264 lines
7.5 KiB
C
Executable file
264 lines
7.5 KiB
C
Executable file
/*
|
|
Copyright 2016-2018 Marco "eukara" Hladik
|
|
|
|
MIT LICENSE
|
|
|
|
Permission is hereby granted, free of charge, to any person
|
|
obtaining a copy of this software and associated documentation
|
|
files (the "Software"), to deal in the Software without
|
|
restriction, including without limitation the rights to use,
|
|
copy, modify, merge, publish, distribute, sublicense, and/or
|
|
sell copies of the Software, and to permit persons to whom the
|
|
Software is furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be
|
|
included in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
|
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
|
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
|
OTHER DEALINGS IN THE SOFTWARE.
|
|
*/
|
|
|
|
void Player_PreUpdate(void);
|
|
void Player_ResetPrediction(void);
|
|
|
|
.float pmove_frame;
|
|
|
|
.vector netorigin;
|
|
.vector netangles;
|
|
.vector netvelocity;
|
|
.float netflags;
|
|
.float netpmove_flags;
|
|
|
|
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"
|
|
};
|
|
|
|
//.float bonecontrol1; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
|
//.float bonecontrol2; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
|
//.float bonecontrol3; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
|
//.float bonecontrol4; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
|
//.float bonecontrol5; //Halflife model format bone controller. This typically affects the mouth.
|
|
//.float subblendfrac; //Weird animation value specific to halflife models. On player models, this typically affects the spine's pitch.
|
|
//.float basesubblendfrac; // legs part.
|
|
.float subblend2frac; // Up/Down
|
|
|
|
void Player_Gun_Offset(void)
|
|
{
|
|
vector v1, v2;
|
|
self.eGunModel.angles = self.angles; // Set it to something consistent
|
|
gettaginfo(self, self.fWeaponBoneID); // Updates the v_ globals for the player hand bone angle
|
|
v1 = vectoangles(v_right, v_up); // Create angles from the v_ matrix
|
|
gettaginfo(self.eGunModel, self.eGunModel.fWeaponBoneID); // Updates the v_ globals for the weapon hand bone angle
|
|
v2 = vectoangles(v_right, v_up);
|
|
self.eGunModel.angles = self.angles + (v1 - v2); // The difference is applied
|
|
|
|
// Fix the origin
|
|
setorigin(self.eGunModel, self.origin); // Set it to something consistent
|
|
vector vOffset = gettaginfo(self.eGunModel, self.eGunModel.fWeaponBoneID) - gettaginfo(self, self.fWeaponBoneID);
|
|
setorigin(self.eGunModel, self.origin - vOffset);
|
|
}
|
|
|
|
void Player_Draw (void)
|
|
{
|
|
if (!self.eGunModel) {
|
|
self.eGunModel = spawn();
|
|
self.eGunModel.classname = "pmodel";
|
|
self.eGunModel.owner = self;
|
|
}
|
|
|
|
self.subblend2frac = self.flUpAngle;
|
|
|
|
// Only bother updating the model if the weapon has changed
|
|
if (self.fWeaponLast != self.weapon) {
|
|
if (self.weapon) {
|
|
setmodel(self.eGunModel, sPModels[self.weapon - 1]);
|
|
} else {
|
|
setmodel(self.eGunModel, "");
|
|
}
|
|
self.fWeaponLast = self.weapon;
|
|
|
|
// Update the bone index of the current p_ model so we can calculate the offset
|
|
// Get the weapon bone ID for the current player model
|
|
self.fWeaponBoneID = gettagindex(self, "Bip01 R Hand");
|
|
self.eGunModel.fWeaponBoneID = gettagindex(self.eGunModel, "Bip01 R Hand");
|
|
}
|
|
|
|
Animation_PlayerUpdate();
|
|
/*makevectors([0, self.angles[1], 0]);
|
|
float fDirection = dotproduct(self.velocity, v_forward);
|
|
|
|
if (fDirection != 0)
|
|
print(sprintf("fDirection: %d\n", fDirection));
|
|
|
