mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-15 00:41:55 +00:00
2069 lines
44 KiB
C
2069 lines
44 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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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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#include "q_shared.h"
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#include "bg_public.h"
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#include "bg_local.h"
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pmove_t *pm;
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pml_t pml;
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// movement parameters
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float pm_stopspeed = 100.0f;
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float pm_duckScale = 0.25f;
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float pm_swimScale = 0.50f;
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float pm_wadeScale = 0.70f;
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float pm_accelerate = 10.0f;
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float pm_airaccelerate = 1.0f;
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float pm_wateraccelerate = 4.0f;
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float pm_flyaccelerate = 8.0f;
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float pm_friction = 6.0f;
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float pm_waterfriction = 1.0f;
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float pm_flightfriction = 3.0f;
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float pm_spectatorfriction = 5.0f;
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int c_pmove = 0;
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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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BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
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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_StartTorsoAnim
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===================
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*/
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static void PM_StartTorsoAnim( int anim ) {
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if ( pm->ps->pm_type >= PM_DEAD ) {
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return;
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}
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pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
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| anim;
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}
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static void PM_StartLegsAnim( int anim ) {
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if ( pm->ps->pm_type >= PM_DEAD ) {
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return;
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}
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if ( pm->ps->legsTimer > 0 ) {
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return; // a high priority animation is running
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}
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pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
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| anim;
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}
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static void PM_ContinueLegsAnim( int anim ) {
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if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
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return;
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}
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if ( pm->ps->legsTimer > 0 ) {
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return; // a high priority animation is running
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}
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PM_StartLegsAnim( anim );
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}
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static void PM_ContinueTorsoAnim( int anim ) {
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if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
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return;
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}
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if ( pm->ps->torsoTimer > 0 ) {
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return; // a high priority animation is running
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}
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PM_StartTorsoAnim( anim );
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}
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static void PM_ForceLegsAnim( int anim ) {
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pm->ps->legsTimer = 0;
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PM_StartLegsAnim( anim );
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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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==================
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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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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;
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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
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if ( pm->waterlevel <= 1 ) {
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if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
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// if getting knocked back, no friction
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if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
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control = speed < pm_stopspeed ? pm_stopspeed : speed;
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drop += control*pm_friction*pml.frametime;
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}
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}
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}
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// apply water friction even if just wading
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if ( pm->waterlevel ) {
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drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
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}
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// apply flying friction
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if ( pm->ps->powerups[PW_FLIGHT]) {
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drop += speed*pm_flightfriction*pml.frametime;
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}
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if ( pm->ps->pm_type == PM_SPECTATOR) {
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drop += speed*pm_spectatorfriction*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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}
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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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#if 1
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// q2 style
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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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#else
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// proper way (avoids strafe jump maxspeed bug), but feels bad
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vec3_t wishVelocity;
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vec3_t pushDir;
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float pushLen;
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float canPush;
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VectorScale( wishdir, wishspeed, wishVelocity );
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VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
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pushLen = VectorNormalize( pushDir );
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canPush = accel*pml.frametime*wishspeed;
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if (canPush > pushLen) {
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canPush = pushLen;
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}
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VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
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#endif
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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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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( cmd->forwardmove * cmd->forwardmove
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+ cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove );
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scale = (float)pm->ps->speed * max / ( 127.0 * 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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static qboolean PM_CheckJump( void ) {
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if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
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return qfalse; // don't allow jump until all buttons are up
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}
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if ( pm->cmd.upmove < 10 ) {
