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0acb013a7a
... to more common names WP_0 to WP_15.
3841 lines
89 KiB
C
3841 lines
89 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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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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const float pm_stopspeed = 100;
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const float pm_duckScale = 0.50;
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const float pm_swimScale = 0.50;
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const float pm_ladderScale = 0.7f;
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const float pm_accelerate = 10;
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const float pm_airaccelerate = 1;
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const float pm_wateraccelerate = 4;
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const float pm_flyaccelerate = 8;
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const float pm_friction = 6;
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const float pm_waterfriction = 1;
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const float pm_flightfriction = 3;
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const float pm_evosuitfriction = 0.25; //RPG-X | Phenix | 8/8/2004
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int c_pmove = 0;
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#define PHASER_RECHARGE_TIME 100
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//RPG-X | Marcin | Big hack but it appears to work | 06/12/2008
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#ifdef QAGAME
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extern vmCvar_t rpg_rifleDelay;
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extern vmCvar_t rpg_disruptorDelay;
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extern vmCvar_t rpg_photonDelay;
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extern vmCvar_t rpg_altPhotonDelay;
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extern vmCvar_t rpg_TR116Delay;
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extern vmCvar_t rpg_altTricorderDelay;
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#define RIFLE_DELAY rpg_rifleDelay.integer
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#define DISRUPTOR_DELAY rpg_disruptorDelay.integer
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#define PHOTON_DELAY rpg_photonDelay.integer
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#define ALT_PHOTON_DELAY rpg_altPhotonDelay.integer
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#define TR116_DELAY rpg_TR116Delay.integer
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#define ALT_TRICORDER_DELAY rpg_altTricorderDelay.integer
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#else
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#define RIFLE_DELAY 250
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#define DISRUPTOR_DELAY 700
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#define PHOTON_DELAY 1600
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#define ALT_PHOTON_DELAY 1600
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#define TR116_DELAY 500
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#define ALT_TRICORDER_DELAY 1000
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#endif
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//qboolean BG_BorgTransporting( playerState_t *ps )
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//{
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// if ( ps->persistant[PERS_CLASS] == PC_BORG && bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_TRANSPORTER && ps->stats[STAT_USEABLE_PLACED] == 2 )
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// {//A player who has an item and it's set to 2 - meaning flight
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// return qtrue;
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// }
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// return qfalse;
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//}
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/*typedef enum {
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ANIM_CROUCH,
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ANIM_DOCROUCH,
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ANIM_UNCROUCH,
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ANIM_STAND,
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ANIM_FIRE,
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ANIM_JUMP,
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ANIM_JUMPB,
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ANIM_RUN,
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ANIM_RUNB,
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ANIM_WALK,
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ANIM_WALKB,
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ANIM_CROUCHWALK,
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ANIM_CROUCHWALKB,
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ANIM_SWIM,
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ANIM_TURN,
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ANIM_FLY,
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} animList_t;*/
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//TiM - Copied from the UI module.
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//My aim here is to adapt the checks code here so the function can be used both for
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//ingame animation, as well as UI animation
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// RPG-X UI Required Ones
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#define ANIM_IDLE 0
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#define ANIM_RUN 1
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#define ANIM_WALK 2
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#define ANIM_BACK 3
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#define ANIM_JUMP 4
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#define ANIM_CROUCH 5
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#define ANIM_ATTACK 22
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//Ingame required ones
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#define ANIM_JUMPB 6
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#define ANIM_RUNB 7
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#define ANIM_WALKB 8
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#define ANIM_CROUCHWALK 9
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#define ANIM_CROUCHWALKB 10
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#define ANIM_SWIM 11
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#define ANIM_FLY 12
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#define ANIM_TURN 13
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/**
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* Checks if the player holding a two handed weapon.
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*/
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qboolean PM_Holding2HandedWeapon ( void ) {
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switch (pm->ps->weapon) {
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case WP_7:
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case WP_8:
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case WP_9:
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case WP_6:
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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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* Checks if the player is crouching.
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*/
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qboolean PM_PlayerCrouching ( int legsAnim ) {
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//switch( pm->ps->legsAnim ) {
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switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) {
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//case BOTH_CROUCH1:
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case BOTH_CROUCH1IDLE:
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case BOTH_CROUCH1WALK:
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case BOTH_CROUCH2IDLE:
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//case BOTH_CROUCH2TOSTAND1:
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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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* Check if player is idling.
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*/
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qboolean PM_PlayerIdling ( int torsoAnim, int legsAnim ) {
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//switch( pm->ps->legsAnim ) {
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//TiM : Cool hacky way to make sure both upper and lower anims are the same
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switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) //+ ( torsoAnim & ~ANIM_TOGGLEBIT)) >> 1
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{
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case BOTH_STAND1:
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case BOTH_STAND2:
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case BOTH_STAND3:
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case BOTH_STAND4:
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case BOTH_CROWDLOOK3:
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{
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switch ( ( torsoAnim & ~ANIM_TOGGLEBIT) )
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{
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case BOTH_STAND1:
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case BOTH_STAND2:
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case BOTH_STAND3:
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case BOTH_STAND4:
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case BOTH_CROWDLOOK3:
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case TORSO_TRICORDER1:
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case TORSO_HYPOSPRAY1:
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case TORSO_HYPO1:
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case TORSO_DROPWEAP1:
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case TORSO_RAISEWEAP1:
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case TORSO_PADD1:
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case TORSO_COFFEE:
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return qtrue;
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}
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}
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}
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return qfalse;
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}
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/**
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* \brief Checks if player is holding a loppable weapon.
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*
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* A weapon that can have its
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* firing animation looped,
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* like the PADD or tricorder, etc
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*/
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qboolean PM_HoldingLoopableWeapon ( void ) {
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switch (pm->ps->weapon) {
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case WP_13:
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case WP_2:
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case WP_3:
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case WP_11:
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case WP_4:
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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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* \brief Checks if player is holding a spillable weapon.
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*
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* Player is holding a weapon that
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* shouldn't let players do the
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* 'slowing down' anim
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*/
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qboolean PM_HoldingSpillableWeapon( void ) {
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switch ( pm->ps->weapon ) {
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case WP_4:
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case WP_6:
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case WP_9:
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case WP_8:
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case WP_7:
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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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* Check to see if the player is moving at all
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*/
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qboolean PM_PlayerWalking( int anim )
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{
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switch( anim & ~ANIM_TOGGLEBIT )
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{
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case BOTH_WALK1:
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case BOTH_WALK2:
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case BOTH_WALK3:
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case BOTH_WALK4:
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case BOTH_WALK7:
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case LEGS_WALKBACK1:
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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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* Check to see if the player is running
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*/
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qboolean PM_PlayerRunning( int anim )
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{
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switch( anim & ~ANIM_TOGGLEBIT )
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{
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case BOTH_RUN1:
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case BOTH_RUN2:
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case LEGS_RUNBACK2:
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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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* Check to see if the player is moving while crouching
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*/
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qboolean PM_PlayerCrouchWalking( int anim )
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{
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switch( anim & ~ANIM_TOGGLEBIT )
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{
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case BOTH_CROUCH1WALK:
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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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* TiM: An index is defined, and depending
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* on which weapon is active, a specific
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* animation is returned.
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* I could have used pm->ps->weapon instead
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* of manually defining it as an paramter,
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* but I'm going to use this in the UI module,
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* which is out of pm's scope.
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*/
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int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
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{
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playerState_t *ps = pm->ps;
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// Called when player is in idle crouching
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switch ( anim ) {
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case ANIM_CROUCH:
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//2 handed weapon - "heavy"
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switch (weapon) {
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case WP_7:
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case WP_8:
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case WP_9:
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if ( ps->pm_flags & ANIM_ALERT2 && upper )
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return TORSO_WEAPONREADY2;
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else if (upper)
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return BOTH_STAND2;
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else
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return LEGS_KNEEL1;
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break;
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//2 handed weapon - "light"
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case WP_6:
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//case WP_7:
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if ( ps->pm_flags & ANIM_ALERT && upper )
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return BOTH_STAND2;
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else if (upper)
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return TORSO_WEAPONREADY2;
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else
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return LEGS_KNEEL1;
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break;
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//1 handed weapon - "phaser"
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case WP_5:
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case WP_10:
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if ( upper )
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return TORSO_WEAPONPOSE1;
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else
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return BOTH_CROUCH1IDLE;
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break;
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case WP_4:
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if (upper)
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return TORSO_COFFEE;
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//break;
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//Generic tools - "everything else"
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default:
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return BOTH_CROUCH2IDLE;
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break;
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}
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break;
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//Called when player is in idle standing
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case ANIM_IDLE:
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//2 handed weapon - "heavy"
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switch (weapon) {
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//case WP_7:
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case WP_8:
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case WP_9:
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case WP_7:
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if (injured)
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return BOTH_INJURED4;
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else
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{
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if ( ps->pm_flags & ANIM_ALERT )
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return BOTH_STAND2;
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else if ( ps->pm_flags & ANIM_ALERT2 )
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{
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if ( upper )
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return TORSO_WEAPONREADY2;
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else
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return BOTH_STAND2;
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}
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else
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return BOTH_STAND4;
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}
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break;
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//2 handed weapon - "light"
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case WP_6:
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if (injured)
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return BOTH_INJURED4;
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else
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{
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if ( ps->pm_flags & ANIM_ALERT )
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return BOTH_STAND2;
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else if ( ps->pm_flags & ANIM_ALERT2 )
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{
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if ( upper )
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return TORSO_WEAPONREADY2;
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else
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return BOTH_STAND2;
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}
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else
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return BOTH_STAND4;
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}
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break;
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//1 handed weapon - "phaser"
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case WP_5:
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case WP_10:
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if (injured)
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return BOTH_INJURED4;
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else {
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if ( ps->pm_flags & ANIM_ALERT && upper )
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return TORSO_WEAPONIDLE1;
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else if ( ps->pm_flags & ANIM_ALERT2 && upper )
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return TORSO_WEAPONREADY1;
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else
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return BOTH_STAND1;
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}
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break;
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//Generic tools - "everything else"
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case WP_4:
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if (upper)
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return TORSO_COFFEE;
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else
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return BOTH_STAND1;
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break;
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default:
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if (injured)
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return BOTH_INJURED4;
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else
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return BOTH_STAND1;
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break;
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}
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break;
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//Called when player fires their weapon
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case ANIM_ATTACK:
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//2 handed weapon - "heavy"
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switch (weapon) {
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//case WP_7:
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case WP_8:
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case WP_9:
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case WP_7:
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if ( ps->pm_flags & ANIM_ALERT2 )
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return BOTH_ATTACK2;
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else
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return BOTH_ATTACK3;
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break;
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//2 handed weapon - "light"
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case WP_6:
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if ( ps->pm_flags & ANIM_ALERT2 )
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return BOTH_ATTACK2;
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else
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{
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if (upper)
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return BOTH_ATTACK3;
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else
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return BOTH_ATTACK3;
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}
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break;
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//1 handed weapon - "phaser"
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case WP_5:
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case WP_10:
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case WP_15:
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case WP_13:
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if (upper)
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return TORSO_WEAPONREADY1;
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else
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return BOTH_STAND1;
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break;
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//Other Tools "padd"
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case WP_3:
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if (upper)
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return TORSO_PADD1;
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else
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return BOTH_STAND1;
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break;
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//Other Tools "tricorder"
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case WP_2:
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if (upper)
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{
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if ( !pm->medic )
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return TORSO_TRICORDER1;
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else
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return TORSO_MEDICORDER1;
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}
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else
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return BOTH_STAND1;
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break;
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//Other: "Medkit"
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case WP_11:
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if (upper)
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return TORSO_ACTIVATEMEDKIT1;
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else
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return BOTH_STAND1;
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break;
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//Other: "Hypo
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case WP_12:
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if (upper)
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//return TORSO_HYPOSPRAY1;
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return TORSO_HYPO1;
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else
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return BOTH_STAND1;
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//Other: "Toolkit"
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/*case WP_14:
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//Return nothing.
