245 lines
7.3 KiB
C
Executable file
245 lines
7.3 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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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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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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// 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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self.baseframe1time += frametime;
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self.frame1time += frametime;
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self.baseframe2time += frametime;
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self.frame2time += frametime;
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self.bonecontrol5 = stof( getplayerkeyvalue( player_localnum, INFOKEY_P_VOIPLOUDNESS ) );
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//self.subblendfrac = ;
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//self. = self.angles_x / 90;
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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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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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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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if (self.pmove_flags & 0x80000) {
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self.flags |= FL_ONGROUND;
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} else {
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self.flags &~= FL_ONGROUND;
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}
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for ( int i = self.pmove_frame; i <= clientcommandframe; i++ ) {
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getinputstate( i );
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runplayerphysics();
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}
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if ( self.flags & FL_ONGROUND ) {
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self.pmove_flags |= 0x80000;
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}
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}
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pSeat->vPlayerOriginOld = pSeat->vPlayerOrigin;
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if ( ( self.flags & FL_ONGROUND ) && ( 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 {
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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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if ( autocvar_cl_thirdperson == TRUE && getstatf( STAT_HEALTH ) > 0 ) {
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makevectors( view_angles );
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vector vStart = [ self.origin_x, self.origin_y, pSeat->vPlayerOriginOld.z + 8 ] + ( v_right * 4 );
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vector vEnd = vStart + ( v_forward * -48 ) + '0 0 8' + ( v_right * 4 );
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traceline( vStart, vEnd, FALSE, self );
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pSeat->vPlayerOrigin = trace_endpos + ( v_forward * 5 );
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} else {
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pSeat->vPlayerOrigin = [ self.origin_x, self.origin_y, pSeat->vPlayerOriginOld.z ];
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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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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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if ( self.pmove_flags & 0x80000 ) {
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self.flags |= FL_ONGROUND;
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} else {
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self.flags &~= FL_ONGROUND;
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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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runplayerphysics();
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}
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if ( self.flags & FL_ONGROUND ) {
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self.pmove_flags |= 0x80000;
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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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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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