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// not holding jump
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return qfalse;
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}
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// must wait for jump to be released
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if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
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// clear upmove so cmdscale doesn't lower running speed
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pm->cmd.upmove = 0;
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return qfalse;
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}
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pml.groundPlane = qfalse; // jumping away
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pml.walking = qfalse;
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pm->ps->pm_flags |= PMF_JUMP_HELD;
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pm->ps->groundEntityNum = ENTITYNUM_NONE;
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pm->ps->velocity[2] = JUMP_VELOCITY;
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PM_AddEvent( EV_JUMP );
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if ( pm->cmd.forwardmove >= 0 ) {
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PM_ForceLegsAnim( LEGS_JUMP );
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pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
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} else {
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PM_ForceLegsAnim( LEGS_JUMPB );
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pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
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}
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return qtrue;
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}
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/*
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=============
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PM_CheckWaterJump
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=============
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*/
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static qboolean PM_CheckWaterJump( void ) {
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vec3_t spot;
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int cont;
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vec3_t flatforward;
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if (pm->ps->pm_time) {
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return qfalse;
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}
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// check for water jump
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if ( pm->waterlevel != 2 ) {
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return qfalse;
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}
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flatforward[0] = pml.forward[0];
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flatforward[1] = pml.forward[1];
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flatforward[2] = 0;
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VectorNormalize (flatforward);
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VectorMA (pm->ps->origin, 30, flatforward, spot);
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spot[2] += 4;
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cont = pm->pointcontents (spot, pm->ps->clientNum );
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if ( !(cont & CONTENTS_SOLID) ) {
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return qfalse;
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}
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spot[2] += 16;
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cont = pm->pointcontents (spot, pm->ps->clientNum );
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if ( cont ) {
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return qfalse;
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}
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// jump out of water
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VectorScale (pml.forward, 200, pm->ps->velocity);
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pm->ps->velocity[2] = 350;
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pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
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pm->ps->pm_time = 2000;
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return qtrue;
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}
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//============================================================================
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/*
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===================
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PM_WaterJumpMove
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Flying out of the water
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===================
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*/
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static void PM_WaterJumpMove( void ) {
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// waterjump has no control, but falls
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PM_StepSlideMove( qtrue );
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pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
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if (pm->ps->velocity[2] < 0) {
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// cancel as soon as we are falling down again
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pm->ps->pm_flags &= ~PMF_ALL_TIMES;
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pm->ps->pm_time = 0;
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}
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}
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/*
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===================
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PM_WaterMove
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===================
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*/
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static void PM_WaterMove( void ) {
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int i;
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vec3_t wishvel;
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float wishspeed;
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vec3_t wishdir;
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float scale;
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float vel;
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if ( PM_CheckWaterJump() ) {
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PM_WaterJumpMove();
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return;
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}
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#if 0
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// jump = head for surface
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if ( pm->cmd.upmove >= 10 ) {
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if (pm->ps->velocity[2] > -300) {
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if ( pm->watertype == CONTENTS_WATER ) {
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pm->ps->velocity[2] = 100;
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} else if (pm->watertype == CONTENTS_SLIME) {
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pm->ps->velocity[2] = 80;
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} else {
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pm->ps->velocity[2] = 50;
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}
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}
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}
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#endif
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PM_Friction ();
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scale = PM_CmdScale( &pm->cmd );
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//
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// user intentions
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//
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if ( !scale ) {
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wishvel[0] = 0;
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wishvel[1] = 0;
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wishvel[2] = -60; // sink towards bottom
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} else {
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for (i=0 ; i<3 ; i++)
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wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
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wishvel[2] += scale * pm->cmd.upmove;
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}
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VectorCopy (wishvel, wishdir);
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wishspeed = VectorNormalize(wishdir);
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if ( wishspeed > pm->ps->speed * pm_swimScale ) {
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wishspeed = pm->ps->speed * pm_swimScale;
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}
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PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);
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// make sure we can go up slopes easily under water