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//A bit hacky, but the engine accepts it :P
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break;*/
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//Other Tools "everything else"
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/*case WP_1:
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switch(rand()%13)
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{
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case 0: return TORSO_HANDGESTURE1;
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case 1: return TORSO_HANDGESTURE2;
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case 2: return TORSO_HANDGESTURE3;
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case 3: return TORSO_HANDGESTURE4;
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case 4: //PM_StartTorsoAnim( TORSO_HANDGESTURE5 ); break;
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case 5: return TORSO_HANDGESTURE6;
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case 6: return TORSO_HANDGESTURE7;
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case 7: return TORSO_HANDGESTURE8;
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case 8: return TORSO_HANDGESTURE9;
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case 9: return TORSO_HANDGESTURE10;
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case 10: return TORSO_HANDGESTURE11;
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case 11: return TORSO_HANDGESTURE12;
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case 12: return TORSO_HANDGESTURE13;
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}
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break;*/
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case WP_4:
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if (upper)
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return TORSO_COFFEE;
|
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//break;
|
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default:
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if (upper)
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return TORSO_WEAPONREADY1;
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else
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return BOTH_STAND1;
|
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break;
|
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}
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break;
|
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|
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//When the player jumps
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case ANIM_JUMP:
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return BOTH_JUMP1;
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//Wen the player jumps backwards
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case ANIM_JUMPB:
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return BOTH_JUMPBACK1;
|
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|
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//When the player runs
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case ANIM_RUN:
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if (injured) {
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return BOTH_RUNINJURED1;
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}
|
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|
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//2 handed weapons
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switch (weapon) {
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//case WP_7:
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case WP_8:
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case WP_9:
|
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case WP_6:
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case WP_7:
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if (upper)
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return BOTH_RUN2;
|
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else
|
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return BOTH_RUN1;
|
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break;
|
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case WP_4:
|
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if (upper)
|
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return TORSO_COFFEE;
|
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//break;
|
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//EVERYTHING ELSE
|
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default:
|
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return BOTH_RUN1;
|
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}
|
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break;
|
|
|
|
//When the player runs back
|
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case ANIM_RUNB:
|
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//2 handed weapons
|
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switch (weapon) {
|
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//case WP_7:
|
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case WP_8:
|
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case WP_9:
|
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case WP_6:
|
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case WP_7:
|
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if (upper)
|
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return BOTH_WALK2;
|
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else
|
|
if ( injured )
|
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return LEGS_WALKBACK1;
|
|
else
|
|
return LEGS_RUNBACK2;
|
|
break;
|
|
//EVERYTHING ELSE
|
|
case WP_4:
|
|
if (upper)
|
|
return TORSO_COFFEE;
|
|
//break;
|
|
default:
|
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if (upper)
|
|
return BOTH_WALK1;
|
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else
|
|
if ( injured )
|
|
return LEGS_WALKBACK1;
|
|
else
|
|
return LEGS_RUNBACK2;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
//When the player walks
|
|
case ANIM_WALK:
|
|
if ( ps->legsTimer > 0 && bg_emoteList[ps->legsTimer].enumName == BOTH_STAND3 )
|
|
return BOTH_WALK3;
|
|
|
|
//2 handed weapons
|
|
switch (weapon) {
|
|
//case WP_7:
|
|
case WP_8:
|
|
case WP_9:
|
|
case WP_6:
|
|
case WP_7:
|
|
if ( ps->pm_flags & ANIM_ALERT )
|
|
return BOTH_WALK2;
|
|
else if ( ps->pm_flags & ANIM_ALERT2 )
|
|
{
|
|
if ( upper )
|
|
return TORSO_WEAPONREADY2;
|
|
else
|
|
return BOTH_WALK2;
|
|
}
|
|
else
|
|
return BOTH_WALK4;
|
|
break;
|
|
//Other Tools "everything else"
|
|
case WP_4:
|
|
if (upper)
|
|
return TORSO_COFFEE;
|
|
case WP_5:
|
|
case WP_10:
|
|
if ( ps->pm_flags & ANIM_ALERT )
|
|
{
|
|
if ( upper )
|
|
return TORSO_WEAPONIDLE1;
|
|
}
|
|
else if ( ps->pm_flags & ANIM_ALERT2 )
|
|
{
|
|
if ( upper )
|
|
return TORSO_WEAPONREADY1;
|
|
}
|
|
|
|
default:
|
|
return BOTH_WALK1;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
//When the player walks baaaack
|
|
case ANIM_WALKB:
|
|
//2 handed weapons
|
|
switch (weapon) {
|
|
//case WP_7:
|
|
case WP_8:
|
|
case WP_9:
|
|
case WP_6:
|
|
case WP_7:
|
|
if ( ps->pm_flags & ANIM_ALERT )
|
|
{
|
|
if ( upper )
|
|
return BOTH_WALK2;
|
|
else
|
|
return LEGS_WALKBACK1;
|
|
}
|
|
else if ( ps->pm_flags & ANIM_ALERT2 )
|
|
{
|
|
if ( upper )
|
|
return TORSO_WEAPONREADY2;
|
|
else
|
|
return LEGS_WALKBACK1;
|
|
}
|
|
else
|
|
{
|
|
if ( upper )
|
|
return BOTH_WALK4;
|
|
else
|
|
return LEGS_WALKBACK1;
|
|
}
|
|
break;
|
|
case WP_4:
|
|
if (upper)
|
|
return TORSO_COFFEE;
|
|
//break;
|
|
case WP_5:
|
|
case WP_10:
|
|
if ( ps->pm_flags & ANIM_ALERT && upper)
|
|
return TORSO_WEAPONIDLE1;
|
|
else if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
|
return TORSO_WEAPONREADY1;
|
|
|
|
//Other Tools "everything else"
|
|
default:
|
|
if ( upper )
|
|
return BOTH_WALK1;
|
|
else
|
|
return LEGS_WALKBACK1;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
//When the player crouch walks
|
|
case ANIM_CROUCHWALK:
|
|
//2 handed weapons
|
|
switch (weapon) {
|
|
//case WP_7:
|
|
case WP_6:
|
|
case WP_7:
|
|
if ( upper )
|
|
return TORSO_WEAPONREADY2;
|
|
else
|
|
return BOTH_CROUCH1WALK;
|
|
break;
|
|
case WP_8:
|
|
case WP_9:
|
|
if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
|
return TORSO_WEAPONREADY2;
|
|
else if ( upper )
|
|
return BOTH_WALK2;
|
|
else
|
|
return BOTH_CROUCH1WALK;
|
|
break;
|
|
case WP_4:
|
|
if (upper)
|
|
return TORSO_COFFEE;
|
|
//break;
|
|
case WP_5:
|
|
case WP_10:
|
|
if ( ps->pm_flags & ANIM_ALERT && upper )
|
|
return TORSO_WEAPONIDLE1;
|
|
else if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
|
return TORSO_WEAPONREADY1;
|
|
//Other Tools "everything else"
|
|
default:
|
|
return BOTH_CROUCH1WALK;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
//When the player crouch walks bak
|
|
case ANIM_CROUCHWALKB:
|
|
//2 handed weapons
|
|
switch (weapon) {
|
|
//case WP_7:
|
|
case WP_8:
|
|
case WP_9:
|
|
case WP_6:
|
|
case WP_7:
|
|
if ( ps->pm_flags & ANIM_ALERT2 )
|
|
return TORSO_WEAPONREADY2;
|
|
else if ( upper )
|
|
return BOTH_WALK2;
|
|
else
|
|
return BOTH_CROUCH1WALK;
|
|
break;
|
|
case WP_4:
|
|
if (upper)
|
|
return TORSO_COFFEE;
|
|
//break;
|
|
case WP_5:
|
|
case WP_10:
|
|
if ( ps->pm_flags & ANIM_ALERT && upper )
|
|
return TORSO_WEAPONIDLE1;
|
|
else if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
|
return TORSO_WEAPONREADY1;
|
|
|
|
//Other Tools "everything else"
|
|
default:
|
|
return BOTH_CROUCH1WALK;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case ANIM_SWIM:
|
|
if ( !upper ) {
|
|
if ( pm->cmd.forwardmove
|
|
|| pm->cmd.rightmove
|
|
|| pm->cmd.upmove )
|
|
{
|
|
return LEGS_SWIM;
|
|
}
|
|
}
|
|
|
|
return BOTH_FLOAT1;
|
|
|
|
/*if ( ps->velocity[2] >= 0 ) {
|
|
return BOTH_FLOAT1;
|
|
}
|
|
else {
|
|
return BOTH_FLOAT2;
|
|
}*/
|
|
case ANIM_FLY:
|
|
return BOTH_FLOAT1;
|
|
}
|
|
|
|
return BOTH_STAND1;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Adds a predictable event to playerstate
|
|
*/
|
|
void PM_AddEvent( int newEvent ) {
|
|
BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PM_Use
|
|
|
|
Generates a use event
|
|
==============
|
|
*/
|
|
#define USE_DELAY 2000
|
|
|
|
/**
|
|
* Generates a use event
|
|
*/
|
|
void PM_Use( void )
|
|
{
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( ps->useTime > 0 )
|
|
ps->useTime -= 100;//pm->cmd.msec;
|
|
|
|
if ( ps->useTime > 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( ! (pm->cmd.buttons & BUTTON_USE ) )
|
|
{
|
|
pm->useEvent = 0;
|
|
ps->useTime = 0;
|
|
//PM_StartTorsoAnim( BOTH_CONSOLE1 );
|
|
|
|
return;
|
|
}
|
|
|
|
pm->useEvent = EV_USE;
|
|
ps->useTime = USE_DELAY;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PM_AddTouchEnt
|
|
===============
|
|
*/
|
|
/**
|
|
* Adds a touchEnt event.
|
|
*/
|
|
void PM_AddTouchEnt( int entityNum ) {
|
|
int i;
|
|
|
|
if ( entityNum == ENTITYNUM_WORLD ) {
|
|
return;
|
|
}
|
|
if ( pm->numtouch == MAXTOUCH ) {
|
|
return;
|
|
}
|
|
|
|
// see if it is already added
|
|
for ( i = 0 ; i < pm->numtouch ; i++ ) {
|
|
if ( pm->touchents[ i ] == entityNum ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// add it
|
|
pm->touchents[pm->numtouch] = entityNum;
|
|
pm->numtouch++;
|
|
}
|
|
|
|
/**
|
|
* Start torso animation
|
|
*/
|
|
|
|
static void PM_StartTorsoAnim( int anim, qboolean overrideEmotes ) {
|
|
playerState_t *ps = pm->ps;
|
|
if ( ps->stats[EMOTES] & EMOTE_UPPER && !overrideEmotes ) {
|
|
return;
|
|
}
|
|
|
|
if ( ps->pm_type >= PM_DEAD &&
|
|
anim != BOTH_FALLDEATH1INAIR &&
|
|
anim != BOTH_FALLDEATH1LAND )
|
|
{ //TiM: UberHack :P
|
|
return;
|
|
}
|
|
|
|
//if ( ps->torsoTimer > 0 ) {
|
|
if ( ps->stats[TORSOTIMER] > 0 ) {
|
|
return; // a high priority animation is running
|
|
}
|
|
|
|
//ps->torsoAnim
|
|
ps->stats[TORSOANIM] = ( ( ps->stats[TORSOANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
|
| anim;
|
|
}
|
|
|
|
/**
|
|
* Start leg animation
|
|
*/
|
|
static void PM_StartLegsAnim( int anim ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
/*if ( ps->stats[EMOTES] & EMOTE_CLAMP ) {
|
|
return;
|
|
}*/
|
|
|
|
if ( ps->pm_type >= PM_DEAD &&
|
|
anim != BOTH_FALLDEATH1INAIR &&
|
|
anim != BOTH_FALLDEATH1LAND )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//if ( ps->introTime > 0 ) { //legsTimer
|
|
/*if ( ps->stats[LEGSTIMER] > 0 ) { //legsTimer
|
|
return; // a high priority animation is running
|
|
}*/
|
|
|
|
//ps->legsAnim
|
|
ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
|
| anim;
|
|
}
|
|
|
|
/**
|
|
* Continues the legs animation.
|
|
*/
|
|
static void PM_ContinueLegsAnim( int anim, qboolean overrideEmote ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
//override to return to idle after moving in an emote
|
|
if ( (ps->stats[EMOTES] & EMOTE_LOWER ) && ( !( ps->stats[EMOTES] & EMOTE_CLAMP_BODY) && !( ps->stats[EMOTES] & EMOTE_CLAMP_ALL) ) && !overrideEmote ) {
|
|
if ( ps->legsTimer>0 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != bg_emoteList[ ps->legsTimer ].enumName && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != BOTH_GET_UP1 ) {
|
|
int anim2 = PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse );
|
|
|
|
//Com_Printf( "KILL!\n");
|
|
ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim2;
|
|
}
|
|
}
|
|
|
|
if ( (ps->stats[EMOTES] & EMOTE_CLAMP_BODY || ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) && !overrideEmote ) { //EMOTE_LOWER
|
|
return;
|
|
}
|
|
|
|
//if ( ( ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
|
|
if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) == anim ) {
|
|
return;
|
|
}
|
|
//if ( ps->introTime > 0 ) { //legsTimer
|
|
if ( ps->stats[LEGSTIMER] > 0 && !overrideEmote ) { //legsTimer
|
|
return; // a high priority animation is running
|
|
}
|
|
PM_StartLegsAnim( anim );
|
|
}
|
|
|
|
/**
|
|
* Continues the torso animation
|
|
*/
|
|
static void PM_ContinueTorsoAnim( int anim, qboolean overrideEmote ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( ps->stats[EMOTES] & EMOTE_UPPER && !overrideEmote ) {
|
|
return;
|
|
}
|
|
|
|
//if ( ( ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
|
|
if ( ( ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT ) == anim ) {
|
|
return;
|
|
}
|
|
|
|
//if ( ps->torsoTimer > 0 ) {
|
|
if ( ps->stats[TORSOTIMER] > 0 ) {
|
|
return; // a high priority animation is running
|
|
}
|
|
PM_StartTorsoAnim( anim, overrideEmote );
|
|
}
|
|
|
|
/**
|
|
* Force a legs animation
|
|
*/
|
|
static void PM_ForceLegsAnim( int anim ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
//OMFG UBERHACK
|
|
//I'm lazy... client revive spawns players 1 unit over the ground.
