
}
|
|
}
|
|
else if ( delta >= 50 )
|
|
{
|
|
// this is a pain grunt, so don't play it if dead
|
|
if ( pm->ps->stats[STAT_HEALTH] > 0 )
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
PM_AddEvent( EV_FALL_MEDIUM );//damage is dealt in g_active, ClientEvents
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
|
|
{
|
|
PM_CrashLandDamage( delta );
|
|
}
|
|
if ( pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( delta >= 30 )
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
PM_AddEvent( EV_FALL_SHORT );
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
if ( pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 128, AEL_MINOR );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )
|
|
{
|
|
PM_CrashLandDamage( delta );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !deadFallSound )
|
|
{
|
|
if ( forceLanding )
|
|
{//we were force-jumping
|
|
PM_AddEvent( EV_FALL_SHORT );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( PM_FootstepForSurface() );
|
|
}
|
|
}
|
|
}
|
|
|
|
// start footstep cycle over
|
|
pm->ps->bobCycle = 0;
|
|
if ( pm->gent && pm->gent->client )
|
|
{//stop the force push effect when you land
|
|
pm->gent->forcePushTime = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_CorrectAllSolid
|
|
=============
|
|
*/
|
|
static void PM_CorrectAllSolid( void ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:allsolid\n", c_pmove); //NOTENOTE: If this ever happens, I'd really like to see this print!
|
|
}
|
|
|
|
// FIXME: jitter around
|
|
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
}
|
|
|
|
qboolean FlyingCreature( gentity_t *ent )
|
|
{
|
|
if ( ent->client->ps.gravity <= 0 && (ent->svFlags&SVF_CUSTOM_GRAVITY) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
static void PM_FallToDeath( void )
|
|
{
|
|
if ( !pm->gent )
|
|
{
|
|
return;
|
|
}
|
|
if ( PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 ) )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_FALLDEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_DEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
G_SoundOnEnt( pm->gent, CHAN_VOICE, "*falling1.wav" );//CHAN_VOICE_ATTEN
|
|
if ( pm->gent->NPC )
|
|
{
|
|
pm->gent->NPC->aiFlags |= NPCAI_DIE_ON_IMPACT;
|
|
pm->gent->NPC->nextBStateThink = Q3_INFINITE;
|
|
}
|
|
pm->ps->friction = 1;
|
|
}
|
|
|
|
int PM_ForceJumpAnimForJumpAnim( int anim )
|
|
{
|
|
switch( anim )
|
|
{
|
|
case BOTH_JUMP1: //# Jump - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMP1; //# Jump - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIR1: //# In air loop (from jump)
|
|
anim = BOTH_FORCEINAIR1; //# In air loop (from jump)
|
|
break;
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
anim = BOTH_FORCELAND1; //# Landing (from in air loop)
|
|
break;
|
|
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMPBACK1; //# Jump backwards - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIRBACK1: //# In air loop (from jump back)
|
|
anim = BOTH_FORCEINAIRBACK1; //# In air loop (from jump back)
|
|
break;
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
anim = BOTH_FORCELANDBACK1; //# Landing backwards(from in air loop)
|
|
break;
|
|
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMPLEFT1; //# Jump left - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
|
|
anim = BOTH_FORCEINAIRLEFT1; //# In air loop (from jump left)
|
|
break;
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
anim = BOTH_FORCELANDLEFT1; //# Landing left(from in air loop)
|
|
break;
|
|
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
anim = BOTH_FORCEJUMPRIGHT1; //# Jump right - wind-up and leave ground
|
|
break;
|
|
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
|
|
anim = BOTH_FORCEINAIRRIGHT1; //# In air loop (from jump right)
|
|
break;
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
anim = BOTH_FORCELANDRIGHT1; //# Landing right(from in air loop)
|
|
break;
|
|
}
|
|
return anim;
|
|
}
|
|
/*
|
|
=============
|
|
PM_GroundTraceMissed
|
|
|
|
The ground trace didn't hit a surface, so we are in freefall
|
|
=============
|
|
*/
|
|
static void PM_GroundTraceMissed( void ) {
|
|
trace_t trace;
|
|
vec3_t point;
|
|
qboolean cliff_fall = qfalse;
|
|
|
|
|
|
//FIXME: if in a contents_falldeath brush, play the falling death anim and sound?
|
|
if ( pm->ps->clientNum != 0 && pm->gent && pm->gent->NPC && pm->gent->client && pm->gent->client->NPC_class != CLASS_DESANN )//desann never falls to his death
|
|
{
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
if ( pm->ps->stats[STAT_HEALTH] > 0
|
|
&& !(pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT)
|
|
&& !(pm->gent->NPC->scriptFlags&SCF_NO_FALLTODEATH) )
|
|
{
|
|
if ( (level.time - pm->gent->client->respawnTime > 2000)//been in the world for at least 2 seconds
|
|
&& (!pm->gent->NPC->timeOfDeath || level.time - pm->gent->NPC->timeOfDeath < 1000) && pm->gent->e_ThinkFunc != thinkF_NPC_RemoveBody //Have to do this now because timeOfDeath is used by thinkF_NPC_RemoveBody to debounce removal checks
|
|
&& !(pm->gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
|
|
{
|
|
if ( !FlyingCreature( pm->gent )
|
|
&& g_gravity->value > 0 )
|
|
{
|
|
if ( !(pm->gent->flags&FL_UNDYING)
|
|
&& !(pm->gent->flags&FL_GODMODE) )
|
|
{
|
|
if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED)
|
|
&& !(pm->ps->pm_flags&PMF_TRIGGER_PUSHED) )
|
|
{
|
|
if ( !pm->ps->forceJumpZStart || pm->ps->forceJumpZStart > pm->ps->origin[2] )// && fabs(pm->ps->velocity[0])<10 && fabs(pm->ps->velocity[1])<10 && pm->ps->velocity[2]<0)//either not force-jumping or force-jumped and now fell below original jump start height
|
|
{
|
|
/*if ( pm->ps->legsAnim = BOTH_FALLDEATH1
|
|
&& pm->ps->legsAnim != BOTH_DEATH1
|
|
&& PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 )*/
|
|
//New method: predict impact, 400 ahead
|
|
vec3_t vel;
|
|
float time;
|
|
|
|
VectorCopy( pm->ps->velocity, vel );
|
|
float speed = VectorLength( vel );
|
|
if ( !speed )
|
|
{//damn divide by zero
|
|
speed = 1;
|
|
}
|
|
time = 400/speed;
|
|
vel[2] -= 0.5 * time * pm->ps->gravity;
|
|
speed = VectorLength( vel );
|
|
if ( !speed )
|
|
{//damn divide by zero
|
|
speed = 1;
|
|
}
|
|
time = 400/speed;
|
|
VectorScale( vel, time, vel );
|
|
VectorAdd( pm->ps->origin, vel, point );
|
|
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
|
|
if ( !trace.allsolid && !trace.startsolid && (pm->ps->origin[2] - trace.endpos[2]) >= 128 )//>=128 so we don't die on steps!
|
|
{
|
|
if ( trace.fraction == 1.0 )
|
|
{//didn't hit, we're probably going to die
|
|
if ( pm->ps->velocity[2] < 0 && pm->ps->origin[2] - point[2] > 256 )
|
|
{//going down, into a bottomless pit, apparently
|
|
PM_FallToDeath();
|
|
cliff_fall = qtrue;
|
|
}
|
|
}
|
|
else if ( trace.entityNum < ENTITYNUM_NONE && pm->ps->weapon != WP_SABER )
|
|
{//Jedi don't scream and die if they're heading for a hard impact
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( trace.entityNum == ENTITYNUM_WORLD || (traceEnt && traceEnt->bmodel) )
|
|
{//hit architecture, find impact force
|
|
float dmg;
|
|
|
|
VectorCopy( pm->ps->velocity, vel );
|
|
time = Distance( trace.endpos, pm->ps->origin )/VectorLength( vel );
|
|
vel[2] -= 0.5 * time * pm->ps->gravity;
|
|
|
|
if ( trace.plane.normal[2] > 0.5 )
|
|
{//use falling damage
|
|
int waterlevel, junk;
|
|
PM_SetWaterLevelAtPoint( trace.endpos, &waterlevel, &junk );
|
|
dmg = PM_CrashLandDelta( vel, waterlevel );
|
|
if ( dmg >= 30 )
|
|
{//there is a minimum fall threshhold
|
|
dmg = PM_DamageForDelta( dmg );
|
|
}
|
|
else
|
|
{
|
|
dmg = 0;
|
|
}
|
|
}
|
|
else
|
|
{//use impact damage
|
|
//guestimate
|
|
if ( pm->gent->client && pm->gent->client->ps.forceJumpZStart )
|
|
{//we were force-jumping
|
|
if ( pm->gent->currentOrigin[2] >= pm->gent->client->ps.forceJumpZStart )
|
|
{//we landed at same height or higher than we landed
|
|
dmg = 0;
|
|
}
|
|
else
|
|
{//FIXME: take off some of it, at least?
|
|
dmg = (pm->gent->client->ps.forceJumpZStart-pm->gent->currentOrigin[2])/3;
|
|
}
|
|
}
|
|
dmg = 10 * VectorLength( pm->ps->velocity );
|
|
if ( !pm->ps->clientNum )
|
|
{
|
|
dmg /= 2;
|
|
}
|
|
dmg *= 0.01875f;//magic number
|
|
}
|
|
if ( dmg >= pm->ps->stats[STAT_HEALTH] )//armor?
|
|
{
|
|
PM_FallToDeath();
|
|
cliff_fall = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
vec3_t start;
|
|
//okay, kind of expensive temp hack here, but let's check to see if we should scream
|
|
//FIXME: we should either do a better check (predict using actual velocity) or we should wait until they've been over a bottomless pit for a certain amount of time...
|
|
VectorCopy( pm->ps->origin, start );
|
|
if ( pm->ps->forceJumpZStart < start[2] )
|
|
{//Jedi who are force-jumping should only do this from landing point down?
|
|
start[2] = pm->ps->forceJumpZStart;
|
|
}
|
|
VectorCopy( start, point );
|
|
point[2] -= 400;//320
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
|
|
//FIXME: somehow, people can still get stuck on ledges and not splat when hit...?
|
|
if ( !trace.allsolid && !trace.startsolid && trace.fraction == 1.0 )
|
|
{
|
|
PM_FallToDeath();
|
|
cliff_fall = qtrue;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !cliff_fall )
|
|
{
|
|
if ( ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_FLIP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_FLIP
|
|
|| pm->ps->legsAnim == BOTH_WALL_FLIP_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_FLIP_LEFT
|
|
|| pm->ps->legsAnim == BOTH_CEILING_DROP )
|
|
&& !pm->ps->legsAnimTimer )
|
|
{//if flip anim is done, okay to use inair
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE, 350 ); // Only blend over 100ms
|
|
}
|
|
else if ( !PM_InRoll( pm->ps )
|
|
&& !PM_SpinningAnim( pm->ps->legsAnim )
|
|
&& !PM_FlippingAnim( pm->ps->legsAnim )
|
|
&& !PM_InSpecialJump( pm->ps->legsAnim ) )
|
|
{
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
// we just transitioned into freefall
|
|
if ( pm->debugLevel )
|
|
{
|
|
Com_Printf("%i:lift\n", c_pmove);
|
|
}
|
|
|
|
// if they aren't in a jumping animation and the ground is a ways away, force into it
|
|
// if we didn't do the trace, the player would be backflipping down staircases
|
|
VectorCopy( pm->ps->origin, point );
|
|
point[2] -= 64;
|
|
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0);
|
|
if ( trace.fraction == 1.0 )
|
|
{//FIXME: if velocity[2] < 0 and didn't jump, use some falling anim
|
|
if ( pm->ps->velocity[2] <= 0 && !(pm->ps->pm_flags&PMF_JUMP_HELD))
|
|
{
|
|
if(!PM_InDeathAnim())
|
|
{
|
|
vec3_t moveDir, lookAngles, lookDir, lookRight;
|
|
int anim = BOTH_INAIR1;
|
|
|
|
VectorCopy( pm->ps->velocity, moveDir );
|
|
moveDir[2] = 0;
|
|
VectorNormalize( moveDir );
|
|
|
|
VectorCopy( pm->ps->viewangles, lookAngles );
|
|
lookAngles[PITCH] = lookAngles[ROLL] = 0;
|
|
AngleVectors( lookAngles, lookDir, lookRight, NULL );
|
|
|
|
float dot = DotProduct( moveDir, lookDir );
|
|
if ( dot > 0.5 )
|
|
{//redundant
|
|
anim = BOTH_INAIR1;
|
|
}
|
|
else if ( dot < -0.5 )
|
|
{
|
|
anim = BOTH_INAIRBACK1;
|
|
}
|
|
else
|
|
{
|
|
dot = DotProduct( moveDir, lookRight );
|
|
if ( dot > 0.5 )
|
|
{
|
|
anim = BOTH_INAIRRIGHT1;
|
|
}
|
|
else if ( dot < -0.5 )
|
|
{
|
|
anim = BOTH_INAIRLEFT1;
|
|
}
|
|
else
|
|
{//redundant
|
|
anim = BOTH_INAIR1;
|
|
}
|
|
}
|
|
if ( pm->ps->forcePowersActive & ( 1 << FP_LEVITATION ) )
|
|
{
|
|
anim = PM_ForceJumpAnimForJumpAnim( anim );
|
|
}
|
|
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE, 100 ); // Only blend over 100ms
|
|
}
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
else if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )
|
|
{
|
|
if ( pm->cmd.forwardmove >= 0 )
|
|
{
|
|
if(!PM_InDeathAnim())
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMP1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
|
|
}
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
}
|
|
else if ( pm->cmd.forwardmove < 0 )
|
|
{
|
|
if(!PM_InDeathAnim())
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMPBACK1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms
|
|
}
|
|
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
pm->ps->jumpZStart = pm->ps->origin[2];
|
|
}
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_GroundTrace
|
|
=============
|
|
*/
|
|
static void PM_GroundTrace( void ) {
|
|
vec3_t point;
|
|
trace_t trace;
|
|
|
|
if ( pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
pml.groundPlane = qtrue;
|
|
pml.walking = qtrue;
|
|
pm->ps->groundEntityNum = ENTITYNUM_WORLD;
|
|
pm->ps->lastOnGround = level.time;
|
|
/*
|
|
pml.groundTrace.allsolid = qfalse;
|
|
pml.groundTrace.contents = CONTENTS_SOLID;
|
|
VectorCopy( pm->ps->origin, pml.groundTrace.endpos );
|
|
pml.groundTrace.entityNum = ENTITYNUM_WORLD;
|
|
pml.groundTrace.fraction = 0.0f;;
|
|
pml.groundTrace.G2CollisionMap = NULL;
|
|
pml.groundTrace.plane.dist = 0.0f;
|
|
VectorSet( pml.groundTrace.plane.normal, 0, 0, 1 );
|
|
pml.groundTrace.plane.pad = 0;
|
|
pml.groundTrace.plane.signbits = 0;
|
|
pml.groundTrace.plane.type = 0;;
|
|
pml.groundTrace.startsolid = qfalse;
|
|
pml.groundTrace.surfaceFlags = 0;
|
|
*/
|
|
return;
|
|
}
|
|
else if ( pm->ps->legsAnimTimer > 300 && (pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT || pm->ps->legsAnim == BOTH_WALL_RUN_LEFT) )
|
|
{//wall-running forces you to be in the air
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
return;
|
|
}
|
|
|
|
|
|
point[0] = pm->ps->origin[0];
|
|
point[1] = pm->ps->origin[1];
|
|
point[2] = pm->ps->origin[2] - 0.25;
|
|
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0);
|
|
pml.groundTrace = trace;
|
|
|
|
// do something corrective if the trace starts in a solid...
|
|
if ( trace.allsolid ) {
|
|
PM_CorrectAllSolid();
|
|
return;
|
|
}
|
|
|
|
// if the trace didn't hit anything, we are in free fall
|
|
if ( trace.fraction == 1.0 || g_gravity->value <= 0 )
|
|
{
|
|
PM_GroundTraceMissed();
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
return;
|
|
}
|
|
|
|
// check if getting thrown off the ground
|
|
if ( ((pm->ps->velocity[2]>0&&(pm->ps->pm_flags&PMF_TIME_KNOCKBACK))||pm->ps->velocity[2]>100) && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 )
|
|
{//either thrown off ground (PMF_TIME_KNOCKBACK) or going off the ground at a large velocity
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:kickoff\n", c_pmove);
|
|
}
|
|
// go into jump animation
|
|
if ( PM_FlippingAnim( pm->ps->legsAnim) )
|
|
{//we're flipping
|
|
}
|
|
else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
|
|
{//special jumps
|
|
}
|
|
else if ( PM_InKnockDown( pm->ps ) )
|
|
{//in knockdown
|
|
}
|
|
else if ( PM_InRoll( pm->ps ) )
|
|
{//in knockdown
|
|
}
|
|
else
|
|
{
|
|
PM_JumpForDir();
|
|
}
|
|
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
return;
|
|
}
|
|
|
|
// slopes that are too steep will not be considered onground
|
|
if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:steep\n", c_pmove);
|
|
}
|
|
// FIXME: if they can't slide down the slope, let them
|
|
// walk (sharp crevices)
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qtrue;
|
|
pml.walking = qfalse;
|
|
return;
|
|
}
|
|
|
|
//FIXME: if the ground surface is a "cover surface (like tall grass), add a "cover" flag to me
|
|
pml.groundPlane = qtrue;
|
|
pml.walking = qtrue;
|
|
|
|
// hitting solid ground will end a waterjump
|
|
if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
|
|
{
|
|
pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
|
|
pm->ps->pm_time = 0;
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
|
|
// just hit the ground
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:Land\n", c_pmove);
|
|
}
|
|
|
|
//if ( !PM_ClientImpact( trace.entityNum, qtrue ) )
|
|
{
|
|
PM_CrashLand();
|
|
|
|
// don't do landing time if we were just going down a slope
|
|
if ( pml.previous_velocity[2] < -200 ) {
|
|
// don't allow another jump for a little while
|
|
pm->ps->pm_flags |= PMF_TIME_LAND;
|
|
pm->ps->pm_time = 250;
|
|
}
|
|
if (!pm->cmd.forwardmove && !pm->cmd.rightmove) {
|
|
pm->ps->velocity[2] = 0; //wouldn't normally want this because of slopes, but we aren't tyring to move...