|
if (fDirection < 0) {
|
|
self.baseframe1time -= clframetime;
|
|
self.baseframe2time -= clframetime;
|
|
self.frame2time -= clframetime;
|
|
self.frame1time -= clframetime;
|
|
} else {*/
|
|
self.baseframe1time += clframetime;
|
|
self.baseframe2time += clframetime;
|
|
self.frame2time += clframetime;
|
|
self.frame1time += clframetime;
|
|
/*}*/
|
|
self.bonecontrol5 = getplayerkeyfloat(self.entnum - 1, "voiploudness");
|
|
|
|
makevectors([0, self.angles[1], 0]);
|
|
float fCorrect = dotproduct(self.velocity, v_right);
|
|
|
|
float a, s;
|
|
if (self.velocity[0] == 0 && self.velocity[1] == 0) {
|
|
a = 0;
|
|
s = 0;
|
|
} else {
|
|
a = self.angles[1] - vectoyaw(self.velocity);
|
|
s = vlen(self.velocity);
|
|
if (s < 100) {
|
|
a *= s/100;
|
|
}
|
|
}
|
|
s /= 400;
|
|
|
|
/* Clamp */
|
|
if (a < -180) {
|
|
a += 360;
|
|
}
|
|
if (a > 180) {
|
|
a -= 360;
|
|
}
|
|
if (a > 120) {
|
|
a = 120;
|
|
}
|
|
if (a < -120) {
|
|
a = -120;
|
|
}
|
|
|
|
/* Turn torso */
|
|
self.subblendfrac = (a)/-120;
|
|
|
|
/* Correct the legs */
|
|
self.angles[1] -= a;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Player_PreDraw
|
|
=================
|
|
*/
|
|
void Player_DrawVoice(void)
|
|
{
|
|
if (getplayerkeyfloat(self.entnum - 1, INFOKEY_P_VOIPSPEAKING)) {
|
|
vector vpos = self.origin + [0,0,48];
|
|
makevectors(view_angles);
|
|
R_BeginPolygon("gfx/vgui/icntlk_pl");
|
|
R_PolygonVertex(vpos + v_right*16 - v_up*16, '1 1', [1,1,1], 1);
|
|
R_PolygonVertex(vpos - v_right*16 - v_up*16, '0 1', [1,1,1], 1);
|
|
R_PolygonVertex(vpos - v_right*16 + v_up*16, '0 0', [1,1,1], 1);
|
|
R_PolygonVertex(vpos + v_right*16 + v_up*16, '1 0', [1,1,1], 1);
|
|
R_EndPolygon();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Player_PreDraw
|
|
|
|
Runs as part of the addentities builtin.
|
|
Responsible for player appearance/interpolation.
|
|
=================
|
|
*/
|
|
float Player_PreDraw(void)
|
|
{
|
|
/* Run animations regardless of rendering the player */
|
|
Player_Draw();
|
|
Player_Gun_Offset();
|
|
|
|
if (autocvar_cl_thirdperson == TRUE || self.entnum != player_localentnum) {
|
|
Player_DrawVoice();
|
|
addentity(self);
|
|
addentity(self.eGunModel);
|
|
} else {
|
|
removeentity(self);
|
|
removeentity(self.eGunModel);
|
|
}
|
|
|
|
return PREDRAW_NEXT;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Player_Preupdate
|
|
|
|
We're part way through parsing new player data.
|
|
Propagate our pmove state to whatever the current frame before its stomped on (so any non-networked state updates locally).
|
|
=================
|
|
*/
|
|
void Player_PreUpdate(void)
|
|
{
|
|
self.netorigin = self.origin;
|
|
self.netvelocity = self.velocity;
|
|
self.netflags = self.flags;
|
|
self.netpmove_flags = self.pmove_flags;
|
|
|
|
//we want to predict an exact copy of the data in the new packet
|
|
/*for (; self.pmove_frame <= servercommandframe; self.pmove_frame++) {
|
|
float flSuccess = getinputstate(self.pmove_frame);*/
|
|
for ( int i = servercommandframe + 1; i <= clientcommandframe; i++ ) {
|
|
float flSuccess = getinputstate( i );
|
|
if (flSuccess == FALSE) {
|
|
continue;
|
|
}
|
|
|
|
if (i==clientcommandframe){
|
|
CSQC_Input_Frame();
|
|
}
|
|
|
|
// Partial frames are the worst
|
|
if (input_timelength == 0) {
|
|
break;
|
|
}
|
|
QPhysics_Run(self);
|
|
}
|
|
}
|
|
|
|
void Player_ResetPrediction(void)
|
|
{
|
|
self.origin = self.netorigin;
|
|
self.velocity = self.netvelocity;
|
|
self.flags = self.netflags;
|
|
self.pmove_flags = self.netpmove_flags;
|
|
setorigin( self, self.origin );
|
|
//self.pmove_frame = servercommandframe + 1;
|
|
}
|