- Fixed the gamerules regarding bomb defusal kills - Implemented mp_friendlyfire - Fixed cl_thirdperson cvar
258 lines
7.9 KiB
C
Executable file
258 lines
7.9 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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.float pmove_frame;
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.vector netorigin;
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.vector netangles;
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.vector netvelocity;
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.float netpmove_flags;
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string sPModels[ CS_WEAPON_COUNT - 1 ] = {
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"models/p_knife.mdl",
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"models/p_usp.mdl",
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"models/p_glock18.mdl",
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"models/p_deagle.mdl",
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"models/p_p228.mdl",
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"models/p_elite.mdl",
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"models/p_fiveseven.mdl",
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"models/p_m3.mdl",
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"models/p_xm1014.mdl",
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"models/p_mp5.mdl",
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"models/p_p90.mdl",
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"models/p_ump45.mdl",
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"models/p_mac10.mdl",
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"models/p_tmp.mdl",
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"models/p_ak47.mdl",
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"models/p_sg552.mdl",
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"models/p_m4a1.mdl",
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"models/p_aug.mdl",
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"models/p_scout.mdl",
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"models/p_awp.mdl",
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"models/p_g3sg1.mdl",
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"models/p_sg550.mdl",
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"models/p_m249.mdl",
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"models/p_c4.mdl",
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"models/p_flashbang.mdl",
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"models/p_hegrenade.mdl",
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"models/p_smokegrenade.mdl"
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};
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//.float bonecontrol1; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
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//.float bonecontrol2; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
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//.float bonecontrol3; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
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//.float bonecontrol4; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
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//.float bonecontrol5; //Halflife model format bone controller. This typically affects the mouth.
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//.float subblendfrac; //Weird animation value specific to halflife models. On player models, this typically affects the spine's pitch.
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//.float basesubblendfrac; // legs part.
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.float subblend2frac; // Up/Down
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static float Player_Gun_PreDraw (void)
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{
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self.entnum = self.owner.entnum; //so this entity gets its RF_EXTERNALMODEL flag rewritten as needed
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addentity(self);
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self.entnum = 0; //so that findfloat won't find the wrong thing.
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return PREDRAW_NEXT;
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}
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void Player_Draw ( void )
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{
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if ( !self.eGunModel ) {
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self.eGunModel = spawn();
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self.eGunModel.classname = "pmodel";
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self.eGunModel.owner = self;
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self.eGunModel.predraw = Player_Gun_PreDraw;
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self.eGunModel.drawmask = MASK_ENGINE;
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}
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self.subblend2frac = self.flUpAngle;
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// Only bother updating the model if the weapon has changed
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if ( self.fWeaponLast != self.weapon ) {
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if ( self.weapon ) {
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setmodel( self.eGunModel, sPModels[ self.weapon - 1 ] );
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} else {
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setmodel( self.eGunModel, "" );
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}
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self.fWeaponLast = self.weapon;
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// Update the bone index of the current p_ model so we can calculate the offset
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// Get the weapon bone ID for the current player model
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self.fWeaponBoneID = gettagindex( self, "Bip01 R Hand" );
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self.eGunModel.fWeaponBoneID = gettagindex( self.eGunModel, "Bip01 R Hand" );
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}
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Animation_PlayerUpdate();
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/*makevectors( [ 0, self.angles[1], 0 ] );
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float fDirection = dotproduct( self.velocity, v_forward );
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if ( fDirection != 0 )
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print( sprintf( "fDirection: %d\n", fDirection ) );
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if ( fDirection < 0 ) {
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self.baseframe1time -= frametime;
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self.baseframe2time -= frametime;
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self.frame2time -= frametime;
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self.frame1time -= frametime;
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} else {*/
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self.baseframe1time += frametime;
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self.baseframe2time += frametime;
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self.frame2time += frametime;
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self.frame1time += frametime;
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/*}*/
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self.bonecontrol5 = stof( getplayerkeyvalue( player_localnum, INFOKEY_P_VOIPLOUDNESS ) );
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}
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/*
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=================
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Player_PreDraw
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Runs as part of the addentities builtin.
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Responsible for player appearance/interpolation.
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=================
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*/
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float Player_PreDraw( void )
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{
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Player_Draw();
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addentity( self );
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return PREDRAW_NEXT;
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}
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/*
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=================
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Player_Predict
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Runs before every frame is rendered.
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Responsible for local player prediction.
