nuclide/Source/Client/Player.c
eukara d86ddeff76 Fixed a potential client crash with cl_thirdperson set to 1
Made it so you can at least navigate the UI with the number keys
2017-11-13 16:52:01 -06:00

161 lines
4.7 KiB
C
Executable file

/*
FreeCS 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.
*/
string sPModels[ CS_WEAPON_COUNT - 1 ] = {
"models/p_knife.mdl",
"models/p_usp.mdl",
"models/p_glock18.mdl",
"models/p_deagle.mdl",
"models/p_p228.mdl",
"models/p_elite.mdl",
"models/p_fiveseven.mdl",
"models/p_m3.mdl",
"models/p_xm1014.mdl",
"models/p_mp5.mdl",
"models/p_p90.mdl",
"models/p_ump45.mdl",
"models/p_mac10.mdl",
"models/p_tmp.mdl",
"models/p_ak47.mdl",
"models/p_sg552.mdl",
"models/p_m4a1.mdl",
"models/p_aug.mdl",
"models/p_scout.mdl",
"models/p_awp.mdl",
"models/p_g3sg1.mdl",
"models/p_sg550.mdl",
"models/p_m249.mdl",
"models/p_c4.mdl",
"models/p_flashbang.mdl",
"models/p_hegrenade.mdl",
"models/p_smokegrenade.mdl"
};
void Player_Draw( void ) {
if ( !self.eGunModel ) {
self.eGunModel = spawn();
self.eGunModel.drawmask = MASK_ENGINE;
// Get the weapon bone ID for the current player model
self.fWeaponBoneID = gettagindex( self, "Bip01 R Hand" );
}
// Only bother updating the model if the weapon has changed
if ( self.fWeaponLast != self.weapon ) {
setmodel( self.eGunModel, sPModels[ self.weapon - 1 ] );
self.fWeaponLast = self.weapon;
// Update the bone index of the current p_ model so we can calculate the offset
self.eGunModel.fWeaponBoneID = gettagindex( self.eGunModel, "Bip01 R Hand" );
}
Animation_PlayerUpdate();
self.baseframe1time += frametime;
self.frame1time += frametime;
self.baseframe2time += frametime;
self.frame2time += frametime;
}
/*
=================
Player_PreDraw
Run every before every frame is rendered.
Responsible for local player prediction and other player appearance/interpolation.
=================
*/
float Player_PreDraw( void ) {
if ( self.entnum == player_localentnum ) {
vector vOldOrigin;
vector vOldVelocity;
float fOldPMoveFlags;
// Don't predict if we're frozen/paused FIXME: FTE doesn't have serverkey_float yet!
if ( serverkey( SERVERKEY_PAUSESTATE ) == "1" || ( ( getstati( STAT_GAMESTATE ) == GAME_FREEZE ) && ( getstati( STAT_HEALTH ) > 0 ) ) ) {
vPlayerOrigin = self.origin;
vOldOrigin = vPlayerOrigin;
self.velocity = '0 0 0';
vOldVelocity = self.velocity;
fOldPMoveFlags = 0;
} else {
vOldOrigin = self.origin;
vOldVelocity = self.velocity;
fOldPMoveFlags = self.pmove_flags;
if ( getplayerkeyvalue( player_localnum, "*spec" ) == "0" ) {
self.movetype = MOVETYPE_WALK;
} else {
self.movetype = MOVETYPE_NOCLIP;
}
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;
}
vPlayerVelocity = self.velocity;
if ( autocvar_cl_thirdperson == TRUE && getstatf( STAT_HEALTH ) > 0 ) {
static vector vStart;
static vector vEnd;
makevectors( view_angles );
vStart = [ self.origin_x, self.origin_y, vPlayerOriginOld_z + 8 ] + ( v_right * 4 );
vEnd = vStart + ( v_forward * -48 ) + '0 0 8' + ( v_right * 4 );
traceline( vStart, vEnd, FALSE, self );
vPlayerOrigin = trace_endpos + ( v_forward * 5 );
self.renderflags = 0;
Player_Draw();
} else {
if ( self.eGunModel ) {
remove( self.eGunModel );
}
self.renderflags = RF_EXTERNALMODEL;
vPlayerOrigin = [ self.origin_x, self.origin_y, vPlayerOriginOld_z ];
}
addentity( self );
self.origin = vOldOrigin;
setorigin( self, self.origin );
self.velocity = vOldVelocity;
self.pmove_flags = fOldPMoveFlags;
self.movetype = MOVETYPE_NONE;
} else {
Player_Draw();
addentity( self );
}
return PREDRAW_NEXT;
}