/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous 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. Tremulous 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 Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* =========================================================================== TREMULOUS EDGE MOD SRC FILE =========================================================================== */ // bg_pmove.c -- both games player movement code // takes a playerstate and a usercmd as input and returns a modifed playerstate #include "../qcommon/q_shared.h" #include "bg_public.h" #include "bg_local.h" pmove_t *pm; pml_t pml; // movement parameters float pm_stopspeed = 100.0f; float pm_duckScale = 0.25f; float pm_swimScale = 0.50f; float pm_wadeScale = 0.70f; float pm_accelerate = 10.0f; float pm_airaccelerate = 1.0f; float pm_wateraccelerate = 4.0f; float pm_flyaccelerate = 4.0f; float pm_friction = 6.0f; float pm_waterfriction = 1.0f; float pm_flightfriction = 6.0f; float pm_hummelfriction = 2.5f; float pm_hummelwalkfriction = 8.0f; float pm_spectatorfriction = 5.0f; int c_pmove = 0; /* =============== PM_AddEvent =============== */ void PM_AddEvent( int newEvent ) { BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps ); } /* =============== PM_AddTouchEnt =============== */ void PM_AddTouchEnt( int entityNum ) { int i; if( entityNum == ENTITYNUM_WORLD ) return; if( pm->numtouch == MAXTOUCH ) return; // see if it is already added for( i = 0 ; i < pm->numtouch ; i++ ) { if( pm->touchents[ i ] == entityNum ) return; } // add it pm->touchents[ pm->numtouch ] = entityNum; pm->numtouch++; } /* =================== PM_StartTorsoAnim =================== */ void PM_StartTorsoAnim( int anim ) { if( PM_Paralyzed( pm->ps->pm_type ) ) return; pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; } /* =================== PM_StartWeaponAnim =================== */ static void PM_StartWeaponAnim( int anim ) { if( PM_Paralyzed( pm->ps->pm_type ) ) return; pm->ps->weaponAnim = ( ( pm->ps->weaponAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; } /* =================== PM_StartLegsAnim =================== */ static void PM_StartLegsAnim( int anim ) { if( PM_Paralyzed( pm->ps->pm_type ) ) return; //legsTimer is clamped too tightly for nonsegmented models if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { if( pm->ps->legsTimer > 0 ) return; // a high priority animation is running } else { if( pm->ps->torsoTimer > 0 ) return; // a high priority animation is running } pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; } /* =================== PM_ContinueLegsAnim =================== */ static void PM_ContinueLegsAnim( int anim ) { if( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) return; //legsTimer is clamped too tightly for nonsegmented models if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { if( pm->ps->legsTimer > 0 ) return; // a high priority animation is running } else { if( pm->ps->torsoTimer > 0 ) return; // a high priority animation is running } PM_StartLegsAnim( anim ); } /* =================== PM_ContinueTorsoAnim =================== */ static void PM_ContinueTorsoAnim( int anim ) { if( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) return; if( pm->ps->torsoTimer > 0 ) return; // a high priority animation is running PM_StartTorsoAnim( anim ); } /* =================== PM_ContinueWeaponAnim =================== */ static void PM_ContinueWeaponAnim( int anim ) { if( ( pm->ps->weaponAnim & ~ANIM_TOGGLEBIT ) == anim ) return; PM_StartWeaponAnim( anim ); } /* =================== PM_ForceLegsAnim =================== */ static void PM_ForceLegsAnim( int anim ) { //legsTimer is clamped too tightly for nonsegmented models if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) pm->ps->legsTimer = 0; else pm->ps->torsoTimer = 0; PM_StartLegsAnim( anim ); } /* ================== PM_ClipVelocity Slide off of the impacting surface ================== */ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) { float backoff; float change; int i; backoff = DotProduct( in, normal ); //Com_Printf( "%1.0f ", backoff ); if( backoff < 0 ) backoff *= overbounce; else backoff /= overbounce; for( i = 0; i < 3; i++ ) { change = normal[ i ] * backoff; //Com_Printf( "%1.0f ", change ); out[ i ] = in[ i ] - change; } //Com_Printf( " " ); } /* ================== PM_Friction Handles both ground friction and water friction ================== */ static void PM_Friction( void ) { vec3_t vec; float *vel; float speed, newspeed, control; float drop, modifier; vel = pm->ps->velocity; // make sure vertical velocity is NOT set to zero when wall climbing VectorCopy( vel, vec ); if( pml.walking && !