nuclide/Source/Client/Player.c

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/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
float Player_PreDraw( void ) {
if ( self.entnum == player_localentnum ) {
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// Don't predict if we're frozen/paused
if ( serverkey( SERVERKEY_PAUSESTATE ) == "1" || ( ( getstati( STAT_GAMESTATE ) == GAME_FREEZE ) && ( getstati( STAT_HEALTH ) > 0 ) ) ) {
vPlayerOrigin = self.origin;
vPlayerVelocity = '0 0 0';
addentity( self );
return PREDRAW_NEXT;
}
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vector vOldOrigin = self.origin;
vector vOldVelocity = self.velocity;
float fOldPMoveFlags = self.pmove_flags;
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self.movetype = MOVETYPE_WALK;
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for ( int i = servercommandframe + 1; i <= clientcommandframe; i++ ) {
getinputstate( i );
runstandardplayerphysics( self );
}
vPlayerOriginOld = vPlayerOrigin;
if ( ( self.flags & FL_ONGROUND ) && ( self.origin_z - vPlayerOriginOld_z > 0 ) ) {
vPlayerOriginOld_z += frametime * 150;
if ( vPlayerOriginOld_z > self.origin_z ) {
vPlayerOriginOld_z = self.origin_z;
}
if ( self.origin_z - vPlayerOriginOld_z > 18 ) {
vPlayerOriginOld_z = self.origin_z - 18;
}
vPlayerOrigin_z += vPlayerOriginOld_z - self.origin_z;
} else {
vPlayerOriginOld_z = self.origin_z;
}
vPlayerOrigin = [ self.origin_x, self.origin_y, vPlayerOriginOld_z ];
vPlayerVelocity = self.velocity;
addentity( self );
self.origin = vOldOrigin;
setorigin( self, self.origin );
self.velocity = vOldVelocity;
self.pmove_flags = fOldPMoveFlags;
self.movetype = MOVETYPE_NONE;
self.renderflags = RF_EXTERNALMODEL;
} else {
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Animation_PlayerUpdate();
self.baseframe1time += frametime;
self.frame1time += frametime;
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addentity( self );
}
return PREDRAW_NEXT;
}