|
|
}
|
|
}
|
|
}
|
|
|
|
pm->ps->groundEntityNum = trace.entityNum;
|
|
pm->ps->lastOnGround = level.time;
|
|
if ( !pm->ps->clientNum )
|
|
{//if a player, clear the jumping "flag" so can't double-jump
|
|
pm->ps->forceJumpCharge = 0;
|
|
}
|
|
|
|
// don't reset the z velocity for slopes
|
|
// pm->ps->velocity[2] = 0;
|
|
|
|
PM_AddTouchEnt( trace.entityNum );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_SetWaterLevelAtPoint FIXME: avoid this twice? certainly if not moving
|
|
=============
|
|
*/
|
|
static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype )
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
int sample1;
|
|
int sample2;
|
|
|
|
//
|
|
// get waterlevel, accounting for ducking
|
|
//
|
|
*waterlevel = 0;
|
|
*watertype = 0;
|
|
|
|
point[0] = org[0];
|
|
point[1] = org[1];
|
|
point[2] = org[2] + DEFAULT_MINS_2 + 1;
|
|
cont = pm->pointcontents( point, pm->ps->clientNum );
|
|
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
sample2 = pm->ps->viewheight - DEFAULT_MINS_2;
|
|
sample1 = sample2 / 2;
|
|
|
|
*watertype = cont;
|
|
*waterlevel = 1;
|
|
point[2] = org[2] + DEFAULT_MINS_2 + sample1;
|
|
cont = pm->pointcontents( point, pm->ps->clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
*waterlevel = 2;
|
|
point[2] = org[2] + DEFAULT_MINS_2 + sample2;
|
|
cont = pm->pointcontents( point, pm->ps->clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) )
|
|
{
|
|
*waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PM_SetWaterHeight( void )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_NONE;
|
|
if ( pm->waterlevel < 1 )
|
|
{
|
|
pm->ps->waterheight = pm->ps->origin[2] + DEFAULT_MINS_2 - 4;
|
|
return;
|
|
}
|
|
trace_t trace;
|
|
vec3_t top, bottom;
|
|
|
|
VectorCopy( pm->ps->origin, top );
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
top[2] += pm->gent->client->standheight;
|
|
bottom[2] += DEFAULT_MINS_2;
|
|
|
|
gi.trace( &trace, top, pm->mins, pm->maxs, bottom, pm->ps->clientNum, (CONTENTS_WATER|CONTENTS_SLIME), G2_NOCOLLIDE, 0 );
|
|
|
|
if ( trace.startsolid )
|
|
{//under water
|
|
pm->ps->waterheight = top[2] + 4;
|
|
}
|
|
else if ( trace.fraction < 1.0f )
|
|
{//partially in and partially out of water
|
|
pm->ps->waterheight = trace.endpos[2]+pm->mins[2];
|
|
}
|
|
else if ( trace.contents&(CONTENTS_WATER|CONTENTS_SLIME) )
|
|
{//water is above me
|
|
pm->ps->waterheight = top[2] + 4;
|
|
}
|
|
else
|
|
{//water is below me
|
|
pm->ps->waterheight = bottom[2] - 4;
|
|
}
|
|
float distFromEyes = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;
|
|
|
|
if ( distFromEyes < 0 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_UNDER;
|
|
}
|
|
else if ( distFromEyes < 6 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_HEAD;
|
|
}
|
|
else if ( distFromEyes < 18 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_SHOULDERS;
|
|
}
|
|
else if ( distFromEyes < pm->gent->client->standheight-8 )
|
|
{//at least 8 above origin
|
|
pm->ps->waterHeightLevel = WHL_TORSO;
|
|
}
|
|
else
|
|
{
|
|
float distFromOrg = pm->ps->origin[2]-pm->ps->waterheight;
|
|
if ( distFromOrg < 6 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_WAIST;
|
|
}
|
|
else if ( distFromOrg < 16 )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_KNEES;
|
|
}
|
|
else if ( distFromOrg > fabs(pm->mins[2]) )
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_NONE;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->waterHeightLevel = WHL_ANKLES;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_SetBounds
|
|
|
|
Sets mins, maxs
|
|
==============
|
|
*/
|
|
static void PM_SetBounds (void)
|
|
{
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
|
|
{
|
|
//assert(0);
|
|
}
|
|
|
|
VectorCopy( pm->gent->mins, pm->mins );
|
|
VectorCopy( pm->gent->maxs, pm->maxs );
|
|
}
|
|
else
|
|
{
|
|
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
pm->mins[0] = DEFAULT_MINS_0;
|
|
pm->mins[1] = DEFAULT_MINS_1;
|
|
|
|
pm->maxs[0] = DEFAULT_MAXS_0;
|
|
pm->maxs[1] = DEFAULT_MAXS_1;
|
|
|
|
pm->mins[2] = DEFAULT_MINS_2;
|
|
pm->maxs[2] = DEFAULT_MAXS_2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_CheckDuck
|
|
|
|
Sets mins, maxs, and pm->ps->viewheight
|
|
==============
|
|
*/
|
|
static void PM_CheckDuck (void)
|
|
{
|
|
trace_t trace;
|
|
int standheight;
|
|
int crouchheight;
|
|
int oldHeight;
|
|
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
|
|
{
|
|
//assert(0);
|
|
}
|
|
|
|
if ( !pm->ps->clientNum && pm->gent->client->NPC_class == CLASS_ATST && !cg.renderingThirdPerson )
|
|
{
|
|
standheight = crouchheight = 128;
|
|
}
|
|
else
|
|
{
|
|
standheight = pm->gent->client->standheight;
|
|
crouchheight = pm->gent->client->crouchheight;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
standheight = DEFAULT_MAXS_2;
|
|
crouchheight = CROUCH_MAXS_2;
|
|
}
|
|
|
|
if ( PM_InGetUp( pm->ps ) )
|
|
{//can't do any kind of crouching when getting up
|
|
if ( pm->ps->legsAnim == BOTH_GETUP_CROUCH_B1 || pm->ps->legsAnim == BOTH_GETUP_CROUCH_F1 )
|
|
{//crouched still
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
pm->maxs[2] = crouchheight;
|
|
}
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
return;
|
|
}
|
|
|
|
oldHeight = pm->maxs[2];
|
|
|
|
if ( PM_InRoll( pm->ps ) )
|
|
{
|
|
/*
|
|
if ( pm->ps->clientNum && pm->gent && pm->gent->client )
|
|
{
|
|
pm->maxs[2] = pm->gent->client->renderInfo.eyePoint[2]-pm->ps->origin[2] + 4;
|
|
if ( crouchheight > pm->maxs[2] )
|
|
{
|
|
pm->maxs[2] = crouchheight;
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
pm->maxs[2] = crouchheight;
|
|
}
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
return;
|
|
}
|
|
if ( PM_GettingUpFromKnockDown( standheight, crouchheight ) )
|
|
{
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
return;
|
|
}
|
|
if ( PM_InKnockDown( pm->ps ) )
|
|
{//forced crouch
|
|
if ( pm->gent && pm->gent->client )
|
|
{//interrupted any potential delayed weapon fires
|
|
pm->gent->client->fireDelay = 0;
|
|
}
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
return;
|
|
}
|
|
|
|
// IRL Crouch
|
|
cvar_t *vr_irl_crouch_enabled = gi.cvar("vr_irl_crouch_enabled", "0", CVAR_ARCHIVE); // defined in VrCvars.h
|
|
if (vr && !pm->ps->clientNum && vr_irl_crouch_enabled->integer && (!cg.renderingThirdPerson || vr_irl_crouch_enabled->integer > 1)) {
|
|
// In-game view height always matches full stand height
|
|
// (we are crouching IRL, no need to artificially lower view)
|
|
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
|
|
// Compute in-game height based on HMD height above floor
|
|
// (adjust height only when crouching, ignore IRL jumps)
|
|
int computedHeight = standheight;
|
|
if (crouchheight < standheight && vr->curHeight < vr->maxHeight) {
|
|
// Count minimum IRL crouch height based on maximum IRL height
|
|
cvar_t *vr_irl_crouch_to_stand_ratio = gi.cvar("vr_irl_crouch_to_stand_ratio", "0.65", CVAR_ARCHIVE); // defined in VrCvars.h
|
|
float minHeight = vr->maxHeight * vr_irl_crouch_to_stand_ratio->value;
|
|
if (vr->curHeight < minHeight) { // Do not allow to crawl (set min height)
|
|
computedHeight = crouchheight;
|
|
} else {
|
|
float heightRatio = (vr->curHeight - minHeight) / (vr->maxHeight - minHeight);
|
|
computedHeight = crouchheight + (int)(heightRatio * (standheight - crouchheight));
|
|
}
|
|
}
|
|
|
|
// When in the air, move origin (we are lifting or dropping legs)
|
|
bool liftingLegs = computedHeight < oldHeight;
|
|
if (pm->ps->groundEntityNum == ENTITYNUM_NONE) {
|
|
pm->ps->origin[2] += oldHeight - computedHeight;
|
|
// Compensate view height
|
|
pm->ps->viewheight -= oldHeight - computedHeight;
|
|
}
|
|
|
|
// Adjust height based on where are you standing
|
|
// (cannot stand up if there is no place, find nearest possible height)
|
|
for (int i = computedHeight; i > 0; i--) {
|
|
pm->maxs[2] = i;
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
if ( !trace.allsolid ) {
|
|
break;
|
|
} else if (pm->ps->groundEntityNum == ENTITYNUM_NONE) {
|
|
// When in the air, adjust origin (we are lifting or dropping legs)
|
|
if (liftingLegs) {
|
|
pm->ps->origin[2]--;
|
|
// Compensate view height
|
|
pm->ps->viewheight++;
|
|
} else {
|
|
pm->ps->origin[2]++;
|
|
// Compensate view height
|
|
pm->ps->viewheight--;
|
|
}
|
|
} else {
|
|
// Lower view height to not see through ceiling
|
|
// (in case you stand up IRL in tight place)
|
|
pm->ps->viewheight--;
|
|
}
|
|
}
|
|
|
|
// Toggle duck flag based on in-game height (need to be at least half-way crouched)
|
|
if (pm->maxs[2] < crouchheight + (standheight - crouchheight)/2) {
|
|
//Com_Printf( "CROUCHING: %.2f/%.2f -> %i ->%i\n", vr->curHeight, vr->maxHeight, computedHeight, (int) pm->maxs[2] );
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
} else {
|
|
//Com_Printf( "STANDING: %.2f/%.2f -> %i -> %i\n", vr->curHeight, vr->maxHeight, computedHeight, (int) pm->maxs[2] );
|
|
pm->ps->pm_flags &= ~PMF_DUCKED;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pm->cmd.upmove < 0 )
|
|
{ // trying to duck
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && !PM_SwimmingAnim( pm->ps->legsAnim ) )
|
|
{//Not ducked already and trying to duck in mid-air
|
|
//will raise your feet, unducking whilst in air will drop feet
|
|
if ( !(pm->ps->pm_flags&PMF_DUCKED) )
|
|
{
|
|
pm->ps->eFlags ^= EF_TELEPORT_BIT;
|
|
}
|
|
if ( pm->gent )
|
|
{
|
|
pm->ps->origin[2] += oldHeight - pm->maxs[2];//diff will be zero if were already ducking
|
|
//Don't worry, we know we fit in a smaller size
|
|
}
|
|
}
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
if ( d_JediAI->integer )
|
|
{
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
|
|
{
|
|
Com_Printf( "ducking\n" );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // want to stop ducking, stand up if possible
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{//Was ducking
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//unducking whilst in air will try to drop feet
|
|
pm->maxs[2] = standheight;
|
|
pm->ps->origin[2] += oldHeight - pm->maxs[2];
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
if ( !trace.allsolid )
|
|
{
|
|
pm->ps->eFlags ^= EF_TELEPORT_BIT;
|
|
pm->ps->pm_flags &= ~PMF_DUCKED;
|
|
}
|
|
else
|
|
{//Put us back
|
|
pm->ps->origin[2] -= oldHeight - pm->maxs[2];
|
|
}
|
|
//NOTE: this isn't the best way to check this, you may have room to unduck
|
|
//while in air, but your feet are close to landing. Probably won't be a
|
|
//noticable shortcoming
|
|
}
|
|
else
|
|
{
|
|
// try to stand up
|
|
pm->maxs[2] = standheight;
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
if ( !trace.allsolid )
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_DUCKED;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{//Still ducking
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
|
|
}
|
|
else
|
|
{//standing now
|
|
pm->maxs[2] = standheight;
|
|
//FIXME: have a crouchviewheight and standviewheight on ent?
|
|
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
qboolean PM_SaberLockAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_BF2LOCK: //#
|
|
case BOTH_BF1LOCK: //#
|
|
case BOTH_CWCIRCLELOCK: //#
|
|
case BOTH_CCWCIRCLELOCK: //#
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_ForceAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_CHOKE1: //being choked...???
|
|
case BOTH_GESTURE1: //taunting...
|
|
case BOTH_RESISTPUSH: //# plant yourself to resist force push/pulls.
|
|
case BOTH_FORCEPUSH: //# Use off-hand to do force power.
|
|
case BOTH_FORCEPULL: //# Use off-hand to do force power.
|
|
case BOTH_MINDTRICK1: //# Use off-hand to do mind trick
|
|
case BOTH_MINDTRICK2: //# Use off-hand to do distraction
|
|
case BOTH_FORCELIGHTNING: //# Use off-hand to do lightning
|
|
case BOTH_FORCELIGHTNING_START:
|
|
case BOTH_FORCELIGHTNING_HOLD: //# Use off-hand to do lightning
|
|
case BOTH_FORCELIGHTNING_RELEASE: //# Use off-hand to do lightning
|
|
case BOTH_FORCEHEAL_START: //# Healing meditation pose start
|
|
case BOTH_FORCEHEAL_STOP: //# Healing meditation pose end
|
|
case BOTH_FORCEHEAL_QUICK: //# Healing meditation gesture
|
|
case BOTH_FORCEGRIP1: //# temp force-grip anim (actually re-using push)
|
|
case BOTH_FORCEGRIP_HOLD: //# temp force-grip anim (actually re-using push)
|
|
case BOTH_FORCEGRIP_RELEASE: //# temp force-grip anim (actually re-using push)
|
|
//case BOTH_FORCEGRIP3: //# force-gripping
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InSaberAnim( int anim )
|
|
{
|
|
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H1_S1_BR )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InForceGetUp( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_FORCE_GETUP_F1:
|
|
case BOTH_FORCE_GETUP_F2:
|
|
case BOTH_FORCE_GETUP_B1:
|
|
case BOTH_FORCE_GETUP_B2:
|
|
case BOTH_FORCE_GETUP_B3:
|
|
case BOTH_FORCE_GETUP_B4:
|
|
case BOTH_FORCE_GETUP_B5:
|
|
case BOTH_FORCE_GETUP_B6:
|
|
if ( ps->legsAnimTimer )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InGetUp( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_GETUP1:
|
|
case BOTH_GETUP2:
|
|
case BOTH_GETUP3:
|
|
case BOTH_GETUP4:
|
|
case BOTH_GETUP5:
|
|
case BOTH_GETUP_CROUCH_F1:
|
|
case BOTH_GETUP_CROUCH_B1:
|
|
if ( ps->legsAnimTimer )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
default:
|
|
return PM_InForceGetUp( ps );
|
|
break;
|
|
}
|
|
//what the hell, redundant, but...
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_InKnockDown( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_KNOCKDOWN5:
|
|
return qtrue;
|
|
break;
|
|
default:
|
|
return PM_InGetUp( ps );
|
|
break;
|
|
}
|
|
}
|
|
|
|
qboolean PM_InKnockDownOnGround( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_KNOCKDOWN5:
|
|
//if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer > 300 )
|
|
{//at end of fall down anim
|
|
return qtrue;
|
|
}
|
|
break;
|
|
case BOTH_GETUP1:
|
|
case BOTH_GETUP2:
|
|
case BOTH_GETUP3:
|
|
case BOTH_GETUP4:
|
|
case BOTH_GETUP5:
|
|
case BOTH_GETUP_CROUCH_F1:
|
|
case BOTH_GETUP_CROUCH_B1:
|
|
case BOTH_FORCE_GETUP_F1:
|
|
case BOTH_FORCE_GETUP_F2:
|
|
case BOTH_FORCE_GETUP_B1:
|
|
case BOTH_FORCE_GETUP_B2:
|
|
case BOTH_FORCE_GETUP_B3:
|
|
case BOTH_FORCE_GETUP_B4:
|
|
case BOTH_FORCE_GETUP_B5:
|
|
case BOTH_FORCE_GETUP_B6:
|
|
if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer < 500 )
|
|
{//at beginning of getup anim
|
|
return qtrue;
|
|
}
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_CrouchGetup( float crouchheight )
|
|
{
|
|
pm->maxs[2] = crouchheight;
|
|
pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
int anim = -1;
|
|
switch ( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN4:
|
|
anim = BOTH_GETUP_CROUCH_B1;
|
|
break;
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN5:
|
|
anim = BOTH_GETUP_CROUCH_F1;
|
|
break;
|
|
}
|
|
if ( anim == -1 )
|
|
{//WTF? stay down?
|
|
pm->ps->legsAnimTimer = 100;//hold this anim for another 10th of a second
|
|
return qfalse;
|
|
}
|
|
else
|
|
{//get up into crouch anim
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight )
|
|
{
|
|
int legsAnim = pm->ps->legsAnim;
|
|
if ( legsAnim == BOTH_KNOCKDOWN1
|
|
||legsAnim == BOTH_KNOCKDOWN2
|
|
||legsAnim == BOTH_KNOCKDOWN3
|
|
||legsAnim == BOTH_KNOCKDOWN4
|
|
||legsAnim == BOTH_KNOCKDOWN5 )
|
|
{//in a knockdown
|
|
if ( !pm->ps->legsAnimTimer )
|
|
{//done with the knockdown - FIXME: somehow this is allowing an *instant* getup...???
|
|
//FIXME: if trying to crouch (holding button?), just get up into a crouch?
|
|
if ( pm->cmd.upmove < 0 )
|
|
{
|
|
return PM_CrouchGetup( crouchheight );
|
|
}
|
|
else
|
|
{
|
|
trace_t trace;
|
|
// try to stand up
|
|
pm->maxs[2] = standheight;
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
if ( !trace.allsolid )
|
|
{//stand up
|
|
qboolean forceGetUp = qfalse;
|
|
int anim = BOTH_GETUP1;
|
|
pm->maxs[2] = standheight;
|
|
pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;
|
|
//NOTE: the force power checks will stop fencers and grunts from getting up using force jump
|
|
switch ( pm->ps->legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP1;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN2:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP2;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN3:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP3;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN4:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP4;
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN5:
|
|
if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || (!pm->ps->clientNum&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) )
|
|
{
|
|
anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
|
|
forceGetUp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_GETUP5;
|
|
}
|
|
break;
|
|
}
|
|
//Com_Printf( "getupanim = %s\n", animTable[anim].name );
|
|
if ( forceGetUp )
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY
|
|
&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
|
|
&& !Q_irand( 0, 1 ) )
|
|
{
|
|
PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
|
|
pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
|
|
}
|
|
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
//launch off ground?
|
|
pm->ps->weaponTime = 300;//just to make sure it's cleared
|
|
}
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return PM_CrouchGetup( crouchheight );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void PM_CmdForRoll( int anim, usercmd_t *pCmd )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_ROLL_F:
|
|
pCmd->forwardmove = 127;
|
|
pCmd->rightmove = 0;
|
|
break;
|
|
case BOTH_ROLL_B:
|
|
pCmd->forwardmove = -127;
|
|
pCmd->rightmove = 0;
|
|
break;
|
|
case BOTH_ROLL_R:
|
|
pCmd->forwardmove = 0;
|
|
pCmd->rightmove = 127;
|
|
break;
|
|
case BOTH_ROLL_L:
|
|
pCmd->forwardmove = 0;
|
|
pCmd->rightmove = -127;
|
|
break;
|
|
}
|
|
pCmd->upmove = 0;
|
|
}
|
|
|
|
qboolean PM_InRoll( playerState_t *ps )
|
|
{
|
|
switch ( ps->legsAnim )
|
|
{
|
|
case BOTH_ROLL_F:
|
|
case BOTH_ROLL_B:
|
|
case BOTH_ROLL_R:
|
|
case BOTH_ROLL_L:
|
|
if ( ps->legsAnimTimer )
|
|
{
|
|
return qtrue;
|
|
}
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_CrouchAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_SIT1: //# Normal chair sit.
|
|
case BOTH_SIT2: //# Lotus position.
|
|
case BOTH_SIT3: //# Sitting in tired position: elbows on knees
|
|
case BOTH_SIT2TO3: //# Trans from sit2 to sit3?
|
|
case BOTH_SIT3TO1: //# Trans from sit3 to sit1?
|
|
case BOTH_SIT3TO2: //# Trans from sit3 to sit2?
|
|
case BOTH_SIT4TO5: //# Trans from sit4 to sit5
|
|
case BOTH_SIT4TO6: //# Trans from sit4 to sit6
|
|
case BOTH_SIT5TO4: //# Trans from sit5 to sit4
|
|
case BOTH_SIT5TO6: //# Trans from sit5 to sit6
|
|
case BOTH_SIT6TO4: //# Trans from sit6 to sit4
|
|
case BOTH_SIT6TO5: //# Trans from sit6 to sit5
|
|
case BOTH_SIT7: //# sitting with arms over knees: no weapon
|
|
case BOTH_CROUCH1: //# Transition from standing to crouch
|
|
case BOTH_CROUCH1IDLE: //# Crouching idle
|
|
case BOTH_CROUCH1WALK: //# Walking while crouched
|
|
case BOTH_CROUCH1WALKBACK: //# Walking while crouched
|
|
case BOTH_CROUCH2IDLE: //# crouch and resting on back righ heel: no weapon
|
|
case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1
|
|
case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9)
|
|
case BOTH_KNEES1: //# Tavion on her knees
|
|
case LEGS_CRLEAN_LEFT1: //# Crouch Lean left
|
|
case LEGS_CRLEAN_RIGHT1: //# Crouch Lean Right
|
|
case BOTH_CROUCHATTACKBACK1://FIXME: not if in middle of anim?
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_PainAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_PAIN1: //# First take pain anim
|
|
case BOTH_PAIN2: //# Second take pain anim
|
|
case BOTH_PAIN3: //# Third take pain anim
|
|
case BOTH_PAIN4: //# Fourth take pain anim
|
|
case BOTH_PAIN5: //# Fifth take pain anim - from behind
|
|
case BOTH_PAIN6: //# Sixth take pain anim - from behind
|
|
case BOTH_PAIN7: //# Seventh take pain anim - from behind
|
|
case BOTH_PAIN8: //# Eigth take pain anim - from behind
|
|
case BOTH_PAIN9: //#
|
|
case BOTH_PAIN10: //#
|
|
case BOTH_PAIN11: //#
|
|
case BOTH_PAIN12: //#
|
|
case BOTH_PAIN13: //#
|
|
case BOTH_PAIN14: //#
|
|
case BOTH_PAIN15: //#
|
|
case BOTH_PAIN16: //#
|
|
case BOTH_PAIN17: //#
|
|
case BOTH_PAIN18: //#
|
|
case BOTH_PAIN19: //#
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_DodgeAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_DODGE_FL: //# lean-dodge forward left
|
|
case BOTH_DODGE_FR: //# lean-dodge forward right
|
|
case BOTH_DODGE_BL: //# lean-dodge backwards left
|
|
case BOTH_DODGE_BR: //# lean-dodge backwards right
|
|
case BOTH_DODGE_L: //# lean-dodge left
|
|
case BOTH_DODGE_R: //# lean-dodge right
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_JumpingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_JUMP1: //# Jump - wind-up and leave ground
|
|
case BOTH_INAIR1: //# In air loop (from jump)
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
case BOTH_LAND2: //# Landing Hard (from a great height)
|
|
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
case BOTH_INAIRBACK1: //# In air loop (from jump back)
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
case BOTH_FORCEJUMP1: //# Jump - wind-up and leave ground
|
|
case BOTH_FORCEINAIR1: //# In air loop (from jump)
|
|
case BOTH_FORCELAND1: //# Landing (from in air loop)
|
|
case BOTH_FORCEJUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
case BOTH_FORCEINAIRBACK1: //# In air loop (from jump back)
|
|
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_FORCEJUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
case BOTH_FORCEINAIRLEFT1: //# In air loop (from jump left)
|
|
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_FORCEJUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
case BOTH_FORCEINAIRRIGHT1: //# In air loop (from jump right)
|
|
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_LandingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
case BOTH_LAND2: //# Landing Hard (from a great height)
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
case BOTH_FORCELAND1: //# Landing (from in air loop)
|
|
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
|
|
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
|
|
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_FlippingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_FLIP_F: //# Flip forward
|
|
case BOTH_FLIP_B: //# Flip backwards
|
|
case BOTH_FLIP_L: //# Flip left
|
|
case BOTH_FLIP_R: //# Flip right
|
|
case BOTH_WALL_RUN_RIGHT_FLIP:
|
|
case BOTH_WALL_RUN_LEFT_FLIP:
|
|
case BOTH_WALL_FLIP_RIGHT:
|
|
case BOTH_WALL_FLIP_LEFT:
|
|
case BOTH_FLIP_BACK1:
|
|
case BOTH_FLIP_BACK2:
|
|
case BOTH_FLIP_BACK3:
|
|
case BOTH_WALL_FLIP_BACK1:
|
|
//Not really flips, but...