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) vec[ 2 ] = 0; // ignore slope movement speed = VectorLength( vec ); if( speed < 1 ) { vel[ 0 ] = 0; vel[ 1 ] = 0; // allow sinking underwater // FIXME: still have z friction underwater? return; } drop = 0; // apply ground friction if( pm->waterlevel <= 1 ) { if( ( pml.walking || pml.ladder ) && !( pml.groundTrace.surfaceFlags & SURF_SLICK ) ) { // if getting knocked back, no friction if( !( pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) ) { float stopSpeed = BG_Class( pm->ps->stats[ STAT_CLASS ] )->stopSpeed; float friction = BG_Class( pm->ps->stats[ STAT_CLASS ] )->friction; control = speed < stopSpeed ? stopSpeed : speed; drop += control * friction * pml.frametime; } } } // apply water friction even if just wading if( pm->waterlevel ) drop += speed * pm_waterfriction * pm->waterlevel * pml.frametime; // apply flying friction if( pm->ps->pm_type == PM_JETPACK ) drop += speed * pm_flightfriction * pml.frametime; if( pm->ps->pm_type == PM_SPECTATOR ) drop += speed * pm_spectatorfriction * pml.frametime; //smooth airpounce /* TODO: This causes speed up when using primary attack if using torso if( pm->ps->pm_type == PM_HUMMEL && pm->ps->torsoTimer > 0 ) { pm->ps->torsoTimer -= pml.msec; if( pm->ps->torsoTimer < 0 ) { pm->ps->torsoTimer = 0; } } */ if( pm->ps->pm_type == PM_HUMMEL /*&& pm->ps->torsoTimer <= 0*/ ) { modifier = ( pm->cmd.buttons & BUTTON_WALKING ) ? pm_hummelwalkfriction : pm_hummelfriction; drop += speed * modifier * pml.frametime; } // scale the velocity newspeed = speed - drop; if( newspeed < 0 ) newspeed = 0; newspeed /= speed; vel[ 0 ] = vel[ 0 ] * newspeed; vel[ 1 ] = vel[ 1 ] * newspeed; vel[ 2 ] = vel[ 2 ] * newspeed; } /* ============== PM_Accelerate Handles user intended acceleration ============== */ static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { #if 1 // q2 style int i; float addspeed, accelspeed, currentspeed; currentspeed = DotProduct( pm->ps->velocity, wishdir ); addspeed = wishspeed - currentspeed; if( addspeed <= 0 ) return; accelspeed = accel * pml.frametime * wishspeed; if( accelspeed > addspeed ) accelspeed = addspeed; for( i = 0; i < 3; i++ ) pm->ps->velocity[ i ] += accelspeed * wishdir[ i ]; #else // proper way (avoids strafe jump maxspeed bug), but feels bad vec3_t wishVelocity; vec3_t pushDir; float pushLen; float canPush; VectorScale( wishdir, wishspeed, wishVelocity ); VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); pushLen = VectorNormalize( pushDir ); canPush = accel * pml.frametime * wishspeed; if( canPush > pushLen ) canPush = pushLen; VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); #endif } /* ============ PM_CmdScale Returns the scale factor to apply to cmd movements This allows the clients to use axial -127 to 127 values for all directions without getting a sqrt(2) distortion in speed. ============ */ static float PM_CmdScale( usercmd_t *cmd ) { int max; float total; float scale; float modifier = 1.0f; if( pm->ps->stats[ STAT_TEAM ] == TEAM_HUMANS && pm->ps->pm_type == PM_NORMAL ) { qboolean wasSprinting; qboolean sprint; wasSprinting = sprint = pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST; if( pm->ps->persistant[ PERS_STATE ] & PS_SPRINTTOGGLE ) { if( cmd->buttons & BUTTON_SPRINT && !( pm->ps->pm_flags & PMF_SPRINTHELD ) ) { sprint = !sprint; pm->ps->pm_flags |= PMF_SPRINTHELD; } else if( pm->ps->pm_flags & PMF_SPRINTHELD && !( cmd->buttons & BUTTON_SPRINT ) ) pm->ps->pm_flags &= ~PMF_SPRINTHELD; } else sprint = cmd->buttons & BUTTON_SPRINT; if( sprint ) pm->ps->stats[ STAT_STATE ] |= SS_SPEEDBOOST; else if( wasSprinting && !sprint ) pm->ps->stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; // Walk overrides sprint. We keep the state that we want to be sprinting // (above), but don't apply the modifier, and in g_active we skip taking // the stamina too. if( sprint && !