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if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
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vel = VectorLength(pm->ps->velocity);
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// slide along the ground plane
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PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
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pm->ps->velocity, OVERCLIP );
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VectorNormalize(pm->ps->velocity);
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VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
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}
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PM_SlideMove( qfalse );
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}
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#ifdef MISSIONPACK
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/*
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===================
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PM_InvulnerabilityMove
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Only with the invulnerability powerup
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===================
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*/
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static void PM_InvulnerabilityMove( void ) {
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pm->cmd.forwardmove = 0;
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pm->cmd.rightmove = 0;
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pm->cmd.upmove = 0;
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VectorClear(pm->ps->velocity);
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}
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#endif
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/*
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===================
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PM_FlyMove
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Only with the flight powerup
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===================
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|
*/
|
|
static void PM_FlyMove( void ) {
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int i;
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vec3_t wishvel;
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float wishspeed;
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vec3_t wishdir;
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float scale;
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// normal slowdown
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PM_Friction ();
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scale = PM_CmdScale( &pm->cmd );
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//
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// 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, pm_flyaccelerate);
|
|
|
|
PM_StepSlideMove( qfalse );
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
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;
|
|
|
|
PM_Friction();
|
|
|
|
fmove = pm->cmd.forwardmove;
|
|
smove = pm->cmd.rightmove;
|
|
|
|
cmd = pm->cmd;
|
|
scale = PM_CmdScale( &cmd );
|
|
|
|
// set the movementDir so clients can rotate the legs for strafing
|
|
PM_SetMovementDir();
|
|
|
|
// project moves down to flat plane
|
|
pml.forward[2] = 0;
|
|
pml.right[2] = 0;
|
|
VectorNormalize (pml.forward);
|
|
VectorNormalize (pml.right);
|
|
|
|
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);
|
|
wishspeed *= scale;
|
|
|
|
// 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 ) {
|
|
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
|
|
pm->ps->velocity, OVERCLIP );
|
|
}
|
|
|
|
#if 0
|
|
//ZOID: If we are on the grapple, try stair-stepping
|
|
//this allows a player to use the grapple to pull himself
|
|
//over a ledge
|
|
if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
|
|
PM_StepSlideMove ( qtrue );
|
|
else
|
|
PM_SlideMove ( qtrue );
|
|
#endif
|
|
|
|
PM_StepSlideMove ( qtrue );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
PM_GrappleMove
|
|
|
|
===================
|
|
*/
|
|
static void PM_GrappleMove( void ) {
|
|
vec3_t vel, v;
|
|
float vlen;
|
|
|
|
VectorScale(pml.forward, -16, v);
|
|
VectorAdd(pm->ps->grapplePoint, v, v);
|
|
VectorSubtract(v, pm->ps->origin, vel);
|
|
vlen = VectorLength(vel);
|
|
VectorNormalize( vel );
|
|
|
|
if (vlen <= 100)
|
|
VectorScale(vel, 10 * vlen, vel);
|
|
else
|
|
VectorScale(vel, 800, vel);
|
|
|
|
VectorCopy(vel, pm->ps->velocity);
|
|
|
|
pml.groundPlane = qfalse;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
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->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;
|
|
}
|
|
|
|
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);
|
|
|
|
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 ) {
|
|
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 ) {
|
|
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->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;
|
|
}
|
|
|
|
PM_StepSlideMove( qfalse );
|
|
|
|
//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;
|
|
|
|
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
|
|
|
|
// 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 );
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
PM_CrashLand
|
|
|
|
Check for hard landings that generate sound events
|
|
=================
|
|
*/
|
|
static void PM_CrashLand( void ) {
|
|
float delta;
|
|
float dist;
|
|
float vel, acc;
|
|
float t;
|
|
float a, b, c, den;
|
|
|
|
// decide which landing animation to use
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) {
|
|
PM_ForceLegsAnim( LEGS_LANDB );
|
|
} else {
|
|
PM_ForceLegsAnim( LEGS_LAND );
|
|
}
|
|
|
|
pm->ps->legsTimer = TIMER_LAND;
|
|
|
|
// calculate the exact velocity on landing
|
|
dist = pm->ps->origin[2] - pml.previous_origin[2];
|
|
vel = pml.previous_velocity[2];
|
|
acc = -pm->ps->gravity;
|
|
|
|
a = acc / 2;
|
|
b = vel;
|
|
c = -dist;
|
|
|
|
den = b * b - 4 * a * c;
|
|
if ( den < 0 ) {
|
|
return;
|
|
}
|
|
t = (-b - sqrt( den ) ) / ( 2 * a );
|
|
|
|
delta = vel + t * acc;
|
|
delta = delta*delta * 0.0001;
|
|
|
|
// ducking while falling doubles damage
|
|
if ( pm->ps->pm_flags & PMF_DUCKED ) {
|
|
delta *= 2;
|
|
}
|
|
|
|
// never take falling damage if completely underwater
|
|
if ( pm->waterlevel == 3 ) {
|
|
return;
|
|
}
|
|
|
|
// reduce falling damage if there is standing water
|
|
if ( pm->waterlevel == 2 ) {
|
|
delta *= 0.25;
|
|
}
|
|
if ( pm->waterlevel == 1 ) {
|
|
delta *= 0.5;
|
|
}
|
|
|
|
if ( delta < 1 ) {
|
|
return;
|
|
}
|
|
|
|
// create a local entity event to play the sound
|
|
|
|
// SURF_NODAMAGE is used for bounce pads where you don't ever
|
|
// want to take damage or play a crunch sound
|
|
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) {
|
|
if ( delta > 60 ) {
|
|
PM_AddEvent( EV_FALL_FAR );
|
|
} else if ( delta > 40 ) {
|
|
// this is a pain grunt, so don't play it if dead
|
|
if ( pm->ps->stats[STAT_HEALTH] > 0 ) {
|
|
PM_AddEvent( EV_FALL_MEDIUM );
|
|
}
|
|
} else if ( delta > 7 ) {
|
|
PM_AddEvent( EV_FALL_SHORT );
|
|
} else {
|
|
PM_AddEvent( PM_FootstepForSurface() );
|
|
}
|
|
}
|
|
|
|
// start footstep cycle over
|
|
pm->ps->bobCycle = 0;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_CheckStuck
|
|
=============
|
|
*/
|
|
/*
|
|
void PM_CheckStuck(void) {
|
|
trace_t trace;
|
|
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask);
|
|
if (trace.allsolid) {
|
|
//int shit = qtrue;
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
PM_CorrectAllSolid
|
|
=============
|
|
*/
|
|
static int PM_CorrectAllSolid( trace_t *trace ) {
|
|
int i, j, k;
|
|
vec3_t point;
|
|
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:allsolid\n", c_pmove);
|
|
}
|
|
|
|
// jitter around
|
|
for (i = -1; i <= 1; i++) {
|
|
for (j = -1; j <= 1; j++) {
|
|
for (k = -1; k <= 1; k++) {
|
|
VectorCopy(pm->ps->origin, point);
|
|
point[0] += (float) i;
|
|
point[1] += (float) j;
|
|
point[2] += (float) k;
|
|
pm->trace (trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
|
|
if ( !trace->allsolid ) {
|
|
point[0] = pm->ps->origin[0];
|
|
point[1] = pm->ps->origin[1];
|
|
point[2] = pm->ps->origin[2] - 0.25;
|
|
|
|
pm->trace (trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
|
|
pml.groundTrace = *trace;
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
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;
|
|
|
|
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) {
|
|
// we just transitioned into freefall
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:lift\n", c_pmove);
|
|
}
|
|
|
|
// if they aren't in a jumping animation and the ground is a ways away, force into it
|
|
// if we didn't do the trace, the player would be backflipping down staircases
|
|
VectorCopy( pm->ps->origin, point );
|
|
point[2] -= 64;
|
|
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
|
|
if ( trace.fraction == 1.0 ) {
|
|
if ( pm->cmd.forwardmove >= 0 ) {
|
|
PM_ForceLegsAnim( LEGS_JUMP );
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
} else {
|
|
PM_ForceLegsAnim( LEGS_JUMPB );
|
|
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
}
|
|
}
|
|
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_GroundTrace
|
|
=============
|
|
*/
|
|
static void PM_GroundTrace( void ) {
|
|
vec3_t point;
|
|
trace_t trace;
|
|
|
|
point[0] = pm->ps->origin[0];
|
|
point[1] = pm->ps->origin[1];
|
|
point[2] = pm->ps->origin[2] - 0.25;
|
|
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
|
|
pml.groundTrace = trace;
|
|
|
|
// do something corrective if the trace starts in a solid...
