Get rid of pmove_water.qc and all that.
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parent
5ad849697e
commit
2f8b36c499
4 changed files with 18 additions and 98 deletions
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@ -5,7 +5,6 @@ weapon_common.h
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animations.h
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animations.qc
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pmove.qc
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pmove_water.qc
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fx_blood.qc
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fx_breakmodel.qc
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@ -1,78 +0,0 @@
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/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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GamePMove_WaterMove(player target)
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{
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if (target.movetype == MOVETYPE_NOCLIP) {
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return;
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}
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#ifdef SERVER
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if (target.health < 0) {
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return;
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}
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/* we've just exited water */
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if (target.waterlevel != 3) {
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if (target.underwater_time < time) {
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Sound_Play(target, CHAN_BODY, "player.gasplight");
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} else if (target.underwater_time < time + 9) {
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Sound_Play(target, CHAN_BODY, "player.gaspheavy");
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}
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target.underwater_time = time + 12;
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} else if (target.underwater_time < time) {
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/* we've been underwater... for too long. */
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if (target.pain_time < time) {
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Damage_Apply(target, world, 5, 0, DMG_DROWN);
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target.pain_time = time + 1;
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}
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}
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#endif
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if (!target.waterlevel){
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if (target.flags & FL_INWATER) {
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#ifdef SERVER
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Sound_Play(target, CHAN_BODY, "player.waterexit");
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#endif
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target.flags &= ~FL_INWATER;
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}
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return;
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}
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#ifdef SERVER
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if (target.watertype == CONTENT_LAVA) {
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if (target.pain_time < time) {
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target.pain_time = time + 0.2;
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Damage_Apply(target, world, 10*target.waterlevel, 0, DMG_BURN);
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}
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} else if (target.watertype == CONTENT_SLIME) {
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if (target.pain_time < time) {
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target.pain_time = time + 1;
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Damage_Apply(target, world, 4*target.waterlevel, 0, DMG_ACID);
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}
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}
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#endif
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if (!(target.flags & FL_INWATER)) {
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#ifdef SERVER
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Sound_Play(target, CHAN_BODY, "player.waterenter");
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target.pain_time = 0;
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#endif
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target.flags |= FL_INWATER;
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}
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}
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@ -101,9 +101,9 @@ NSClientPlayer:NSClientSpectator
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int step;
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float step_time;
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float underwater_time;
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float underwater_dmg;
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float pain_time;
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float m_flUnderwaterTime;
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//float underwater_dmg;
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float m_flPainTime;
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entity last_used;
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@ -240,17 +240,17 @@ NSClientPlayer::Physics_WaterMove(void)
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/* we've just exited water */
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if (WaterLevel() != 3) {
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if (underwater_time < time) {
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if (m_flUnderwaterTime < time) {
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Sound_Play(this, CHAN_BODY, "player.gasplight");
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} else if (underwater_time < time + 9) {
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} else if (m_flUnderwaterTime < time + 9) {
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Sound_Play(this, CHAN_BODY, "player.gaspheavy");
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}
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underwater_time = time + 12;
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} else if (underwater_time < time) {
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m_flUnderwaterTime = time + 12;
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} else if (m_flUnderwaterTime < time) {
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/* we've been underwater... for too long. */
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if (pain_time < time) {
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if (m_flPainTime < time) {
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Damage_Apply(this, world, 5, 0, DMG_DROWN);
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pain_time = time + 1;
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m_flPainTime = time + 1;
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}
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}
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#endif
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@ -267,14 +267,14 @@ NSClientPlayer::Physics_WaterMove(void)
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#ifdef SERVER
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if (WaterLevel() == CONTENT_LAVA) {
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if (pain_time < time) {
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pain_time = time + 0.2;
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Damage_Apply(this, world, 10 * waterlevel, 0, DMG_BURN);
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if (m_flPainTime < time) {
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Damage_Apply(this, world, 10 * WaterLevel(), 0, DMG_BURN);
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m_flPainTime = time + 0.2;
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}
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} else if (WaterLevel() == CONTENT_SLIME) {
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if (pain_time < time) {
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pain_time = time + 1;
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Damage_Apply(this, world, 4 * waterlevel, 0, DMG_ACID);
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if (m_flPainTime < time) {
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Damage_Apply(this, world, 4 * WaterLevel(), 0, DMG_ACID);
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m_flPainTime = time + 1;
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}
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}
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#endif
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@ -282,7 +282,7 @@ NSClientPlayer::Physics_WaterMove(void)
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if (!(GetFlags() & FL_INWATER)) {
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#ifdef SERVER
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Sound_Play(this, CHAN_BODY, "player.waterenter");
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pain_time = 0;
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m_flPainTime = 0;
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#endif
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AddFlags(FL_INWATER);
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}
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@ -347,8 +347,7 @@ NSClientPlayer::Physics_InputPostMove(void)
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Animation_TimerUpdate((player)this, input_timelength);
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Animation_PlayerUpdate((player)this);
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flags &= ~FL_FROZEN;
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RemoveFlags(FL_FROZEN);
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ClientInput();
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}
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@ -417,7 +416,7 @@ NSClientPlayer::Physics_Run(void)
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dest = src + v_forward * 64;
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traceline(src, dest, MOVE_NORMAL, this);
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flags &= ~FL_ONUSABLE;
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RemoveFlags(FL_ONUSABLE);
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if (trace_ent.identity == 1) {
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NSEntity foo = (NSEntity)trace_ent;
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if (foo.PlayerUse) {
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