( cmd->buttons & BUTTON_WALKING ) ) modifier *= HUMAN_SPRINT_MODIFIER; else modifier *= HUMAN_JOG_MODIFIER; if( cmd->forwardmove < 0 ) { //can't run backwards modifier *= HUMAN_BACK_MODIFIER; } else if( cmd->rightmove ) { //can't move that fast sideways modifier *= HUMAN_SIDE_MODIFIER; } //must have have stamina to jump if( pm->ps->stats[ STAT_STAMINA ] < STAMINA_SLOW_LEVEL + STAMINA_JUMP_TAKE ) cmd->upmove = 0; //slow down once stamina depletes if( pm->ps->stats[ STAT_STAMINA ] <= STAMINA_SLOW_LEVEL ) modifier *= (float)( pm->ps->stats[ STAT_STAMINA ] + STAMINA_MAX ) / (float)(STAMINA_SLOW_LEVEL + STAMINA_MAX); if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED ) { if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, pm->ps->stats ) || BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) modifier *= CREEP_ARMOUR_MODIFIER; else modifier *= CREEP_MODIFIER; } } if( pm->ps->weapon == WP_ALEVEL4 && pm->ps->pm_flags & PMF_CHARGE ) modifier *= 1.0f + ( pm->ps->stats[ STAT_MISC ] * ( LEVEL4_TRAMPLE_SPEED - 1.0f ) / LEVEL4_TRAMPLE_DURATION ); // Stop player if grabbed by something if( pm->ps->pm_type == PM_GRABBED ) { modifier = 0.0f; } else { // Attack related slow-downs if( cmd->buttons & BUTTON_ATTACK2 ) { //slow player if charging up for a pounce if( pm->ps->weapon == WP_ALEVEL3 || pm->ps->weapon == WP_ALEVEL3_UPG ) modifier *= LEVEL3_POUNCE_SPEED_MOD; else if( pm->ps->weapon == WP_ALEVEL5 ) modifier *= LEVEL5_POUNCE_SPEED_MOD; //slow player if using 2nd rifle mode else if( pm->ps->weapon == WP_MACHINEGUN && pm->ps->weaponstate != WEAPON_RELOADING ) modifier *= RIFLE_2NDMOD; } //slow the player if slow locked if( pm->ps->stats[ STAT_STATE ] & SS_SLOWLOCKED ) modifier *= ABUILDER_BLOB_SPEED_MOD; } if( pm->ps->pm_type != PM_SPECTATOR && pm->ps->pm_type != PM_NOCLIP ) { if( BG_Class( pm->ps->stats[ STAT_CLASS ] )->jumpMagnitude == 0.0f ) cmd->upmove = 0; /* Commented out as the following seems to cause swimming up/down issues for aliens //prevent speed distortions for non ducking classes if( !( pm->ps->pm_flags & PMF_DUCKED ) && pm->ps->pm_type != PM_JETPACK && cmd->upmove < 0 ) cmd->upmove = 0; */ } max = abs( cmd->forwardmove ); if( abs( cmd->rightmove ) > max ) max = abs( cmd->rightmove ); if( abs( cmd->upmove ) > max ) max = abs( cmd->upmove ); if( !max ) return 0; total = sqrt( cmd->forwardmove * cmd->forwardmove + cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove ); scale = (float)pm->ps->speed * max / ( 127.0 * total ) * modifier; return scale; } /* ================ PM_SetMovementDir Determine the rotation of the legs reletive to the facing dir ================ */ static void PM_SetMovementDir( void ) { if( pm->cmd.forwardmove || pm->cmd.rightmove ) { if( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) pm->ps->movementDir = 0; else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) pm->ps->movementDir = 1; else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) pm->ps->movementDir = 2; else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) pm->ps->movementDir = 3; else if( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) pm->ps->movementDir = 4; else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) pm->ps->movementDir = 5; else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) pm->ps->movementDir = 6; else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) pm->ps->movementDir = 7; } else { // if they aren't actively going directly sideways, // change the animation to the diagonal so they // don't stop too crooked if( pm->ps->movementDir == 2 ) pm->ps->movementDir = 1; else if( pm->ps->movementDir == 6 ) pm->ps->movementDir = 7; } } /* ============= PM_CheckCharge ============= */ static void PM_CheckCharge( void ) { /* // Reset hummel pounce payload when walking if (pm->ps->weapon == WP_ALEVEL5) { pm->ps->stats[ STAT_STATE ] &= ~SS_CHARGING; pm->pmext->pouncePayload = 0; } */ if( pm->ps->weapon != WP_ALEVEL4 ) return; if( pm->cmd.buttons & BUTTON_ATTACK2 && !( pm->ps->stats[ STAT_STATE ] & SS_CHARGING ) ) { pm->ps->pm_flags &= ~PMF_CHARGE; return; } if( pm->ps->stats[ STAT_MISC ] > 0 ) pm->ps->pm_flags |= PMF_CHARGE; else pm->ps->pm_flags &= ~PMF_CHARGE; } /* ============= PM_CheckWaterPounce ============= */ static void PM_CheckWaterPounce( void ) { if( pm->ps->weapon != WP_ALEVEL3 && pm->ps->weapon != WP_ALEVEL3_UPG ) return; // We were pouncing, but we've landed into water if( ( pm->waterlevel > 1 ) && ( pm->ps->pm_flags & PMF_CHARGE ) ) { pm->ps->pm_flags &= ~PMF_CHARGE; pm->ps->weaponTime += LEVEL3_POUNCE_REPEAT; } } /* ============= PM_CheckPounce ============= */ static qboolean PM_CheckPounce( void ) { int jumpMagnitude; if( pm->ps->weapon != WP_ALEVEL3 && pm->ps->weapon != WP_ALEVEL3_UPG) return qfalse; // We were pouncing, but we've landed if( pm->ps->groundEntityNum != ENTITYNUM_NONE && ( pm->ps->pm_flags & PMF_CHARGE ) ) { pm->ps->pm_flags &= ~PMF_CHARGE; pm->ps->weaponTime += LEVEL3_POUNCE_REPEAT; return qfalse; } // We're building up for a pounce if( pm->cmd.buttons & BUTTON_ATTACK2) { pm->ps->pm_flags &= ~PMF_CHARGE; return qfalse; } // Can't start a pounce if( ( pm->ps->pm_flags & PMF_CHARGE ) || pm->ps->stats[ STAT_MISC ] < LEVEL3_POUNCE_TIME_MIN || pm->ps->groundEntityNum == ENTITYNUM_NONE ) return qfalse; // Give the player forward velocity and simulate a jump pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->pm_flags |= PMF_CHARGE; pm->ps->groundEntityNum = ENTITYNUM_NONE; if( pm->ps->weapon == WP_ALEVEL3 ) jumpMagnitude = pm->ps->stats[ STAT_MISC ] * LEVEL3_POUNCE_JUMP_MAG / LEVEL3_POUNCE_TIME; else jumpMagnitude = pm->ps->stats[ STAT_MISC ] * LEVEL3_POUNCE_JUMP_MAG_UPG / LEVEL3_POUNCE_TIME_UPG; if( ( pm->cmd.rightmove != 0 ) && ( pm->cmd.forwardmove < 0 ) ) // a dodging pounce-like jump { vec3_t up = { 0.0f, 0.0f, 1.0f }, tmp; jumpMagnitude *= 0.8; RotatePointAroundVector( tmp, up, pml.forward, ( pm->cmd.rightmove > 0 ) ? -90.0f : +90.0f ); VectorMA( pm->ps->velocity, jumpMagnitude, tmp, pm->ps->velocity ); pm->ps->pm_flags &= ~PMF_CHARGE; // jump only - no pounce } else // a standard pounce VectorMA( pm->ps->velocity, jumpMagnitude, pml.forward, pm->ps->velocity ); PM_AddEvent( EV_JUMP ); // Play jumping animation if( pm->cmd.forwardmove >= 1 ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMP ); else PM_ForceLegsAnim( NSPA_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMPB ); else PM_ForceLegsAnim( NSPA_JUMPBACK ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } pm->pmext->pouncePayload = pm->ps->stats[ STAT_MISC ]; pm->ps->stats[ STAT_MISC ] = 0; return qtrue; } /* ============= PM_CheckAirPounce For Hummel only ============= */ static qboolean PM_CheckAirPounce( void ) { int jumpMagnitude; if( pm->ps->weapon != WP_ALEVEL5 ) return qfalse; // We were pouncing, but we've landed if( pm->ps->groundEntityNum != ENTITYNUM_NONE && ( pm->ps->pm_flags & PMF_CHARGE ) ) { pm->ps->pm_flags &= ~PMF_CHARGE; pm->ps->weaponTime += LEVEL5_POUNCE_REPEAT; return qfalse; } // We're building up for a pounce if( pm->cmd.buttons & BUTTON_ATTACK2) { pm->ps->pm_flags &= ~PMF_CHARGE; return qfalse; } // Can't start a pounce if( pm->ps->weapon == WP_ALEVEL5 ) { if( pm->ps->stats[ STAT_MISC ] < LEVEL5_POUNCE_TIME_MIN) return qfalse; } // Give the player forward velocity and simulate a jump pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->pm_flags |= PMF_CHARGE; if( pm->ps->weapon == WP_ALEVEL5 ) jumpMagnitude = pm->ps->stats[ STAT_MISC ] * LEVEL5_POUNCE_JUMP_MAG / LEVEL5_POUNCE_TIME; else jumpMagnitude = 0; VectorMA( pm->ps->velocity, jumpMagnitude, pml.forward, pm->ps->velocity ); PM_AddEvent( EV_AIRPOUNCE ); // Play jumping animation if( pm->cmd.forwardmove >= 1 ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMP ); else PM_ForceLegsAnim( NSPA_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( NSPA_ATTACK1 ); else PM_ForceLegsAnim( NSPA_ATTACK1 ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } pm->pmext->pouncePayload = pm->ps->stats[ STAT_MISC ]; pm->ps->stats[ STAT_MISC ] = 0; return qtrue; } /* ============= PM_CheckWallJump ============= */ static qboolean PM_CheckWallJump( void ) { vec3_t dir, forward, right, movedir, point; vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; float normalFraction = 1.5f; float cmdFraction = 1.0f; float upFraction = 1.5f; trace_t trace; if( !( BG_Class( pm->ps->stats[ STAT_CLASS ] )->abilities & SCA_WALLJUMPER ) ) return qfalse; ProjectPointOnPlane( movedir, pml.forward, refNormal ); VectorNormalize( movedir ); if( pm->cmd.forwardmove < 0 ) VectorNegate( movedir, movedir ); //allow strafe transitions if( pm->cmd.rightmove ) { VectorCopy( pml.right, movedir ); if( pm->cmd.rightmove < 0 ) VectorNegate( movedir, movedir ); } //trace into direction we are moving VectorMA( pm->ps->origin, 0.25f, movedir, point ); pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && trace.plane.normal[ 2 ] < MIN_WALK_NORMAL ) { if( !VectorCompare( trace.plane.normal, pm->ps->grapplePoint ) ) { VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); } } else return qfalse; if( pm->ps->pm_flags & PMF_RESPAWNED ) return qfalse; // don't allow jump until all buttons are up