|
|
case BOTH_WALL_RUN_RIGHT:
|
|
case BOTH_WALL_RUN_LEFT:
|
|
case BOTH_WALL_RUN_RIGHT_STOP:
|
|
case BOTH_WALL_RUN_LEFT_STOP:
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
//
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_ARIAL_RIGHT:
|
|
case BOTH_ARIAL_F1:
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
case BOTH_JUMPFLIPSLASHDOWN1:
|
|
case BOTH_JUMPFLIPSTABDOWN:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_WalkingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_WALK1: //# Normal walk
|
|
case BOTH_WALK2: //# Normal walk
|
|
case BOTH_WALK3: //# Goes with stand3
|
|
case BOTH_WALK4: //# Walk cycle goes to a stand4
|
|
case BOTH_WALK5: //# Tavion taunting Kyle (cin 22)
|
|
case BOTH_WALK6: //# Slow walk for Luke (cin 12)
|
|
case BOTH_WALK7: //# Fast walk
|
|
case BOTH_WALKTORUN1: //# transition from walk to run
|
|
case BOTH_WALKBACK1: //# Walk1 backwards
|
|
case BOTH_WALKBACK2: //# Walk2 backwards
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_RunningAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_RUN1:
|
|
case BOTH_RUN2:
|
|
case BOTH_RUNBACK1:
|
|
case BOTH_RUNBACK2:
|
|
case BOTH_WALKTORUN1: //# transition from walk to run
|
|
case BOTH_RUN1START: //# Start into full run1
|
|
case BOTH_RUN1STOP: //# Stop from full run1
|
|
case BOTH_RUNINJURED1: //# Run with injured left leg
|
|
case BOTH_RUNSTRAFE_LEFT1: //# Sidestep left: should loop
|
|
case BOTH_RUNSTRAFE_RIGHT1: //# Sidestep right: should loop
|
|
case BOTH_RUNAWAY1: //# Running scared
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_RollingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_ROLL_F: //# Roll forward
|
|
case BOTH_ROLL_B: //# Roll backward
|
|
case BOTH_ROLL_L: //# Roll left
|
|
case BOTH_ROLL_R: //# Roll right
|
|
case BOTH_ROLL_FR: //# Roll forward right
|
|
case BOTH_ROLL_FL: //# Roll forward left
|
|
case BOTH_ROLL_BR: //# Roll back right
|
|
case BOTH_ROLL_BL: //# Roll back left
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SwimmingAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case BOTH_SWIM1: //# Swimming
|
|
case BOTH_SWIM_IDLE1: //# Swimming Idle 1
|
|
case BOTH_SWIMFORWARD: //# Swim forward loop
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SpinningSaberAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
//level 1 - FIXME: level 1 will have *no* spins
|
|
case BOTH_T1_BR_BL:
|
|
case BOTH_T1__R__L:
|
|
case BOTH_T1__R_BL:
|
|
case BOTH_T1_TR_BL:
|
|
case BOTH_T1_BR_TL:
|
|
case BOTH_T1_BR__L:
|
|
case BOTH_T1_TL_BR:
|
|
case BOTH_T1__L_BR:
|
|
case BOTH_T1__L__R:
|
|
case BOTH_T1_BL_BR:
|
|
case BOTH_T1_BL__R:
|
|
case BOTH_T1_BL_TR:
|
|
//level 2
|
|
case BOTH_T2_BR__L:
|
|
case BOTH_T2_BR_BL:
|
|
case BOTH_T2__R_BL:
|
|
case BOTH_T2__L_BR:
|
|
case BOTH_T2_BL_BR:
|
|
case BOTH_T2_BL__R:
|
|
//level 3
|
|
case BOTH_T3_BR__L:
|
|
case BOTH_T3_BR_BL:
|
|
case BOTH_T3__R_BL:
|
|
case BOTH_T3__L_BR:
|
|
case BOTH_T3_BL_BR:
|
|
case BOTH_T3_BL__R:
|
|
//level 4
|
|
case BOTH_T4_BR__L:
|
|
case BOTH_T4_BR_BL:
|
|
case BOTH_T4__R_BL:
|
|
case BOTH_T4__L_BR:
|
|
case BOTH_T4_BL_BR:
|
|
case BOTH_T4_BL__R:
|
|
//level 5
|
|
case BOTH_T5_BR_BL:
|
|
case BOTH_T5__R__L:
|
|
case BOTH_T5__R_BL:
|
|
case BOTH_T5_TR_BL:
|
|
case BOTH_T5_BR_TL:
|
|
case BOTH_T5_BR__L:
|
|
case BOTH_T5_TL_BR:
|
|
case BOTH_T5__L_BR:
|
|
case BOTH_T5__L__R:
|
|
case BOTH_T5_BL_BR:
|
|
case BOTH_T5_BL__R:
|
|
case BOTH_T5_BL_TR:
|
|
//special
|
|
//case BOTH_A2_STABBACK1:
|
|
case BOTH_ATTACK_BACK:
|
|
case BOTH_CROUCHATTACKBACK1:
|
|
case BOTH_BUTTERFLY_LEFT:
|
|
case BOTH_BUTTERFLY_RIGHT:
|
|
case BOTH_FJSS_TR_BL:
|
|
case BOTH_FJSS_TL_BR:
|
|
case BOTH_JUMPFLIPSLASHDOWN1:
|
|
case BOTH_JUMPFLIPSTABDOWN:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean PM_SpinningAnim( int anim )
|
|
{
|
|
/*
|
|
switch ( anim )
|
|
{
|
|
//FIXME: list any other spinning anims
|
|
default:
|
|
break;
|
|
}
|
|
*/
|
|
return PM_SpinningSaberAnim( anim );
|
|
}
|
|
|
|
void PM_ResetAnkleAngles( void )
|
|
{
|
|
if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_ATST )
|
|
{
|
|
return;
|
|
}
|
|
if ( pm->gent->footLBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 );
|
|
}
|
|
if ( pm->gent->footRBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 );
|
|
}
|
|
}
|
|
|
|
void PM_AnglesForSlope( const float yaw, const vec3_t slope, vec3_t angles )
|
|
{
|
|
vec3_t nvf, ovf, ovr, new_angles;
|
|
float pitch, mod, dot;
|
|
|
|
VectorSet( angles, 0, yaw, 0 );
|
|
AngleVectors( angles, ovf, ovr, NULL );
|
|
|
|
vectoangles( slope, new_angles );
|
|
pitch = new_angles[PITCH] + 90;
|
|
new_angles[ROLL] = new_angles[PITCH] = 0;
|
|
|
|
AngleVectors( new_angles, nvf, NULL, NULL );
|
|
|
|
mod = DotProduct( nvf, ovr );
|
|
|
|
if ( mod < 0 )
|
|
mod = -1;
|
|
else
|
|
mod = 1;
|
|
|
|
dot = DotProduct( nvf, ovf );
|
|
|
|
angles[YAW] = 0;
|
|
angles[PITCH] = dot * pitch;
|
|
angles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
|
|
}
|
|
|
|
void PM_FootSlopeTrace( float *pDiff, float *pInterval )
|
|
{
|
|
vec3_t footLOrg, footROrg, footLBot, footRBot;
|
|
trace_t trace;
|
|
float diff, interval;
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
interval = 10;
|
|
}
|
|
else
|
|
{
|
|
interval = 4;//?
|
|
}
|
|
|
|
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
|
|
{
|
|
if ( pDiff != NULL )
|
|
{
|
|
*pDiff = 0;
|
|
}
|
|
if ( pInterval != NULL )
|
|
{
|
|
*pInterval = interval;
|
|
}
|
|
return;
|
|
}
|
|
#if 1
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
if ( Q_isnan( pm->gent->client->renderInfo.footLPoint[i] )
|
|
|| Q_isnan( pm->gent->client->renderInfo.footRPoint[i] ) )
|
|
{
|
|
if ( pDiff != NULL )
|
|
{
|
|
*pDiff = 0;
|
|
}
|
|
if ( pInterval != NULL )
|
|
{
|
|
*pInterval = interval;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
#else
|
|
|
|
//FIXME: these really should have been gotten on the cgame, but I guess sometimes they're not and we end up with qnan numbers!
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
|
|
//get the feet
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
|
|
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
|
|
#endif
|
|
//NOTE: on AT-STs, rotating the foot moves this point, so it will wiggle...
|
|
// we have to do this extra work (more G2 transforms) to stop the wiggle... is it worth it?
|
|
/*
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
|
|
//get the feet
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
|
|
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL );
|
|
gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt,
|
|
&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time),
|
|
NULL, pm->gent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
|
|
}
|
|
*/
|
|
//get these on the cgame and store it, save ourselves a ghoul2 construct skel call
|
|
VectorCopy( pm->gent->client->renderInfo.footLPoint, footLOrg );
|
|
VectorCopy( pm->gent->client->renderInfo.footRPoint, footROrg );
|
|
|
|
//step 2: adjust foot tag z height to bottom of bbox+1
|
|
footLOrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
|
|
footROrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
|
|
VectorSet( footLBot, footLOrg[0], footLOrg[1], footLOrg[2] - interval*10 );
|
|
VectorSet( footRBot, footROrg[0], footROrg[1], footROrg[2] - interval*10 );
|
|
|
|
//step 3: trace down from each, find difference
|
|
vec3_t footMins, footMaxs;
|
|
vec3_t footLSlope, footRSlope;
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
VectorSet( footMins, -16, -16, 0 );
|
|
VectorSet( footMaxs, 16, 16, 1 );
|
|
}
|
|
else
|
|
{
|
|
VectorSet( footMins, -3, -3, 0 );
|
|
VectorSet( footMaxs, 3, 3, 1 );
|
|
}
|
|
|
|
pm->trace( &trace, footLOrg, footMins, footMaxs, footLBot, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
VectorCopy( trace.endpos, footLBot );
|
|
VectorCopy( trace.plane.normal, footLSlope );
|
|
|
|
pm->trace( &trace, footROrg, footMins, footMaxs, footRBot, pm->ps->clientNum, pm->tracemask, G2_NOCOLLIDE, 0 );
|
|
VectorCopy( trace.endpos, footRBot );
|
|
VectorCopy( trace.plane.normal, footRSlope );
|
|
|
|
diff = footLBot[2] - footRBot[2];
|
|
|
|
//optional step: for atst, tilt the footpads to match the slopes under it...
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
vec3_t footAngles;
|
|
if ( !VectorCompare( footLSlope, vec3_origin ) )
|
|
{//rotate the ATST's left foot pad to match the slope
|
|
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footLSlope, footAngles );
|
|
//Hmm... lerp this?
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 );
|
|
}
|
|
if ( !VectorCompare( footRSlope, vec3_origin ) )
|
|
{//rotate the ATST's right foot pad to match the slope
|
|
PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footRSlope, footAngles );
|
|
//Hmm... lerp this?
|
|
gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL, 0, 0 );
|
|
}
|
|
}
|
|
|
|
if ( pDiff != NULL )
|
|
{
|
|
*pDiff = diff;
|
|
}
|
|
if ( pInterval != NULL )
|
|
{
|
|
*pInterval = interval;
|
|
}
|
|
}
|
|
|
|
qboolean PM_InSlopeAnim( int anim )
|
|
{
|
|
switch ( anim )
|
|
{
|
|
case LEGS_LEFTUP1: //# On a slope with left foot 4 higher than right
|
|
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
|
|
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
|
|
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
|
|
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
|
|
case LEGS_RIGHTUP1: //# On a slope with RIGHT foot 4 higher than left
|
|
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
|
|
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
|
|
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
|
|
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
|
|
case LEGS_S1_LUP1:
|
|
case LEGS_S1_LUP2:
|
|
case LEGS_S1_LUP3:
|
|
case LEGS_S1_LUP4:
|
|
case LEGS_S1_LUP5:
|
|
case LEGS_S1_RUP1:
|
|
case LEGS_S1_RUP2:
|
|
case LEGS_S1_RUP3:
|
|
case LEGS_S1_RUP4:
|
|
case LEGS_S1_RUP5:
|
|
case LEGS_S3_LUP1:
|
|
case LEGS_S3_LUP2:
|
|
case LEGS_S3_LUP3:
|
|
case LEGS_S3_LUP4:
|
|
case LEGS_S3_LUP5:
|
|
case LEGS_S3_RUP1:
|
|
case LEGS_S3_RUP2:
|
|
case LEGS_S3_RUP3:
|
|
case LEGS_S3_RUP4:
|
|
case LEGS_S3_RUP5:
|
|
case LEGS_S4_LUP1:
|
|
case LEGS_S4_LUP2:
|
|
case LEGS_S4_LUP3:
|
|
case LEGS_S4_LUP4:
|
|
case LEGS_S4_LUP5:
|
|
case LEGS_S4_RUP1:
|
|
case LEGS_S4_RUP2:
|
|
case LEGS_S4_RUP3:
|
|
case LEGS_S4_RUP4:
|
|
case LEGS_S4_RUP5:
|
|
case LEGS_S5_LUP1:
|
|
case LEGS_S5_LUP2:
|
|
case LEGS_S5_LUP3:
|
|
case LEGS_S5_LUP4:
|
|
case LEGS_S5_LUP5:
|
|
case LEGS_S5_RUP1:
|
|
case LEGS_S5_RUP2:
|
|
case LEGS_S5_RUP3:
|
|
case LEGS_S5_RUP4:
|
|
case LEGS_S5_RUP5:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
#define SLOPE_RECALC_INT 100
|
|
extern qboolean G_StandardHumanoid( const char *modelName );
|
|
qboolean PM_AdjustStandAnimForSlope( void )
|
|
{
|
|
if ( !pm->gent || !pm->gent->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( pm->gent->client->NPC_class != CLASS_ATST
|
|
&& (!pm->gent||!G_StandardHumanoid( pm->gent->NPC_type )) )
|
|
{//only ATST and player does this
|
|
return qfalse;
|
|
}
|
|
if ( !pm->ps->clientNum && (!cg.renderingThirdPerson || cg.zoomMode) )
|
|
{//first person doesn't do this
|
|
return qfalse;
|
|
}
|
|
if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
|
|
{//need these bolts!
|
|
return qfalse;
|
|
}
|
|
//step 1: find the 2 foot tags
|
|
float diff;
|
|
float interval;
|
|
PM_FootSlopeTrace( &diff, &interval );
|
|
|
|
//step 4: based on difference, choose one of the left/right slope-match intervals
|
|
int destAnim;
|
|
if ( diff >= interval*5 )
|
|
{
|
|
destAnim = LEGS_LEFTUP5;
|
|
}
|
|
else if ( diff >= interval*4 )
|
|
{
|
|
destAnim = LEGS_LEFTUP4;
|
|
}
|
|
else if ( diff >= interval*3 )
|
|
{
|
|
destAnim = LEGS_LEFTUP3;
|
|
}
|
|
else if ( diff >= interval*2 )
|
|
{
|
|
destAnim = LEGS_LEFTUP2;
|
|
}
|
|
else if ( diff >= interval )
|
|
{
|
|
destAnim = LEGS_LEFTUP1;
|
|
}
|
|
else if ( diff <= interval*-5 )
|
|
{
|
|
destAnim = LEGS_RIGHTUP5;
|
|
}
|
|
else if ( diff <= interval*-4 )
|
|
{
|
|
destAnim = LEGS_RIGHTUP4;
|
|
}
|
|
else if ( diff <= interval*-3 )
|
|
{
|
|
destAnim = LEGS_RIGHTUP3;
|
|
}
|
|
else if ( diff <= interval*-2 )
|
|
{
|
|
destAnim = LEGS_RIGHTUP2;
|
|
}
|
|
else if ( diff <= interval*-1 )
|
|
{
|
|
destAnim = LEGS_RIGHTUP1;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
int legsAnim = pm->ps->legsAnim;
|
|
if ( pm->gent->client->NPC_class != CLASS_ATST )
|
|
{
|
|
//adjust for current legs anim
|
|
switch ( legsAnim )
|
|
{
|
|
case BOTH_STAND1:
|
|
case LEGS_S1_LUP1:
|
|
case LEGS_S1_LUP2:
|
|
case LEGS_S1_LUP3:
|
|
case LEGS_S1_LUP4:
|
|
case LEGS_S1_LUP5:
|
|
case LEGS_S1_RUP1:
|
|
case LEGS_S1_RUP2:
|
|
case LEGS_S1_RUP3:
|
|
case LEGS_S1_RUP4:
|
|
case LEGS_S1_RUP5:
|
|
destAnim = LEGS_S1_LUP1 + (destAnim-LEGS_LEFTUP1);
|
|
break;
|
|
case BOTH_STAND2:
|
|
case BOTH_SABERFAST_STANCE:
|
|
case BOTH_SABERSLOW_STANCE:
|
|
case BOTH_CROUCH1IDLE:
|
|
case BOTH_CROUCH1:
|
|
case LEGS_LEFTUP1: //# On a slope with left foot 4 higher than right
|
|
case LEGS_LEFTUP2: //# On a slope with left foot 8 higher than right
|
|
case LEGS_LEFTUP3: //# On a slope with left foot 12 higher than right
|
|
case LEGS_LEFTUP4: //# On a slope with left foot 16 higher than right
|
|
case LEGS_LEFTUP5: //# On a slope with left foot 20 higher than right
|
|
case LEGS_RIGHTUP1: //# On a slope with RIGHT foot 4 higher than left
|
|
case LEGS_RIGHTUP2: //# On a slope with RIGHT foot 8 higher than left
|
|
case LEGS_RIGHTUP3: //# On a slope with RIGHT foot 12 higher than left
|
|
case LEGS_RIGHTUP4: //# On a slope with RIGHT foot 16 higher than left
|
|
case LEGS_RIGHTUP5: //# On a slope with RIGHT foot 20 higher than left
|
|
//fine
|
|
break;
|
|
case BOTH_STAND3:
|
|
case LEGS_S3_LUP1:
|
|
case LEGS_S3_LUP2:
|
|
case LEGS_S3_LUP3:
|
|
case LEGS_S3_LUP4:
|
|
case LEGS_S3_LUP5:
|
|
case LEGS_S3_RUP1:
|
|
case LEGS_S3_RUP2:
|
|
case LEGS_S3_RUP3:
|
|
case LEGS_S3_RUP4:
|
|
case LEGS_S3_RUP5:
|
|
destAnim = LEGS_S3_LUP1 + (destAnim-LEGS_LEFTUP1);
|
|
break;
|
|
case BOTH_STAND4:
|
|
case LEGS_S4_LUP1:
|
|
case LEGS_S4_LUP2:
|
|
case LEGS_S4_LUP3:
|
|
case LEGS_S4_LUP4:
|
|
case LEGS_S4_LUP5:
|
|
case LEGS_S4_RUP1:
|
|
case LEGS_S4_RUP2:
|
|
case LEGS_S4_RUP3:
|
|
case LEGS_S4_RUP4:
|
|
case LEGS_S4_RUP5:
|
|
destAnim = LEGS_S4_LUP1 + (destAnim-LEGS_LEFTUP1);
|
|
break;
|
|
case BOTH_STAND5:
|
|
case LEGS_S5_LUP1:
|
|
case LEGS_S5_LUP2:
|
|
case LEGS_S5_LUP3:
|
|
case LEGS_S5_LUP4:
|
|
case LEGS_S5_LUP5:
|
|
case LEGS_S5_RUP1:
|
|
case LEGS_S5_RUP2:
|
|
case LEGS_S5_RUP3:
|
|
case LEGS_S5_RUP4:
|
|
case LEGS_S5_RUP5:
|
|
destAnim = LEGS_S5_LUP1 + (destAnim-LEGS_LEFTUP1);
|
|
break;
|
|
case BOTH_STAND6:
|
|
default:
|
|
return qfalse;
|
|
break;
|
|
}
|
|
}
|
|
//step 5: based on the chosen interval and the current legsAnim, pick the correct anim
|
|
//step 6: increment/decrement to the dest anim, not instant
|
|
if ( (legsAnim >= LEGS_LEFTUP1 && legsAnim <= LEGS_LEFTUP5)
|
|
|| (legsAnim >= LEGS_S1_LUP1 && legsAnim <= LEGS_S1_LUP5)
|
|
|| (legsAnim >= LEGS_S3_LUP1 && legsAnim <= LEGS_S3_LUP5)
|
|
|| (legsAnim >= LEGS_S4_LUP1 && legsAnim <= LEGS_S4_LUP5)
|
|
|| (legsAnim >= LEGS_S5_LUP1 && legsAnim <= LEGS_S5_LUP5) )
|
|
{//already in left-side up
|
|
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim++;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim--;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{
|
|
destAnim = legsAnim;
|
|
}
|
|
}
|
|
else if ( (legsAnim >= LEGS_RIGHTUP1 && legsAnim <= LEGS_RIGHTUP5)
|
|
|| (legsAnim >= LEGS_S1_RUP1 && legsAnim <= LEGS_S1_RUP5)
|
|
|| (legsAnim >= LEGS_S3_RUP1 && legsAnim <= LEGS_S3_RUP5)
|
|
|| (legsAnim >= LEGS_S4_RUP1 && legsAnim <= LEGS_S4_RUP5)
|
|
|| (legsAnim >= LEGS_S5_RUP1 && legsAnim <= LEGS_S5_RUP5) )
|
|
{//already in right-side up
|
|
if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim++;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
|
|
{
|
|
legsAnim--;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{
|
|
destAnim = legsAnim;
|
|
}
|
|
}
|
|
else
|
|
{//in a stand of some sort?