|
|
//THat small fall enacts this, and subsequently screws up client revive animations
|
|
if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) {
|
|
ps->stats[EMOTES] &= ~EMOTE_MASK_LOWER;
|
|
ps->stats[LEGSTIMER] = 0; //legsTimer
|
|
}
|
|
|
|
PM_StartLegsAnim( anim );
|
|
}
|
|
|
|
/**
|
|
* Force a torso animation
|
|
*/
|
|
static void PM_ForceTorsoAnim( int anim, qboolean overrideEmotes ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( overrideEmotes && ( ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) {
|
|
ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER;
|
|
ps->stats[TORSOTIMER] = 0;
|
|
}
|
|
//ps->stats[TORSOTIMER] = 0;
|
|
|
|
PM_StartTorsoAnim( anim, overrideEmotes );
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_Animate (RPG-X:J2J)
|
|
|
|
TiM: Bookmark... this shows promise :)
|
|
LATER: Nope... scratch that.
|
|
Although it's good in the fact it assigns
|
|
the anim right, it doesn't take the timers
|
|
into account, meaning this would play for a
|
|
total of one clock cycle :P
|
|
================
|
|
*/
|
|
/*static void PM_DoEmote( void )
|
|
{
|
|
if ( pm->ps->stats[EMOTES] & EMOTE_LOWER ) {
|
|
pm->ps->viewheight = emoteList[pm->ps->legsAnim].viewHeight;
|
|
}
|
|
}*/
|
|
|
|
/*static void PM_DoEmote( void )
|
|
{
|
|
int EmoteType = 0; //0 = legs, 1 = torso, 2 = both
|
|
|
|
//Bail out if no new emote or invalid.
|
|
if(CurrentEmote[pm->ps->clientNum] < 0 || CurrentEmote[pm->ps->clientNum] >= MAX_ANIMATIONS)
|
|
return;
|
|
|
|
//Get animation type
|
|
if(CurrentEmote[pm->ps->clientNum] >= LEGS_WALKBACK1)
|
|
EmoteType = 0;
|
|
if(CurrentEmote[pm->ps->clientNum] >= TORSO_DROPWEAP1 && CurrentEmote[pm->ps->clientNum] <= TORSO_CARRY1)
|
|
EmoteType = 1;
|
|
if(CurrentEmote[pm->ps->clientNum] >= BOTH_DEATH1 && CurrentEmote[pm->ps->clientNum] <= BOTH_POWERUP1)
|
|
EmoteType = 2;
|
|
|
|
//Check for higher priority animations
|
|
if(EmoteType == 0)
|
|
{
|
|
//ToDo: insert checking for high priority anims
|
|
}
|
|
else if(EmoteType == 1)
|
|
{
|
|
//ToDo: insert checking for high priority anims
|
|
}
|
|
else //Implies EmoteType == 2
|
|
{
|
|
//ToDo: insert checking for high priority anims
|
|
}
|
|
|
|
//Do the emote (play the anim)
|
|
if(EmoteType == 0 || EmoteType == 2)
|
|
{
|
|
PM_ForceLegsAnim(CurrentEmote[pm->ps->clientNum]); //CurrentEmote[pm->ps->clientNum]
|
|
//pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
|
//| CurrentEmote[pm->ps->clientNum];
|
|
}
|
|
if(EmoteType == 1 || EmoteType == 2)
|
|
{
|
|
PM_ForceTorsoAnim(CurrentEmote[pm->ps->clientNum]);
|
|
//pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
|
//| CurrentEmote[pm->ps->clientNum];
|
|
}
|
|
|
|
//Make -1 so it doesnt start the anim again.
|
|
CurrentEmote[pm->ps->clientNum] = -1;
|
|
}*/
|
|
|
|
|
|
/*
|
|
==================
|
|
PM_ClipVelocity
|
|
==================
|
|
*/
|
|
/**
|
|
* Slide off of the impacting surface
|
|
*/
|
|
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
|
|
float backoff;
|
|
float change;
|
|
int i;
|
|
|
|
backoff = DotProduct (in, normal);
|
|
|
|
if ( backoff < 0 ) {
|
|
backoff *= overbounce;
|
|
} else {
|
|
backoff /= overbounce;
|
|
}
|
|
|
|
for ( i=0 ; i<3 ; i++ ) {
|
|
change = normal[i]*backoff;
|
|
out[i] = in[i] - change;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
PM_Friction
|
|
==================
|
|
*/
|
|
/**
|
|
* Handles both ground friction and water friction
|
|
*/
|
|
static void PM_Friction( void ) {
|
|
vec3_t vec;
|
|
float *vel;
|
|
float speed, newspeed, control;
|
|
float drop;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
vel = ps->velocity;
|
|
|
|
VectorCopy( vel, vec );
|
|
if ( pml.walking ) {
|
|
vec[2] = 0; // ignore slope movement
|
|
}
|
|
|
|
speed = VectorLength(vec);
|
|
if (speed < 1) {
|
|
vel[0] = 0;
|
|
vel[1] = 0; // allow sinking underwater
|
|
// FIXME: still have z friction underwater?
|
|
return;
|
|
}
|
|
|
|
drop = 0;
|
|
|
|
// apply ground friction
|
|
if ( (pm->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1 ) {
|
|
if ( (pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK)) ) {
|
|
// if getting knocked back, no friction
|
|
if ( ! (ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
|
|
control = speed < pm_stopspeed ? pm_stopspeed : speed;
|
|
drop += control*pm_friction*pml.frametime;
|
|
}
|
|
}
|
|
}
|
|
|
|
// apply water friction even if just wading
|
|
if ( pm->waterlevel && !(pm->watertype & CONTENTS_LADDER) ) {
|
|
drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
|
|
}
|
|
|
|
//RPG-X | Phenix | 8/8/2004
|
|
//Apply EVOSUIT friction (small)
|
|
if ( ps->powerups[PW_EVOSUIT] )
|
|
{
|
|
drop += speed*pm_evosuitfriction*pml.frametime;
|
|
}
|
|
|
|
// apply flying friction
|
|
if ( ps->powerups[PW_FLIGHT] || ps->pm_type == PM_SPECTATOR ) {
|
|
drop += speed*pm_flightfriction*pml.frametime;
|
|
}
|
|
|
|
// scale the velocity
|
|
newspeed = speed - drop;
|
|
if (newspeed < 0) {
|
|
newspeed = 0;
|
|
}
|
|
newspeed /= speed;
|
|
|
|
vel[0] = vel[0] * newspeed;
|
|
vel[1] = vel[1] * newspeed;
|
|
vel[2] = vel[2] * newspeed;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_Accelerate
|
|
==============
|
|
*/
|
|
/**
|
|
* Handles user intended acceleration
|
|
*/
|
|
static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
|
|
#if 1
|
|
// q2 style
|
|
int i;
|
|
float addspeed, accelspeed, currentspeed;
|
|
|
|
currentspeed = DotProduct (pm->ps->velocity, wishdir);
|
|
addspeed = wishspeed - currentspeed;
|
|
if (addspeed <= 0) {
|
|
return;
|
|
}
|
|
accelspeed = accel*pml.frametime*wishspeed;
|
|
if (accelspeed > addspeed) {
|
|
accelspeed = addspeed;
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++) {
|
|
pm->ps->velocity[i] += accelspeed*wishdir[i];
|
|
}
|
|
#else
|
|
// proper way (avoids strafe jump maxspeed bug), but feels bad
|
|
vec3_t wishVelocity;
|
|
vec3_t pushDir;
|
|
float pushLen;
|
|
float canPush;
|
|
|
|
VectorScale( wishdir, wishspeed, wishVelocity );
|
|
VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
|
|
pushLen = VectorNormalize( pushDir );
|
|
|
|
canPush = accel*pml.frametime*wishspeed;
|
|
if (canPush > pushLen) {
|
|
canPush = pushLen;
|
|
}
|
|
|
|
VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
PM_CmdScale
|
|
============
|
|
*/
|
|
/**
|
|
* \return the scale factor to apply to cmd movements
|
|
*
|
|
* This allows the clients to use axial -127 to 127 values for all directions
|
|
* without getting a sqrt(2) distortion in speed.
|
|
*/
|
|
static float PM_CmdScale( usercmd_t *cmd ) {
|
|
int max;
|
|
float total;
|
|
float scale;
|
|
|
|
max = abs( cmd->forwardmove );
|
|
if ( abs( cmd->rightmove ) > max ) {
|
|
max = abs( cmd->rightmove );
|
|
}
|
|
if ( abs( cmd->upmove ) > max ) {
|
|
max = abs( cmd->upmove );
|
|
}
|
|
if ( !max ) {
|
|
return 0;
|
|
}
|
|
|
|
total = sqrt( cmd->forwardmove * cmd->forwardmove
|
|
+ cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove );
|
|
scale = (float)pm->ps->speed * max / ( 127.0 * total );
|
|
|
|
return scale;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
PM_SetMovementDir
|
|
================
|
|
*/
|
|
/**
|
|
* Determines the rotation of the legs reletive
|
|
* to the facing dir
|
|
*/
|
|
static void PM_SetMovementDir( void ) {
|
|
playerState_t *ps = pm->ps;
|
|
usercmd_t *cmd = &pm->cmd;
|
|
|
|
if ( cmd->forwardmove || cmd->rightmove ) {
|
|
if ( cmd->rightmove == 0 && cmd->forwardmove > 0 ) {
|
|
ps->movementDir = 0;
|
|
} else if ( cmd->rightmove < 0 && cmd->forwardmove > 0 ) {
|
|
ps->movementDir = 1;
|
|
} else if ( cmd->rightmove < 0 && cmd->forwardmove == 0 ) {
|
|
ps->movementDir = 2;
|
|
} else if ( cmd->rightmove < 0 && cmd->forwardmove < 0 ) {
|
|
ps->movementDir = 3;
|
|
} else if ( cmd->rightmove == 0 && cmd->forwardmove < 0 ) {
|
|
ps->movementDir = 4;
|
|
} else if ( cmd->rightmove > 0 && cmd->forwardmove < 0 ) {
|
|
ps->movementDir = 5;
|
|
} else if ( cmd->rightmove > 0 && cmd->forwardmove == 0 ) {
|
|
ps->movementDir = 6;
|
|
} else if ( cmd->rightmove > 0 && cmd->forwardmove > 0 ) {
|
|
ps->movementDir = 7;
|
|
}
|
|
} else {
|
|
// if they aren't actively going directly sideways,
|
|
// change the animation to the diagonal so they
|
|
// don't stop too crooked
|
|
if ( ps->movementDir == 2 ) {
|
|
ps->movementDir = 1;
|
|
} else if ( ps->movementDir == 6 ) {
|
|
ps->movementDir = 7;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_CheckJump
|
|
=============
|
|
*/
|
|
/**
|
|
* Checks if jumping is allowed
|
|
*/
|
|
static qboolean PM_CheckJump( void ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( ps->pm_flags & PMF_RESPAWNED ) {
|
|
return qfalse; // don't allow jump until all buttons are up
|
|
}
|
|
|
|
if ( pm->cmd.upmove < 10 ) {
|
|
// not holding jump
|
|
return qfalse;
|
|
}
|
|
|
|
// must wait for jump to be released
|
|
if ( ps->pm_flags & PMF_JUMP_HELD ) {
|
|
// clear upmove so cmdscale doesn't lower running speed
|
|
pm->cmd.upmove = 0;
|
|
return qfalse;
|
|
}
|
|
|
|
pml.groundPlane = qfalse; // jumping away
|
|
pml.walking = qfalse;
|
|
ps->pm_flags |= PMF_JUMP_HELD;
|
|
|
|
ps->groundEntityNum = ENTITYNUM_NONE;
|
|
ps->velocity[2] = JUMP_VELOCITY;
|
|
|
|
PM_AddEvent( EV_JUMP );
|
|
|
|
if ( pm->cmd.forwardmove >= 0 ) {
|
|
PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) ); //BOTH_JUMP
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
|
|
ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
} else {
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
|
PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ) ); //LEGS_JUMPB
|
|
ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_CheckWaterJump
|
|
=============
|
|
*/
|
|
/**
|
|
* Checks if jumping out of water is allowed
|
|
*/
|
|
static qboolean PM_CheckWaterJump( void ) {
|
|
vec3_t spot;
|
|
int cont;
|
|
vec3_t flatforward;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if (ps->pm_time) {