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=================
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*/
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void Player_Predict( void )
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{
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vector vOldOrigin = self.origin = self.netorigin;
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vector vOldAngles = self.angles = self.netangles;
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vector vOldVelocity = self.velocity = self.netvelocity;
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float fOldPMoveFlags = self.pmove_flags = self.netpmove_flags;
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// Don't predict if we're frozen/paused FIXME: FTE doesn't have serverkey_float yet!
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if ( serverkey( SERVERKEY_PAUSESTATE ) == "1" || ( ( getstati( STAT_GAMESTATE ) == GAME_FREEZE ) && ( getstati( STAT_HEALTH ) > 0 ) ) ) {
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pSeat->vPlayerOrigin = self.origin;
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vOldOrigin = pSeat->vPlayerOrigin;
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self.velocity = '0 0 0';
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vOldVelocity = self.velocity;
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fOldPMoveFlags = 0;
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} else {
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if ( getplayerkeyvalue( player_localnum, "*spec" ) == "0" ) {
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self.movetype = MOVETYPE_WALK;
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} else {
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self.movetype = MOVETYPE_NOCLIP;
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}
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for ( int i = self.pmove_frame; i <= clientcommandframe; i++ ) {
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if ( input_timelength == 0 ) {
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break;
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}
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getinputstate( i );
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QPhysics_Run( self );
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}
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}
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if ( autocvar_cl_smoothstairs && self.flags & FL_ONGROUND ) {
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pSeat->vPlayerOriginOld = pSeat->vPlayerOrigin;
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if ( ( self.jumptime <= 0 ) && ( self.origin_z - pSeat->vPlayerOriginOld.z > 0 ) ) {
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pSeat->vPlayerOriginOld.z += frametime * 150;
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if ( pSeat->vPlayerOriginOld.z > self.origin_z ) {
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pSeat->vPlayerOriginOld.z = self.origin_z;
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}
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if ( self.origin_z - pSeat->vPlayerOriginOld.z > 18 ) {
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pSeat->vPlayerOriginOld.z = self.origin_z - 18;
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}
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pSeat->vPlayerOrigin.z += pSeat->vPlayerOriginOld.z - self.origin_z;
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} else if ( ( self.jumptime <= 0 ) && ( self.origin_z - pSeat->vPlayerOriginOld.z < 0 ) ) {
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pSeat->vPlayerOriginOld.z -= frametime * 250;
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if ( pSeat->vPlayerOriginOld.z < self.origin_z ) {
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pSeat->vPlayerOriginOld.z = self.origin_z;
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}
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if ( self.origin_z - pSeat->vPlayerOriginOld.z > 18 ) {
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pSeat->vPlayerOriginOld.z = self.origin_z - 18;
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}
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pSeat->vPlayerOrigin.z -= pSeat->vPlayerOriginOld.z - self.origin_z;
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} else {
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pSeat->vPlayerOriginOld.z = self.origin_z;
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}
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pSeat->vPlayerVelocity = self.velocity;
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pSeat->vPlayerOrigin = [ self.origin_x, self.origin_y, pSeat->vPlayerOriginOld.z ];
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} else {
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pSeat->vPlayerOrigin = self.origin;
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}
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self.movetype = MOVETYPE_NONE;
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}
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/*
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=================
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Player_Preupdate
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We're part way through parsing new player data.
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Propagate our pmove state to whatever the current frame before its stomped on (so any non-networked state updates locally).
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=================
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*/
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void Player_PreUpdate( void )
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{
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self.origin = self.netorigin;
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self.angles = self.netangles;
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self.velocity = self.netvelocity;
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self.pmove_flags = self.netpmove_flags;
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if ( getplayerkeyvalue( player_localnum, "*spec" ) == "0" ) {
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self.movetype = MOVETYPE_WALK;
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} else {
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self.movetype = MOVETYPE_NOCLIP;
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}
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//we want to predict an exact copy of the data in the new packet
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for ( ; self.pmove_frame <= servercommandframe; self.pmove_frame++ ) {
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if ( getinputstate( self.pmove_frame ) )
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QPhysics_Run( self );
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}
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//we now have self.pmove_flags set properly...
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self.movetype = MOVETYPE_NONE;
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}
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void Player_PostUpdate( void )
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{
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self.netorigin = self.origin;
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self.netangles = self.angles;
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self.netvelocity = self.velocity;
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self.netpmove_flags = self.pmove_flags;
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self.pmove_frame = servercommandframe + 1;
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}
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