|
|
if ( pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( legsAnim == BOTH_STAND1 || legsAnim == BOTH_STAND2 || legsAnim == BOTH_CROUCH1IDLE )
|
|
{
|
|
if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_LEFTUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_RIGHTUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( legsAnim )
|
|
{
|
|
case BOTH_STAND1:
|
|
if ( destAnim >= LEGS_S1_LUP1 && destAnim <= LEGS_S1_LUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_S1_LUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S1_RUP1 && destAnim <= LEGS_S1_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S1_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
break;
|
|
case BOTH_STAND2:
|
|
case BOTH_SABERFAST_STANCE:
|
|
case BOTH_SABERSLOW_STANCE:
|
|
case BOTH_CROUCH1IDLE:
|
|
if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_LEFTUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_RIGHTUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
break;
|
|
case BOTH_STAND3:
|
|
if ( destAnim >= LEGS_S3_LUP1 && destAnim <= LEGS_S3_LUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_S3_LUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S3_RUP1 && destAnim <= LEGS_S3_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S3_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
break;
|
|
case BOTH_STAND4:
|
|
if ( destAnim >= LEGS_S4_LUP1 && destAnim <= LEGS_S4_LUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_S4_LUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S4_RUP1 && destAnim <= LEGS_S4_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S4_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
break;
|
|
case BOTH_STAND5:
|
|
if ( destAnim >= LEGS_S5_LUP1 && destAnim <= LEGS_S5_LUP5 )
|
|
{//going into left side up
|
|
destAnim = LEGS_S5_LUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else if ( destAnim >= LEGS_S5_RUP1 && destAnim <= LEGS_S5_RUP5 )
|
|
{//going into right side up
|
|
destAnim = LEGS_S5_RUP1;
|
|
pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
|
|
}
|
|
else
|
|
{//will never get here
|
|
return qfalse;
|
|
}
|
|
break;
|
|
case BOTH_STAND6:
|
|
default:
|
|
return qfalse;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//step 7: set the anim
|
|
PM_SetAnim( pm, SETANIM_LEGS, destAnim, SETANIM_FLAG_NORMAL );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void PM_SwimFloatAnim( void )
|
|
{
|
|
int legsAnim = pm->ps->legsAnim;
|
|
//FIXME: no start or stop anims
|
|
if ( pm->cmd.forwardmove || pm->cmd.rightmove || pm->cmd.upmove )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{//stopping
|
|
if ( legsAnim == BOTH_SWIMFORWARD )
|
|
{//I was swimming
|
|
if ( !pm->ps->legsAnimTimer )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else
|
|
{//idle
|
|
if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
|
|
{//not crouching
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PM_Footsteps
|
|
===============
|
|
*/
|
|
static void PM_Footsteps( void )
|
|
{
|
|
float bobmove;
|
|
int old, oldAnim;
|
|
qboolean footstep = qfalse;
|
|
qboolean validNPC = qfalse;
|
|
qboolean flipping = qfalse;
|
|
int setAnimFlags = SETANIM_FLAG_NORMAL;
|
|
|
|
if( pm->gent == NULL || pm->gent->client == NULL )
|
|
return;
|
|
|
|
if ( PM_SpinningSaberAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer )
|
|
{//spinning
|
|
return;
|
|
}
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
|
|
{//in knockdown
|
|
return;
|
|
}
|
|
|
|
if( pm->gent->NPC != NULL )
|
|
{
|
|
validNPC = qtrue;
|
|
}
|
|
|
|
pm->gent->client->renderInfo.legsFpsMod = 1.0f;
|
|
//PM_ResetAnkleAngles();
|
|
|
|
//
|
|
// calculate speed and cycle to be used for
|
|
// all cyclic walking effects
|
|
//
|
|
pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
|
|
+ pm->ps->velocity[1] * pm->ps->velocity[1] );
|
|
|
|
if ( pm->ps->legsAnim == BOTH_FLIP_F ||
|
|
pm->ps->legsAnim == BOTH_FLIP_B ||
|
|
pm->ps->legsAnim == BOTH_FLIP_L ||
|
|
pm->ps->legsAnim == BOTH_FLIP_R )
|
|
{
|
|
flipping = qtrue;
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
|
|
|| ( pm->watertype & CONTENTS_LADDER )
|
|
|| pm->ps->waterHeightLevel >= WHL_TORSO )
|
|
{//in air or submerged in water or in ladder
|
|
// airborne leaves position in cycle intact, but doesn't advance
|
|
if ( pm->waterlevel > 0 )
|
|
{
|
|
if ( pm->watertype & CONTENTS_LADDER )
|
|
{//FIXME: check for watertype, save waterlevel for whether to play
|
|
//the get off ladder transition anim!
|
|
if ( pm->ps->velocity[2] )
|
|
{//going up or down it
|
|
int anim;
|
|
if ( pm->ps->velocity[2] > 0 )
|
|
{
|
|
anim = BOTH_LADDER_UP1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_LADDER_DWN1;
|
|
}
|
|
PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( pm->waterlevel >= 2 ) //arms on ladder
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if (fabs(pm->ps->velocity[2]) >5) {
|
|
bobmove = 0.005 * fabs(pm->ps->velocity[2]); // climbing bobs slow
|
|
if (bobmove > 0.3)
|
|
bobmove = 0.3F;
|
|
goto DoFootSteps;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
pm->ps->legsAnimTimer += 300;
|
|
if ( pm->waterlevel >= 2 ) //arms on ladder
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
pm->ps->torsoAnimTimer += 300;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else if ( pm->ps->waterHeightLevel >= WHL_TORSO
|
|
&& (!pm->ps->clientNum||pm->ps->weapon==WP_SABER||pm->ps->weapon==WP_NONE||pm->ps->weapon==WP_MELEE) )//pm->waterlevel > 1 ) //in deep water
|
|
{
|
|
if ( !PM_ForceJumpingUp( pm->gent ) )
|
|
{
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE && (pm->ps->pm_flags&PMF_DUCKED) )
|
|
{
|
|
if ( !flipping )
|
|
{//you can crouch under water if feet are on ground
|
|
if ( pm->cmd.forwardmove || pm->cmd.rightmove )
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
PM_SwimFloatAnim();
|
|
if ( pm->ps->legsAnim != BOTH_SWIM_IDLE1 )
|
|
{//moving
|
|
old = pm->ps->bobCycle;
|
|
bobmove = 0.15f; // swim is a slow cycle
|
|
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
|
|
|
|
// if we just crossed a cycle boundary, play an apropriate footstep event
|
|
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 )
|
|
{
|
|
PM_AddEvent( EV_SWIM );
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{//hmm, in water, but not high enough to swim
|
|
//fall through to walk/run/stand
|
|
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{//unless in the air
|
|
//NOTE: this is a dupe of the code just below... for when you are not in the water at all
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
if ( !flipping )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
|
|
{
|
|
PM_SwimFloatAnim();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
if ( !flipping )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
|
|
{
|
|
PM_SwimFloatAnim();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( PM_SwimmingAnim( pm->ps->legsAnim ) && pm->waterlevel < 2 )
|
|
{//legs are in swim anim, and not swimming, be sure to override it
|
|
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
|
|
}
|
|
|
|
// if not trying to move
|
|
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove )
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
if( !PM_InOnGroundAnim( pm->ps ) )
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->legsAnimTimer && PM_LandingAnim( pm->ps->legsAnim ) )
|
|
{//still in a landing anim, let it play
|
|
return;
|
|
}
|
|
qboolean saberInAir = qtrue;
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're stuck in a broken parry
|
|
saberInAir = qfalse;
|
|
}
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
}
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{//NOTE: stand1 is with the helmet retracted, stand1to2 is the helmet going into place
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_STAND2, SETANIM_FLAG_NORMAL );
|
|
}
|
|
else if ( pm->ps->weapon == WP_SABER && pm->ps->saberInFlight && saberInAir )
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_SABERPULL,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if ( (pm->ps->weapon == WP_SABER&&pm->ps->saberLength>0&&!pm->ps->saberInFlight) )
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
int legsAnim;
|
|
switch ( pm->ps->saberAnimLevel )
|
|
{
|
|
case FORCE_LEVEL_1:
|
|
case FORCE_LEVEL_5:
|
|
legsAnim = BOTH_SABERFAST_STANCE;
|
|
break;
|
|
case FORCE_LEVEL_3:
|
|
legsAnim = BOTH_SABERSLOW_STANCE;
|
|
break;
|
|
case FORCE_LEVEL_0:
|
|
case FORCE_LEVEL_2:
|
|
case FORCE_LEVEL_4:
|
|
default:
|
|
legsAnim = BOTH_STAND2;
|
|
break;
|
|
}
|
|
PM_SetAnim(pm,SETANIM_LEGS,legsAnim,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else if( (validNPC && pm->ps->weapon > WP_SABER && pm->ps->weapon < WP_DET_PACK ))//Being careful or carrying a 2-handed weapon
|
|
{//Squadmates use BOTH_STAND3
|
|
oldAnim = pm->ps->legsAnim;
|
|
if(oldAnim != BOTH_GUARD_LOOKAROUND1 && oldAnim != BOTH_GUARD_IDLE1 &&
|
|
oldAnim != BOTH_STAND3IDLE1 && oldAnim != BOTH_STAND2TO4
|
|
&& oldAnim != BOTH_STAND4TO2 && oldAnim != BOTH_STAND4 )
|
|
{//Don't auto-override the guard idles
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND3,SETANIM_FLAG_NORMAL);
|
|
//if(oldAnim != BOTH_STAND2 && pm->ps->legsAnim == BOTH_STAND2)
|
|
//{
|
|
// pm->ps->legsAnimTimer = 500;
|
|
//}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !PM_AdjustStandAnimForSlope() )
|
|
{
|
|
// FIXME: Do we need this here... The imps stand is 4, not 1...
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_IMPERIAL )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
//maybe call this every frame, even when moving?
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
PM_FootSlopeTrace( NULL, NULL );
|
|
}
|
|
|
|
//trying to move laterally
|
|
if ( (PM_InSaberAnim( pm->ps->legsAnim ) && !PM_SpinningSaberAnim( pm->ps->legsAnim ))
|
|
|| pm->ps->legsAnim == BOTH_STAND1
|
|
|| pm->ps->legsAnim == BOTH_STAND1TO2
|
|
|| pm->ps->legsAnim == BOTH_STAND2TO1
|
|
|| pm->ps->legsAnim == BOTH_STAND2
|
|
|| pm->ps->legsAnim == BOTH_SABERFAST_STANCE
|
|
|| pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
|
|
|| pm->ps->legsAnim == BOTH_BUTTON_HOLD
|
|
|| pm->ps->legsAnim == BOTH_BUTTON_RELEASE
|
|
|| PM_LandingAnim( pm->ps->legsAnim )
|
|
|| PM_PainAnim( pm->ps->legsAnim )
|
|
|| PM_ForceAnim( pm->ps->legsAnim ))
|
|
{//legs are in a saber anim, and not spinning, be sure to override it
|
|
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
|
|
}
|
|
|
|
if ( (pm->ps->eFlags&EF_IN_ATST) )//does this catch NPCs, too?
|
|
{//atst
|
|
if ( pm->ps->legsAnim == BOTH_TURN_LEFT1 ||
|
|
pm->ps->legsAnim == BOTH_TURN_RIGHT1 )
|
|
{//moving overrides turning
|
|
setAnimFlags |= SETANIM_FLAG_OVERRIDE;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->pm_flags & PMF_DUCKED )
|
|
{
|
|
bobmove = 0.5; // ducked characters bob much faster
|
|
if( !PM_InOnGroundAnim( pm->ps ) )
|
|
{
|
|
qboolean rolled = qfalse;
|
|
if ( PM_RunningAnim( pm->ps->legsAnim ) || pm->ps->legsAnim == BOTH_FORCEHEAL_START )
|
|
{//roll!
|
|
rolled = PM_TryRoll();
|
|
}
|
|
if ( !rolled )
|
|
{
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
|
|
}
|
|
}
|
|
}
|
|
// ducked characters never play footsteps
|
|
}
|
|
else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{//Moving backwards
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
|
|
{//running backwards
|
|
bobmove = 0.4F; // faster speeds bob faster
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK1,setAnimFlags);
|
|
footstep = qtrue;
|
|
}
|
|
else
|
|
{//walking backwards
|
|
bobmove = 0.3F; // faster speeds bob faster
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{
|
|
bobmove = 0.3F; // walking bobs slow
|
|
if ( pm->ps->weapon == WP_NONE )
|
|
{//helmet retracted
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK1, SETANIM_FLAG_NORMAL );
|
|
}
|
|
else
|
|
{//helmet in place
|
|
PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK2, SETANIM_FLAG_NORMAL );
|
|
}
|
|
}
|
|
else if ( !( pm->cmd.buttons & BUTTON_WALKING ) )
|
|
{
|
|
bobmove = 0.4F; // faster speeds bob faster
|
|
if ( pm->ps->weapon == WP_SABER && pm->ps->saberActive )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( pm->ps->legsAnim != BOTH_RUN1 )
|
|
{
|
|
if ( pm->ps->legsAnim != BOTH_RUN1START )
|
|
{//Hmm, he should really start slow and have to accelerate... also need to do this for stopping
|
|
PM_SetAnim( pm,SETANIM_LEGS, BOTH_RUN1START, setAnimFlags|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( !pm->ps->legsAnimTimer )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
|
|
}
|
|
}
|
|
footstep = qtrue;
|
|
}
|
|
else
|
|
{
|
|
bobmove = 0.3F; // walking bobs slow
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER && pm->ps->saberActive )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,setAnimFlags);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,setAnimFlags);
|
|
}
|
|
|
|
//Enemy NPCs always make footsteps for the benefit of the player
|
|
if ( pm->gent && pm->gent->NPC && pm->gent->client && pm->gent->client->playerTeam != TEAM_PLAYER )
|
|
{
|
|
footstep = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(pm->gent != NULL)
|
|
{
|
|
if( pm->gent->client->renderInfo.legsFpsMod > 2 )
|
|
{
|
|
pm->gent->client->renderInfo.legsFpsMod = 2;
|
|
}
|
|
else if(pm->gent->client->renderInfo.legsFpsMod < 0.5)
|
|
{
|
|
pm->gent->client->renderInfo.legsFpsMod = 0.5;
|
|
}
|
|
}
|
|
|
|
DoFootSteps:
|
|
|
|
// check for footstep / splash sounds
|
|
old = pm->ps->bobCycle;
|
|
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
|
|
|
|
// if we just crossed a cycle boundary, play an apropriate footstep event
|
|
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 )
|
|
{
|
|
if ( pm->watertype & CONTENTS_LADDER )
|
|
{
|
|
if ( !pm->noFootsteps )
|
|
{
|
|
if (pm->ps->groundEntityNum == ENTITYNUM_NONE) {// on ladder
|
|
PM_AddEvent( EV_FOOTSTEP_METAL );
|
|
} else {
|
|
PM_AddEvent( PM_FootstepForSurface() ); //still on ground
|
|
}
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->waterlevel == 0 )
|
|
{
|
|
// on ground will only play sounds if running
|
|
if ( footstep && !pm->noFootsteps )
|
|
{
|
|
PM_AddEvent( PM_FootstepForSurface() );
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->waterlevel == 1 )
|
|
{
|
|
// splashing
|
|
if ( pm->ps->waterHeightLevel >= WHL_KNEES )
|
|
{
|
|
PM_AddEvent( EV_FOOTWADE );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_FOOTSPLASH );
|
|
}
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
vec3_t bottom;
|
|
|
|
VectorCopy( pm->ps->origin, bottom );
|
|
bottom[2] += pm->mins[2];
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );//was bottom
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_MINOR );
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->waterlevel == 2 )
|
|
{
|
|
// wading / swimming at surface
|
|
/*
|
|
if ( pm->ps->waterHeightLevel >= WHL_TORSO )
|
|
{
|
|
PM_AddEvent( EV_SWIM );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
PM_AddEvent( EV_FOOTWADE );
|
|
}
|
|
if ( pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
// if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{// or no sound when completely underwater...?
|
|
PM_AddEvent( EV_SWIM );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_WaterEvents
|
|
|
|
Generate sound events for entering and leaving water
|
|
==============
|
|
*/
|
|
static void PM_WaterEvents( void ) { // FIXME?
|
|
|
|
qboolean impact_splash = qfalse;
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) //fake water for ladder
|
|
{
|
|
return;
|
|
}
|
|
//
|
|
// if just entered a water volume, play a sound
|
|
//
|
|
if (!pml.previous_waterlevel && pm->waterlevel) {
|
|
PM_AddEvent( EV_WATER_TOUCH );
|
|
if ( pm->gent && VectorLengthSquared( pm->ps->velocity ) > 40000 )
|
|
{
|
|
impact_splash = qtrue;
|
|
}
|
|
if ( pm->gent && !pm->ps->clientNum )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
|
|
//
|
|
// if just completely exited a water volume, play a sound
|
|
//
|
|
if (pml.previous_waterlevel && !pm->waterlevel) {
|
|
PM_AddEvent( EV_WATER_LEAVE );
|
|
if ( pm->gent && VectorLengthSquared( pm->ps->velocity ) > 40000 )
|
|
{
|
|
impact_splash = qtrue;
|
|
}
|
|
if ( pm->gent && !pm->ps->clientNum )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
|
|
if ( impact_splash )
|
|
{
|
|
//play the splash effect
|
|
trace_t tr;
|
|
vec3_t axis[3], angs, start, end;
|
|
|
|
VectorSet( angs, 0, pm->gent->currentAngles[YAW], 0 );
|
|
AngleVectors( angs, axis[2], axis[1], axis[0] );
|
|
|
|
VectorCopy( pm->ps->origin, start );
|
|
VectorCopy( pm->ps->origin, end );
|
|
|
|
// FIXME: set start and end better
|
|
start[2] += 10;
|
|
end[2] -= 40;
|
|
|
|
gi.trace( &tr, start, vec3_origin, vec3_origin, end, pm->gent->s.number, CONTENTS_WATER, G2_NOCOLLIDE, 0 );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
G_PlayEffect( "water_impact", tr.endpos, axis );
|
|
}
|
|
}
|
|
|
|
//
|
|
// check for head just going under water
|
|
//
|
|
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
|
|
PM_AddEvent( EV_WATER_UNDER );
|
|
if ( pm->gent && !pm->ps->clientNum )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_MINOR );
|
|
}
|
|
}
|
|
|
|
//
|
|
// check for head just coming out of water
|
|
//
|
|
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
|
|
if ( !pm->gent || !pm->gent->client || pm->gent->client->airOutTime < level.time + 2000 )
|
|
{//only do this if we were drowning or about to start drowning
|
|
PM_AddEvent( EV_WATER_CLEAR );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_WATER_LEAVE );
|
|
}
|
|
if ( pm->gent && !pm->ps->clientNum )
|
|
{
|
|
AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
|
|
AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_BeginWeaponChange
|
|
===============
|
|
*/
|
|
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
|
|
static void PM_BeginWeaponChange( int weapon ) {
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
|
|
{//just entered map
|
|
if ( weapon == WP_NONE && pm->ps->weapon != weapon )
|
|
{//don't switch to weapon none if just entered map
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
|
|
return;
|
|
}
|
|
|
|
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
return;
|
|
}
|
|
|
|
if ( cg.time > 0 )
|
|
{//this way we don't get that annoying change weapon sound every time a map starts
|
|
PM_AddEvent( EV_CHANGE_WEAPON );
|
|
}
|
|
|
|
pm->ps->weaponstate = WEAPON_DROPPING;
|
|
pm->ps->weaponTime += 200;
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{
|
|
if ( pm->gent->alt_fire )
|
|
{//FIXME: attack delay?
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{//FIXME: attack delay?
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_HOLD);
|
|
}
|
|
|
|
|
|
// turn of any kind of zooming when weapon switching....except the LA Goggles
|
|
if ( pm->ps->clientNum == 0 )
|
|
{
|
|
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
|
|
{
|
|
cg.zoomMode = 0;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
if ( !pm->ps->clientNum )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "1" );
|
|
}
|
|
}
|
|
else if ( weapon == WP_SABER )
|
|
{//going to switch to lightsaber
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->weapon == WP_SABER )
|
|
{//going to switch away from saber
|
|
if ( pm->gent )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
|
|
}
|
|
PM_SetSaberMove(LS_PUTAWAY);
|
|
}
|
|
//put this back in because saberActive isn't being set somewhere else anymore
|
|
pm->ps->saberActive = qfalse;
|
|
pm->ps->saberLength = 0;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_FinishWeaponChange
|
|
===============
|
|
*/
|
|
static void PM_FinishWeaponChange( void ) {
|
|
int weapon;
|
|
qboolean trueSwitch = qtrue;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
|
|
{//just entered map
|
|
if ( pm->cmd.weapon == WP_NONE && pm->ps->weapon != pm->cmd.weapon )
|
|
{//don't switch to weapon none if just entered map
|
|
return;
|
|
}
|
|
}
|
|
weapon = pm->cmd.weapon;
|
|
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
|
|
weapon = WP_NONE;
|
|
}
|
|
|
|
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
|
|
weapon = WP_NONE;
|
|
}
|
|
|
|
if ( pm->ps->weapon == weapon )
|
|
{
|
|
trueSwitch = qfalse;
|
|
}
|
|
int oldWeap = pm->ps->weapon;
|
|
pm->ps->weapon = weapon;
|
|
pm->ps->weaponstate = WEAPON_RAISING;
|
|
pm->ps->weaponTime += 250;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
|
|
{//do nothing
|
|
}
|
|
else if ( weapon == WP_SABER )
|
|
{//turn on the lightsaber
|
|
//FIXME: somehow sometimes I still end up with 2 weapons in hand... usually if I
|
|
// cycle weapons fast enough that I end up in 1st person lightsaber, then
|
|
// somehow throw the saber and switch to another weapon (all in 1st person),
|
|
// making my saber drop to the ground... when I switch back to the saber, it
|
|
// does not remove the current weapon model and then, when I pull the saber
|
|
// back to my hand, I have 2 weaponModels active...?
|
|
if ( pm->gent )
|
|
{// remove gun if we had it.
|
|
if ( pm->gent->weaponModel >= 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model(pm->gent->ghoul2, pm->gent->weaponModel);
|
|
}
|
|
}
|
|
|
|
if ( !pm->ps->saberInFlight )
|
|
{//if it's not in flight or lying around, turn it on!
|
|
//FIXME: AddSound/Sight Event
|
|
//FIXME: don't do this if just loaded a game
|
|
if ( trueSwitch )
|
|
{//actually did switch weapons, turn it on
|
|
pm->ps->saberActive = qtrue;
|
|
pm->ps->saberLength = 0;
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{
|
|
G_CreateG2AttachedWeaponModel( pm->gent, pm->ps->saberModel );
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: pull it back to us?