|
|
return qfalse;
|
|
}
|
|
|
|
// check for water jump
|
|
if ( pm->waterlevel != 2 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) {
|
|
if (ps->velocity[2] <= 0)
|
|
return qfalse;
|
|
}
|
|
|
|
flatforward[0] = pml.forward[0];
|
|
flatforward[1] = pml.forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize (flatforward);
|
|
|
|
VectorMA (ps->origin, 30, flatforward, spot);
|
|
spot[2] += 4;
|
|
cont = pm->pointcontents (spot, ps->clientNum );
|
|
if ( !(cont & CONTENTS_SOLID) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
spot[2] += 16;
|
|
cont = pm->pointcontents (spot, ps->clientNum );
|
|
if ( cont ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// jump out of water
|
|
VectorScale (pml.forward, 200, ps->velocity);
|
|
ps->velocity[2] = 350;
|
|
|
|
ps->pm_flags |= PMF_TIME_WATERJUMP;
|
|
ps->pm_time = 2000;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_WaterJumpMove
|
|
===================
|
|
*/
|
|
/**
|
|
* Flying out of the water
|
|
*/
|
|
static void PM_WaterJumpMove( void ) {
|
|
playerState_t *ps = pm->ps;
|
|
// waterjump has no control, but falls
|
|
|
|
PM_StepSlideMove( qtrue );
|
|
|
|
ps->velocity[2] -= ps->gravity * pml.frametime;
|
|
if (ps->velocity[2] < 0) {
|
|
// cancel as soon as we are falling down again
|
|
ps->pm_flags &= ~PMF_ALL_TIMES;
|
|
ps->pm_time = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
PM_WaterMove
|
|
|
|
===================
|
|
*/
|
|
/**
|
|
* Handles movement in water
|
|
*/
|
|
static void PM_WaterMove( void ) {
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
float scale;
|
|
float vel;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( PM_CheckWaterJump() ) {
|
|
PM_WaterJumpMove();
|
|
return;
|
|
}
|
|
#if 0
|
|
// jump = head for surface
|
|
if ( pm->cmd.upmove >= 10 ) {
|
|
if (ps->velocity[2] > -300) {
|
|
if ( pm->watertype == CONTENTS_WATER ) {
|
|
ps->velocity[2] = 100;
|
|
} else if (pm->watertype == CONTENTS_SLIME) {
|
|
ps->velocity[2] = 80;
|
|
} else {
|
|
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;
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
if ( pm->watertype & CONTENTS_LADDER ) //ladder
|
|
{
|
|
if ( wishspeed > ps->speed * pm_ladderScale ) {
|
|
wishspeed = ps->speed * pm_ladderScale;
|
|
}
|
|
PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate );
|
|
} else {
|
|
if ( wishspeed > ps->speed * pm_swimScale ) {
|
|
wishspeed = ps->speed * pm_swimScale;
|
|
}
|
|
PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate );
|
|
}
|
|
|
|
// make sure we can go up slopes easily under water
|
|
if ( pml.groundPlane && DotProduct( ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
|
|
vel = VectorLength(ps->velocity);
|
|
// slide along the ground plane
|
|
PM_ClipVelocity (ps->velocity, pml.groundTrace.plane.normal,
|
|
ps->velocity, OVERCLIP );
|
|
|
|
VectorNormalize(ps->velocity);
|
|
VectorScale(ps->velocity, vel, ps->velocity);
|
|
}
|
|
|
|
PM_SlideMove( qfalse );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_FlyMove
|
|
|
|
Only with the flight powerup
|
|
TiM: Good... if this handles
|
|
spectators too, I'm sunk >.<
|
|
Oh crap... it does lol
|
|
===================
|
|
*/
|
|
/**
|
|
* Handles fly movement (e.g. flight powerup or spectator movement)
|
|
*/
|
|
static void PM_FlyMove( void ) {
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
float scale;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
// normal slowdown
|
|
PM_Friction ();
|
|
|
|
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++) {
|
|
if ( ps->pm_type == PM_SPECTATOR ) {
|
|
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
|
|
}
|
|
else {
|
|
//TiM - Vertical is no longer a hardcoded constant direction
|
|
wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove +
|
|
scale * pml.right[i]*pm->cmd.rightmove +
|
|
scale * pml.up[i]* pm->cmd.upmove;
|
|
|
|
//TiM - Set directions
|
|
PM_SetMovementDir();
|
|
}
|
|
}
|
|
|
|
if ( ps->pm_type == PM_SPECTATOR )
|
|
wishvel[2] += scale * pm->cmd.upmove;
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate);
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_FLY, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_FLY, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
|
|
|
PM_StepSlideMove( qfalse );
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_AirMove
|
|
|
|
===================
|
|
*/
|
|
/**
|
|
* Handles movement during air time (e.g. falling)
|
|
*/
|
|
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 );
|
|
}
|
|
|
|
PM_StepSlideMove ( qtrue );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
PM_WalkMove
|
|
===================
|
|
*/
|
|
/**
|
|
* Handles walk movement
|
|
*/
|
|
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;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
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 );
|
|
//scale = 0.4; //TiM
|
|
|
|
// 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 ( ps->pm_flags & PMF_DUCKED ) {
|
|
if ( wishspeed > ps->speed * pm_duckScale ) {
|
|
wishspeed = 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 > ps->speed * waterScale ) {
|
|
wishspeed = 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 ) || 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", ps->velocity[0], ps->velocity[1], ps->velocity[2]);
|
|
//Com_Printf("velocity1 = %1.1f\n", VectorLength(ps->velocity));
|
|
|
|
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || ps->pm_flags & PMF_TIME_KNOCKBACK ) {
|
|
ps->velocity[2] -= ps->gravity * pml.frametime;
|
|
} else {
|
|
// don't reset the z velocity for slopes
|
|
// ps->velocity[2] = 0;
|
|
}
|
|
|
|
vel = VectorLength(ps->velocity);
|
|
|
|
// slide along the ground plane
|
|
PM_ClipVelocity (ps->velocity, pml.groundTrace.plane.normal,
|
|
ps->velocity, OVERCLIP );
|
|
|
|
// don't decrease velocity when going up or down a slope
|
|
VectorNormalize(ps->velocity);
|
|
VectorScale(ps->velocity, vel, ps->velocity);
|
|
|
|
// don't do anything if standing still
|
|
if (!ps->velocity[0] && !ps->velocity[1]) {
|
|
return;
|
|
}
|
|
|
|
PM_StepSlideMove( qfalse );
|
|
|
|
//Com_Printf("velocity2 = %1.1f\n", VectorLength(ps->velocity));
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_DeadMove
|
|
==============
|
|
*/
|
|
/**
|
|
* Handles movement while dead
|
|
*/
|
|
static void PM_DeadMove( void ) {
|
|
float forward;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( !pml.walking ) {
|
|
return;
|
|
}
|
|
|
|
// extra friction
|
|
|
|
forward = VectorLength (ps->velocity);
|
|
forward -= 20;
|
|
if ( forward <= 0 ) {
|
|
VectorClear (ps->velocity);
|
|
} else {
|
|
VectorNormalize (ps->velocity);
|
|
VectorScale (ps->velocity, forward, ps->velocity);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_NoclipMove
|
|
===============
|
|
*/
|
|
/**
|
|
* Handles noclip movement
|
|
*/
|
|
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;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
|
|
|
// friction
|
|
|
|
speed = VectorLength (ps->velocity);
|
|
if (speed < 1)
|
|
{
|
|
VectorCopy (vec3_origin, 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 (ps->velocity, newspeed, 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 (ps->origin, pml.frametime, ps->velocity, ps->origin);
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_FreezeMove
|
|
===================
|
|
*/
|
|
/**
|
|
* Handles movement whole freezed
|
|
*/
|
|
static void PM_FreezeMove( void )
|
|
{
|
|
trace_t trace;
|
|
short temp, i;
|
|
vec3_t moveto;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
pm->mins[0] = DEFAULT_MINS_0; //-15
|
|
pm->mins[1] = DEFAULT_MINS_1;
|
|
|
|
pm->maxs[0] = DEFAULT_MAXS_0; //15
|
|
pm->maxs[1] = DEFAULT_MAXS_1;
|
|
|
|
pm->mins[2] = MINS_Z;
|
|
// stand up if possible
|
|
if (ps->pm_flags & PMF_DUCKED)
|
|
{
|
|
// try to stand up
|
|
pm->maxs[2] = 36; //32
|
|
pm->trace (&trace, ps->origin, pm->mins, pm->maxs, ps->origin, ps->clientNum, pm->tracemask );
|
|
if (!trace.allsolid)
|
|
ps->pm_flags &= ~PMF_DUCKED;
|
|
}
|
|
|
|
if (ps->pm_flags & PMF_DUCKED && ( !(ps->stats[EMOTES] & EMOTE_LOWER) && !ps->powerups[PW_FLIGHT] && !( ( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ) ) ) )
|
|
{
|
|
pm->maxs[2] = 16;
|
|
ps->viewheight = CROUCH_VIEWHEIGHT;
|
|
}
|
|
else
|
|
{
|
|
if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) {
|
|
pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight;
|
|
ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight;
|
|
//Com_Printf( S_COLOR_RED "%f", bg_emoteList[ps->legsTimer].viewHeight );
|
|
}
|
|
else {
|
|
//TiM - essentially flip the bounding box
|
|
/*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) {
|
|
pm->maxs[2] = 92;
|
|
pm->mins[2] = 32;
|
|
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
|
}*/
|
|
//else {
|
|
//TiM - Copied above
|
|
/*pm->maxs[2] = 36;
|
|
pm->mins[2] = MINS_Z;
|
|
ps->viewheight = DEFAULT_VIEWHEIGHT;*/
|
|
//}
|
|
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
|
}
|
|
}
|
|
|
|
// circularly clamp the angles with deltas
|
|
for (i=0 ; i<3 ; i++) {
|
|
temp = pm->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 - pm->cmd.angles[i];
|
|
temp = 16000;
|
|
} else if ( temp < -16000 ) {
|
|
ps->delta_angles[i] = -16000 - pm->cmd.angles[i];
|
|
temp = -16000;
|
|
}
|
|
}
|
|
// ps->viewangles[i] = SHORT2ANGLE(temp); // Clear the view angles, but don't set them.
|
|
}
|
|
|
|
VectorCopy (ps->origin, moveto);
|
|
moveto[2] -= 16;
|
|
|
|
// test the player position if they were a stepheight higher
|
|
pm->trace (&trace, ps->origin, pm->mins, pm->maxs, moveto, ps->clientNum, pm->tracemask);
|
|
if ( trace.fraction < 1.0)
|
|
{ // Something just below, snap to it, to prevent a little "hop" after the holodeck fades in.
|
|
VectorCopy (trace.endpos, ps->origin);
|
|
ps->groundEntityNum = trace.entityNum;
|
|
|
|
// Touch it.