if( pm->cmd.upmove < 10 ) // not holding jump return qfalse; if( pm->ps->pm_flags & PMF_TIME_WALLJUMP ) return qfalse; // must wait for jump to be released if( pm->ps->pm_flags & PMF_JUMP_HELD && pm->ps->grapplePoint[ 2 ] == 1.0f ) { // clear upmove so cmdscale doesn't lower running speed pm->cmd.upmove = 0; return qfalse; } pm->ps->pm_flags |= PMF_TIME_WALLJUMP; pm->ps->pm_time = 200; pml.groundPlane = qfalse; // jumping away pml.walking = qfalse; pm->ps->pm_flags |= PMF_JUMP_HELD; pm->ps->groundEntityNum = ENTITYNUM_NONE; ProjectPointOnPlane( forward, pml.forward, pm->ps->grapplePoint ); ProjectPointOnPlane( right, pml.right, pm->ps->grapplePoint ); VectorScale( pm->ps->grapplePoint, normalFraction, dir ); if( pm->cmd.forwardmove > 0 ) VectorMA( dir, cmdFraction, forward, dir ); else if( pm->cmd.forwardmove < 0 ) VectorMA( dir, -cmdFraction, forward, dir ); if( pm->cmd.rightmove > 0 ) VectorMA( dir, cmdFraction, right, dir ); else if( pm->cmd.rightmove < 0 ) VectorMA( dir, -cmdFraction, right, dir ); VectorMA( dir, upFraction, refNormal, dir ); VectorNormalize( dir ); VectorMA( pm->ps->velocity, BG_Class( pm->ps->stats[ STAT_CLASS ] )->jumpMagnitude, dir, pm->ps->velocity ); //for a long run of wall jumps the velocity can get pretty large, this caps it if( VectorLength( pm->ps->velocity ) > LEVEL2_WALLJUMP_MAXSPEED ) { VectorNormalize( pm->ps->velocity ); VectorScale( pm->ps->velocity, LEVEL2_WALLJUMP_MAXSPEED, pm->ps->velocity ); } PM_AddEvent( EV_JUMP ); if( pm->cmd.forwardmove >= 0 ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMP ); else PM_ForceLegsAnim( NSPA_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMPB ); else PM_ForceLegsAnim( NSPA_JUMPBACK ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } return qtrue; } /* ============= PM_CheckJump ============= */ static qboolean PM_CheckJump( void ) { vec3_t normal; if( pm->ps->groundEntityNum == ENTITYNUM_NONE ) return qfalse; if( BG_Class( pm->ps->stats[ STAT_CLASS ] )->jumpMagnitude == 0.0f ) return qfalse; //can't jump and pounce at the same time if( ( pm->ps->weapon == WP_ALEVEL3 || pm->ps->weapon == WP_ALEVEL3_UPG ) && pm->ps->stats[ STAT_MISC ] > 0 ) return qfalse; //can't jump and charge at the same time if( ( pm->ps->weapon == WP_ALEVEL4 ) && pm->ps->stats[ STAT_MISC ] > 0 ) return qfalse; if( ( pm->ps->stats[ STAT_TEAM ] == TEAM_HUMANS ) && ( pm->ps->stats[ STAT_STAMINA ] < STAMINA_SLOW_LEVEL + STAMINA_JUMP_TAKE ) ) return qfalse; //no bunny hopping off a dodge if( pm->ps->stats[ STAT_TEAM ] == TEAM_HUMANS && pm->ps->pm_time ) return qfalse; if( pm->ps->pm_flags & PMF_RESPAWNED ) return qfalse; // don't allow jump until all buttons are up if( pm->cmd.upmove < 10 ) // not holding jump return qfalse; //can't jump whilst grabbed if( pm->ps->pm_type == PM_GRABBED ) { pm->cmd.upmove = 0; return qfalse; } // must wait for jump to be released if( pm->ps->pm_flags & PMF_JUMP_HELD ) { // clear upmove so cmdscale doesn't lower running speed pm->cmd.upmove = 0; return qfalse; } //don't allow walljump for a short while after jumping from the ground if( BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) ) { pm->ps->pm_flags |= PMF_TIME_WALLJUMP; pm->ps->pm_time = 200; } pml.groundPlane = qfalse; // jumping away pml.walking = qfalse; pm->ps->pm_flags |= PMF_JUMP_HELD; // take some stamina off if( pm->ps->stats[ STAT_TEAM ] == TEAM_HUMANS ) pm->ps->stats[ STAT_STAMINA ] -= STAMINA_JUMP_TAKE; pm->ps->groundEntityNum = ENTITYNUM_NONE; // jump away from wall BG_GetClientNormal( pm->ps, normal ); if( pm->ps->velocity[ 2 ] < 0 ) pm->ps->velocity[ 2 ] = 0; VectorMA( pm->ps->velocity, BG_Class( pm->ps->stats[ STAT_CLASS ] )->jumpMagnitude, normal, pm->ps->velocity ); PM_AddEvent( EV_JUMP ); if( pm->cmd.forwardmove >= 0 ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMP ); else PM_ForceLegsAnim( NSPA_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMPB ); else PM_ForceLegsAnim( NSPA_JUMPBACK ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } return qtrue; } /* ============= PM_CheckWaterJump ============= */ static qboolean PM_CheckWaterJump( void ) { vec3_t spot; int cont; vec3_t flatforward; if( pm->ps->pm_time ) return qfalse; // check for water jump if( pm->waterlevel != 2 ) return qfalse; flatforward[ 0 ] = pml.forward[ 0 ]; flatforward[ 1 ] = pml.forward[ 1 ]; flatforward[ 2 ] = 0; VectorNormalize( flatforward ); VectorMA( pm->ps->origin, 30, flatforward, spot ); spot[ 2 ] += 4; cont = pm->pointcontents( spot, pm->ps->clientNum ); if( !