|
|
if ( trace.allsolid ) {
|
|
if ( !PM_CorrectAllSolid(&trace) )
|
|
return;
|
|
}
|
|
|
|
// if the trace didn't hit anything, we are in free fall
|
|
if ( trace.fraction == 1.0 ) {
|
|
PM_GroundTraceMissed();
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
return;
|
|
}
|
|
|
|
// check if getting thrown off the ground
|
|
if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:kickoff\n", c_pmove);
|
|
}
|
|
// go into jump animation
|
|
if ( pm->cmd.forwardmove >= 0 ) {
|
|
PM_ForceLegsAnim( LEGS_JUMP );
|
|
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
} else {
|
|
PM_ForceLegsAnim( LEGS_JUMPB );
|
|
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
pm->ps->groundEntityNum = trace.entityNum;
|
|
|
|
// don't reset the z velocity for slopes
|
|
// pm->ps->velocity[2] = 0;
|
|
|
|
PM_AddTouchEnt( trace.entityNum );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving
|
|
=============
|
|
*/
|
|
static void PM_SetWaterLevel( void ) {
|
|
vec3_t point;
|
|
int cont;
|
|
int sample1;
|
|
int sample2;
|
|
|
|
//
|
|
// get waterlevel, accounting for ducking
|
|
//
|
|
pm->waterlevel = 0;
|
|
pm->watertype = 0;
|
|
|
|
point[0] = pm->ps->origin[0];
|
|
point[1] = pm->ps->origin[1];
|
|
point[2] = pm->ps->origin[2] + MINS_Z + 1;
|
|
cont = pm->pointcontents( point, pm->ps->clientNum );
|
|
|
|
if ( cont & MASK_WATER ) {
|
|
sample2 = pm->ps->viewheight - MINS_Z;
|
|
sample1 = sample2 / 2;
|
|
|
|
pm->watertype = cont;
|
|
pm->waterlevel = 1;
|
|
point[2] = pm->ps->origin[2] + MINS_Z + sample1;
|
|
cont = pm->pointcontents (point, pm->ps->clientNum );
|
|
if ( cont & MASK_WATER ) {
|
|
pm->waterlevel = 2;
|
|
point[2] = pm->ps->origin[2] + MINS_Z + sample2;
|
|
cont = pm->pointcontents (point, pm->ps->clientNum );
|
|
if ( cont & MASK_WATER ){
|
|
pm->waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_CheckDuck
|
|
|
|
Sets mins, maxs, and pm->ps->viewheight
|
|
==============
|
|
*/
|
|
static void PM_CheckDuck (void)
|
|
{
|
|
trace_t trace;
|
|
|
|
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
|
|
if ( pm->ps->pm_flags & PMF_INVULEXPAND ) {
|
|
// invulnerability sphere has a 42 units radius
|
|
VectorSet( pm->mins, -42, -42, -42 );
|
|
VectorSet( pm->maxs, 42, 42, 42 );
|
|
}
|
|
else {
|
|
VectorSet( pm->mins, -15, -15, MINS_Z );
|
|
VectorSet( pm->maxs, 15, 15, 16 );
|
|
}
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
|
|
return;
|
|
}
|
|
pm->ps->pm_flags &= ~PMF_INVULEXPAND;
|
|
|
|
pm->mins[0] = -15;
|
|
pm->mins[1] = -15;
|
|
|
|
pm->maxs[0] = 15;
|
|
pm->maxs[1] = 15;
|
|
|
|
pm->mins[2] = MINS_Z;
|
|
|
|
if (pm->ps->pm_type == PM_DEAD)
|
|
{
|
|
pm->maxs[2] = -8;
|
|
pm->ps->viewheight = DEAD_VIEWHEIGHT;
|
|
return;
|
|
}
|
|
|
|
if (pm->cmd.upmove < 0)
|
|
{ // duck
|
|
pm->ps->pm_flags |= PMF_DUCKED;
|
|
}
|
|
else
|
|
{ // stand up if possible
|
|
if (pm->ps->pm_flags & PMF_DUCKED)
|
|
{
|
|
// try to stand up
|
|
pm->maxs[2] = 32;
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
|
|