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{
|
|
WP_SaberInitBladeData( pm->gent );
|
|
if ( !pm->ps->clientNum && cg_saberAutoThird.value )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "1" );
|
|
}
|
|
}
|
|
if ( trueSwitch )
|
|
{//actually did switch weapons, play anim
|
|
PM_SetSaberMove(LS_DRAW);
|
|
}
|
|
}
|
|
else
|
|
{//switched away from saber
|
|
if ( pm->gent )
|
|
{
|
|
// remove the sabre if we had it.
|
|
if ( pm->gent->weaponModel >= 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model(pm->gent->ghoul2, pm->gent->weaponModel);
|
|
pm->gent->weaponModel = -1;
|
|
}
|
|
if (weaponData[weapon].weaponMdl[0]) { //might be NONE, so check if it has a model
|
|
G_CreateG2AttachedWeaponModel( pm->gent, weaponData[weapon].weaponMdl );
|
|
}
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{
|
|
if ( pm->gent->alt_fire )
|
|
{//FIXME: attack delay?
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{//FIXME: attack delay?
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_HOLD);
|
|
}
|
|
if ( !pm->ps->clientNum && cg_gunAutoFirst.value && oldWeap == WP_SABER && weapon != WP_NONE )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "0" );
|
|
}
|
|
pm->ps->saberMove = LS_NONE;
|
|
pm->ps->saberBlocking = BLK_NO;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
|
|
void PM_SetSaberMove(short newMove)
|
|
{
|
|
unsigned int setflags = saberMoveData[newMove].animSetFlags;
|
|
int anim = saberMoveData[newMove].animToUse;
|
|
int parts = SETANIM_TORSO;
|
|
|
|
if ( cg_debugSaber.integer&0x01 && (newMove != LS_READY) )
|
|
{
|
|
Com_Printf("SetSaberMove: From '%s' to '%s'\n",
|
|
saberMoveData[pm->ps->saberMove].name,
|
|
saberMoveData[newMove].name);
|
|
}
|
|
|
|
if ( newMove == LS_READY || newMove == LS_A_FLIP_STAB || newMove == LS_A_FLIP_SLASH )
|
|
{//finished with a kata (or in a special move) reset attack counter
|
|
pm->ps->saberAttackChainCount = 0;
|
|
}
|
|
else if ( PM_SaberInAttack( newMove ) )
|
|
{//continuing with a kata, increment attack counter
|
|
pm->ps->saberAttackChainCount++;
|
|
}
|
|
|
|
if ( newMove == LS_READY )
|
|
{
|
|
switch ( pm->ps->saberAnimLevel )
|
|
{
|
|
case FORCE_LEVEL_1:
|
|
case FORCE_LEVEL_5:
|
|
anim = BOTH_SABERFAST_STANCE;
|
|
break;
|
|
case FORCE_LEVEL_3:
|
|
anim = BOTH_SABERSLOW_STANCE;
|
|
break;
|
|
case FORCE_LEVEL_0:
|
|
case FORCE_LEVEL_2:
|
|
case FORCE_LEVEL_4:
|
|
default:
|
|
anim = BOTH_STAND2;
|
|
break;
|
|
}
|
|
}
|
|
else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 &&
|
|
!PM_SaberInIdle( newMove ) && !PM_SaberInParry( newMove ) && !PM_SaberInKnockaway( newMove ) && !PM_SaberInBrokenParry( newMove ) && !PM_SaberInReflect( newMove ) && !PM_SaberInSpecial( newMove ))
|
|
{//readies, parries and reflections have only 1 level
|
|
//increment the anim to the next level of saber anims
|
|
anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
|
|
}
|
|
|
|
// If the move does the same animation as the last one, we need to force a restart...
|
|
if ( saberMoveData[pm->ps->saberMove].animToUse == anim && newMove > LS_PUTAWAY)
|
|
{
|
|
setflags |= SETANIM_FLAG_RESTART;
|
|
}
|
|
|
|
if ( anim == BOTH_STAND2
|
|
|| anim == BOTH_SABERFAST_STANCE
|
|
|| anim == BOTH_SABERSLOW_STANCE )
|
|
{
|
|
//FIXME: play both_stand2_random1 when you've been idle for a while
|
|
if( pm->ps->legsAnim == BOTH_WALK1 )
|
|
{
|
|
anim = BOTH_WALK1;
|
|
}
|
|
else if( pm->ps->legsAnim == BOTH_RUN2 )
|
|
{
|
|
anim = BOTH_RUN2;
|
|
}
|
|
else if( pm->ps->legsAnim == BOTH_WALK2 )
|
|
{
|
|
anim = BOTH_WALK2;
|
|
}
|
|
}
|
|
|
|
if ( newMove == LS_A_LUNGE
|
|
|| newMove == LS_A_JUMP_T__B_
|
|
|| newMove == LS_A_BACKSTAB
|
|
|| newMove == LS_A_BACK
|
|
|| newMove == LS_A_BACK_CR
|
|
|| newMove == LS_A_FLIP_STAB
|
|
|| newMove == LS_A_FLIP_SLASH )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else if ( PM_SpinningSaberAnim( anim ) )
|
|
{//spins must be played on entire body
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else if ( (!pm->cmd.forwardmove&&!pm->cmd.rightmove&&!pm->cmd.upmove))
|
|
{//not trying to run, duck or jump
|
|
if ( !PM_FlippingAnim( pm->ps->legsAnim ) &&
|
|
!PM_InRoll( pm->ps ) &&
|
|
!PM_InKnockDown( pm->ps ) &&
|
|
!PM_JumpingAnim( pm->ps->legsAnim ) &&
|
|
!PM_PainAnim( pm->ps->legsAnim ) &&
|
|
!PM_InSpecialJump( pm->ps->legsAnim ) &&
|
|
!PM_InSlopeAnim( pm->ps->legsAnim ) &&
|
|
//!PM_CrouchAnim( pm->ps->legsAnim ) &&
|
|
//pm->cmd.upmove >= 0 &&
|
|
!(pm->ps->pm_flags & PMF_DUCKED))
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
}
|
|
PM_SetAnim( pm, parts, anim, setflags, saberMoveData[newMove].blendTime );
|
|
|
|
if ( pm->ps->torsoAnim == anim )
|
|
{//successfully changed anims
|
|
//special check for *starting* a saber swing
|
|
if ( pm->gent && pm->ps->saberLength > 1 )
|
|
{
|
|
if ( PM_SaberInAttack( newMove ) || PM_SaberInSpecialAttack( anim ) )
|
|
{//playing an attack
|
|
if ( pm->ps->saberMove != newMove &&
|
|
cg.renderingThirdPerson) // don't want these sounds being triggered in 1st person
|
|
{//wasn't playing that attack before
|
|
if ( PM_SaberInSpecialAttack( anim ) )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 3 ) ) );
|
|
}
|
|
else
|
|
{
|
|
switch ( pm->ps->saberAnimLevel )
|
|
{
|
|
case FORCE_LEVEL_4:
|
|
case FORCE_LEVEL_3:
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 7, 9 ) ) );
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 4, 6 ) ) );
|
|
break;
|
|
case FORCE_LEVEL_5:
|
|
case FORCE_LEVEL_1:
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 3 ) ) );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( PM_SaberInStart( newMove ) && pm->ps->saberAnimLevel == FORCE_LEVEL_3 )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 3 ) ) );
|
|
}
|
|
}
|
|
|
|
pm->ps->saberMove = newMove;
|
|
pm->ps->saberBlocking = saberMoveData[newMove].blocking;
|
|
|
|
if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
|
|
{
|
|
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ
|
|
&& newMove >= LS_REFLECT_UP && newMove <= LS_REFLECT_LL )
|
|
{//don't clear it when blocking projectiles
|
|
}
|
|
else
|
|
{
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
else if ( pm->ps->saberBlocked <= BLOCKED_ATK_BOUNCE || !pm->ps->saberActive || (newMove < LS_PARRY_UR || newMove > LS_REFLECT_LL) )
|
|
{//NPCs only clear blocked if not blocking?
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( saberMoveData[newMove].trailLength > 0 )
|
|
{
|
|
pm->gent->client->saberTrail.inAction = qtrue;
|
|
pm->gent->client->saberTrail.duration = saberMoveData[newMove].trailLength; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
|
|
}
|
|
else
|
|
{
|
|
pm->gent->client->saberTrail.inAction = qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_Use
|
|
|
|
Generates a use event
|
|
==============
|
|
*/
|
|
#define USE_DELAY 250
|
|
|
|
void PM_Use( void )
|
|
{
|
|
if ( pm->ps->useTime > 0 )
|
|
{
|
|
pm->ps->useTime -= pml.msec;
|
|
if ( pm->ps->useTime < 0 )
|
|
{
|
|
pm->ps->useTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->useTime > 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( ! (pm->cmd.buttons & BUTTON_USE ) )
|
|
{
|
|
pm->useEvent = 0;
|
|
pm->ps->useTime = 0;
|
|
return;
|
|
}
|
|
|
|
pm->useEvent = EV_USE;
|
|
pm->ps->useTime = USE_DELAY;
|
|
}
|
|
|
|
// Not added into PlayerStateBase as it affects save state
|
|
int altUseTime = 0;
|
|
void PM_AltUse( void )
|
|
{
|
|
if ( altUseTime > 0 )
|
|
{
|
|
altUseTime -= pml.msec;
|
|
if ( altUseTime < 0 )
|
|
{
|
|
altUseTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( altUseTime > 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( ! (pm->cmd.buttons & BUTTON_ALT_USE ) )
|
|
{
|
|
pm->altUseEvent = 0;
|
|
altUseTime = 0;
|
|
return;
|
|
}
|
|
|
|
pm->altUseEvent = EV_USE;
|
|
altUseTime = USE_DELAY;
|
|
}
|
|
|
|
extern int PM_AttackForEnemyPos( qboolean allowFB );
|
|
int PM_NPCSaberAttackFromQuad( int quad )
|
|
{
|
|
//FIXME: this should be an AI decision
|
|
// It should be based on the enemy's current LS_ move, saberAnimLevel,
|
|
// the jedi's difficulty level, rank and FP_OFFENSE skill...
|
|
int autoMove = LS_NONE;
|
|
if ( pm->gent && ((pm->gent->NPC && pm->gent->NPC->rank != RANK_ENSIGN && pm->gent->NPC->rank != RANK_CIVILIAN ) || (pm->gent->client && pm->gent->client->NPC_class == CLASS_TAVION)) )
|
|
{
|
|
autoMove = PM_AttackForEnemyPos( qtrue );
|
|
}
|
|
if ( autoMove != LS_NONE && PM_SaberInSpecial( autoMove ) )
|
|
{//if have opportunity to do a special attack, do one
|
|
return autoMove;
|
|
}
|
|
else
|
|
{//pick another one
|
|
int newmove = LS_NONE;
|
|
switch( quad )
|
|
{
|
|
case Q_T://blocked top
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_A_T2B;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_TR2BL;
|
|
}
|
|
break;
|
|
case Q_TR:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_A_TR2BL;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_T1_TR_BR;
|
|
}
|
|
break;
|
|
case Q_TL:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_A_TL2BR;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_T1_TL_BL;
|
|
}
|
|
break;
|
|
case Q_BR:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_BR2TL;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1_BR_TR;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
break;
|
|
case Q_BL:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_BL2TR;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1_BL_TL;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
break;
|
|
case Q_L:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1__L_T_;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
break;
|
|
case Q_R:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
newmove = LS_A_R2L;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
newmove = LS_T1__R_T_;
|
|
}
|
|
else
|
|
{
|
|
newmove = LS_A_L2R;
|
|
}
|
|
break;
|
|
case Q_B:
|
|
if ( ( pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG ) )
|
|
{//fencers and above can do bottom-up attack
|
|
if ( Q_irand( 0, pm->gent->NPC->rank ) >= RANK_LT_JG )
|
|
{//but not overly likely
|
|
newmove = LS_A_LUNGE;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return newmove;
|
|
}
|
|
}
|
|
|
|
int PM_SaberMoveQuadrantForMovement( usercmd_t *ucmd )
|
|
{
|
|
if ( ucmd->rightmove > 0 )
|
|
{//moving right
|
|
if ( ucmd->forwardmove > 0 )
|
|
{//forward right = TL2BR slash
|
|
return Q_TL;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{//backward right = BL2TR uppercut
|
|
return Q_BL;
|
|
}
|
|
else
|
|
{//just right is a left slice
|
|
return Q_L;
|
|
}
|
|
}
|
|
else if ( ucmd->rightmove < 0 )
|
|
{//moving left
|
|
if ( ucmd->forwardmove > 0 )
|
|
{//forward left = TR2BL slash
|
|
return Q_TR;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{//backward left = BR2TL uppercut
|
|
return Q_BR;
|
|
}
|
|
else
|
|
{//just left is a right slice
|
|
return Q_R;
|
|
}
|
|
}
|
|
else
|
|
{//not moving left or right
|
|
if ( ucmd->forwardmove > 0 )
|
|
{//forward= T2B slash
|
|
return Q_T;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{//backward= T2B slash //or B2T uppercut?
|
|
return Q_T;
|
|
}
|
|
else //if ( curmove == LS_READY )//???
|
|
{//Not moving at all
|
|
return Q_R;
|
|
}
|
|
}
|
|
//return Q_R;//????
|
|
}
|
|
|
|
void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs )
|
|
{
|
|
if ( !gi.G2API_HaveWeGhoul2Models( gent->ghoul2 ) )
|
|
{
|
|
return;
|
|
}
|
|
int actualTime = (cg.time?cg.time:level.time);
|
|
if ( torso && gent->lowerLumbarBone != -1 )//gent->upperLumbarBone
|
|
{
|
|
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
|
|
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
|
|
if ( gent->motionBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, //gent->upperLumbarBone
|
|
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
|
|
}
|
|
}
|
|
if ( legs && gent->rootBone != -1 )
|
|
{
|
|
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone,
|
|
frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
|
|
}
|
|
}
|
|
|
|
int PM_SaberLockWinAnim( saberLockResult_t result )
|
|
{
|
|
int winAnim = -1;
|
|
switch ( pm->ps->torsoAnim )
|
|
{
|
|
/*
|
|
default:
|
|
#ifndef FINAL_BUILD
|
|
Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", pm->gent->NPC_type, pm->ps->torsoAnim, animTable[pm->ps->torsoAnim].name );
|
|
#endif
|
|
*/
|
|
case BOTH_BF2LOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
winAnim = BOTH_BF1BREAK;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->saberMove = LS_A_T2B;
|
|
winAnim = BOTH_A3_T__B_;
|
|
}
|
|
break;
|
|
case BOTH_BF1LOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
winAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->saberMove = LS_K1_T_;
|
|
winAnim = BOTH_K1_S1_T_;
|
|
}
|
|
break;
|
|
case BOTH_CWCIRCLELOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BL;
|
|
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
winAnim = BOTH_V1_BL_S1;
|
|
}
|
|
else
|
|
{
|
|
winAnim = BOTH_CWCIRCLEBREAK;
|
|
}
|
|
break;
|
|
case BOTH_CCWCIRCLELOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BR;
|
|
pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
winAnim = BOTH_V1_BR_S1;
|
|
}
|
|
else
|
|
{
|
|
winAnim = BOTH_CCWCIRCLEBREAK;
|
|
}
|
|
break;
|
|
}
|
|
if ( winAnim != -1 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
return winAnim;
|
|
}
|
|
|
|
int PM_SaberLockLoseAnim( gentity_t *genemy, saberLockResult_t result )
|
|
{
|
|
int loseAnim = -1;
|
|
switch ( genemy->client->ps.torsoAnim )
|
|
{
|
|
/*
|
|
default:
|
|
#ifndef FINAL_BUILD
|
|
Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", genemy->NPC_type, genemy->client->ps.torsoAnim, animTable[genemy->client->ps.torsoAnim].name );
|
|
#endif
|
|
*/
|
|
case BOTH_BF2LOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
loseAnim = BOTH_BF1BREAK;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
genemy->client->ps.saberMove = LS_K1_T_;
|
|
loseAnim = BOTH_K1_S1_T_;
|
|
}
|
|
else
|
|
{//FIXME: this anim needs to transition back to ready when done
|
|
loseAnim = BOTH_BF1BREAK;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_BF1LOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
loseAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
genemy->client->ps.saberMove = LS_A_T2B;
|
|
loseAnim = BOTH_A3_T__B_;
|
|
}
|
|
else
|
|
{
|
|
loseAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_CWCIRCLELOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BL_S1;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
loseAnim = BOTH_CCWCIRCLEBREAK;
|
|
}
|
|
else
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BL_S1;
|
|
/*
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BR;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_H1_S1_BL;
|
|
*/
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_CCWCIRCLELOCK:
|
|
if ( result == LOCK_DRAW )
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BR_S1;
|
|
}
|
|
else
|
|
{
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
loseAnim = BOTH_CWCIRCLEBREAK;
|
|
}
|
|
else
|
|
{
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_V1_BR_S1;
|
|
/*
|
|
genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BL;
|
|
genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
loseAnim = BOTH_H1_S1_BR;
|
|
*/
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if ( loseAnim != -1 )
|
|
{
|
|
NPC_SetAnim( genemy, SETANIM_BOTH, loseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
genemy->client->ps.weaponTime = genemy->client->ps.torsoAnimTimer;// + 250;
|
|
}
|
|
return loseAnim;
|
|
}
|
|
|
|
void PM_SaberLockBreak( gentity_t *gent, gentity_t *genemy, saberLockResult_t result, int victoryStrength )
|
|
{
|
|
int winAnim = -1, loseAnim = -1;
|
|
|
|
winAnim = PM_SaberLockWinAnim( result );
|
|
if ( genemy && genemy->client )
|
|
{
|
|
loseAnim = PM_SaberLockLoseAnim( genemy, result );
|
|
}
|
|
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s won saber lock, anim = %s!\n", gent->NPC_type, animTable[winAnim].name );
|
|
Com_Printf( "%s lost saber lock, anim = %s!\n", genemy->NPC_type, animTable[loseAnim].name );
|
|
}
|
|
|
|
pm->ps->saberLockTime = genemy->client->ps.saberLockTime = 0;
|
|
pm->ps->saberLockEnemy = genemy->client->ps.saberLockEnemy = ENTITYNUM_NONE;
|
|
|
|
PM_AddEvent( EV_JUMP );
|
|
if ( result == LOCK_STALEMATE )
|
|
{//no-one won
|
|
G_AddEvent( genemy, EV_JUMP, 0 );
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->clientNum )
|
|
{//an NPC
|
|
pm->ps->saberEventFlags |= SEF_LOCK_WON;//tell the winner to press the advantage
|
|
}
|
|
//painDebounceTime will stop them from doing anything
|
|
genemy->painDebounceTime = level.time + genemy->client->ps.torsoAnimTimer + 500;
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
G_AddEvent( genemy, EV_PAIN, Q_irand( 0, 75 ) );
|
|
}
|
|
else
|
|
{
|
|
if ( genemy->NPC )
|
|
{
|
|
genemy->NPC->blockedSpeechDebounceTime = 0;
|
|
}
|
|
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
|
|
}
|
|
if ( result == LOCK_VICTORY && winAnim != BOTH_CCWCIRCLEBREAK )
|
|
{//one person won
|
|
if ( Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_2 ) < pm->ps->forcePowerLevel[FP_SABER_OFFENSE] )
|
|
{
|
|
if ( (!genemy->s.number&&genemy->health<=25)//player low on health
|
|
||(genemy->s.number&&genemy->client->NPC_class!=CLASS_LUKE&&genemy->client->NPC_class!=CLASS_TAVION&&genemy->client->NPC_class!=CLASS_DESANN)//any NPC that's not a boss character
|
|
||(genemy->s.number&&genemy->health<=50) )//boss character with less than 50 health left
|
|
{//possibly knock saber out of hand OR cut hand off!
|
|
vec3_t throwDir = {0,0,350};
|
|
int winMove = pm->ps->saberMove;
|
|
switch ( winAnim )
|
|
{
|
|
case BOTH_A3_T__B_:
|
|
winAnim = BOTH_D1_TL___;
|
|
winMove = LS_D1_TL;
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
case BOTH_K1_S1_T_:
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
case BOTH_CWCIRCLEBREAK:
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
case BOTH_CCWCIRCLEBREAK:
|
|
winAnim = BOTH_A1_BR_TL;
|
|
winMove = LS_A_BR2TL;
|
|
//FIXME: mod throwDir?
|
|
break;
|
|
}
|
|
if ( Q_irand( 0, 25 ) < victoryStrength
|
|
&& ((!genemy->s.number&&genemy->health<=10)||genemy->s.number) )
|
|
{
|
|
NPC_SetAnim( genemy, SETANIM_BOTH, BOTH_RIGHTHANDCHOPPEDOFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//force this
|
|
genemy->client->dismembered = qfalse;
|
|
G_DoDismemberment( genemy, genemy->client->renderInfo.handRPoint, MOD_SABER, 1000, HL_HAND_RT, qtrue );
|
|
G_Damage( genemy, gent, gent, throwDir, genemy->client->renderInfo.handRPoint, genemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_SABER, HL_NONE );
|
|
|
|
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer + 500;
|
|
pm->ps->saberMove = winMove;
|
|
}
|
|
else if ( Q_irand( 0, 10 ) < victoryStrength )
|
|
{
|
|
WP_SaberLose( genemy, throwDir );
|
|
|
|
PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
pm->ps->saberMove = winMove;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int G_SaberLockStrength( gentity_t *gent )
|
|
{
|
|
if ( gent->s.number )
|
|
{
|
|
if ( gent->client->NPC_class == CLASS_DESANN || gent->client->NPC_class == CLASS_LUKE )
|
|
{
|
|
return 5+Q_irand(0,g_spskill->integer);
|
|
}
|
|
else
|
|
{
|
|
return gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer);
|
|
}
|
|
}
|
|
else
|
|
{//player
|
|
return gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer);
|
|
}
|
|
}
|
|
|
|
extern qboolean ValidAnimFileIndex ( int index );
|
|
qboolean PM_SaberLocked( void )
|
|
{
|
|
if ( pm->ps->saberLockEnemy == ENTITYNUM_NONE )
|
|
{
|
|
if ( pm->ps->torsoAnim == BOTH_BF2LOCK ||
|
|
pm->ps->torsoAnim == BOTH_BF1LOCK ||
|
|
pm->ps->torsoAnim == BOTH_CWCIRCLELOCK ||
|
|
pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK )
|
|
{//wtf? Maybe enemy died?