|
|
PM_AddTouchEnt( trace.entityNum );
|
|
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
|
|
//RPG-X | GSIO01 | 20/05/2009:
|
|
/**
|
|
* Get the corresponding landing sound for each surface type
|
|
*/
|
|
static int PM_LandsoundForSurface( int fallType ) {
|
|
if( pm->ps->stats[PW_INVIS] )
|
|
return 0;
|
|
|
|
switch(fallType) {
|
|
case 1:
|
|
if(pml.groundTrace.surfaceFlags & SURF_GRASS)
|
|
return EV_FALL_MEDIUM_GRASS;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_GRAVEL)
|
|
return EV_FALL_MEDIUM_GRAVEL;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_SNOW)
|
|
return EV_FALL_MEDIUM_SNOW;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_WOOD)
|
|
return EV_FALL_MEDIUM_WOOD;
|
|
else
|
|
return EV_FALL_MEDIUM;
|
|
break;
|
|
case 2:
|
|
if(pml.groundTrace.surfaceFlags & SURF_GRASS)
|
|
return EV_FALL_FAR_GRASS;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_GRAVEL)
|
|
return EV_FALL_FAR_GRAVEL;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_SNOW)
|
|
return EV_FALL_FAR_SNOW;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_WOOD)
|
|
return EV_FALL_FAR_WOOD;
|
|
else
|
|
return EV_FALL_FAR;
|
|
break;
|
|
default:
|
|
if(pml.groundTrace.surfaceFlags & SURF_GRASS)
|
|
return EV_FALL_SHORT_GRASS;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_GRAVEL)
|
|
return EV_FALL_SHORT_GRAVEL;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_SNOW)
|
|
return EV_FALL_SHORT_SNOW;
|
|
else if(pml.groundTrace.surfaceFlags & SURF_WOOD)
|
|
return EV_FALL_SHORT_WOOD;
|
|
else
|
|
return EV_FALL_SHORT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_FootstepForSurface
|
|
================
|
|
*/
|
|
/**
|
|
* \return an event number apropriate for the groundsurface
|
|
*/
|
|
static int PM_FootstepForSurface( void ) {
|
|
//cloaked people make no noise
|
|
if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS || pm->ps->stats[PW_INVIS] ) {
|
|
return 0;
|
|
}
|
|
if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) {
|
|
return EV_FOOTSTEP_METAL;
|
|
}
|
|
//RPG-X | GSIO01 | 20.05.2009 | START MOD
|
|
if ( pml.groundTrace.surfaceFlags & SURF_GRASS ) {
|
|
return EV_FOOTSTEP_GRASS;
|
|
}
|
|
if ( pml.groundTrace.surfaceFlags & SURF_GRAVEL ) {
|
|
return EV_FOOTSTEP_GRAVEL;
|
|
}
|
|
if ( pml.groundTrace.surfaceFlags & SURF_SNOW ) {
|
|
return EV_FOOTSTEP_SNOW;
|
|
}
|
|
if ( pml.groundTrace.surfaceFlags & SURF_WOOD ) {
|
|
return EV_FOOTSTEP_WOOD;
|
|
}
|
|
//RPG-X | GSIO01 | 20.05.2009 | END MOD
|
|
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;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
// decide which landing animation to use
|
|
if ( ps->pm_flags & PMF_BACKWARDS_JUMP ) {
|
|
// PM_ForceLegsAnim( LEGS_LANDB );
|
|
} else {
|
|
// PM_ForceLegsAnim( LEGS_LAND );
|
|
}
|
|
|
|
// ps->legsTimer = 0; //TIMER_LAND
|
|
|
|
// calculate the exact velocity on landing
|
|
dist = ps->origin[2] - pml.previous_origin[2];
|
|
vel = pml.previous_velocity[2];
|
|
acc = -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 ( 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 > 55 || ps->stats[STAT_HEALTH] <= 1 ) { //60 //TiM a bit hacky, but I want this to play any time we fall when dead
|
|
PM_AddEvent( /*EV_FALL_FAR*/PM_LandsoundForSurface(2) ); //GSIO01 | 20/05/2009
|
|
} else if ( delta > 35 ) { //40
|
|
// this is a pain grunt, so don't play it if dead
|
|
if ( ps->stats[STAT_HEALTH] > 1 ) { //0
|
|
PM_AddEvent( /*EV_FALL_MEDIUM*/PM_LandsoundForSurface(1) ); //GSIO01 | 20/05/2009
|
|
}
|
|
} else if ( delta > 5 ) { //7
|
|
PM_AddEvent( /*EV_FALL_SHORT*/ PM_LandsoundForSurface(0) ); //GSIO01 | 20/05/2009
|
|
} else {
|
|
PM_AddEvent( PM_FootstepForSurface() );
|
|
}
|
|
}
|
|
|
|
// start footstep cycle over
|
|
ps->bobCycle = 0; //TiM: was commented out... :P
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_CorrectAllSolid
|
|
=============
|
|
*/
|
|
static void PM_CorrectAllSolid( void ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:allsolid\n", c_pmove);
|
|
}
|
|
|
|
// FIXME: jitter around
|
|
|
|
pm->ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = 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;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( 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( ps->origin, point );
|
|
point[2] -= 64;
|
|
|
|
pm->trace (&trace, ps->origin, pm->mins, pm->maxs, point, ps->clientNum, pm->tracemask);
|
|
if ( trace.fraction == 1.0 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) {
|
|
if ( pm->cmd.forwardmove >= 0 ) {
|
|
PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) );
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
|
|
ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
} else {
|
|
PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) );
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
|
|
ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
ps->groundEntityNum = ENTITYNUM_NONE;
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_GroundTrace
|
|
=============
|
|
*/
|
|
/**
|
|
* Does ad trace to the ground
|
|
*/
|
|
static void PM_GroundTrace( void ) {
|
|
vec3_t point;
|
|
trace_t trace;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
point[0] = ps->origin[0];
|
|
point[1] = ps->origin[1];
|
|
point[2] = ps->origin[2] - 0.25;
|
|
|
|
pm->trace (&trace, ps->origin, pm->mins, pm->maxs, point, ps->clientNum, pm->tracemask);
|
|
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 ) {
|
|
PM_GroundTraceMissed();
|
|
pml.groundPlane = qfalse;
|
|
pml.walking = qfalse;
|
|
return;
|
|
}
|
|
|
|
// check if getting thrown off the ground
|
|
if ( ps->velocity[2] > 0 && DotProduct( ps->velocity, trace.plane.normal ) > 10 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:kickoff\n", c_pmove);
|
|
}
|
|
// go into jump animation
|
|
if ( pm->cmd.forwardmove >= 0 ) {
|
|
PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) );
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
|
|
ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
|
|
} else {
|
|
PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) );
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
|
|
ps->pm_flags |= PMF_BACKWARDS_JUMP;
|
|
}
|
|
|
|
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)
|
|
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 (ps->pm_flags & PMF_TIME_WATERJUMP)
|
|
{
|
|
ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
|
|
ps->pm_time = 0;
|
|
}
|
|
|
|
if ( 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
|
|
ps->pm_flags |= PMF_TIME_LAND;
|
|
ps->pm_time = 250;
|
|
}
|
|
}
|
|
|
|
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
|
|
=============
|
|
*/
|
|
/**
|
|
* Set water level
|
|
*/
|
|
static void PM_SetWaterLevel( void ) {
|
|
vec3_t point;
|
|
int cont;
|
|
int sample1;
|
|
int sample2;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
//
|
|
// get waterlevel, accounting for ducking
|
|
//
|
|
pm->waterlevel = 0;
|
|
pm->watertype = 0;
|
|
|
|
point[0] = ps->origin[0];
|
|
point[1] = ps->origin[1];
|
|
point[2] = ps->origin[2] + MINS_Z + 1;
|
|
cont = pm->pointcontents( point, ps->clientNum );
|
|
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) ) {
|
|
sample2 = ps->viewheight - MINS_Z;
|
|
sample1 = sample2 / 2;
|
|
|
|
pm->watertype = cont;
|
|
pm->waterlevel = 1;
|
|
point[2] = ps->origin[2] + MINS_Z + sample1;
|
|
cont = pm->pointcontents (point, ps->clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) ) {
|
|
pm->waterlevel = 2;
|
|
point[2] = ps->origin[2] + MINS_Z + sample2;
|
|
cont = pm->pointcontents (point, ps->clientNum );
|
|
if ( cont & (MASK_WATER|CONTENTS_LADDER) ){
|
|
pm->waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_CheckDuck
|
|
==============
|
|
*/
|
|
/**
|
|
* Sets mins, maxs, and pm->ps->viewheight
|
|
*/
|
|
static void PM_CheckDuck (void)
|
|
{
|
|
trace_t trace;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
pm->mins[0] = DEFAULT_MINS_0; //-15
|
|
pm->mins[1] = DEFAULT_MINS_1;
|
|
|
|
pm->maxs[0] = DEFAULT_MAXS_0;
|
|
pm->maxs[1] = DEFAULT_MAXS_1;
|
|
|
|
pm->mins[2] = MINS_Z;
|
|
|
|
if (ps->pm_type == PM_DEAD)
|
|
{
|
|
pm->maxs[2] = -8;
|
|
ps->viewheight = DEAD_VIEWHEIGHT;
|
|
return;
|
|
}
|
|
|
|
if (pm->cmd.upmove < 0)
|
|
{ // duck
|
|
ps->pm_flags |= PMF_DUCKED;
|
|
}
|
|
else
|
|
{ // stand up if possible
|
|
if (ps->pm_flags & PMF_DUCKED)
|
|
{
|
|
// try to stand up
|
|
pm->maxs[2] = 36; //32
|
|
pm->trace (&trace, ps->origin, pm->mins, pm->maxs, ps->origin, ps->clientNum, pm->tracemask );
|
|
if (!trace.allsolid)
|
|
ps->pm_flags &= ~PMF_DUCKED;
|
|
}
|
|
}
|
|
|
|
if ( ps->pm_flags & PMF_DUCKED && !( (ps->stats[EMOTES] & EMOTE_LOWER) || ps->powerups[PW_FLIGHT] || ( ps->powerups[PW_EVOSUIT] && ps->gravity == 0 ) ) )
|
|
{
|
|
pm->maxs[2] = 16;
|
|
ps->viewheight = CROUCH_VIEWHEIGHT;
|
|
}
|
|
else
|
|
{
|
|
if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) {
|
|
pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight;
|
|
ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight;
|
|
|
|
//Com_Printf( S_COLOR_RED "legsTimer = %i, viewHeight = %i\n", ps->legsTimer, ps->viewheight );
|
|
}
|
|
else {
|
|
//TiM - essentially flip the bounding box
|
|
/*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) {
|
|
pm->maxs[2] = 92;
|
|
pm->mins[2] = 32;
|
|
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
|
}*/
|
|
//else {
|
|
pm->maxs[2] = 36;
|
|
pm->mins[2] = MINS_Z;
|
|
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
|
//}
|
|
}
|
|
}
|
|
|
|
//Com_Printf( "Viewheight is %i\n", ps->viewheight );
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
|
|
//static qboolean ps->didFly;
|
|
//static
|
|
|
|
/*
|
|
===============
|
|
PM_Footsteps
|
|
===============
|
|
*/
|
|
/**
|
|
* Does what it name suggests it handles footsteps.
|
|
*/
|
|
static void PM_Footsteps( void ) {
|
|
float bobmove;
|
|
int old;
|
|
qboolean footstep;
|
|
playerState_t *ps = pm->ps;
|
|
//qboolean didFly;
|
|
|
|
//
|
|
// calculate speed and cycle to be used for
|
|
// all cyclic walking effects
|
|
//
|
|
pm->xyspeed = sqrt( ps->velocity[0] * ps->velocity[0]
|
|
+ ps->velocity[1] * ps->velocity[1] );
|
|
|
|
pm->xyzspeed = sqrt( ps->velocity[0] * ps->velocity[0] //XVel - left + right
|
|
+ ps->velocity[1] * ps->velocity[1] //YVel - forward + back
|
|
+ ps->velocity[2] * ps->velocity[2] ); //ZVel - up + down
|
|
|
|
//RPG-X : TiM *****************************************************
|
|
//Cheesy Halo style death flying!
|
|
if ( ps->stats[STAT_HEALTH] <= 1 && !ps->powerups[PW_QUAD] && !ps->powerups[PW_BEAM_OUT] ) { //if dead
|
|
/*TiM: clip brushes register as ENTITYNUM_NONE
|
|
(So if they landed on a shuttle model for instance, the fall anim would still loop O_o )
|
|
so they gotta be moving as well to trigger this*/
|
|
|
|
//Com_Printf("groundEnt = %i, speed = %f, animState = %i\n",ps->groundEntityNum, pm->xyzspeed, ps->pm_flags);
|
|
|
|
if ( ps->groundEntityNum == ENTITYNUM_NONE && pm->xyzspeed && pm->waterlevel < 2 ) {
|
|
|
|
ps->pm_flags |= ANIM_DIDFLY;
|
|
|
|
PM_ContinueLegsAnim( BOTH_FALLDEATH1INAIR, qtrue );
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
{
|
|
PM_ContinueTorsoAnim( BOTH_FALLDEATH1INAIR, qtrue );
|
|
}
|
|
}
|
|
|
|
else {
|
|
if ( ps->pm_flags & ANIM_DIDFLY ) {
|
|
//TiM: Save flags. Use anim nums if possible
|
|
//if (ps->torsoAnim == BOTH_FALLDEATH1INAIR && ps->legsAnim == BOTH_FALLDEATH1INAIR ) {
|
|
PM_ContinueLegsAnim( BOTH_FALLDEATH1LAND, qtrue );
|
|
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
{
|
|
PM_ContinueTorsoAnim( BOTH_FALLDEATH1LAND, qtrue );
|
|
}
|
|
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else { //Reset splat boolean
|
|
if ( ps->pm_flags & ANIM_DIDFLY && ps->pm_type != PM_DEAD ) {
|
|
ps->pm_flags &= ~ANIM_DIDFLY;
|
|
}
|
|
}
|
|
|
|
//RPG-X : TiM *****************************************************
|
|
//Ladder Animations
|
|
|
|
//If not on ladder, reset
|
|
if ( !(pm->watertype & CONTENTS_LADDER) )
|
|
{
|
|
if ( ps->pm_flags & ANIM_ONLADDER ) {
|
|
ps->pm_flags &= ~( ANIM_ONLADDER );
|
|
}
|
|
|
|
if ( ( !(ps->stats[EMOTES] & EMOTE_UPPER ) || !(ps->stats[EMOTES] & EMOTE_LOWER ) )
|
|
&& ps->stats[EMOTES] & EMOTE_CLAMP_BODY ) {
|
|
ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY;
|
|
}
|
|
//ps->pm_flags &= ~( ANIM_OFFLADDER );
|
|
}
|
|
|
|
//If on ladder, but not touching the ground
|
|
if ( (pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum == ENTITYNUM_NONE ) )
|
|
{
|
|
if ( !(ps->pm_flags & ANIM_ONLADDER) ) {
|
|
ps->pm_flags |= ANIM_ONLADDER ;
|
|
ps->stats[EMOTES] |= EMOTE_CLAMP_BODY;
|
|
}
|
|
//ps->pm_flags &= ~( ANIM_OFFLADDER );
|
|
}
|
|
|
|
//If was going down the ladder, and hit the floor
|
|
/* if ( !(ps->pm_flags & (ANIM_ONLADDER) ) &&
|
|
!(ps->pm_flags & (ANIM_OFFLADDER) ) &&
|
|
( pm->watertype & CONTENTS_LADDER) &&
|
|
( ps->groundEntityNum != ENTITYNUM_NONE ) )
|
|
{
|
|
ps->pm_flags |= (ANIM_ONLADDER);
|
|
ps->pm_flags &= ~(ANIM_OFFLADDER);
|
|
|
|
if ( ps->legsAnim == BOTH_LADDER_DWN1 || ps->legsAnim == BOTH_LADDER_IDLE) { //Going DOWN!