if (!trace.allsolid)
|
|
pm->ps->pm_flags &= ~PMF_DUCKED;
|
|
}
|
|
}
|
|
|
|
if (pm->ps->pm_flags & PMF_DUCKED)
|
|
{
|
|
pm->maxs[2] = 16;
|
|
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
|
|
}
|
|
else
|
|
{
|
|
pm->maxs[2] = 32;
|
|
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_Footsteps
|
|
===============
|
|
*/
|
|
static void PM_Footsteps( void ) {
|
|
float bobmove;
|
|
int old;
|
|
qboolean footstep;
|
|
|
|
//
|
|
// 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->groundEntityNum == ENTITYNUM_NONE ) {
|
|
|
|
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
|
|
PM_ContinueLegsAnim( LEGS_IDLECR );
|
|
}
|
|
// airborne leaves position in cycle intact, but doesn't advance
|
|
if ( pm->waterlevel > 1 ) {
|
|
PM_ContinueLegsAnim( LEGS_SWIM );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// if not trying to move
|
|
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
|
|
if ( pm->xyspeed < 5 ) {
|
|
pm->ps->bobCycle = 0; // start at beginning of cycle again
|
|
if ( pm->ps->pm_flags & PMF_DUCKED ) {
|
|
PM_ContinueLegsAnim( LEGS_IDLECR );
|
|
} else {
|
|
PM_ContinueLegsAnim( LEGS_IDLE );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
footstep = qfalse;
|
|
|
|
if ( pm->ps->pm_flags & PMF_DUCKED ) {
|
|
bobmove = 0.5; // ducked characters bob much faster
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
|
|
PM_ContinueLegsAnim( LEGS_BACKCR );
|
|
}
|
|
else {
|
|
PM_ContinueLegsAnim( LEGS_WALKCR );
|
|
}
|
|
// ducked characters never play footsteps
|
|
/*
|
|
} else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
|
|
bobmove = 0.4; // faster speeds bob faster
|
|
footstep = qtrue;
|
|
} else {
|
|
bobmove = 0.3;
|
|
}
|
|
PM_ContinueLegsAnim( LEGS_BACK );
|
|
*/
|
|
} else {
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
|
|
bobmove = 0.4f; // faster speeds bob faster
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
|
|
PM_ContinueLegsAnim( LEGS_BACK );
|
|
}
|
|
else {
|
|
PM_ContinueLegsAnim( LEGS_RUN );
|
|
}
|
|
footstep = qtrue;
|
|
} else {
|
|
bobmove = 0.3f; // walking bobs slow
|
|
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
|
|
PM_ContinueLegsAnim( LEGS_BACKWALK );
|
|
}
|
|
else {
|
|
PM_ContinueLegsAnim( LEGS_WALK );
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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->waterlevel == 0 ) {
|
|
// on ground will only play sounds if running
|
|
if ( footstep && !pm->noFootsteps ) {
|
|
PM_AddEvent( PM_FootstepForSurface() );
|
|
}
|
|
} else if ( pm->waterlevel == 1 ) {
|
|
// splashing
|
|
PM_AddEvent( EV_FOOTSPLASH );
|
|
} else if ( pm->waterlevel == 2 ) {
|
|
// wading / swimming at surface
|
|
PM_AddEvent( EV_SWIM );
|
|
} else if ( pm->waterlevel == 3 ) {
|
|
// no sound when completely underwater
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_WaterEvents
|
|
|
|
Generate sound events for entering and leaving water
|
|
==============
|
|
*/
|
|
static void PM_WaterEvents( void ) { // FIXME?
