- Switched to custom pmove code (early, WIP) instead of the engine one, again - Made nightvision compatible with splitscreen modes - Player animation fixes - Prediction fixes - Fixed radius damage, so grenades and bombs should apply proper damage now - Added func_wall_toggle - Small entity fixes
103 lines
3 KiB
C
Executable file
103 lines
3 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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#define MATH_PI 3.1415926
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float Math_LerpAngle( float fStart, float fEnd, float fAmount ) {
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float shortest_angle = ( ( ( ( fEnd - fStart ) % 360 ) + 540 ) % 360 ) - 180;
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return shortest_angle * fAmount;
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}
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float Math_Lerp( float fA, float fB, float fPercent ) {
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return ( fA * ( 1 - fPercent ) ) + ( fB * fPercent );
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}
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float Math_VectorNormalize( vector v ) {
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float length, ilength;
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length = v_x*v_x + v_y*v_y + v_z*v_z;
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length = sqrt( length ); // FIXME
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if ( length ) {
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ilength = 1 / length;
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v[0] *= ilength;
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v[1] *= ilength;
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v[2] *= ilength;
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}
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return length;
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}
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void Math_VectorScale( vector in, float scale, __inout vector out ) {
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out_x = in_x * scale;
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out_y = in_y * scale;
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out_z = in_z * scale;
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}
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float Math_FixDelta( float fDelta ) {
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if ( fDelta >= 180 ) {
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fDelta -= 360;
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} else if ( fDelta <= -180 ) {
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fDelta += 360;
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}
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return fDelta;
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}
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float Math_CRandom( void ) {
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return 2 * ( random() - 0.5 );
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}
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#if defined(SSQC) || defined(CSQC)
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#ifdef SSQC
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void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos, int iSkipArmor );
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#endif
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//.vector basevelocity;
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int QPhysics_IsStuck( entity eTarget, vector vOffset, vector vecMins, vector vecMaxs )
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{
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if ( eTarget.solid != SOLID_SLIDEBOX ) {
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return FALSE;
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}
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tracebox( eTarget.origin + vOffset, vecMins, vecMaxs, eTarget.origin + vOffset, FALSE, eTarget );
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return trace_startsolid;
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}
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void PMove_Run (void)
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void QPhysics_Run ( entity eTarget )
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{
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float flFallVel = ( eTarget.flags & FL_ONGROUND ) ? 0 : -eTarget.velocity_z;
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eTarget.maxspeed = Game_GetMaxSpeed( eTarget );
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//runstandardplayerphysics( eTarget );
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PMove_Run();
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#ifdef SSQC
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if ( ( eTarget.flags & FL_ONGROUND ) && eTarget.movetype == MOVETYPE_WALK && ( flFallVel > 580 )) {
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float fFallDamage = ( flFallVel - 580 ) * ( 100 / ( 1024 - 580 ) );
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Damage_Apply( eTarget, world, fFallDamage, eTarget.origin, FALSE );
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}
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#endif
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}
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#endif
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