|
|
ps->pm_flags &= ~(ANIM_ONLADDER);
|
|
ps->pm_flags |= (ANIM_OFFLADDER);
|
|
}
|
|
}
|
|
*/
|
|
//Com_Printf("pm->onLadder = %i, pm->offLadder = %i, vel = %i\n", pm->onLadder, pm->offLadder, ps->velocity[2] );
|
|
|
|
//Transition anim to get off ladder
|
|
if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && (ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground
|
|
PM_ContinueLegsAnim( BOTH_OFFLADDER_BOT1, qtrue );
|
|
//ps->legsTimer = TIMER_GESTURE;
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
{
|
|
PM_ContinueTorsoAnim( BOTH_OFFLADDER_BOT1, qtrue );
|
|
//ps->torsoTimer = TIMER_GESTURE;
|
|
}
|
|
//pm->offLadder = qtrue;
|
|
//if ( !(ps->pm_flags & ANIM_UPPER_LOOPING) ) {
|
|
ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY;
|
|
//}
|
|
|
|
return;
|
|
}
|
|
|
|
//Transition anim to get on ladder
|
|
if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && !(ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground
|
|
PM_ContinueLegsAnim( BOTH_ONLADDER_BOT1, qtrue );
|
|
//ps->legsTimer = TIMER_GESTURE;
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
{
|
|
PM_ContinueTorsoAnim( BOTH_ONLADDER_BOT1, qtrue );
|
|
//ps->torsoTimer = TIMER_GESTURE;
|
|
}
|
|
//pm->onLadder = qfalse;
|
|
|
|
return;
|
|
}
|
|
|
|
if ( ps->groundEntityNum == ENTITYNUM_NONE ) {
|
|
if (pm->watertype & CONTENTS_LADDER)
|
|
{//FIXME: check for watertype, save waterlevel for whether to play
|
|
//the get off ladder transition anim
|
|
|
|
if ( ps->velocity[2] )
|
|
{//going up or down it
|
|
int anim;
|
|
if ( ps->velocity[2] > 0 )
|
|
{
|
|
anim = BOTH_LADDER_UP1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_LADDER_DWN1;
|
|
}
|
|
PM_ContinueLegsAnim( anim, qtrue );
|
|
//if ( pm->waterlevel >= 2 ) //arms on ladder
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
{
|
|
PM_ContinueTorsoAnim( anim, qtrue );
|
|
}
|
|
if (fabs(ps->velocity[2]) >5) {
|
|
bobmove = 0.005 * fabs(ps->velocity[2]); // climbing bobs slow
|
|
if (bobmove > 0.3)
|
|
bobmove = 0.3F;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PM_ContinueLegsAnim( BOTH_LADDER_IDLE, qtrue );
|
|
//ps->legsTimer += 300;
|
|
//if ( pm->waterlevel >= 2 ) //arms on ladder
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
{
|
|
PM_ContinueTorsoAnim( BOTH_LADDER_IDLE, qtrue );
|
|
//ps->torsoTimer += 300;
|
|
}
|
|
}
|
|
return;
|
|
}//******************************************************************
|
|
else {
|
|
// airborne leaves position in cycle intact, but doesn't advance
|
|
if ( pm->waterlevel > 2 ) { //TiM: swimming is more hardcore now //1
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
|
} /*else if ( ps->pm_flags & PMF_DUCKED ) {
|
|
PM_ContinueLegsAnim( BOTH_CROUCH2IDLE ); //BOTH_CROUCH1IDLE
|
|
}*/
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
//Com_Printf( "Speed: %f\n", pm->xyspeed );
|
|
|
|
// if not trying to move
|
|
if ( ( !ps->speed || pm->xyspeed < 1.0f || !(pm->cmd.forwardmove || pm->cmd.rightmove) )
|
|
&& pm->waterlevel < 3
|
|
&& !ps->powerups[PW_FLIGHT] && !(( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ))
|
|
/*&& !( pm->watertype & MASK_WATER )*/ )
|
|
{
|
|
//Com_Printf("Truuue\n" );
|
|
|
|
if ( pm->xyspeed > 1.0f && !( ps->pm_flags & PMF_DUCKED ) && !( ps->stats[EMOTES] & EMOTE_LOWER ) )
|
|
{ //TiM: When you want to duck, you will duck. no delays
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) && !(ps->pm_flags & PMF_DUCKED) ) {
|
|
if ( ps->weaponstate == WEAPON_READY && !PM_HoldingSpillableWeapon() ) {
|
|
PM_ContinueTorsoAnim( BOTH_RUN1STOP, qtrue ); //BOTH_RUN1STOP
|
|
}
|
|
PM_ContinueLegsAnim( BOTH_RUN1STOP, qtrue );
|
|
}
|
|
|
|
return;
|
|
}
|
|
else { // <5
|
|
ps->bobCycle = 0; // start at beginning of cycle again
|
|
if ( ps->pm_flags & PMF_DUCKED && !(ps->stats[EMOTES] & EMOTE_LOWER ) ) {
|
|
|
|
if ( ps->weaponstate == WEAPON_READY ) {
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
}
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
|
|
|
/*if ( !(ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST crouched...
|
|
ps->pm_flags |= ANIM_CROUCHING;
|
|
if ( ps->weaponstate == WEAPON_READY ) {
|
|
PM_StartTorsoAnim( PM_GetAnim( "docrouch", qtrue ) );
|
|
ps->torsoTimer += 1200;
|
|
}
|
|
|
|
PM_StartLegsAnim( PM_GetAnim( "docrouch", qfalse ) );
|
|
ps->legsTimer += 1200;
|
|
}*/
|
|
|
|
} else {
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
|
|
|
|
/*if ( (ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST uncrouched...
|
|
ps->pm_flags &= ~ANIM_CROUCHING;
|
|
|
|
if ( ps->weaponstate == WEAPON_READY ) {
|
|
PM_StartTorsoAnim( PM_GetAnim( ANIM_UNCROUCH, qtrue ) );
|
|
ps->torsoTimer = 1100;
|
|
//Com_Printf("Anim: %i, timer: %i\n", ps->torsoAnim, ps->torsoTimer);
|
|
}
|
|
|
|
PM_StartLegsAnim( PM_GetAnim( ANIM_UNCROUCH, qfalse ) );
|
|
ps->introTime = 1100; //legsTimer
|
|
}*/
|
|
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
footstep = qfalse;
|
|
|
|
//TiM : in case we're part-way thru a transition anim,
|
|
//reset the anim timer
|
|
//ps->torsoTimer = 0;
|
|
//ps->legsTimer = 0;
|
|
|
|
//TiM : Kill this when swimming as it screws up animations
|
|
//Also... kill when speed is 0.. running on the spot is silly lol
|
|
//Also, disable when flying. It looks ludricrous if we run upside down lol
|
|
if ( pm->waterlevel == 3 || ps->speed == 0 || ps->powerups[PW_FLIGHT] > 0 || pm->xyspeed < 1.0f || (( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 )) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( ps->pm_flags & PMF_DUCKED ) {
|
|
bobmove = 0.5; // ducked characters bob much faster
|
|
//HACK coz this damn thing screws up crouch firing anims otherwise T_T
|
|
if ( ps->weaponstate == WEAPON_READY ) {
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCHWALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
}
|
|
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCHWALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
|
// ducked characters never play footsteps
|
|
}
|
|
else if ( ps->pm_flags & PMF_BACKWARDS_RUN )
|
|
{
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
|
|
bobmove = 0.4; // faster speeds bob faster
|
|
footstep = qtrue;
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_RUNB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_RUNB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_BACK
|
|
} else {
|
|
bobmove = 0.3;
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_WALKB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_WALKB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_BACK
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
|
|
bobmove = 0.4; // faster speeds bob faster
|
|
footstep = qtrue;
|
|
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_RUN, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_RUN, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_RUN
|
|
|
|
} else {
|
|
bobmove = 0.3; // walking bobs slow //0.3
|
|
if ( ps->weaponstate == WEAPON_READY )
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_WALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
|
|
PM_ContinueLegsAnim( PM_GetAnim( ANIM_WALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_WALK
|
|
}
|
|
}
|
|
|
|
// check for footstep / splash sounds
|
|
old = ps->bobCycle;
|
|
ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
|
|
|
|
// if we just crossed a cycle boundary, play an apropriate footstep event
|
|
if ( ( ( old + 64 ) ^ ( ps->bobCycle + 64 ) ) & 128 && !ps->stats[PW_INVIS] ) {
|
|
if ( pm->watertype & CONTENTS_LADDER ) {// on ladder
|
|
if ( !pm->noFootsteps ) {
|
|
PM_AddEvent( EV_FOOTSTEP_METAL );
|
|
}
|
|
} else 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 ( pm->watertype & CONTENTS_LADDER || pm->ps->stats[PW_INVIS] ) //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 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
|
|
===============
|
|
*/
|
|
/**
|
|
* Begins weapon change
|
|
*/
|
|
static void PM_BeginWeaponChange( int weapon ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( weapon <= WP_0 || weapon >= WP_NUM_WEAPONS ) {
|
|
return;
|
|
}
|
|
|
|
if ( !( ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( ps->weaponstate == WEAPON_DROPPING ) {
|
|
return;
|
|
}
|
|
|
|
PM_AddEvent( EV_CHANGE_WEAPON );
|
|
ps->weaponstate = WEAPON_DROPPING;
|
|
ps->weaponTime += 200;
|
|
PM_ForceTorsoAnim( TORSO_DROPWEAP1, qfalse );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
PM_FinishWeaponChange
|
|
===============
|
|
*/
|
|
/**
|
|
* Finishs weapon change
|
|
*/
|
|
static void PM_FinishWeaponChange( void ) {
|
|
int weapon;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
weapon = pm->cmd.weapon;
|
|
if ( weapon < WP_0 || weapon >= WP_NUM_WEAPONS ) {
|
|
weapon = WP_0;
|
|
}
|
|
|
|
if ( !( ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
|
|
weapon = WP_0;
|
|
}
|
|
|
|
ps->weapon = weapon;
|
|
ps->weaponstate = WEAPON_RAISING;
|
|
ps->weaponTime += 250;
|
|
PM_ForceTorsoAnim( TORSO_RAISEWEAP1, qfalse );
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_TorsoAnimation
|
|
|
|
==============
|
|
*/
|
|
/**
|
|
* Once handled torso animation
|
|
*/
|
|
static void PM_TorsoAnimation( void )
|
|
{
|
|
|
|
if ( pm->ps->weaponstate == WEAPON_READY )
|
|
{
|
|
/*if ( pm->ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
|
pm->ps->weapon == WP_10 )
|
|
{
|
|
PM_ContinueTorsoAnim( TORSO_WEAPONIDLE1 );
|
|
}
|
|
else
|
|
{
|
|
PM_ContinueTorsoAnim( TORSO_WEAPONREADY2 );
|
|
}
|
|
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
|
|
//PM_ContinueTorsoAnim( BOTH_RUN1 );
|
|
}
|
|
else {
|
|
PM_ContinueTorsoAnim( BOTH_WALK1 );
|
|
}*/
|
|
}
|
|
|
|
//PM_ContinueTorsoAnim( TORSO_STAND2 );
|
|
return;
|
|
}
|
|
|
|
|
|
#define PHASER_AMMO_PER_SHOT 1
|
|
#define PHASER_ALT_AMMO_PER_SHOT 2
|
|
|
|
//! alt ammo usage
|
|
int altAmmoUsage[WP_NUM_WEAPONS] =
|
|
{
|
|
0, //!<WP_0,
|
|
1, //!<WP_5,
|
|
8, //!<WP_6,
|
|
3, //!<WP_1,
|
|
5, //!<WP_4,
|
|
1, //!<WP_10,
|
|
1, //!<WP_8,
|
|
2, //!<WP_7,
|
|
2, //!<WP_9,
|
|
5 //!<WP_13,
|
|
};
|
|
|
|
/*
|
|
==============
|
|
PM_Weapon
|
|
==============
|
|
*/
|
|
/**
|
|
* Generates weapon events and modifes the weapon counter
|
|
*/
|
|
static void PM_Weapon( void ) {
|
|
int addTime;
|
|
qboolean altfired = qfalse;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
// don't allow attack until all buttons are up
|
|
if ( ps->pm_flags & PMF_RESPAWNED ) {
|
|
return;
|
|
}
|
|
|
|
// ignore if spectator
|
|
if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
|
|
return;
|
|
}
|
|
|
|
//Check for phaser ammo recharge
|
|
//RPG-X: Marcin: don't! - 30/12/2008
|
|
if ( 0 ) //( (ps->rechargeTime <= 0) && ( ps->ammo[WP_5] < PHASER_AMMO_MAX) )
|
|
{
|
|
ps->rechargeTime = PHASER_RECHARGE_TIME;
|
|
ps->ammo[WP_5]++;
|
|
}
|
|
else
|
|
{
|
|
ps->rechargeTime -= pml.msec;
|
|
}
|
|
|
|
// check for dead player
|
|
if ( ps->stats[STAT_HEALTH] <= 0 ) {
|
|
ps->weapon = WP_0;
|
|
return;
|
|
}
|
|
|
|
// check for item using
|
|
if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE )
|
|
{
|
|
if ( ! ( ps->pm_flags
|
|
& PMF_USE_ITEM_HELD ) )
|
|
{
|
|
// I have commented out this code because, we want the medkit to ALWAYS be used.
|
|
|
|
// if ( bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
|
|
// && ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] )
|
|
// {
|
|
// // don't use medkit if at max health
|
|
// }
|
|
// else
|
|
{
|
|
int tag = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag;
|
|
ps->pm_flags |= PMF_USE_ITEM_HELD;
|
|
PM_AddEvent( EV_USE_ITEM0 + tag );
|
|
// if we're placing the detpack, don't remove it from our "inventory"
|
|
if ( (HI_DETPACK == tag) /* || (HI_TRANSPORTER == tag)) */ &&
|
|
(IT_HOLDABLE == bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giType) )
|
|
{
|
|
// are we placing it?
|
|
if (2 == ps->stats[STAT_USEABLE_PLACED])
|
|
{
|
|
// we've placed the first stage of a 2-stage transporter
|
|
}
|
|
else if (ps->stats[STAT_USEABLE_PLACED])
|
|
{
|
|
// we already placed it, we're activating it.