|
|
//
|
|
// if just entered a water volume, play a sound
|
|
//
|
|
if (!pml.previous_waterlevel && pm->waterlevel) {
|
|
PM_AddEvent( EV_WATER_TOUCH );
|
|
}
|
|
|
|
//
|
|
// if just completely exited a water volume, play a sound
|
|
//
|
|
if (pml.previous_waterlevel && !pm->waterlevel) {
|
|
PM_AddEvent( EV_WATER_LEAVE );
|
|
}
|
|
|
|
//
|
|
// check for head just going under water
|
|
//
|
|
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
|
|
PM_AddEvent( EV_WATER_UNDER );
|
|
}
|
|
|
|
//
|
|
// check for head just coming out of water
|
|
//
|
|
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
|
|
PM_AddEvent( EV_WATER_CLEAR );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_BeginWeaponChange
|
|
===============
|
|
*/
|
|
static void PM_BeginWeaponChange( int weapon ) {
|
|
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;
|
|
}
|
|
|
|
PM_AddEvent( EV_CHANGE_WEAPON );
|
|
pm->ps->weaponstate = WEAPON_DROPPING;
|
|
pm->ps->weaponTime += 200;
|
|
PM_StartTorsoAnim( TORSO_DROP );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_FinishWeaponChange
|
|
===============
|
|
*/
|
|
static void PM_FinishWeaponChange( void ) {
|
|
int weapon;
|
|
|
|
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;
|
|
}
|
|
|
|
pm->ps->weapon = weapon;
|
|
pm->ps->weaponstate = WEAPON_RAISING;
|
|
pm->ps->weaponTime += 250;
|
|
PM_StartTorsoAnim( TORSO_RAISE );
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_TorsoAnimation
|
|
|
|
==============
|
|
*/
|
|
static void PM_TorsoAnimation( void ) {
|
|
if ( pm->ps->weaponstate == WEAPON_READY ) {
|
|
if ( pm->ps->weapon == WP_GAUNTLET ) {
|
|
PM_ContinueTorsoAnim( TORSO_STAND2 );
|
|
} else {
|
|
PM_ContinueTorsoAnim( TORSO_STAND );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_Weapon
|
|
|
|
Generates weapon events and modifes the weapon counter
|
|
==============
|
|
*/
|
|
static void PM_Weapon( void ) {
|
|
int addTime;
|
|
|
|
// don't allow attack until all buttons are up
|
|
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
|
|
return;
|
|
}
|
|
|
|
// ignore if spectator
|
|
if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
|
|
return;
|
|
}
|
|
|
|
// check for dead player
|
|
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
|
|
pm->ps->weapon = WP_NONE;
|
|
return;
|
|
}
|
|
|
|
// check for item using
|
|
if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
|
|
if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
|
|
if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
|
|
&& pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) {
|
|
// don't use medkit if at max health
|
|
} else {
|
|
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
|
|
PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
|
|
pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
|
|
}
|
|
return;
|
|
}
|
|
} else {
|
|
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
|
|
}
|
|
|
|
|
|
// make weapon function
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
pm->ps->weaponTime -= pml.msec;
|
|
}
|
|
|
|
// check for weapon change
|
|
// can't change if weapon is firing, but can change
|
|
// again if lowering or raising
|
|
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
|
|
if ( pm->ps->weapon != pm->cmd.weapon ) {
|
|
PM_BeginWeaponChange( pm->cmd.weapon );
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->weaponTime > 0 ) {
|
|
return;
|
|
}
|
|
|
|
// change weapon if time
|
|
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
if ( pm->ps->weaponstate == WEAPON_RAISING ) {
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
if ( pm->ps->weapon == WP_GAUNTLET ) {
|
|
PM_StartTorsoAnim( TORSO_STAND2 );
|
|
} else {
|
|
PM_StartTorsoAnim( TORSO_STAND );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// check for fire
|
|
if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) {
|
|
pm->ps->weaponTime = 0;
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
return;
|
|
}
|
|
|
|
// start the animation even if out of ammo
|
|
if ( pm->ps->weapon == WP_GAUNTLET ) {
|
|
// the guantlet only "fires" when it actually hits something
|
|
if ( !pm->gauntletHit ) {
|
|
pm->ps->weaponTime = 0;
|
|
pm->ps->weaponstate = WEAPON_READY;
|
|
return;
|
|
}
|
|
PM_StartTorsoAnim( TORSO_ATTACK2 );
|
|
} else {
|
|
PM_StartTorsoAnim( TORSO_ATTACK );
|
|
}
|
|
|
|
pm->ps->weaponstate = WEAPON_FIRING;
|
|
|
|
// check for out of ammo
|
|
if ( ! pm->ps->ammo[ pm->ps->weapon ] ) {
