multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode. Remove GS_RENDERFX option. Too many entities rely on its functionality anyway. Fixed some rendermode behaviour - ladders will no longer be visible. You can now see the playermodel (and no longer the viewmodel) in mirrors. Fixed a lot of warnings.
183 lines
4.5 KiB
C++
183 lines
4.5 KiB
C++
/*
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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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#define CUSTOMPLAYERPHYSICS
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#ifdef CUSTOMPLAYERPHYSICS
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void PMoveCustom_Init(void);
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#ifdef SERVER
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void PMoveCustom_StartFrame(void);
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#endif
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#endif
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#ifndef PMOVE_STEPHEIGHT
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#define PMOVE_STEPHEIGHT 18
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#endif
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#ifndef PMOVE_AIRSTEPHEIGHT
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#define PMOVE_AIRSTEPHEIGHT 18
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#endif
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#ifndef PMOVE_FRICTION
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#define PMOVE_FRICTION 4
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#endif
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#ifndef PMOVE_EDGEFRICTION
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#define PMOVE_EDGEFRICTION 1
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#endif
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#ifndef PMOVE_STOPSPEED
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#define PMOVE_STOPSPEED 75
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#endif
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#ifndef PMOVE_GRAVITY
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#define PMOVE_GRAVITY 800
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#endif
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#ifndef PMOVE_AIRACCELERATE
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#define PMOVE_AIRACCELERATE 10
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#endif
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#ifndef PMOVE_WATERACCELERATE
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#define PMOVE_WATERACCELERATE 8
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#endif
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#ifndef PMOVE_ACCELERATE
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#define PMOVE_ACCELERATE 8
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#endif
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#ifndef PMOVE_MAXSPEED
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#define PMOVE_MAXSPEED 270
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#endif
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#ifndef PMOVE_STEP_WALKSPEED
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#define PMOVE_STEP_WALKSPEED 135
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#endif
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#ifndef PMOVE_STEP_RUNSPEED
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#define PMOVE_STEP_RUNSPEED 220
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#endif
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#ifndef PHY_VIEWPOS
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#define PHY_VIEWPOS [0,0,28]
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#endif
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#ifndef PHY_VIEWPOS_CROUCHED
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#define PHY_VIEWPOS_CROUCHED [0,0,12]
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#endif
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/* stamina system, inspired by idTech 4 */
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#ifndef PMOVE_STAMINA
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#define PMOVE_STAMINA 24
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#endif
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#ifndef PMOVE_STAMINARATE
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#define PMOVE_STAMINARATE 0.75
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#endif
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#ifndef PMOVE_STAMINATHRESHOLD
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#define PMOVE_STAMINATHRESHOLD 4
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#endif
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/* Those are constant for HL BSP and CANNOT be changed.
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* Blame Valve for purchasing a Quake II license but not
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* scrapping hull sizes for their .bsp format...
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* however, you can offset them */
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#ifndef PHY_HULL_MIN
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#define PHY_HULL_MIN [-16,-16,-36]
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#endif
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#ifndef PHY_HULL_MAX
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#define PHY_HULL_MAX [16,16,36]
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#endif
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#ifndef PHY_HULL_CROUCHED_MIN
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#define PHY_HULL_CROUCHED_MIN [-16,-16,-18]
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#endif
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#ifndef PHY_HULL_CROUCHED_MAX
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#define PHY_HULL_CROUCHED_MAX [16,16,18]
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#endif
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/* if they're undefined by a config, they'll be set by the game/mod default */
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var float autocvar_sv_stepheight = PMOVE_STEPHEIGHT;
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var float autocvar_sv_airstepheight = PMOVE_AIRSTEPHEIGHT;
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var float autocvar_sv_friction = PMOVE_FRICTION;
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var float autocvar_sv_edgefriction = PMOVE_EDGEFRICTION;
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var float autocvar_sv_stopspeed = PMOVE_STOPSPEED;
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var float autocvar_sv_gravity = PMOVE_GRAVITY;
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var float autocvar_sv_airaccelerate = PMOVE_AIRACCELERATE;
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var float autocvar_sv_wateraccelerate = PMOVE_WATERACCELERATE;
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var float autocvar_sv_accelerate = PMOVE_ACCELERATE;
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var float autocvar_sv_maxspeed = PMOVE_MAXSPEED;
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void
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PMove_Init(void)
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{
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#ifdef SERVER
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cvar_set("sv_stepheight", ftos(PMOVE_STEPHEIGHT));
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cvar_set("sv_airstepheight", ftos(PMOVE_AIRSTEPHEIGHT));
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cvar_set("sv_friction", ftos(PMOVE_FRICTION));
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cvar_set("sv_edgefriction", ftos(PMOVE_EDGEFRICTION));
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cvar_set("sv_stopspeed", ftos(PMOVE_STOPSPEED));
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cvar_set("sv_gravity", ftos(PMOVE_GRAVITY));
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cvar_set("sv_airaccelerate", ftos(PMOVE_AIRACCELERATE));
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cvar_set("sv_wateraccelerate", ftos(PMOVE_WATERACCELERATE));
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cvar_set("sv_accelerate", ftos(PMOVE_ACCELERATE));
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cvar_set("sv_maxspeed", ftos(PMOVE_MAXSPEED));
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#endif
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#ifdef CUSTOMPLAYERPHYSICS
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PMoveCustom_Init();
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#endif
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}
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#ifdef SERVER
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void
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PMove_StartFrame(void)
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{
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#ifdef CUSTOMPLAYERPHYSICS
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PMoveCustom_StartFrame();
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#endif
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}
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#endif
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/* simple bounds check */
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int
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PMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs)
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{
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vector bound;
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if (eTarget.solid != SOLID_SLIDEBOX) {
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return (0);
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}
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bound = eTarget.origin + vOffset;
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tracebox(bound, vecMins, vecMaxs, bound, MOVE_NORMAL, eTarget);
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return trace_startsolid;
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}
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/* it all starts here, this function is called by both CLIENT and SERVER for
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obvious prediction purposes. The SERVER will usually do this in the
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Game_RunClientCommand function and the CLIENT will do so in both the
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prediction places of Predict_PreFrame and Player_ReceiveEntity */
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void
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PMove_Run(void)
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{
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player pl = (player)self;
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pl.Physics_Run();
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}
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