|
|
ps->stats[STAT_HOLDABLE_ITEM] = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ps->stats[STAT_HOLDABLE_ITEM] = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ps->pm_flags &= ~PMF_USE_ITEM_HELD;
|
|
}
|
|
|
|
|
|
// make weapon function
|
|
if ( ps->weaponTime > 0 ) {
|
|
ps->weaponTime -= pml.msec;
|
|
}
|
|
|
|
// check for weapon change
|
|
// can't change if weapon is firing, but can change
|
|
// again if lowering or raising
|
|
if ( ps->weaponTime <= 0 || ps->weaponstate != WEAPON_FIRING ) {
|
|
if ( ps->weapon != pm->cmd.weapon ) {
|
|
PM_BeginWeaponChange( pm->cmd.weapon );
|
|
}
|
|
}
|
|
|
|
if ( ps->weaponTime > 0 ) {
|
|
return;
|
|
}
|
|
|
|
// change weapon if time
|
|
if ( ps->weaponstate == WEAPON_DROPPING ) {
|
|
PM_FinishWeaponChange();
|
|
return;
|
|
}
|
|
|
|
if ( ps->weaponstate == WEAPON_RAISING )
|
|
{
|
|
ps->weaponstate = WEAPON_READY;
|
|
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
|
ps->weapon == WP_10 )
|
|
{
|
|
PM_StartTorsoAnim( TORSO_WEAPONREADY2 );
|
|
}
|
|
else
|
|
{
|
|
PM_StartTorsoAnim( TORSO_WEAPONIDLE1 );
|
|
}*/
|
|
|
|
PM_StartTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
|
|
return;
|
|
}
|
|
|
|
// check for fire
|
|
if ( !(pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_ALT_ATTACK) ) )
|
|
{
|
|
ps->weaponTime = 0;
|
|
ps->weaponstate = WEAPON_READY;
|
|
|
|
return;
|
|
}
|
|
|
|
// take an ammo away if not infinite
|
|
if ( ps->ammo[ ps->weapon ] != -1 )
|
|
{
|
|
if (pm->cmd.buttons & BUTTON_ALT_ATTACK)
|
|
{
|
|
// alt fire
|
|
// check for out of ammo
|
|
if ( ps->ammo[ps->weapon] < altAmmoUsage[ps->weapon])
|
|
{
|
|
//FIXME: flash a message and sound that indicates not enough ammo
|
|
// PM_AddEvent( EV_NOAMMO_ALT );
|
|
// ps->weaponTime += 500;
|
|
// ps->eFlags &= ~EF_ALT_FIRING;
|
|
// ps->eFlags &= ~EF_FIRING;
|
|
/// ps->weaponstate = WEAPON_READY;
|
|
|
|
/*
|
|
RPG-X | Phenix | 27/02/2005
|
|
if ( ps->weapon == WP_5 ) // phaser out of ammo is special case
|
|
{
|
|
ps->ammo[ps->weapon] = 0;
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_NOAMMO_ALT ); // Just try to switch weapons like any other.
|
|
|
|
// check out the EV_NOAMMO_ALT event
|
|
|
|
ps->weaponTime += 500;
|
|
return;
|
|
}*/
|
|
}
|
|
else
|
|
{
|
|
//ps->ammo[ps->weapon] -= altAmmoUsage[ps->weapon];
|
|
//RPG-X | Phenix | 27/02/2005
|
|
//altfired = qtrue;
|
|
}
|
|
altfired = qtrue;
|
|
}
|
|
else
|
|
{
|
|
// check for out of ammo
|
|
if ( ! ps->ammo[ ps->weapon ] )
|
|
{
|
|
if ( ps->weapon == WP_5 ) // phaser out of ammo is special case
|
|
{
|
|
ps->ammo[ps->weapon] = 0;
|
|
}
|
|
//else //TiM - No ammo no more... this is lagging us up
|
|
//{
|
|
// PM_AddEvent( EV_NOAMMO );
|
|
// ps->weaponTime += 500;
|
|
// return;
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
// main fire (always uses 1 ammo)
|
|
//ps->ammo[ps->weapon]--;
|
|
//RPG-X | Phenix | 27/02/2005
|
|
}
|
|
}
|
|
}
|
|
|
|
// *don't* start the animation if out of ammo
|
|
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
|
ps->weapon == WP_10 )
|
|
{
|
|
PM_StartTorsoAnim( TORSO_ATTACK2 );
|
|
}
|
|
else
|
|
{
|
|
PM_StartTorsoAnim( BOTH_ATTACK1 );
|
|
}*/
|
|
|
|
if ( ps->weapon != WP_14 && ps->weapon != WP_4 && ps->weapon != WP_1 )
|
|
{
|
|
//Little hack. I like the idle poses for these when it crouches :)
|
|
if ( ( ( ps->weapon == WP_5 )
|
|
|| ( ps->weapon == WP_6 )
|
|
|| ( ps->weapon == WP_10 )
|
|
|| ( ps->weapon == WP_7 ) )
|
|
&& ( ps->pm_flags & PMF_DUCKED /*&& !pm->xyspeed*/ ) )
|
|
{
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
/*BWEEE*/
|
|
//PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
}
|
|
else
|
|
{
|
|
/*if ( !PM_HoldingLoopableWeapon() ) {
|
|
PM_ForceTorsoAnim( PM_GetAnim( ANIM_FIRE, qtrue ), qtrue );
|
|
}
|
|
else {*/
|
|
//PM_ContinueLegsAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
|
|
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
|
//}
|
|
}
|
|
/*else
|
|
PM_StartTorsoAnim( PM_GetAnim( "fire", qtrue ) );*/
|
|
|
|
//Put in this scope, so holding down the trigger on these 'no-anim' weapons won't lock
|
|
//other animations.
|
|
//Bots were locked in the jumping anim >.<
|
|
|
|
ps->weaponstate = WEAPON_FIRING;
|
|
}
|
|
else
|
|
{
|
|
ps->weaponstate = WEAPON_READY;
|
|
|
|
}
|
|
|
|
// fire weapon
|
|
if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
|
|
{
|
|
if (altfired) // it's either a legally altfirable non-phaser, or it's a phaser with ammo left
|
|
{
|
|
PM_AddEvent( EV_ALT_FIRE ); // fixme, because I'm deducting ammo earlier, the last alt-fire shot turns into a main fire
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_FIRE_EMPTY_PHASER );
|
|
}
|
|
switch( ps->weapon ) {
|
|
default:
|
|
case WP_5:
|
|
addTime = 100;
|
|
//If the phaser has been fired, delay the next recharge time
|
|
ps->rechargeTime = PHASER_RECHARGE_TIME;
|
|
break;
|
|
case WP_13:
|
|
addTime = 0; //500
|
|
break;
|
|
case WP_8:
|
|
addTime = 600;//RPG-X: RedTechie use to be 700
|
|
break;
|
|
case WP_10:
|
|
addTime = DISRUPTOR_DELAY;
|
|
break;
|
|
case WP_4:
|
|
addTime = 0; //700
|
|
break;
|
|
case WP_9:
|
|
addTime = ALT_PHOTON_DELAY;
|
|
break;
|
|
case WP_1:
|
|
addTime = 460; //700
|
|
break;
|
|
case WP_6:
|
|
addTime = 100;
|
|
break;
|
|
case WP_7:
|
|
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
|
break;
|
|
case WP_12:
|
|
//RPG-X: RedTechie - Admins get faster alt fire for steam effects
|
|
if(/*ps->persistant[PERS_CLASS] == PC_ADMIN*/ pm->admin){
|
|
addTime = 80;
|
|
}else{
|
|
addTime = 1000;
|
|
}
|
|
break;
|
|
case WP_14:
|
|
addTime = 2000;
|
|
break;
|
|
case WP_11:
|
|
addTime = 0; //1000
|
|
break;
|
|
case WP_2:
|
|
if(pm->admin /*ps->persistant[PERS_CLASS] == PC_ADMIN*/){
|
|
addTime = ALT_TRICORDER_DELAY;
|
|
}else{
|
|
addTime = 0;
|
|
}
|
|
break;
|
|
case WP_3:
|
|
addTime = 0; //500
|
|
break;
|
|
case WP_15:
|
|
addTime = 0; //1000
|
|
break;
|
|
/* case WP_7:
|
|
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
|
break;*/
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ps->ammo[ps->weapon])
|
|
{
|
|
PM_AddEvent( EV_FIRE_WEAPON );
|
|
}
|
|
else
|
|
{
|
|
PM_AddEvent( EV_FIRE_EMPTY_PHASER );
|
|
}
|
|
switch( ps->weapon ) {
|
|
default:
|
|
case WP_5:
|
|
addTime = 100;
|
|
//If the phaser has been fired, delay the next recharge time
|
|
ps->rechargeTime = PHASER_RECHARGE_TIME;
|
|
break;
|
|
case WP_13:
|
|
addTime = 1000; //1000
|
|
break;
|
|
case WP_8:
|
|
addTime = 460;//RPG-X: RedTechie use to be 700
|
|
break;
|
|
case WP_1:
|
|
addTime = 460;
|
|
break;
|
|
case WP_10:
|
|
addTime = 100;
|
|
break;
|
|
case WP_4:
|
|
addTime = 0; //100
|
|
break;
|
|
case WP_9:
|
|
addTime = PHOTON_DELAY;
|
|
break;
|
|
case WP_6:
|
|
addTime = RIFLE_DELAY;
|
|
break;
|
|
case WP_7:
|
|
addTime = TR116_DELAY; //RPG-X: RedTechie - Use to be 1200
|
|
break;
|
|
case WP_12:
|
|
addTime = 1000;
|
|
break;
|
|
case WP_14:
|
|
addTime = 2000; //1000
|
|
break;
|
|
case WP_11:
|
|
addTime = 0; //1000
|
|
break;
|
|
case WP_2:
|
|
addTime = ALT_TRICORDER_DELAY; //1000
|
|
break;
|
|
case WP_3:
|
|
addTime = 0; //500
|
|
break;
|
|
case WP_15:
|
|
addTime = 0; //1000
|
|
break;
|
|
/* case WP_7:
|
|
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
|
break;*/
|
|
}
|
|
}
|
|
|
|
if ( ps->powerups[PW_HASTE] ) {
|
|
addTime /= 1.3;
|
|
}
|
|
|
|
ps->weaponTime += addTime;
|
|
}
|
|
|
|
/*
|
|
================
|
|
PM_Animate
|
|
================
|
|
*/
|
|
static void PM_Animate( void ) {
|
|
playerState_t *ps = pm->ps;
|
|
|
|
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
|
|
if (ps->pm_type < PM_DEAD ) {
|
|
//if ( ps->torsoTimer == 0 ) {
|
|
//PM_StartTorsoAnim( BOTH_CONSOLE1 );
|
|
//PM_StartLegsAnim( BOTH_CONSOLE1 );
|
|
//ps->introTime = ps->torsoTimer = 4000; //TIMER_GESTURE //legsTimer
|
|
//PM_AddEvent( EV_TAUNT );
|
|
|
|
if ( !( ps->eFlags & EF_TALKING ) ) {
|
|
ps->eFlags |= EF_TALKING;
|
|
}
|
|
}
|
|
} else {
|
|
if ( ( ps->eFlags & EF_TALKING ) ) {
|
|
ps->eFlags &= ~EF_TALKING;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
PM_DropTimers
|
|
================
|
|
*/
|
|
static void PM_DropTimers( void ) {
|
|
int newFlags;
|
|
playerState_t *ps = pm->ps;
|
|
|
|
// drop misc timing counter
|
|
if ( ps->pm_time ) {
|
|
if ( pml.msec >= ps->pm_time )
|
|
{
|
|
ps->pm_flags &= ~PMF_ALL_TIMES;
|
|
ps->pm_time = 0;
|
|
}
|
|
else
|
|
{
|
|
ps->pm_time -= pml.msec;
|
|
}
|
|
}
|
|
|
|
//Count down the legs anim timer
|
|
if ( ps->stats[LEGSTIMER] > 0 ) { //legsTimer
|
|
ps->stats[LEGSTIMER] -= pml.msec;
|
|
if ( ps->stats[LEGSTIMER] < 0 )
|
|
{
|
|
ps->stats[LEGSTIMER] = 0;
|
|
}
|
|
}
|
|
|
|
//if legs anim timer hit 0
|
|
if ( ps->stats[LEGSTIMER] == 0 ) {
|
|
if ( (ps->stats[EMOTES] & EMOTE_LOWER ) &&
|
|
!(ps->stats[EMOTES] & EMOTE_LOOP_LOWER ) )
|
|
{
|
|
ps->stats[EMOTES] &= ~EMOTE_MASK_LOWER;
|
|
|
|
if ( ps->legsAnim > 0 )
|
|
{
|
|
PM_ForceLegsAnim( bg_emoteList[ps->legsAnim].enumName );
|
|
|
|
//TiM - Remove any data about torsos here. it's not necessary and it invalidates the check below
|
|
newFlags = ( bg_emoteList[ps->legsAnim].animFlags | bg_emoteList[ps->legsAnim].bodyFlags );
|
|
newFlags &= ~EMOTE_MASK_UPPER;
|
|
ps->stats[EMOTES] |= newFlags;
|
|
//Com_Printf( S_COLOR_RED "Set anim to %i\n", ps->legsAnim );
|
|
|
|
ps->legsTimer = ps->legsAnim;
|
|
//ps->torsoTimer = emoteList[ps->torsoAnim].hitBoxHeight;
|
|
}
|
|
else
|
|
{
|
|
ps->legsTimer = 0;
|
|
ps->legsAnim = 0;
|
|
}
|
|
//Com_Printf(S_COLOR_RED "Acknowledge Lower change!!\n");
|
|
}
|
|
}
|
|
|
|
if ( ps->stats[TORSOTIMER] > 0 ) { //torsoTimer
|
|
ps->stats[TORSOTIMER] -= pml.msec;
|
|
if ( ps->stats[TORSOTIMER] < 0 )
|
|
{
|
|
ps->stats[TORSOTIMER] = 0;
|
|
|
|
/*if (ps->eFlags & EF_EMOTING ) {
|
|
ps->eFlags &= ~EF_EMOTING;
|
|
}*/
|
|
}
|
|
}
|
|
|
|
if ( ps->stats[TORSOTIMER] == 0 ) {
|
|
if ( (ps->stats[EMOTES] & EMOTE_UPPER) &&
|
|
!(ps->stats[EMOTES] & EMOTE_LOOP_UPPER ) )
|
|
{
|
|
ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER;
|
|
|
|
if ( ps->torsoAnim > 0 )
|
|
{
|
|
PM_ForceTorsoAnim( bg_emoteList[ps->torsoAnim].enumName, qtrue );
|
|
|
|
//TiM - Remove any data about legs here. it's not necessary and it invalidates any subsequent checks
|
|
newFlags = ( bg_emoteList[ps->torsoAnim].animFlags | bg_emoteList[ps->torsoAnim].bodyFlags );
|
|
newFlags &= ~EMOTE_MASK_LOWER;
|
|
ps->stats[EMOTES] |= newFlags;
|
|
//ps->stats[EMOTES] |= ( emoteList[ps->torsoAnim].animFlags | emoteList[ps->torsoAnim].bodyFlags );
|
|
|
|
}
|
|
else
|
|
{
|
|
ps->torsoTimer = 0;
|
|
ps->torsoAnim = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// drop animation counter
|
|
/* if ( ps->introTime > 0 ) { //legsTimer
|
|
ps->introTime -= pml.msec;
|
|
if ( ps->introTime < 0 ) {
|
|
ps->introTime = 0;
|
|
|
|
if (ps->eFlags & EF_EMOTING ) {
|
|
ps->eFlags &= ~EF_EMOTING;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ps->torsoTimer > 0 ) {
|
|
ps->torsoTimer -= pml.msec;
|
|
if ( ps->torsoTimer < 0 ) {
|
|
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 ) {
|
|
return; // no view changes at all
|
|
}
|
|
|
|
if ( ps->pm_type == PM_CCAM) {
|
|
return;
|
|
}
|
|
|
|
if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 1 ) { //RPG-X: RedTechie - This use to be 0 but in rpg-x with or without medics revive 1 health means you die!