|
|
PM_AddEvent( EV_NOAMMO );
|
|
pm->ps->weaponTime += 500;
|
|
return;
|
|
}
|
|
|
|
// take an ammo away if not infinite
|
|
if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
|
|
pm->ps->ammo[ pm->ps->weapon ]--;
|
|
}
|
|
|
|
// fire weapon
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
|
|
switch( pm->ps->weapon ) {
|
|
default:
|
|
case WP_GAUNTLET:
|
|
addTime = 400;
|
|
break;
|
|
case WP_LIGHTNING:
|
|
addTime = 50;
|
|
break;
|
|
case WP_SHOTGUN:
|
|
addTime = 1000;
|
|
break;
|
|
case WP_MACHINEGUN:
|
|
addTime = 100;
|
|
break;
|
|
case WP_GRENADE_LAUNCHER:
|
|
addTime = 800;
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
addTime = 800;
|
|
break;
|
|
case WP_PLASMAGUN:
|
|
addTime = 100;
|
|
break;
|
|
case WP_RAILGUN:
|
|
addTime = 1500;
|
|
break;
|
|
case WP_BFG:
|
|
addTime = 200;
|
|
break;
|
|
case WP_GRAPPLING_HOOK:
|
|
addTime = 400;
|
|
break;
|
|
#ifdef MISSIONPACK
|
|
case WP_NAILGUN:
|
|
addTime = 1000;
|
|
break;
|
|
case WP_PROX_LAUNCHER:
|
|
addTime = 800;
|
|
break;
|
|
case WP_CHAINGUN:
|
|
addTime = 30;
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
|
|
addTime /= 1.5;
|
|
}
|
|
else
|
|
if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
|
|
addTime /= 1.3;
|
|
}
|
|
else
|
|
#endif
|
|
if ( pm->ps->powerups[PW_HASTE] ) {
|
|
addTime /= 1.3;
|
|
}
|
|
|
|
pm->ps->weaponTime += addTime;
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_Animate
|
|
================
|
|
*/
|
|
|
|
static void PM_Animate( void ) {
|
|
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
|
|
if ( pm->ps->torsoTimer == 0 ) {
|
|
PM_StartTorsoAnim( TORSO_GESTURE );
|
|
pm->ps->torsoTimer = TIMER_GESTURE;
|
|
PM_AddEvent( EV_TAUNT );
|
|
}
|
|
#ifdef MISSIONPACK
|
|
} else if ( pm->cmd.buttons & BUTTON_GETFLAG ) {
|
|
if ( pm->ps->torsoTimer == 0 ) {
|
|
PM_StartTorsoAnim( TORSO_GETFLAG );
|
|
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
|
|
}
|
|
} else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) {
|
|
if ( pm->ps->torsoTimer == 0 ) {
|
|
PM_StartTorsoAnim( TORSO_GUARDBASE );
|
|
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
|
|
}
|
|
} else if ( pm->cmd.buttons & BUTTON_PATROL ) {
|
|
if ( pm->ps->torsoTimer == 0 ) {
|
|
PM_StartTorsoAnim( TORSO_PATROL );
|
|
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
|
|
}
|
|
} else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) {
|
|
if ( pm->ps->torsoTimer == 0 ) {
|
|
PM_StartTorsoAnim( TORSO_FOLLOWME );
|
|
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
|
|
}
|
|
} else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) {
|
|
if ( pm->ps->torsoTimer == 0 ) {
|
|
PM_StartTorsoAnim( TORSO_AFFIRMATIVE);
|
|
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
|
|
}
|
|
} else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) {
|
|
if ( pm->ps->torsoTimer == 0 ) {
|
|
PM_StartTorsoAnim( TORSO_NEGATIVE );
|
|
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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 animation counter
|
|
if ( pm->ps->legsTimer > 0 ) {
|
|
pm->ps->legsTimer -= pml.msec;
|
|
if ( pm->ps->legsTimer < 0 ) {
|
|
pm->ps->legsTimer = 0;
|
|
}
|
|
}
|
|
|
|
if ( pm->ps->torsoTimer > 0 ) {
|
|
pm->ps->torsoTimer -= pml.msec;
|
|
if ( pm->ps->torsoTimer < 0 ) {
|
|
pm->ps->torsoTimer = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_UpdateViewAngles
|
|
|
|
This can be used as another entry point when only the viewangles
|
|
are being updated isntead of a full move
|
|
================
|
|
*/
|
|
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
|
|
short temp;
|
|
int i;
|
|
|
|
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) {
|
|
return; // no view changes at all
|
|
}
|
|
|
|
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
|
|
return; // no view changes at all
|
|
}
|
|
|
|
// circularly clamp the angles with deltas
|
|
for (i=0 ; i<3 ; i++) {
|
|
temp = cmd->angles[i] + ps->delta_angles[i];
|
|
if ( i == PITCH ) {
|
|
// don't let the player look up or down more than 90 degrees
|
|
if ( temp > 16000 ) {
|
|
ps->delta_angles[i] = 16000 - cmd->angles[i];
|
|
temp = 16000;
|
|
} else if ( temp < -16000 ) {
|
|
ps->delta_angles[i] = -16000 - cmd->angles[i];
|
|
temp = -16000;
|
|
}
|
|
}
|
|
ps->viewangles[i] = SHORT2ANGLE(temp);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
PmoveSingle
|
|
|
|
================
|
|
*/
|
|
void trap_SnapVector( float *v );
|
|
|
|