|
|
PM_SaberLockWinAnim( LOCK_STALEMATE );
|
|
}
|
|
return qfalse;
|
|
}
|
|
gentity_t *gent = pm->gent;
|
|
if ( !gent )
|
|
{
|
|
return qfalse;
|
|
}
|
|
gentity_t *genemy = &g_entities[pm->ps->saberLockEnemy];
|
|
if ( !genemy )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ( pm->ps->torsoAnim == BOTH_BF2LOCK ||
|
|
pm->ps->torsoAnim == BOTH_BF1LOCK ||
|
|
pm->ps->torsoAnim == BOTH_CWCIRCLELOCK ||
|
|
pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK )
|
|
&& ( genemy->client->ps.torsoAnim == BOTH_BF2LOCK ||
|
|
genemy->client->ps.torsoAnim == BOTH_BF1LOCK ||
|
|
genemy->client->ps.torsoAnim == BOTH_CWCIRCLELOCK ||
|
|
genemy->client->ps.torsoAnim == BOTH_CCWCIRCLELOCK )
|
|
)
|
|
{
|
|
if ( pm->ps->saberLockTime <= level.time + 500
|
|
&& pm->ps->saberLockEnemy != ENTITYNUM_NONE )
|
|
{//lock just ended
|
|
int strength = G_SaberLockStrength( gent );
|
|
int eStrength = G_SaberLockStrength( genemy );
|
|
if ( strength > 1 && eStrength > 1 && !Q_irand( 0, fabs((double)strength-eStrength)+1 ) )
|
|
{//both knock each other down!
|
|
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
|
|
}
|
|
else
|
|
{//both "win"
|
|
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
|
|
}
|
|
return qtrue;
|
|
}
|
|
else if ( pm->ps->saberLockTime < level.time )
|
|
{//done... tie breaker above should have handled this, but...?
|
|
if ( PM_SaberLockAnim( pm->ps->torsoAnim ) && pm->ps->torsoAnimTimer > 0 )
|
|
{
|
|
pm->ps->torsoAnimTimer = 0;
|
|
}
|
|
if ( PM_SaberLockAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer > 0 )
|
|
{
|
|
pm->ps->legsAnimTimer = 0;
|
|
}
|
|
return qfalse;
|
|
}
|
|
else if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{//holding attack
|
|
if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
|
|
{//tapping
|
|
int remaining = 0;
|
|
if( ValidAnimFileIndex( gent->client->clientInfo.animFileIndex ) )
|
|
{
|
|
animation_t *anim;
|
|
float currentFrame, junk2;
|
|
int curFrame, junk;
|
|
int strength = 1;
|
|
anim = &level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations[pm->ps->torsoAnim];
|
|
#ifdef _DEBUG
|
|
qboolean ret =
|
|
#endif // _DEBUG
|
|
gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, (cg.time?cg.time:level.time), ¤tFrame, &junk, &junk, &junk, &junk2, NULL );
|
|
|
|
#ifdef _DEBUG
|
|
assert(ret); // this would be pretty bad, the below code seems to assume the call succeeds. -gil
|
|
#endif // _DEBUG
|
|
|
|
strength = G_SaberLockStrength( gent );
|
|
if ( pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK ||
|
|
pm->ps->torsoAnim == BOTH_BF2LOCK )
|
|
{
|
|
curFrame = floor( currentFrame )-strength;
|
|
//drop my frame one
|
|
if ( curFrame <= anim->firstFrame )
|
|
{//I won! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
|
|
remaining = curFrame-anim->firstFrame;
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
curFrame = ceil( currentFrame )+strength;
|
|
//advance my frame one
|
|
if ( curFrame >= anim->firstFrame+anim->numFrames )
|
|
{//I won! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
|
|
remaining = anim->firstFrame+anim->numFrames-curFrame;
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
|
|
}
|
|
}
|
|
}
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
if ( !pm->ps->clientNum )
|
|
{
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
PM_AddEvent( EV_JUMP );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( Q_irand( EV_PUSHED1, EV_PUSHED3 ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( gent->NPC && gent->NPC->blockedSpeechDebounceTime < level.time )
|
|
{
|
|
switch ( Q_irand( 0, 3 ) )
|
|
{
|
|
case 0:
|
|
PM_AddEvent( EV_JUMP );
|
|
break;
|
|
case 1:
|
|
PM_AddEvent( Q_irand( EV_ANGER1, EV_ANGER3 ) );
|
|
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
break;
|
|
case 2:
|
|
PM_AddEvent( Q_irand( EV_TAUNT1, EV_TAUNT3 ) );
|
|
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
break;
|
|
case 3:
|
|
PM_AddEvent( Q_irand( EV_GLOAT1, EV_GLOAT3 ) );
|
|
gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
if( ValidAnimFileIndex( genemy->client->clientInfo.animFileIndex ) )
|
|
{
|
|
animation_t *anim;
|
|
anim = &level.knownAnimFileSets[genemy->client->clientInfo.animFileIndex].animations[genemy->client->ps.torsoAnim];
|
|
/*
|
|
float currentFrame, junk2;
|
|
int junk;
|
|
|
|
gi.G2API_GetBoneAnimIndex( &genemy->ghoul2[genemy->playerModel], genemy->lowerLumbarBone, (cg.time?cg.time:level.time), ¤tFrame, &junk, &junk, &junk, &junk2, NULL );
|
|
*/
|
|
|
|
if ( genemy->client->ps.torsoAnim == BOTH_CWCIRCLELOCK ||
|
|
genemy->client->ps.torsoAnim == BOTH_BF1LOCK )
|
|
{
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
switch ( Q_irand( 0, 3 ) )
|
|
{
|
|
case 0:
|
|
G_AddEvent( genemy, EV_PAIN, floor((float)genemy->health/genemy->max_health*100.0f) );
|
|
break;
|
|
case 1:
|
|
G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
|
|
break;
|
|
case 2:
|
|
G_AddVoiceEvent( genemy, Q_irand( EV_CHOKE1, EV_CHOKE3 ), 500 );
|
|
break;
|
|
case 3:
|
|
G_AddVoiceEvent( genemy, EV_PUSHFAIL, 2000 );
|
|
break;
|
|
}
|
|
}
|
|
PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
|
|
/*
|
|
curFrame = floor( currentFrame );
|
|
|
|
//drop his frame one
|
|
if ( curFrame <= anim->firstFrame )
|
|
{//He lost! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s losing in saber lock, %d frames to go!\n", genemy->NPC_type, (curFrame-1)-anim->firstFrame );
|
|
}
|
|
PM_SetAnimFrame( genemy, curFrame-1, qtrue, qtrue );
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
|
|
/*
|
|
curFrame = ceil( currentFrame );
|
|
//advance his frame one
|
|
if ( curFrame >= anim->firstFrame+anim->numFrames )
|
|
{//He lost! Break out
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s losing in saber lock, %d frames to go!\n", genemy->NPC_type, anim->firstFrame+anim->numFrames-(curFrame+1) );
|
|
}
|
|
PM_SetAnimFrame( genemy, curFrame+1, qtrue, qtrue );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: other ways out of a saberlock?
|
|
//force-push? (requires more force power?)
|
|
//kick? (requires anim ... hit jump key?)
|
|
//roll?
|
|
//backflip?
|
|
}
|
|
}
|
|
else
|
|
{//something broke us out of it
|
|
if ( gent->painDebounceTime > level.time && genemy->painDebounceTime > level.time )
|
|
{
|
|
PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
|
|
}
|
|
else if ( gent->painDebounceTime > level.time )
|
|
{
|
|
PM_SaberLockBreak( genemy, gent, LOCK_VICTORY, 0 );
|
|
}
|
|
else if ( genemy->painDebounceTime > level.time )
|
|
{
|
|
PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
|
|
}
|
|
else
|
|
{
|
|
PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PM_WeaponLightsaber
|
|
|
|
Consults a chart to choose what to do with the lightsaber.
|
|
While this is a little different than the Quake 3 code, there is no clean way of using the Q3 code for this kind of thing.
|
|
=================
|
|
*/
|
|
// Ultimate goal is to set the sabermove to the proper next location
|
|
// Note that if the resultant animation is NONE, then the animation is essentially "idle", and is set in WP_TorsoAnim
|
|
void PM_WeaponLightsaber(void)
|
|
{
|
|
int addTime;
|
|
qboolean delayed_fire = qfalse;
|
|
int anim=-1, curmove, newmove=LS_NONE;
|
|
|
|
if ( !pm->ps->clientNum
|
|
&& cg.saberAnimLevelPending > FORCE_LEVEL_0
|
|
&& cg.saberAnimLevelPending != pm->ps->saberAnimLevel )
|
|
{
|
|
if ( !PM_SaberInStart( pm->ps->saberMove )
|
|
&& !PM_SaberInTransition( pm->ps->saberMove )
|
|
&& !PM_SaberInAttack( pm->ps->saberMove ) )
|
|
{//don't allow changes when in the middle of an attack set...(or delay the change until it's done)
|
|
pm->ps->saberAnimLevel = cg.saberAnimLevelPending;
|
|
}
|
|
}
|
|
/*
|
|
if ( PM_InForceGetUp( pm->ps ) )
|
|
{//if mostly up, can start attack
|
|
if ( pm->ps->torsoAnimTimer > 800 )
|
|
{//not up enough yet
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{//let an attack interrupt the torso part of this force getup
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
|
|
{//in knockdown
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( PM_SaberLocked() )
|
|
{
|
|
pm->ps->saberMove = LS_NONE;
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->saberEventFlags&SEF_INWATER )//saber in water
|
|
{
|
|
pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);
|
|
}
|
|
|
|
qboolean saberInAir = qtrue;
|
|
if ( !PM_SaberInBrokenParry( pm->ps->saberMove ) && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN && !PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're not stuck in a broken parry
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING )
|
|
{
|
|
if ( pm->ps->weapon != pm->cmd.weapon )
|
|
{
|
|
PM_BeginWeaponChange( pm->cmd.weapon );
|
|
}
|
|
}
|
|
else if ( pm->ps->weapon == WP_SABER )
|
|
{//guiding saber
|
|
if ( saberInAir )
|
|
{
|
|
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
|
|
{//don't interrupt a force power anim
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
pm->gent->client->fireDelay -= pml.msec;
|
|
if ( pm->gent->client->fireDelay <= 0 )
|
|
{//just finished delay timer
|
|
pm->gent->client->fireDelay = 0;
|
|
delayed_fire = qtrue;
|
|
}
|
|
}
|
|
|
|
// don't allow attack until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return;
|
|
}
|
|
|
|
// check for dead player
|
|
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( pm->gent )
|
|
{
|
|
pm->gent->s.loopSound = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( !pm->ps->clientNum || PM_ControlledByPlayer() )
|
|
{//player
|
|
if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
|
|
{//blocking a projectile
|
|
if ( pm->ps->forcePowerDebounce[FP_SABER_DEFENSE] < level.time )
|
|
{//block is done or breaking out of it with an attack
|
|
pm->ps->weaponTime = 0;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
else if ( (pm->cmd.buttons&BUTTON_ATTACK) )
|
|
{//block is done or breaking out of it with an attack
|
|
pm->ps->weaponTime = 0;
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now we react to a block action by the player's lightsaber.
|
|
if ( pm->ps->saberBlocked )
|
|
{
|
|
if ( pm->ps->saberMove > LS_PUTAWAY && pm->ps->saberMove <= LS_A_BL2TR && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN &&
|
|
(pm->ps->saberBlocked < BLOCKED_UPPER_RIGHT_PROJ || pm->ps->saberBlocked > BLOCKED_TOP_PROJ))//&& Q_irand( 0, 2 )
|
|
{//we parried another lightsaber while attacking, so treat it as a bounce
|
|
pm->ps->saberBlocked = BLOCKED_ATK_BOUNCE;
|
|
}
|
|
/*
|
|
else if ( (pm->cmd.buttons&BUTTON_ATTACK)
|
|
&& pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT
|
|
&& pm->ps->saberBlocked <= BLOCKED_TOP
|
|
&& !PM_SaberInKnockaway( pm->ps->saberBounceMove ) )
|
|
{//if hitting attack during a parry (not already a knockaway)
|
|
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
|
|
{//have high saber defense, turn the parry into a knockaway?
|
|
//FIXME: this could actually be bad for us...? Leaves us open
|
|
pm->ps->saberBounceMove = PM_KnockawayForParry( pm->ps->saberBlocked );
|
|
}
|
|
}
|
|
*/
|
|
|
|
if ( pm->ps->saberBlocked != BLOCKED_ATK_BOUNCE )
|
|
{//can't attack for twice whatever your skill level's parry debounce time is
|
|
if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
|
|
{//player
|
|
if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 )
|
|
{
|
|
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]];
|
|
}
|
|
}
|
|
else
|
|
{//NPC
|
|
//pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
|
|
if ( pm->gent )
|
|
{
|
|
pm->ps->weaponTime = Jedi_ReCalcParryTime( pm->gent, EVASION_PARRY );
|
|
}
|
|
else
|
|
{//WTF???
|
|
pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
|
|
}
|
|
}
|
|
}
|
|
switch ( pm->ps->saberBlocked )
|
|
{
|
|
case BLOCKED_PARRY_BROKEN:
|
|
//whatever parry we were is in now broken, play the appropriate knocked-away anim
|
|
{
|
|
int nextMove;
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberBounceMove ) )
|
|
{//already have one...?
|
|
nextMove = pm->ps->saberBounceMove;
|
|
}
|
|
else
|
|
{
|
|
nextMove = PM_BrokenParryForParry( pm->ps->saberMove );
|
|
}
|
|
if ( nextMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( nextMove );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{//Maybe in a knockaway?
|
|
}
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
}
|
|
break;
|
|
case BLOCKED_ATK_BOUNCE:
|
|
// If there is absolutely no blocked move in the chart, don't even mess with the animation.
|
|
// OR if we are already in a block or parry.
|
|
if ( pm->ps->saberMove >= LS_T1_BR__R/*LS_BOUNCE_TOP*/ )//|| saberMoveData[pm->ps->saberMove].bounceMove == LS_NONE )
|
|
{//an actual bounce? Other bounces before this are actually transitions?
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
}
|
|
else if ( PM_SaberInBounce( pm->ps->saberMove ) || !PM_SaberInAttack( pm->ps->saberMove ) )
|
|
{//already in the bounce, go into an attack or transition to ready.. should never get here since can't be blocked in a bounce!
|
|
int nextMove;
|
|
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{//transition to a new attack
|
|
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
|
|
{//NPC
|
|
nextMove = saberMoveData[pm->ps->saberMove].chain_attack;
|
|
}
|
|
else
|
|
{//player
|
|
int newQuad = PM_SaberMoveQuadrantForMovement( &pm->cmd );
|
|
while ( newQuad == saberMoveData[pm->ps->saberMove].startQuad )
|
|
{//player is still in same attack quad, don't repeat that attack because it looks bad,
|
|
//FIXME: try to pick one that might look cool?
|
|
newQuad = Q_irand( Q_BR, Q_BL );
|
|
//FIXME: sanity check, just in case?
|
|
}//else player is switching up anyway, take the new attack dir
|
|
nextMove = transitionMove[saberMoveData[pm->ps->saberMove].startQuad][newQuad];
|
|
}
|
|
}
|
|
else
|
|
{//return to ready
|
|
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
|
|
{//NPC
|
|
nextMove = saberMoveData[pm->ps->saberMove].chain_idle;
|
|
}
|
|
else
|
|
{//player
|
|
if ( saberMoveData[pm->ps->saberMove].startQuad == Q_T )
|
|
{
|
|
nextMove = LS_R_BL2TR;
|
|
}
|
|
else if ( saberMoveData[pm->ps->saberMove].startQuad < Q_T )
|
|
{
|
|
nextMove = LS_R_TL2BR+saberMoveData[pm->ps->saberMove].startQuad-Q_BR;
|
|
}
|
|
else// if ( saberMoveData[pm->ps->saberMove].startQuad > Q_T )
|
|
{
|
|
nextMove = LS_R_BR2TL+saberMoveData[pm->ps->saberMove].startQuad-Q_TL;
|
|
}
|
|
}
|
|
}
|
|
PM_SetSaberMove( nextMove );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{//start the bounce move
|
|
int bounceMove;
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
bounceMove = pm->ps->saberBounceMove;
|
|
}
|
|
else
|
|
{
|
|
bounceMove = PM_SaberBounceForAttack( pm->ps->saberMove );
|
|
}
|
|
PM_SetSaberMove( bounceMove );
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
//clear the saberBounceMove
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
|
|
if (cg_debugSaber.integer>=2)
|
|
{
|
|
Com_Printf("Saber Block: Bounce\n");
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_RIGHT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_UR );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf( "Saber Block: Parry UR\n" );
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_RIGHT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_UR );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect UR\n");
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_LEFT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_UL );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf( "Saber Block: Parry UL\n" );
|
|
}
|
|
break;
|
|
case BLOCKED_UPPER_LEFT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_UL );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect UL\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_LR );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Parry LR\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_LR );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect LR\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_LEFT:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_LL );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Parry LL\n");
|
|
}
|
|
break;
|
|
case BLOCKED_LOWER_LEFT_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_LL);
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect LL\n");
|
|
}
|
|
break;
|
|
case BLOCKED_TOP:
|
|
if ( pm->ps->saberBounceMove != LS_NONE )
|
|
{
|
|
PM_SetSaberMove( pm->ps->saberBounceMove );
|
|
//pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else
|
|
{
|
|
PM_SetSaberMove( LS_PARRY_UP );
|
|
}
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Parry Top\n");
|
|
}
|
|
break;
|
|
case BLOCKED_TOP_PROJ:
|
|
PM_SetSaberMove( LS_REFLECT_UP );
|
|
|
|
if ( cg_debugSaber.integer >= 2 )
|
|
{
|
|
Com_Printf("Saber Block: Deflect Top\n");
|
|
}
|
|
break;
|
|
default:
|
|
pm->ps->saberBlocked = BLOCKED_NONE;
|
|
break;
|
|
}
|
|
|
|
// Charging is like a lead-up before attacking again. This is an appropriate use, or we can create a new weaponstate for blocking
|
|
pm->ps->saberBounceMove = LS_NONE;
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
|
|
// Done with block, so stop these active weapon branches.
|
|
return;
|
|
}
|
|
|
|
// check for weapon change
|
|
// can't change if weapon is firing, but can change again if lowering or raising
|
|
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
|
|
if ( pm->ps->weapon != pm->cmd.weapon ) {
|
|
PM_BeginWeaponChange( pm->cmd.weapon );
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->weaponTime > 0 )
|
|
{
|
|
//FIXME: allow some window of opportunity to change your attack
|
|
// if it just started and your directional input is different
|
|
// than it was before... but only 100 milliseconds at most?
|
|
//OR: Make it so that attacks don't start until 100ms after you
|
|
// press the attack button...???
|
|
return;
|
|
}
|
|
|
|
// *********************************************************
|
|
// WEAPON_DROPPING
|
|
// *********************************************************
|
|
|
|
// change weapon if time
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
// *********************************************************
|
|
// WEAPON_RAISING
|
|
// *********************************************************
|
|
|
|
if ( pm->ps->weaponstate == WEAPON_RAISING )
|
|
{//Just selected the weapon
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
if(pm->gent && pm->gent->s.number == 0)
|
|
{
|
|
if( pm->ps->legsAnim == BOTH_WALK1 )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else if( pm->ps->legsAnim == BOTH_RUN1 )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else if( pm->ps->legsAnim == BOTH_RUN2 )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else if( pm->ps->legsAnim == BOTH_WALK2 )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
qboolean saberInAir = qtrue;
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're stuck in a broken parry
|
|
saberInAir = qfalse;
|
|
}
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
}
|
|
if ( pm->ps->weapon == WP_SABER && pm->ps->saberInFlight && saberInAir )
|
|
{//guiding saber
|
|
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
|
|
{//don't interrupt a force power anim
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// PM_SetAnim(pm, SETANIM_TORSO, BOTH_ATTACK1, SETANIM_FLAG_NORMAL);//TORSO_WEAPONIDLE1
|
|
// Select the proper idle Lightsaber attack move from the chart.
|
|
PM_SetSaberMove(LS_READY);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// *********************************************************
|
|
// Check for WEAPON ATTACK
|
|
// *********************************************************
|
|
|
|
if(!delayed_fire)
|
|
{
|
|
// Start with the current move, and cross index it with the current control states.
|
|
if ( pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX )
|
|
{
|
|
curmove = pm->ps->saberMove;
|
|
}
|
|
else
|
|
{
|
|
curmove = LS_READY;
|
|
}
|
|
if ( curmove == LS_A_JUMP_T__B_ || pm->ps->torsoAnim == BOTH_FORCELEAP2_T__B_ )
|
|
{//must transition back to ready from this anim
|
|
newmove = LS_R_T2B;
|
|
}
|
|
// check for fire
|
|
else if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
|
|
{//not attacking
|
|
pm->ps->weaponTime = 0;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//Still firing
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
}
|
|
else if ( pm->ps->weaponstate != WEAPON_READY )
|
|
{
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
}
|
|
//Check for finishing an anim if necc.
|
|
if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
|
|
{//started a swing, must continue from here
|
|
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
|
|
}
|
|
else if ( curmove >= LS_A_TL2BR && curmove <= LS_A_T2B )
|
|
{//finished an attack, must continue from here
|
|
newmove = LS_R_TL2BR + (curmove-LS_A_TL2BR);
|
|
}
|
|
else if ( PM_SaberInTransition( curmove ) )
|
|
{//in a transition, must play sequential attack
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
}
|
|
else if ( PM_SaberInBounce( curmove ) )
|
|
{//in a bounce
|
|
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
|
|
{//NPCs must play sequential attack
|
|
//going into another attack...
|
|
//allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3
|
|
if ( PM_SaberKataDone( LS_NONE, LS_NONE ) )
|
|
{//done with this kata, must return to ready before attack again
|
|
newmove = saberMoveData[curmove].chain_idle;
|
|
}
|
|
else
|
|
{//okay to chain to another attack
|
|
newmove = saberMoveData[curmove].chain_attack;//we assume they're attacking, even if they're not
|
|
pm->ps->saberAttackChainCount++;
|
|
}
|
|
}
|
|
else
|
|
{//player gets his by directional control
|
|
newmove = saberMoveData[curmove].chain_idle;//oops, not attacking, so don't chain
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: what about returning from a parry?
|
|
//PM_SetSaberMove( LS_READY );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ***************************************************
|
|
// Pressing attack, so we must look up the proper attack move.
|
|
qboolean saberInAir = qtrue;
|
|
if ( pm->ps->saberInFlight )
|
|
{//guiding saber
|
|
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
|
|
{//we're stuck in a broken parry
|
|
saberInAir = qfalse;
|
|
}
|
|
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
|
|
{//fell to the ground and we're not trying to pull it back
|
|
saberInAir = qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_SABER && pm->ps->saberInFlight && saberInAir )
|
|
{//guiding saber
|
|
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
|
|
{//don't interrupt a force power anim
|
|
PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else if ( pm->ps->weaponTime > 0 )
|
|
{ // Last attack is not yet complete.