|
|
return; // no view changes at all
|
|
}
|
|
|
|
|
|
//TiM - Bookmark
|
|
//With a flag here, a change to the client side player rotation code there,
|
|
//we could actually make it EVA suit users could rotate fully in all directions
|
|
//when in space. :)
|
|
|
|
//Com_Printf( "Before: %f %f %f\n", ps->viewangles[0], ps->viewangles[1], ps->viewangles[2]);
|
|
|
|
// circularly clamp the angles with deltas
|
|
for (i=0 ; i<3 ; i++) {
|
|
temp = cmd->angles[i] + ps->delta_angles[i];
|
|
if ( i == PITCH && !pm->ps->powerups[PW_FLIGHT] && !(( pm->ps->powerups[PW_EVOSUIT] ) && ( pm->ps->gravity == 0 )) ) {
|
|
// 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 PmoveSingle (pmove_t *pmove) {
|
|
playerState_t *ps = pmove->ps;
|
|
|
|
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(ps->legsTimer > 0 ) {
|
|
// Com_Printf("%i, %i\n", ps->legsTimer, ps->torsoTimer);
|
|
//}
|
|
|
|
if ( 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 ) {
|
|
ps->eFlags |= EF_TALK;
|
|
} else {
|
|
ps->eFlags &= ~EF_TALK;
|
|
}
|
|
|
|
// set the firing flag for continuous beam weapons
|
|
if ( !(ps->pm_flags & PMF_RESPAWNED) &&
|
|
ps->pm_type != PM_INTERMISSION &&
|
|
ps->pm_type != PM_CCAM &&
|
|
( (pm->cmd.buttons & BUTTON_ATTACK) || (pm->cmd.buttons & BUTTON_ALT_ATTACK) ) &&
|
|
(ps->ammo[ ps->weapon ] || ps->weapon == WP_5))
|
|
{
|
|
if (((ps->weapon == WP_5) && (!ps->ammo[ ps->weapon ])) || (!(pm->cmd.buttons & BUTTON_ALT_ATTACK)))
|
|
{
|
|
ps->eFlags &= ~EF_ALT_FIRING;
|
|
}
|
|
else // if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) <-- implied
|
|
{
|
|
ps->eFlags |= EF_ALT_FIRING;
|
|
}
|
|
|
|
/*if ( ps->weapon == WP_10 )
|
|
{//tech can't use alt attack
|
|
pm->cmd.buttons &=~BUTTON_ALT_ATTACK;
|
|
pm->cmd.buttons |= BUTTON_ATTACK;
|
|
}*/
|
|
//TiM - good riddance to bad coding
|
|
|
|
// This flag should always get set, even when alt-firing
|
|
ps->eFlags |= EF_FIRING;
|
|
}
|
|
else
|
|
{
|
|
ps->eFlags &= ~EF_FIRING;
|
|
ps->eFlags &= ~EF_ALT_FIRING;
|
|
}
|
|
|
|
// clear the respawned flag if attack and use are cleared
|
|
if ( ps->stats[STAT_HEALTH] > 0 &&
|
|
!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
|
|
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 )
|
|
{
|
|
pmove->cmd.buttons = 0;
|
|
pmove->cmd.forwardmove = 0;
|
|
pmove->cmd.rightmove = 0;
|
|
if (pmove->cmd.upmove)
|
|
{
|
|
if (pmove->cmd.upmove > 0)
|
|
{
|
|
pmove->cmd.upmove = 1;
|
|
}
|
|
else
|
|
{
|
|
pmove->cmd.upmove = -1;//allow a tiny bit to keep the duck anim
|
|
}
|
|
}
|
|
}
|
|
|
|
//ph34r teh cheezy hack
|
|
//Disable the ability to jump when getting up animating.
|
|
//This is for the purporse of the medics revive animation
|
|
if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) == BOTH_GET_UP1 ) {
|
|
pm->cmd.upmove = 0;
|
|
}
|
|
|
|
//If the legs are playing a non infinite loop, disable the movement keys.
|
|
//Else the player slides on their feet :S
|
|
if ( (ps->stats[EMOTES] & EMOTE_LOWER &&( ps->stats[EMOTES] & EMOTE_CLAMP_BODY )) || ( ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) ) { //EMOTE_LOWER
|
|
pmove->cmd.forwardmove = 0;
|
|
pmove->cmd.rightmove = 0;
|
|
//pmove->cmd.upmove = Q_fabs( pmove->cmd.upmove );
|
|
}
|
|
|
|
if ( ps->stats[EMOTES] & ( EMOTE_LOWER | EMOTE_UPPER ) ) {
|
|
if (pmove->cmd.buttons & MASK_KILL_EMOTES || pmove->cmd.upmove != 0 ) {
|
|
ps->stats[EMOTES] &= ~EMOTE_MASK_BOTH;
|
|
|
|
ps->legsTimer = 0;
|
|
ps->stats[LEGSTIMER] = 0;
|
|
}
|
|
}
|
|
|
|
//TiM: Injured system
|
|
//Disable the ability to toggle walking,
|
|
//and slow player down. :)
|
|
if ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH ) {
|
|
pm->cmd.buttons &= ~BUTTON_WALKING;
|
|
}
|
|
|
|
//TiM : Override for looping animation emotes
|
|
//If player touches move keys, cancel emotes
|
|
/*if ( pmove->cmd.upmove || pmove->cmd.rightmove || pmove->cmd.forwardmove || ( pmove->cmd.buttons & MASK_KILL_EMOTES ) ) {
|
|
//if ( ( ps->pm_flags & ANIM_LOWER_LOOPING ) || ( ps->pm_flags & ANIM_UPPER_LOOPING ) ) {
|
|
if ( ps->stats[EMOTES] & EMOTE_LOWER || ps->stats[EMOTES] & EMOTE_UPPER ) {
|
|
ps->stats[EMOTES] &= ~EMOTE_MASK_BOTH;
|
|
|
|
ps->legsTimer = -1;
|
|
//ps->torsoTimer = 0;
|
|
}
|
|
}*/
|
|
|
|
// clear all pmove local vars
|
|
memset (&pml, 0, sizeof(pml));
|
|
|
|
// determine the time
|
|
pml.msec = pmove->cmd.serverTime - ps->commandTime;
|
|
if ( pml.msec < 1 ) {
|
|
pml.msec = 1;
|
|
} else if ( pml.msec > 200 ) {
|
|
pml.msec = 200;
|
|
}
|
|
ps->commandTime = pmove->cmd.serverTime;
|
|
|
|
// save old org in case we get stuck
|
|
VectorCopy (ps->origin, pml.previous_origin);
|
|
|
|
// save old velocity for crashlanding
|
|
VectorCopy (ps->velocity, pml.previous_velocity);
|
|
|
|
pml.frametime = pml.msec * 0.001;
|
|
|
|
if (ps->pm_type == PM_FREEZE /*|| ps->introTime > pm->cmd.serverTime*/ )
|
|
{
|
|
PM_FreezeMove();
|
|
return; // no movement at all
|
|
}
|
|
|
|
// update the viewangles
|
|
PM_UpdateViewAngles( ps, &pm->cmd );
|
|
|
|
AngleVectors (ps->viewangles, pml.forward, pml.right, pml.up);
|
|
|
|
if ( pm->cmd.upmove < 10 ) {
|
|
// not holding jump
|
|
ps->pm_flags &= ~PMF_JUMP_HELD;
|
|
}
|
|
|
|
// decide if backpedaling animations should be used
|
|
if ( pm->cmd.forwardmove < 0 ) {
|
|
ps->pm_flags |= PMF_BACKWARDS_RUN;
|
|
} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
|
|
ps->pm_flags &= ~PMF_BACKWARDS_RUN;
|
|
}
|
|
|
|
if ( ps->pm_type >= PM_DEAD ) {
|
|
pm->cmd.forwardmove = 0;
|
|
pm->cmd.rightmove = 0;
|
|
pm->cmd.upmove = 0;
|
|
}
|
|
|
|
|
|
if ( ps->pm_type == PM_SPECTATOR ) {
|
|
PM_CheckDuck ();
|
|
PM_FlyMove ();
|
|
PM_DropTimers ();
|
|
return;
|
|
}
|
|
|
|
|
|
if ( ps->pm_type == PM_SPECTATOR )
|
|
{
|
|
PM_CheckDuck ();
|
|
PM_FlyMove();
|
|
PM_DropTimers ();
|
|
return;
|
|
}
|
|
|
|
if ( ps->pm_type == PM_NOCLIP ) {
|
|
PM_NoclipMove ();
|
|
PM_DropTimers ();
|
|
return;
|
|
}
|
|
|
|
if ( ps->pm_type == PM_CCAM) {
|
|
return;
|
|
}
|
|
|
|
if ( ps->pm_type == PM_INTERMISSION ) {
|
|
return; // no movement at all
|
|
}
|
|
|
|
// set watertype, and waterlevel
|
|
PM_SetWaterLevel();
|
|
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;
|
|
}
|
|
|
|
// set mins, maxs, and viewheight
|
|
PM_CheckDuck ();
|
|
|
|
// set groundentity
|
|
PM_GroundTrace();
|
|
|
|
if ( ps->pm_type == PM_DEAD ) {
|
|
PM_DeadMove ();
|
|
}
|
|
|
|
if ( ps->powerups[PW_FLIGHT] ) {
|
|
// flight powerup doesn't allow jump and has different friction
|
|
PM_FlyMove();
|
|
} else if ((( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ))) {
|
|
//RPG-X | Phenix | 8/8/2004
|
|
//The player is in 0 G and is wearing an evo suit...
|
|
PM_FlyMove();
|
|
} else if (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();
|
|
|
|
PM_Use();
|
|
|
|
// torso animation
|
|
PM_TorsoAnimation();
|
|
|
|
// footstep events / legs animations
|
|
PM_Footsteps();
|
|
|
|
// entering / leaving water splashes
|
|
PM_WaterEvents();
|
|
|
|
//PM_DoEmote();
|
|
|
|
PM_DropTimers();
|
|
|
|
// snap some parts of playerstate to save network bandwidth
|
|
SnapVector( 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;
|
|
}
|
|
|
|
// 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 ( msec > 66 ) {
|
|
msec = 66;
|
|
}
|
|
pmove->cmd.serverTime = pmove->ps->commandTime + msec;
|
|
PmoveSingle( pmove );
|
|
}
|
|
|
|
}
|