void PmoveSingle (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;
|
|
|
|
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
|
|
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
|
|
}
|
|
|
|
// make sure walking button is clear if they are running, to avoid
|
|
// proxy no-footsteps cheats
|
|
if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
|
|
pm->cmd.buttons &= ~BUTTON_WALKING;
|
|
}
|
|
|
|
// set the talk balloon flag
|
|
if ( pm->cmd.buttons & BUTTON_TALK ) {
|
|
pm->ps->eFlags |= EF_TALK;
|
|
} else {
|
|
pm->ps->eFlags &= ~EF_TALK;
|
|
}
|
|
|
|
// set the firing flag for continuous beam weapons
|
|
if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
|
|
&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
|
|
pm->ps->eFlags |= EF_FIRING;
|
|
} else {
|
|
pm->ps->eFlags &= ~EF_FIRING;
|
|
}
|
|
|
|
// clear the respawned flag if attack and use are cleared
|
|
if ( pm->ps->stats[STAT_HEALTH] > 0 &&
|
|
!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
|
|
pm->ps->pm_flags &= ~PMF_RESPAWNED;
|
|
}
|
|
|
|
// if talk button is down, dissallow all other input
|
|
// this is to prevent any possible intercept proxy from
|
|
// adding fake talk balloons
|
|
if ( pmove->cmd.buttons & BUTTON_TALK ) {
|
|
// keep the talk button set tho for when the cmd.serverTime > 66 msec
|
|
// and the same cmd is used multiple times in Pmove
|
|
pmove->cmd.buttons = BUTTON_TALK;
|
|
pmove->cmd.forwardmove = 0;
|
|
pmove->cmd.rightmove = 0;
|
|
pmove->cmd.upmove = 0;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// update the viewangles
|
|
PM_UpdateViewAngles( pm->ps, &pm->cmd );
|
|
|
|
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->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 || pm->ps->pm_type == PM_SPINTERMISSION) {
|
|
return; // no movement at all
|
|
}
|
|
|
|
// set watertype, and waterlevel
|
|
PM_SetWaterLevel();
|
|
pml.previous_waterlevel = pmove->waterlevel;
|
|
|
|
// set mins, maxs, and viewheight
|
|
PM_CheckDuck ();
|
|
|
|
// set groundentity
|
|
PM_GroundTrace();
|
|
|
|
if ( pm->ps->pm_type == PM_DEAD ) {
|
|
PM_DeadMove ();
|
|
}
|
|
|
|
PM_DropTimers();
|
|
|
|
#ifdef MISSIONPACK
|
|
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
|
|
PM_InvulnerabilityMove();
|
|
} else
|
|
#endif
|
|
if ( pm->ps->powerups[PW_FLIGHT] ) {
|
|
// flight powerup doesn't allow jump and has different friction
|
|
PM_FlyMove();
|
|
} else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) {
|
|
PM_GrappleMove();
|
|
// We can wiggle a bit
|
|
PM_AirMove();
|
|
} else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
|
|
PM_WaterJumpMove();
|
|
} else if ( pm->waterlevel > 1 ) {
|
|
// swimming
|
|
PM_WaterMove();
|
|
} else if ( pml.walking ) {
|
|
// walking on ground
|
|
PM_WalkMove();
|
|
} else {
|
|
// airborne
|
|
PM_AirMove();
|
|
}
|
|
|
|
PM_Animate();
|
|
|
|
// set groundentity, watertype, and waterlevel
|
|
PM_GroundTrace();
|
|
PM_SetWaterLevel();
|
|
|
|
// weapons
|
|
PM_Weapon();
|
|
|
|
// torso animation
|
|
PM_TorsoAnimation();
|
|
|
|
// footstep events / legs animations
|
|
PM_Footsteps();
|
|
|
|
// entering / leaving water splashes
|
|
PM_WaterEvents();
|
|
|
|
// snap some parts of playerstate to save network bandwidth
|
|
trap_SnapVector( pm->ps->velocity );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
Pmove
|
|
|
|
Can be called by either the server or the client
|
|
================
|
|
*/
|
|
void Pmove (pmove_t *pmove) {
|
|
int finalTime;
|
|
|
|
finalTime = pmove->cmd.serverTime;
|
|
|
|
if ( finalTime < pmove->ps->commandTime ) {
|
|
return; // should not happen
|
|
}
|
|
|
|
if ( finalTime > pmove->ps->commandTime + 1000 ) {
|
|
pmove->ps->commandTime = finalTime - 1000;
|
|
}
|
|
|
|
pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<<PS_PMOVEFRAMECOUNTBITS)-1);
|
|
|
|
// chop the move up if it is too long, to prevent framerate
|
|
// dependent behavior
|
|
while ( pmove->ps->commandTime != finalTime ) {
|
|
int msec;
|
|
|
|
msec = finalTime - pmove->ps->commandTime;
|
|
|
|
if ( pmove->pmove_fixed ) {
|
|
if ( msec > pmove->pmove_msec ) {
|
|
msec = pmove->pmove_msec;
|
|
}
|
|
}
|
|
else {
|
|
if ( msec > 66 ) {
|
|
msec = 66;
|
|
}
|
|
}
|
|
pmove->cmd.serverTime = pmove->ps->commandTime + msec;
|
|
PmoveSingle( pmove );
|
|
|
|
if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) {
|
|
pmove->cmd.upmove = 20;
|
|
}
|
|
}
|
|
|
|
//PM_CheckStuck();
|
|
|
|
}
|
|
|