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int both = qfalse;
|
|
|
|
if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL )
|
|
{//from a parry or reflection, can go directly into an attack
|
|
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
|
|
{//NPCs
|
|
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
|
|
}
|
|
else
|
|
{
|
|
switch ( saberMoveData[curmove].endQuad )
|
|
{
|
|
case Q_T:
|
|
newmove = LS_A_T2B;
|
|
break;
|
|
case Q_TR:
|
|
newmove = LS_A_TR2BL;
|
|
break;
|
|
case Q_TL:
|
|
newmove = LS_A_TL2BR;
|
|
break;
|
|
case Q_BR:
|
|
newmove = LS_A_BR2TL;
|
|
break;
|
|
case Q_BL:
|
|
newmove = LS_A_BL2TR;
|
|
break;
|
|
//shouldn't be a parry that ends at L, R or B
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( newmove != LS_NONE )
|
|
{//have a valid, final LS_ move picked, so skip findingt he transition move and just get the anim
|
|
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
|
|
{
|
|
anim = saberMoveData[newmove].animToUse;
|
|
}
|
|
}
|
|
|
|
//FIXME: diagonal dirs use the figure-eight attacks from ready pose?
|
|
if ( anim == -1 )
|
|
{
|
|
//FIXME: take FP_SABER_OFFENSE into account here somehow?
|
|
if ( PM_SaberInTransition( curmove ) )
|
|
{//in a transition, must play sequential attack
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
}
|
|
else if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
|
|
{//started a swing, must continue from here
|
|
newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
|
|
}
|
|
else if ( PM_SaberInBrokenParry( curmove ) )
|
|
{//broken parries must always return to ready
|
|
newmove = LS_READY;
|
|
}
|
|
else//if ( pm->cmd.buttons&BUTTON_ATTACK && !(pm->ps->pm_flags&PMF_ATTACK_HELD) )//only do this if just pressed attack button?
|
|
{//get attack move from movement command
|
|
/*
|
|
if ( PM_SaberKataDone() )
|
|
{//we came from a bounce and cannot chain to another attack because our kata is done
|
|
newmove = saberMoveData[curmove].chain_idle;
|
|
}
|
|
else */
|
|
if ( pm->ps->clientNum
|
|
&& !PM_ControlledByPlayer()
|
|
&& (Q_irand( 0, pm->ps->saberAnimLevel-1 ) || ( pm->ps->saberAnimLevel == FORCE_LEVEL_1 && pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, 1 ) ) ) )//minor change to make fast-attack users use the special attacks more
|
|
{//NPCs use more randomized attacks the more skilled they are
|
|
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
|
|
}
|
|
else
|
|
{
|
|
newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
|
|
if ( (PM_SaberInBounce( curmove )||PM_SaberInBrokenParry( curmove ))
|
|
&& saberMoveData[newmove].startQuad == saberMoveData[curmove].endQuad )
|
|
{//this attack would be a repeat of the last (which was blocked), so don't actually use it, use the default chain attack for this bounce
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
}
|
|
}
|
|
if ( PM_SaberKataDone( curmove, newmove ) )
|
|
{//cannot chain this time
|
|
newmove = saberMoveData[curmove].chain_idle;
|
|
}
|
|
}
|
|
/*
|
|
if ( newmove == LS_NONE )
|
|
{//FIXME: should we allow this? Are there some anims that you should never be able to chain into an attack?
|
|
//only curmove that might get in here is LS_NONE, LS_DRAW, LS_PUTAWAY and the LS_R_ returns... all of which are in Q_R
|
|
newmove = PM_AttackMoveForQuad( saberMoveData[curmove].endQuad );
|
|
}
|
|
*/
|
|
if ( newmove != LS_NONE )
|
|
{
|
|
//Now get the proper transition move
|
|
newmove = PM_SaberAnimTransitionAnim( curmove, newmove );
|
|
if ( PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse ) )
|
|
{
|
|
anim = saberMoveData[newmove].animToUse;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (anim == -1)
|
|
{//not side-stepping, pick neutral anim
|
|
// Add randomness for prototype?
|
|
newmove = saberMoveData[curmove].chain_attack;
|
|
if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
|
|
{
|
|
anim= saberMoveData[newmove].animToUse;
|
|
}
|
|
|
|
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove && pm->cmd.upmove >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{//not moving at all, so set the anim on entire body
|
|
both = qtrue;
|
|
}
|
|
|
|
}
|
|
|
|
if ( anim == -1)
|
|
{
|
|
if( pm->ps->legsAnim == BOTH_WALK1 )
|
|
{
|
|
anim = BOTH_WALK1;
|
|
}
|
|
else if( pm->ps->legsAnim == BOTH_RUN2 )
|
|
{
|
|
anim = BOTH_RUN2;
|
|
}
|
|
else if( pm->ps->legsAnim == BOTH_WALK2 )
|
|
{
|
|
anim = BOTH_WALK2;
|
|
}
|
|
else
|
|
{
|
|
//FIXME: play both_stand2_random1 when you've been idle for a while
|
|
anim = BOTH_STAND2;
|
|
}
|
|
newmove = LS_READY;
|
|
}
|
|
|
|
if ( !pm->ps->saberActive )
|
|
{//turn on the saber if it's not on
|
|
pm->ps->saberActive = qtrue;
|
|
}
|
|
|
|
PM_SetSaberMove( newmove );
|
|
|
|
if ( both )
|
|
{
|
|
PM_SetAnim( pm,SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
// pm->gent->client->saberTrail.inAction = qtrue;
|
|
// pm->gent->client->saberTrail.duration = 75; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
|
|
}
|
|
//don't fire again until anim is done
|
|
pm->ps->weaponTime = pm->ps->torsoAnimTimer;
|
|
/*
|
|
//FIXME: this may be making it so sometimes you can't swing again right away...
|
|
if ( newmove == LS_READY )
|
|
{
|
|
pm->ps->weaponTime = 500;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
// *********************************************************
|
|
// WEAPON_FIRING
|
|
// *********************************************************
|
|
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
// Clear these out since we're not actually firing yet
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
return;
|
|
}
|
|
|
|
addTime = pm->ps->weaponTime;
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) {
|
|
PM_AddEvent( EV_ALT_FIRE );
|
|
if ( !addTime )
|
|
{
|
|
addTime = weaponData[pm->ps->weapon].altFireTime;
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{//Special test for Matrix Mode (tm)
|
|
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{//player always fires at normal speed
|
|
addTime *= g_timescale->value;
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client && pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
addTime *= g_timescale->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
if ( !addTime )
|
|
{
|
|
|
|
addTime = weaponData[pm->ps->weapon].fireTime;
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{//Special test for Matrix Mode (tm)
|
|
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{//player always fires at normal speed
|
|
addTime *= g_timescale->value;
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client
|
|
&& pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
addTime *= g_timescale->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//If the phaser has been fired, delay the next recharge time
|
|
if(pm->gent && pm->gent->NPC != NULL )
|
|
{//NPCs have their own refire logic
|
|
return;
|
|
}
|
|
|
|
pm->ps->weaponTime = addTime;
|
|
}
|
|
|
|
//---------------------------------------
|
|
static bool PM_DoChargedWeapons( void )
|
|
//---------------------------------------
|
|
{
|
|
qboolean charging = qfalse,
|
|
altFire = qfalse;
|
|
|
|
//FIXME: make jedi aware they're being aimed at with a charged-up weapon (strafe and be evasive?)
|
|
// If you want your weapon to be a charging weapon, just set this bit up
|
|
switch( pm->ps->weapon )
|
|
{
|
|
//------------------
|
|
case WP_BRYAR_PISTOL:
|
|
|
|
// alt-fire charges the weapon
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_DISRUPTOR:
|
|
|
|
// alt-fire charges the weapon...but due to zooming being controlled by the alt-button, the main button actually charges...but only when zoomed.
|
|
// lovely, eh?
|
|
if ( !pm->ps->clientNum )
|
|
{
|
|
if ( cg.zoomMode == 2 )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue; // believe it or not, it really is an alt-fire in this case!
|
|
}
|
|
}
|
|
}
|
|
else if ( pm->gent && pm->gent->NPC )
|
|
{
|
|
if ( (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE) )
|
|
{
|
|
if ( pm->gent->fly_sound_debounce_time > level.time )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_BOWCASTER:
|
|
|
|
// main-fire charges the weapon
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_DEMP2:
|
|
|
|
// alt-fire charges the weapon
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_ROCKET_LAUNCHER:
|
|
|
|
// Not really a charge weapon, but we still want to delay fire until the button comes up so that we can
|
|
// implement our alt-fire locking stuff
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
altFire = qtrue;
|
|
}
|
|
break;
|
|
|
|
//------------------
|
|
case WP_THERMAL:
|
|
// FIXME: Really should have a wind-up anim for player
|
|
// as he holds down the fire button to throw, then play
|
|
// the actual throw when he lets go...
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
altFire = qtrue; // override default of not being an alt-fire
|
|
charging = qtrue;
|
|
}
|
|
else if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
charging = qtrue;
|
|
}
|
|
break;
|
|
|
|
} // end switch
|
|
|
|
// set up the appropriate weapon state based on the button that's down.
|
|
// Note that we ALWAYS return if charging is set ( meaning the buttons are still down )
|
|
if ( charging )
|
|
{
|
|
if ( altFire )
|
|
{
|
|
if ( pm->ps->weaponstate != WEAPON_CHARGING_ALT && pm->ps->weaponstate != WEAPON_DROPPING )
|
|
{
|
|
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
|
|
{
|
|
PM_AddEvent( EV_NOAMMO );
|
|
pm->ps->weaponTime += 500;
|
|
return true;
|
|
}
|
|
|
|
// charge isn't started, so do it now
|
|
pm->ps->weaponstate = WEAPON_CHARGING_ALT;
|
|
pm->ps->weaponChargeTime = level.time;
|
|
|
|
if ( cg_weapons[pm->ps->weapon].altChargeSound )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].altChargeSnd );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_DROPPING )
|
|
{
|
|
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
|
|
{
|
|
PM_AddEvent( EV_NOAMMO );
|
|
pm->ps->weaponTime += 500;
|
|
return true;
|
|
}
|
|
|
|
// charge isn't started, so do it now
|
|
pm->ps->weaponstate = WEAPON_CHARGING;
|
|
pm->ps->weaponChargeTime = level.time;
|
|
|
|
if ( cg_weapons[pm->ps->weapon].chargeSound && pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
|
|
}
|
|
}
|
|
}
|
|
|
|
return true; // short-circuit rest of weapon code
|
|
}
|
|
|
|
// Only charging weapons should be able to set these states...so....
|
|
// let's see which fire mode we need to set up now that the buttons are up
|
|
if ( pm->ps->weaponstate == WEAPON_CHARGING )
|
|
{
|
|
// weapon has a charge, so let us do an attack
|
|
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
|
|
pm->cmd.buttons |= BUTTON_ATTACK;
|
|
pm->ps->eFlags |= EF_FIRING;
|
|
}
|
|
else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT )
|
|
{
|
|
// weapon has a charge, so let us do an alt-attack
|
|
// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
|
|
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
|
|
pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING);
|
|
}
|
|
|
|
return false; // continue with the rest of the weapon code
|
|
}
|
|
|
|
|
|
#define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
|
|
#define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
|
|
#define DEMP2_CHARGE_UNIT 500.0f // ditto
|
|
#define DISRUPTOR_CHARGE_UNIT 150.0f // ditto
|
|
|
|
// Specific weapons can opt to modify the ammo usage based on charges, otherwise if no special case code
|
|
// is handled below, regular ammo usage will happen
|
|
//---------------------------------------
|
|
static int PM_DoChargingAmmoUsage( int *amount )
|
|
//---------------------------------------
|
|
{
|
|
int count = 0;
|
|
|
|
if ( pm->ps->weapon == WP_BOWCASTER && !( pm->cmd.buttons & BUTTON_ALT_ATTACK ))
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bowcaster alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 5 )
|
|
{
|
|
count = 5;
|
|
}
|
|
|
|
if ( !(count & 1 ))
|
|
{
|
|
// if we aren't odd, knock us down a level
|
|
count--;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * BOWCASTER_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
}
|
|
else if ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bryar alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / BRYAR_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 5 )
|
|
{
|
|
count = 5;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * BRYAR_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
}
|
|
else if ( pm->ps->weapon == WP_DEMP2 && pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the demp2 alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / DEMP2_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 3 )
|
|
{
|
|
count = 3;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * DEMP2_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
|
|
// this is an after-thought. should probably re-write the function to do this naturally.
|
|
if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
|
|
{
|
|
*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
|
|
}
|
|
}
|
|
else if ( pm->ps->weapon == WP_DISRUPTOR && pm->cmd.buttons & BUTTON_ALT_ATTACK ) // BUTTON_ATTACK will have been mapped to BUTTON_ALT_ATTACK if we are zoomed
|
|
{
|
|
// this code is duplicated ( I know, I know ) in G_weapon.cpp for the disruptor alt-fire
|
|
count = ( level.time - pm->ps->weaponChargeTime ) / DISRUPTOR_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 10 )
|
|
{
|
|
count = 10;
|
|
}
|
|
|
|
// Only bother with these checks if we don't have infinite ammo
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;
|
|
|
|
// If we have enough ammo to do the full charged shot, we are ok
|
|
if ( dif < 0 )
|
|
{
|
|
// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
|
|
count += floor(dif / (float)*amount);
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
|
|
pm->ps->weaponChargeTime = level.time - ( count * DISRUPTOR_CHARGE_UNIT );
|
|
}
|
|
}
|
|
|
|
// now that count is cool, get the real ammo usage
|
|
*amount *= count;
|
|
|
|
// this is an after-thought. should probably re-write the function to do this naturally.
|
|
if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
|
|
{
|
|
*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
qboolean PM_DroidMelee( int npc_class )
|
|
{
|
|
if ( npc_class == CLASS_PROBE
|
|
|| npc_class == CLASS_SEEKER
|
|
|| npc_class == CLASS_INTERROGATOR
|
|
|| npc_class == CLASS_SENTRY
|
|
|| npc_class == CLASS_REMOTE )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_Weapon
|
|
|
|
Generates weapon events and modifes the weapon counter
|
|
==============
|
|
*/
|
|
static void PM_Weapon( void )
|
|
{
|
|
int addTime, amount, trueCount = 1;
|
|
qboolean delayed_fire = qfalse;
|
|
|
|
if (pm->ps->weapon == WP_SABER && (cg.zoomMode==3||!cg.zoomMode||pm->ps->clientNum) ) // WP_LIGHTSABER
|
|
{ // Separate logic for lightsaber, but not for player when zoomed
|
|
PM_WeaponLightsaber();
|
|
if ( pm->gent && pm->gent->client && pm->ps->saberActive && pm->ps->saberInFlight )
|
|
{//FIXME: put saberTrail in playerState
|
|
if ( pm->gent->client->ps.saberEntityState == SES_RETURNING )
|
|
{//turn off the saber trail
|
|
pm->gent->client->saberTrail.inAction = qfalse;
|
|
pm->gent->client->saberTrail.duration = 75;
|
|
}
|
|
else
|
|
{//turn on the saber trail
|
|
pm->gent->client->saberTrail.inAction = qtrue;
|
|
pm->gent->client->saberTrail.duration = 150;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
|
|
{//in knockdown
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
if ( pm->ps->weaponTime <= 0 )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if(pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0)
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
pm->gent->client->fireDelay -= pml.msec;
|
|
if(pm->gent->client->fireDelay <= 0)
|
|
{//just finished delay timer
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/lock.wav" );
|
|
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
|
|
}
|
|
pm->gent->client->fireDelay = 0;
|
|
delayed_fire = qtrue;
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER && Q_irand( 0, 1 ) )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/tick.wav" );
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't allow attack until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return;
|
|
}
|
|
|
|
// check for dead player
|
|
if ( pm->ps->stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
pm->ps->weapon = WP_NONE;
|
|
}
|
|
|
|
if ( pm->gent )
|
|
{
|
|
pm->gent->s.loopSound = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
}
|
|
|
|
// check for weapon change
|
|
// can't change if weapon is firing, but can change again if lowering or raising
|
|
if ( (pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING) && pm->ps->weaponstate != WEAPON_CHARGING_ALT && pm->ps->weaponstate != WEAPON_CHARGING) {
|
|
// eez- don't switch weapons if we're charging our current one up
|
|
if ( pm->ps->weapon != pm->cmd.weapon && (!pm->ps->viewEntity || pm->ps->viewEntity >= ENTITYNUM_WORLD) && !PM_DoChargedWeapons()) {
|
|
PM_BeginWeaponChange( pm->cmd.weapon );
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->weaponTime > 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// change weapon if time
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( PM_DoChargedWeapons() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weaponstate == WEAPON_RAISING )
|
|
{
|
|
//Just selected the weapon
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
|
|
if(pm->gent && pm->gent->s.number == 0)
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
switch(pm->ps->weapon)
|
|
{
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_BLASTER_PISTOL:
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
|
|
break;
|
|
default:
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if(!delayed_fire)
|
|
{
|
|
// check for fire
|
|
if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
|
|
{
|
|
pm->ps->weaponTime = 0;
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//Still firing
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
}
|
|
else if ( pm->ps->weaponstate != WEAPON_READY )
|
|
{
|
|
if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
|
|
{
|
|
pm->ps->weaponstate = WEAPON_IDLE;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// start the animation even if out of ammo
|
|
switch(pm->ps->weapon)
|
|
{
|
|
/*
|
|
case WP_SABER://1 - handed
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
*/
|
|
case WP_BRYAR_PISTOL://1-handed
|
|
case WP_BLASTER_PISTOL://1-handed
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
|
|
case WP_MELEE:
|
|
|
|
// since there's no RACE_BOTS, I listed all the droids that have might have melee attacks - dmv
|
|
if ( pm->gent && pm->gent->client )
|
|
{
|
|
if ( PM_DroidMelee( pm->gent->client->NPC_class ) )
|
|
{
|
|
if ( rand() & 1 )
|
|
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
else
|
|
PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
int anim;
|
|
if ( !pm->ps->clientNum )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
anim = BOTH_MELEE2;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_MELEE1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
|
|
}
|
|
if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
|
|
{
|
|
PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_BLASTER:
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
|
|
break;
|
|
|
|
case WP_DISRUPTOR:
|
|
if ( (pm->ps->clientNum && pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE)) ||
|
|
(!pm->ps->clientNum && cg.zoomMode == 2 ) )
|
|
{//NPC or player in alt-fire, sniper mode
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{//in primary fire mode
|
|
PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
|
|
}
|
|
break;
|
|
|
|
case WP_BOT_LASER:
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
if ( pm->ps->clientNum )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK10,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
if ( cg.renderingThirdPerson )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_EMPLACED_GUN:
|
|
// Guess we don't play an attack animation? Maybe we should have a custom one??
|
|
break;
|
|
|
|
case WP_NONE:
|
|
// no anim
|
|
break;
|
|
|
|
case WP_REPEATER:
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{//
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
}
|
|
break;
|
|
|
|
default://2-handed heavy weapon
|
|
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
amount = weaponData[pm->ps->weapon].altEnergyPerShot;
|
|
}
|
|
else
|
|
{
|
|
amount = weaponData[pm->ps->weapon].energyPerShot;
|
|
}
|
|
|
|
if ( (pm->ps->weaponstate == WEAPON_CHARGING) || (pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
|
|
{
|
|
// charging weapons may want to do their own ammo logic.
|
|
trueCount = PM_DoChargingAmmoUsage( &amount );
|
|
}
|
|
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
|
|
// take an ammo away if not infinite
|
|
if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
|
|
{
|
|
// enough energy to fire this weapon?
|
|
if ((pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - amount) >= 0)
|
|
{
|
|
pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= amount;
|
|
}
|
|
else // Not enough energy
|
|
{
|
|
if ( !( pm->ps->eFlags & EF_LOCKED_TO_WEAPON ))
|
|
{
|
|
// Switch weapons
|
|
PM_AddEvent( EV_NOAMMO );
|
|
pm->ps->weaponTime += 500;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
|
|
{//FIXME: this is going to fire off one frame before you expect, actually
|
|
// Clear these out since we're not actually firing yet
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_MELEE )
|
|
{
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
addTime = pm->ps->torsoAnimTimer;
|
|
}
|
|
else if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
PM_AddEvent( EV_ALT_FIRE );
|
|
addTime = weaponData[pm->ps->weapon].altFireTime;
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->clientNum //NPC
|
|
&& !PM_ControlledByPlayer() //not under player control
|
|
&& pm->ps->weapon == WP_THERMAL //using thermals
|
|
&& pm->ps->torsoAnim != BOTH_ATTACK10 )//not in the throw anim
|
|
{//oops, got knocked out of the anim, don't throw the thermal
|
|
return;
|
|
}
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
|
|
if(pm->ps->weapon == WP_BRYAR_PISTOL && g_TeamBeefDirectorsCut->value)
|
|
{
|
|
addTime = TBDC_BRYAR_PISTOL_FIRERATE;
|
|
}
|
|
else if(pm->ps->weapon == WP_BLASTER && g_TeamBeefDirectorsCut->value)
|
|
{
|
|
addTime = TBDC_BLASTER_FIRERATE;
|
|
}
|
|
else
|
|
{
|
|
addTime = weaponData[pm->ps->weapon].fireTime;
|
|
}
|
|
|
|
|
|
switch( pm->ps->weapon)
|
|
{
|
|
case WP_REPEATER:
|
|
// repeater is supposed to do smoke after sustained bursts
|
|
pm->ps->weaponShotCount++;
|
|
break;
|
|
case WP_BOWCASTER:
|
|
addTime *= (( trueCount < 3 ) ? 0.35f : 1.0f );// if you only did a small charge shot with the bowcaster, use less time between shots
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
if(pm->gent && pm->gent->NPC != NULL )
|
|
{//NPCs have their own refire logic
|
|
// eez: Unless they're controlled by the player!
|
|
if(!PM_ControlledByPlayer())
|
|
return;
|
|
}
|
|
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{//Special test for Matrix Mode (tm)
|
|
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{//player always fires at normal speed
|
|
addTime *= g_timescale->value;
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client
|
|
&& pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
addTime *= g_timescale->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pm->ps->weaponTime += addTime;
|
|
pm->ps->lastShotTime = level.time;//so we know when the last time we fired our gun is
|
|
|
|
// HACK!!!!!
|
|
if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0 )
|
|
{
|
|
if ( pm->ps->weapon == WP_THERMAL || pm->ps->weapon == WP_TRIP_MINE )
|
|
{
|
|
// because these weapons have the ammo attached to the hand, we should switch weapons when the last one is thrown, otherwise it will look silly
|
|
// NOTE: could also switch to an empty had version, but was told we aren't getting any new models at this point
|
|
CG_OutOfAmmoChange();
|
|
PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1 + 2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); // hack weapon down!
|
|
pm->ps->weaponTime = 50;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
PM_Inventory
|
|
================
|
|
*/
|
|
static void PM_Inventory(void)
|
|
{
|
|
// check for item using
|
|
/*
|
|
if ( pm->cmd.buttons & BUTTON_USE_FORCEPOWER )
|
|
{
|
|
if ( ! ( pm->ps->pm_flags & BUTTON_USE_FORCEPOWER ) )
|
|
{
|
|
pm->ps->pm_flags |= BUTTON_USE_FORCEPOWER;
|
|
PM_AddEvent( EV_USE_FORCEPOWER);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
|
|
}
|
|
*/
|
|
}
|
|
|
|
extern void ForceThrow( gentity_t *self, qboolean pull );
|
|
extern void ForceHeal( gentity_t *self );
|
|
extern void ForceTelepathy( gentity_t *self );
|
|
void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
if ( !ent ||
|
|
(vr->weapon_stabilised && showPowers[cg.forcepowerSelect] >= FP_PUSH))
|
|
{
|
|
return;
|
|
}
|
|
if ( ucmd->buttons & BUTTON_USE_FORCE )
|
|
{
|
|
switch ( showPowers[cg.forcepowerSelect] )
|
|
{
|
|
case FP_HEAL:
|
|
ForceHeal( ent );
|
|
break;
|
|
case FP_LEVITATION:
|
|
ucmd->upmove = 127;
|
|
break;
|
|
case FP_SPEED:
|
|
ForceSpeed( ent );
|
|
break;
|
|
case FP_PUSH:
|
|
ForceThrow( ent, qfalse );
|
|
break;
|
|
case FP_PULL:
|
|
ForceThrow( ent, qtrue );
|
|
break;
|
|
case FP_TELEPATHY:
|
|
ForceTelepathy( ent );
|
|
break;
|
|
case FP_GRIP:
|
|
ucmd->buttons |= BUTTON_FORCEGRIP;
|
|
break;
|
|
case FP_LIGHTNING:
|
|
ucmd->buttons |= BUTTON_FORCE_LIGHTNING;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_ForcePower
|
|
================
|
|
*/
|
|
static void PM_ForcePower(void)
|
|
{
|
|
// check for item using
|
|
if ( pm->cmd.buttons & BUTTON_USE_FORCE )
|
|
{
|
|
if ( ! ( pm->ps->pm_flags & PMF_USE_FORCE ) )
|
|
{
|
|
pm->ps->pm_flags |= PMF_USE_FORCE;
|
|
PM_AddEvent( EV_USE_FORCE);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_USE_FORCE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_DropTimers
|
|
================
|
|
*/
|
|
static void PM_DropTimers( void )
|
|
{
|
|
// drop misc timing counter
|
|
if ( pm->ps->pm_time )
|
|
{
|
|
if ( pml.msec >= pm->ps->pm_time )
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_ALL_TIMES;
|
|
pm->ps->pm_time = 0;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_time -= pml.msec;
|
|
}
|
|
}
|
|
|
|
// drop legs animation counter
|
|
if ( pm->ps->legsAnimTimer > 0 )
|
|
{
|
|
int newTime = pm->ps->legsAnimTimer - pml.msec;
|
|
|
|
if ( newTime < 0 )
|
|
{
|
|
newTime = 0;
|
|
}
|
|
|
|
PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, newTime );
|
|
}
|
|
|
|
// drop torso animation counter
|
|
if ( pm->ps->torsoAnimTimer > 0 )
|
|
{
|
|
int newTime = pm->ps->torsoAnimTimer - pml.msec;
|
|
|
|
if ( newTime < 0 )
|
|
{
|
|
newTime = 0;
|
|
}
|
|
|
|
PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, newTime );
|
|
}
|
|
}
|
|
|
|
void PM_SetSpecialMoveValues (void )
|
|
{
|
|
Flying = 0;
|
|
if ( pm->gent )
|
|
{
|
|
if ( pm->gent->NPC )
|
|
{
|
|
if ( pm->gent->NPC->stats.moveType == MT_FLYSWIM )
|
|
{
|
|
Flying = FLY_NORMAL;
|
|
}
|
|
}
|
|
else if ( pm->ps->vehicleModel != 0 )
|
|
{
|
|
Flying = FLY_VEHICLE;
|
|
}
|
|
}
|
|
|
|
if ( g_timescale != NULL )
|
|
{
|
|
if ( g_timescale->value < 1.0f )
|
|
{
|
|
if ( !MatrixMode )
|
|
{
|
|
if ( pm->ps->clientNum == 0 && !player_locked && pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
pml.frametime *= (1.0f/g_timescale->value);
|
|
}
|
|
else if ( g_entities[pm->ps->clientNum].client
|
|
&& pm->ps->forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
pml.frametime *= (1.0f/g_timescale->value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern float cg_zoomFov; //from cg_view.cpp
|
|
|
|
//-------------------------------------------
|
|
void PM_AdjustAttackStates( pmove_t *pm )
|
|
//-------------------------------------------
|
|
{
|
|
int amount;
|
|
|
|
// get ammo usage
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].altEnergyPerShot;
|
|
}
|
|
else
|
|
{
|
|
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].energyPerShot;
|
|
}
|
|
|
|
if ( pm->ps->weapon == WP_SABER && (!cg.zoomMode||pm->ps->clientNum) )
|
|
{//don't let the alt-attack be interpreted as an actual attack command
|
|
//saber alt-attack does a normal swing, too
|
|
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
if ( pm->ps->saberInFlight )
|
|
{//saber not in hand, can't swing it
|
|
pm->cmd.buttons &= ~BUTTON_ATTACK;
|
|
}
|
|
}
|
|
|
|
// disruptor alt-fire should toggle the zoom mode, but only bother doing this for the player?
|
|
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && pm->gent->s.number == 0 && pm->ps->weaponstate != WEAPON_DROPPING )
|
|
{
|
|
// we are not alt-firing yet, but the alt-attack button was just pressed and
|
|
// we either are ducking ( in which case we don't care if they are moving )...or they are not ducking...and also not moving right/forward.
|
|
if ( !(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK)
|
|
&& ( pm->cmd.upmove < 0 || ( !pm->cmd.forwardmove && !pm->cmd.rightmove )))
|
|
{
|
|
// We just pressed the alt-fire key
|
|
if ( cg.zoomMode == 0 || cg.zoomMode == 3 )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
|
|
// not already zooming, so do it now
|
|
cg.zoomMode = 2;
|
|
cg.zoomLocked = qfalse;
|
|
cg_zoomFov = 80.0f;//(cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value;
|
|
}
|
|
else if ( cg.zoomMode == 2 )
|
|
{
|
|
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
|
|
cg.zoomLocked = qfalse;
|
|
}
|
|
}
|
|
else if ( !(pm->cmd.buttons & BUTTON_ALT_ATTACK ))
|
|
{
|
|
// Not pressing zoom any more
|
|
if ( cg.zoomMode == 2 )
|
|
{
|
|
// were zooming in, so now lock the zoom
|
|
cg.zoomLocked = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
// If we are zoomed, we should switch the ammo usage to the alt-fire, otherwise, we'll
|
|
// just use whatever ammo was selected from above
|
|
if ( cg.zoomMode == 2 )
|
|
{
|
|
amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] -
|
|
weaponData[pm->ps->weapon].altEnergyPerShot;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// alt-fire button pressing doesn't use any ammo
|
|
amount = 0;
|
|
}
|
|
|
|
}
|
|
|
|
// Check for binocular specific mode
|
|
if ( cg.zoomMode == 1 && pm->gent && pm->gent->s.number == 0 ) //
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK && pm->ps->batteryCharge )
|
|
{
|
|
// zooming out
|
|
cg.zoomLocked = qfalse;
|
|
cg.zoomDir = 1;
|
|
}
|
|
else if ( pm->cmd.buttons & BUTTON_ATTACK && pm->ps->batteryCharge )
|
|
{
|
|
// zooming in
|
|
cg.zoomLocked = qfalse;
|
|
cg.zoomDir = -1;
|
|
}
|
|
else
|
|
{
|
|
// if no buttons are down, we should be in a locked state
|
|
cg.zoomLocked = qtrue;
|
|
}
|
|
|
|
// kill buttons and associated firing flags so we can't fire
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
pm->cmd.buttons &= ~(BUTTON_ALT_ATTACK|BUTTON_ATTACK);
|
|
}
|
|
|
|
// set the firing flag for continuous beam weapons, phaser will fire even if out of ammo
|
|
if ( (( pm->cmd.buttons & BUTTON_ATTACK || pm->cmd.buttons & BUTTON_ALT_ATTACK ) && ( amount >= 0 || pm->ps->weapon == WP_SABER )) )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
pm->ps->eFlags |= EF_ALT_FIRING;
|
|
if ( !pm->ps->clientNum && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
|
|
{//switch ATST barrels
|
|
pm->gent->alt_fire = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
if ( !pm->ps->clientNum && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
|
|
{//switch ATST barrels
|
|
pm->gent->alt_fire = qfalse;
|
|
}
|
|
}
|
|
|
|
// This flag should always get set, even when alt-firing
|
|
pm->ps->eFlags |= EF_FIRING;
|
|
}
|
|
else
|
|
{
|
|
// int iFlags = pm->ps->eFlags;
|
|
|
|
// Clear 'em out
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
pm->ps->eFlags &= ~EF_ALT_FIRING;
|
|
|
|
// if I don't check the flags before stopping FX then it switches them off too often, which tones down
|
|
// the stronger FFFX so you can hardly feel them. However, if you only do iton these flags then the
|
|
// repeat-fire weapons like tetrion and dreadnought don't switch off quick enough. So...
|
|
//
|
|
/* // Might need this for beam type weapons
|
|
if ( pm->ps->weapon == WP_DREADNOUGHT || (iFlags & (EF_FIRING|EF_ALT_FIRING) )
|
|
{
|
|
cgi_FF_StopAllFX();
|
|
}
|
|
*/
|
|
}
|
|
|
|
// disruptor should convert a main fire to an alt-fire if the gun is currently zoomed
|
|
if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && pm->gent->s.number == 0 )
|
|
{
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK && cg.zoomMode == 2 )
|
|
{
|
|
// converting the main fire to an alt-fire
|
|
pm->cmd.buttons |= BUTTON_ALT_ATTACK;
|
|
pm->ps->eFlags |= EF_ALT_FIRING;
|
|
}
|
|
else
|
|
{
|
|
// don't let an alt-fire through
|
|
pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
Pmove
|
|
|
|
Can be called by either the server or the client
|
|
================
|
|
*/
|
|
void Pmove( pmove_t *pmove )
|
|
{
|
|
pm = pmove;
|
|
|
|
// this counter lets us debug movement problems with a journal by setting a conditional breakpoint fot the previous frame
|
|
c_pmove++;
|
|
|
|
// clear results
|
|
pm->numtouch = 0;
|
|
pm->watertype = 0;
|
|
pm->waterlevel = 0;
|
|
|
|
// Clear the blocked flag
|
|
//pm->ps->pm_flags &= ~PMF_BLOCKED;
|
|
//pm->ps->pm_flags &= ~PMF_BUMPED;
|
|
|
|
// In certain situations, we may want to control which attack buttons are pressed and what kind of functionality
|
|
// is attached to them
|
|
PM_AdjustAttackStates( pm );
|
|
|
|
// clear the respawned flag if attack and use are cleared
|
|
if ( pm->ps->stats[STAT_HEALTH] > 0 &&
|
|
!( pm->cmd.buttons & BUTTON_ATTACK ) )
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_RESPAWNED;
|
|
}
|
|
|
|
// clear all pmove local vars
|
|
memset (&pml, 0, sizeof(pml));
|
|
|
|
// determine the time
|
|
pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
|
|
if ( pml.msec < 1 ) {
|
|
pml.msec = 1;
|
|
} else if ( pml.msec > 200 ) {
|
|
pml.msec = 200;
|
|
}
|
|
|
|
pm->ps->commandTime = pmove->cmd.serverTime;
|
|
|
|
// save old org in case we get stuck
|
|
VectorCopy (pm->ps->origin, pml.previous_origin);
|
|
|
|
// save old velocity for crashlanding
|
|
VectorCopy (pm->ps->velocity, pml.previous_velocity);
|
|
|
|
pml.frametime = pml.msec * 0.001;
|
|
|
|
PM_SetSpecialMoveValues();
|
|
|
|
// update the viewangles
|
|
PM_UpdateViewAngles( pm->ps, &pm->cmd, pm->gent);
|
|
|
|
AngleVectors ( pm->ps->viewangles, pml.forward, pml.right, pml.up );
|
|
|
|
if ( pm->cmd.upmove < 10 ) {
|
|
// not holding jump
|
|
pm->ps->pm_flags &= ~PMF_JUMP_HELD;
|
|
}
|
|
|
|
// decide if backpedaling animations should be used
|
|
if ( pm->cmd.forwardmove < 0 ) {
|
|
pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
|
|
} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
|
|
}
|
|
|
|
if ( pm->ps->pm_type >= PM_DEAD ) {
|
|
pm->cmd.forwardmove = 0;
|
|
pm->cmd.rightmove = 0;
|
|
pm->cmd.upmove = 0;
|
|
if ( pm->ps->viewheight > -12 )
|
|
{//slowly sink view to ground
|
|
pm->ps->viewheight -= 1;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->pm_type == PM_SPECTATOR ) {
|
|
PM_CheckDuck ();
|
|
PM_FlyMove ();
|
|
PM_DropTimers ();
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->pm_type == PM_NOCLIP ) {
|
|
PM_NoclipMove ();
|
|
PM_DropTimers ();
|
|
return;
|
|
}
|
|
|
|
if (pm->ps->pm_type == PM_FREEZE) {
|
|
return; // no movement at all
|
|
}
|
|
|
|
if ( pm->ps->pm_type == PM_INTERMISSION ) {
|
|
return; // no movement at all
|
|
}
|
|
|
|
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
|
|
{//half grav
|
|
pm->ps->gravity *= 0.5;
|
|
}
|
|
|
|
// set watertype, and waterlevel
|
|
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
|
|
PM_SetWaterHeight();
|
|
if ( !(pm->watertype & CONTENTS_LADDER) )
|
|
{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)
|
|
pml.previous_waterlevel = pmove->waterlevel;
|
|
}
|
|
waterForceJump = qfalse;
|
|
if ( pmove->waterlevel && pm->ps->clientNum )
|
|
{
|
|
if ( pm->ps->forceJumpZStart//force jumping
|
|
||(pm->gent&&!TIMER_Done(pm->gent, "forceJumpChasing" )) )//force-jumping
|
|
{
|
|
waterForceJump = qtrue;
|
|
}
|
|
}
|
|
|
|
// set mins, maxs, and viewheight
|
|
PM_SetBounds();
|
|
|
|
if ( !Flying && !(pm->watertype & CONTENTS_LADDER) && pm->ps->pm_type != PM_DEAD )
|
|
{//NOTE: noclippers shouldn't jump or duck either, no?
|
|
PM_CheckDuck();
|
|
}
|
|
|
|
// set groundentity
|
|
PM_GroundTrace();
|
|
|
|
if ( pm->ps->pm_type == PM_DEAD ) {
|
|
PM_DeadMove ();
|
|
}
|
|
|
|
PM_DropTimers();
|
|
|
|
if ( pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
|
|
{//in an emplaced gun
|
|
PM_NoclipMove();
|
|
}
|
|
else if ( Flying == FLY_NORMAL )//|| pm->ps->gravity <= 0 )
|
|
{
|
|
// flight powerup doesn't allow jump and has different friction
|
|
PM_FlyMove();
|
|
}
|
|
else if ( Flying == FLY_VEHICLE )
|
|
{
|
|
PM_FlyVehicleMove();
|
|
}
|
|
else if ( pm->ps->pm_flags & PMF_TIME_WATERJUMP )
|
|
{
|
|
PM_WaterJumpMove();
|
|
}
|
|
else if ( pm->waterlevel > 1 //in water
|
|
&&(!pm->ps->clientNum || !waterForceJump) )//player or NPC not force jumping
|
|
{//force-jumping NPCs should
|
|
// swimming or in ladder
|
|
PM_WaterMove();
|
|
}
|
|
else if ( pml.walking )
|
|
{// walking on ground
|
|
vec3_t oldOrg;
|
|
|
|
VectorCopy( pm->ps->origin, oldOrg );
|
|
|
|
PM_WalkMove();
|
|
|
|
|
|
float threshHold = 0.001f, movedDist = DistanceSquared( oldOrg, pm->ps->origin );
|
|
if ( PM_StandingAnim( pm->ps->legsAnim ) || pm->ps->legsAnim == BOTH_CROUCH1 )
|
|
{
|
|
threshHold = 0.005f;
|
|
}
|
|
|
|
if ( movedDist < threshHold )
|
|
{//didn't move, play no legs anim
|
|
pm->cmd.forwardmove = pm->cmd.rightmove = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->ps->gravity <= 0 )
|
|
{
|
|
PM_FlyMove();
|
|
}
|
|
else
|
|
{
|
|
// airborne
|
|
PM_AirMove();
|
|
}
|
|
}
|
|
|
|
//PM_Animate();
|
|
|
|
// If we didn't move at all, then why bother doing this again -MW.
|
|
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
|
|
{
|
|
PM_GroundTrace();
|
|
}
|
|
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
|
|
{//on ground
|
|
pm->ps->forceJumpZStart = 0;
|
|
pm->ps->jumpZStart = 0;
|
|
pm->ps->pm_flags &= ~PMF_JUMPING;
|
|
pm->ps->pm_flags &= ~PMF_TRIGGER_PUSHED;
|
|
pm->ps->pm_flags &= ~PMF_SLOW_MO_FALL;
|
|
}
|
|
|
|
// If we didn't move at all, then why bother doing this again -MW.
|
|
// Note: ok, so long as we don't have water levels that change.
|
|
if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
|
|
{
|
|
PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
|
|
PM_SetWaterHeight();
|
|
}
|
|
|
|
PM_Inventory();
|
|
|
|
PM_ForcePower();
|
|
|
|
// weapons
|
|
PM_Weapon();
|
|
if ( pm->cmd.buttons & BUTTON_ATTACK )
|
|
{
|
|
pm->ps->pm_flags |= PMF_ATTACK_HELD;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_ATTACK_HELD;
|
|
}
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
pm->ps->pm_flags |= PMF_ALT_ATTACK_HELD;
|
|
}
|
|
else
|
|
{
|
|
pm->ps->pm_flags &= ~PMF_ALT_ATTACK_HELD;
|
|
}
|
|
|
|
if ( pm->gent )//&& pm->gent->s.number == 0 )//player only?
|
|
{
|
|
// Use
|
|
PM_Use();
|
|
PM_AltUse();
|
|
}
|
|
|
|
// TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
|
|
if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
|
|
}
|
|
else // TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
|
|
{
|
|
// footstep events / legs animations
|
|
PM_Footsteps();
|
|
}
|
|
// torso animation
|
|
PM_TorsoAnimation();
|
|
|
|
// entering / leaving water splashes
|
|
PM_WaterEvents();
|
|
|
|
// snap some parts of playerstate to save network bandwidth
|
|
// SnapVector( pm->ps->velocity );
|
|
|
|
if ( !pm->cmd.rightmove && !pm->cmd.forwardmove && pm->cmd.upmove <= 0 )
|
|
{
|
|
if ( VectorCompare( pm->ps->velocity, vec3_origin ) )
|
|
{
|
|
pm->ps->lastStationary = level.time;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
|
|
{//half grav
|
|
pm->ps->gravity *= 2;
|
|
}
|
|
} |