( cont & CONTENTS_SOLID ) ) return qfalse; spot[ 2 ] += 16; cont = pm->pointcontents( spot, pm->ps->clientNum ); if( cont ) return qfalse; // jump out of water VectorScale( pml.forward, 200, pm->ps->velocity ); pm->ps->velocity[ 2 ] = 350; pm->ps->pm_flags |= PMF_TIME_WATERJUMP; pm->ps->pm_time = 2000; return qtrue; } /* =================== PM_WaterJumpMove Flying out of the water =================== */ static void PM_WaterJumpMove( void ) { // waterjump has no control, but falls PM_StepSlideMove( qtrue, qfalse ); pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; if( pm->ps->velocity[ 2 ] < 0 ) { // cancel as soon as we are falling down again pm->ps->pm_flags &= ~PMF_ALL_TIMES; pm->ps->pm_time = 0; } } /* =================== PM_WaterMove =================== */ static void PM_WaterMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; float vel; PM_CheckWaterPounce( ); if( PM_CheckWaterJump( ) ) { PM_WaterJumpMove(); return; } // jump = head for surface if ( pm->cmd.upmove >= 10 ) { if (pm->ps->velocity[2] > -300) { if ( pm->watertype == CONTENTS_WATER ) { pm->ps->velocity[2] = 100; } else if (pm->watertype == CONTENTS_SLIME) { pm->ps->velocity[2] = 80; } else { pm->ps->velocity[2] = 50; } } } PM_Friction( ); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if( !scale ) { wishvel[ 0 ] = 0; wishvel[ 1 ] = 0; wishvel[ 2 ] = -60; // sink towards bottom } else { for( i = 0; i < 3; i++ ) wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; wishvel[ 2 ] += scale * pm->cmd.upmove; } if( pm->cmd.upmove > 0.0f ) wishvel[ 2 ] = JETPACK_FLOAT_SPEED; else if( pm->cmd.upmove < 0.0f ) wishvel[ 2 ] = -JETPACK_SINK_SPEED; else wishvel[ 2 ] = 0.0f; VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); if( wishspeed > pm->ps->speed * pm_swimScale ) wishspeed = pm->ps->speed * pm_swimScale; PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate ); // make sure we can go up slopes easily under water if( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) { vel = VectorLength( pm->ps->velocity ); // slide along the ground plane PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); VectorNormalize( pm->ps->velocity ); VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); } PM_SlideMove( qfalse ); } /* =================== PM_JetPackMove Only with the jetpack =================== */ static void PM_JetPackMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; //normal slowdown PM_Friction( ); scale = PM_CmdScale( &pm->cmd ); // user intentions for( i = 0; i < 2; i++ ) wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; if( pm->cmd.upmove > 0.0f ) wishvel[ 2 ] = JETPACK_FLOAT_SPEED; else if( pm->cmd.upmove < 0.0f ) wishvel[ 2 ] = -JETPACK_SINK_SPEED; else wishvel[ 2 ] = 0.0f; VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate ); PM_StepSlideMove( qfalse, qfalse ); if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_LAND ); else PM_ContinueLegsAnim( NSPA_LAND ); } /* =================== PM_HUMMELFLY Only with Hummel =================== */ static void PM_HUMMELFLY( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; if( PM_CheckAirPounce( ) ) { pm->ps->torsoTimer = 1200; return; } PM_Friction( ); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if( !scale ) { wishvel[ 1 ] = 0; wishvel[ 2 ] = 0; wishvel[ 3 ] = 0; } else { for( i = 0; i < 3; i++ ) wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; wishvel[ 2 ] += scale * pm->cmd.upmove; } VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ) ; wishspeed *= scale ; PM_Accelerate( wishdir, wishspeed, BG_Class( pm->ps->stats[ STAT_CLASS ] )->airAcceleration ); PM_StepSlideMove( qfalse, qfalse ); if( pm->ps->weapon == WP_ALEVEL5 /*&& pm->cmd.buttons & BUTTON_WALKING*/ ) { PM_ContinueLegsAnim( NSPA_SWIM ); } else if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_LAND ); else PM_ContinueLegsAnim( NSPA_LAND ); } /* =================== PM_FlyMove Only with the flight powerup =================== */ static void PM_FlyMove( void ) { // int i; vec3_t wishvel,wishdir; float wishspeed,scale; // normal slowdown PM_Friction( ); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if( !scale ) { VectorSet(wishvel,0.f,0.f,0.f); } else { VectorScale(pml.forward,scale*pm->cmd.forwardmove,wishvel); VectorMA(wishvel,scale*pm->cmd.rightmove,pml.right,wishvel); wishvel[ 2 ] += scale * pm->cmd.upmove; } VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate ); PM_StepSlideMove( qfalse, qfalse ); } /* =================== PM_AirMove =================== */ static void PM_AirMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; PM_CheckWallJump( ); PM_Friction( ); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir( ); // project moves down to flat plane pml.forward[ 2 ] = 0; pml.right[ 2 ] = 0; VectorNormalize( pml.forward ); VectorNormalize( pml.right ); for( i = 0; i < 2; i++ ) wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; wishvel[ 2 ] = 0; VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); wishspeed *= scale; // not on ground, so little effect on velocity PM_Accelerate( wishdir, wishspeed, BG_Class( pm->ps->stats[ STAT_CLASS ] )->airAcceleration ); // we may have a ground plane that is very steep, even // though we don't have a groundentity // slide along the steep plane if( pml.groundPlane ) PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); PM_StepSlideMove( qtrue, qfalse ); } /* =================== PM_ClimbMove =================== */ static void PM_ClimbMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; float accelerate; float vel; if( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) { // begin swimming PM_WaterMove( ); return; } if( PM_CheckJump( ) || PM_CheckPounce( ) ) { // jumped away if( pm->waterlevel > 1 ) PM_WaterMove( ); else PM_AirMove( ); return; } PM_Friction( ); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir( ); // project the forward and right directions onto the ground plane PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); // VectorNormalize( pml.forward ); VectorNormalize( pml.right ); for( i = 0; i < 3; i++ ) wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; // when going up or down slopes the wish velocity should Not be zero // wishvel[2] = 0; VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); wishspeed *= scale; // clamp the speed lower if ducking if( pm->ps->pm_flags & PMF_DUCKED ) { if( wishspeed > pm->ps->speed * pm_duckScale ) wishspeed = pm->ps->speed * pm_duckScale; } // clamp the speed lower if wading or walking on the bottom if( pm->waterlevel ) { float waterScale; waterScale = pm->waterlevel / 3.0; waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; if( wishspeed > pm->ps->speed * waterScale ) wishspeed = pm->ps->speed * waterScale; } // when a player gets hit, they temporarily lose // full control, which allows them to be moved a bit if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) accelerate = BG_Class( pm->ps->stats[ STAT_CLASS ] )->airAcceleration; else accelerate = BG_Class( pm->ps->stats[ STAT_CLASS ] )->acceleration; PM_Accelerate( wishdir, wishspeed, accelerate ); if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; vel = VectorLength( pm->ps->velocity ); // slide along the ground plane PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); // don't decrease velocity when going up or down a slope VectorNormalize( pm->ps->velocity ); VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); // don't do anything if standing still if( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] && !pm->ps->velocity[ 2 ] ) return; PM_StepSlideMove( qfalse, qfalse ); } /* =================== PM_WalkMove =================== */ static void PM_WalkMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; float accelerate; if( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) { // begin swimming PM_WaterMove( ); return; } if( PM_CheckJump( ) || PM_CheckPounce( ) ) { // jumped away if( pm->waterlevel > 1 ) PM_WaterMove( ); else PM_AirMove( ); return; } //charging PM_CheckCharge( ); PM_Friction( ); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir( ); // project moves down to flat plane pml.forward[ 2 ] = 0; pml.right[ 2 ] = 0; // project the forward and right directions onto the ground plane PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); // VectorNormalize( pml.forward ); VectorNormalize( pml.right ); for( i = 0; i < 3; i++ ) wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; // when going up or down slopes the wish velocity should Not be zero // wishvel[2] = 0; VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); wishspeed *= scale; // clamp the speed lower if ducking if( pm->ps->pm_flags & PMF_DUCKED ) { if( wishspeed > pm->ps->speed * pm_duckScale ) wishspeed = pm->ps->speed * pm_duckScale; } // clamp the speed lower if wading or walking on the bottom if( pm->waterlevel ) { float waterScale; waterScale = pm->waterlevel / 3.0; waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; if( wishspeed > pm->ps->speed * waterScale ) wishspeed = pm->ps->speed * waterScale; } // when a player gets hit, they temporarily lose // full control, which allows them to be moved a bit if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) accelerate = BG_Class( pm->ps->stats[ STAT_CLASS ] )->airAcceleration; else accelerate = BG_Class( pm->ps->stats[ STAT_CLASS ] )->acceleration; PM_Accelerate( wishdir, wishspeed, accelerate ); //Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]); //Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity)); if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; else { // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; } // slide along the ground plane PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); // don't do anything if standing still if( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] ) return; PM_StepSlideMove( qfalse, qfalse ); //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); } /* =================== PM_LadderMove Basically a rip of PM_WaterMove with a few changes =================== */ static void PM_LadderMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; float vel; PM_Friction( ); scale = PM_CmdScale( &pm->cmd ); for( i = 0; i < 3; i++ ) wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; wishvel[ 2 ] += scale * pm->cmd.upmove; VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); if( wishspeed > pm->ps->speed * pm_swimScale ) wishspeed = pm->ps->speed * pm_swimScale; PM_Accelerate( wishdir, wishspeed, pm_accelerate ); //slanty ladders if( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0.0f ) { vel = VectorLength( pm->ps->velocity ); // slide along the ground plane PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); VectorNormalize( pm->ps->velocity ); VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); } PM_SlideMove( qfalse ); } /* ============= PM_CheckLadder Check to see if the player is on a ladder or not ============= */ static void PM_CheckLadder( void ) { vec3_t forward, end; trace_t trace; //test if class can use ladders if( !BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_CANUSELADDERS ) ) { pml.ladder = qfalse; return; } VectorCopy( pml.forward, forward ); forward[ 2 ] = 0.0f; VectorMA( pm->ps->origin, 1.0f, forward, end ); pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask ); if( ( trace.fraction < 1.0f ) && ( trace.surfaceFlags & SURF_LADDER ) ) pml.ladder = qtrue; else pml.ladder = qfalse; } /* ============== PM_DeadMove ============== */ static void PM_DeadMove( void ) { float forward; if( !pml.walking ) return; // extra friction forward = VectorLength( pm->ps->velocity ); forward -= 20; if( forward <= 0 ) VectorClear( pm->ps->velocity ); else { VectorNormalize( pm->ps->velocity ); VectorScale( pm->ps->velocity, forward, pm->ps->velocity ); } } /* =============== PM_NoclipMove =============== */ static void PM_NoclipMove( void ) { float speed, drop, friction, control, newspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; // friction speed = VectorLength( pm->ps->velocity ); if( speed < 1 ) { VectorCopy( vec3_origin, pm->ps->velocity ); } else { drop = 0; friction = pm_friction * 1.5; // extra friction control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control * friction * pml.frametime; // scale the velocity newspeed = speed - drop; if( newspeed < 0 ) newspeed = 0; newspeed /= speed; VectorScale( pm->ps->velocity, newspeed, pm->ps->velocity ); } // accelerate scale = PM_CmdScale( &pm->cmd ); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; for( i = 0; i < 3; i++ ) wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; wishvel[ 2 ] += pm->cmd.upmove; VectorCopy( wishvel, wishdir ); wishspeed = VectorNormalize( wishdir ); wishspeed *= scale; PM_Accelerate( wishdir, wishspeed, pm_accelerate ); // move VectorMA( pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin ); } /* ================ PM_FootstepForSurface Returns an event number apropriate for the groundsurface ================ */ static int PM_FootstepForSurface( void ) { if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED ) return EV_FOOTSTEP_SQUELCH; if( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) return 0; if( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) return EV_FOOTSTEP_METAL; return EV_FOOTSTEP; } /* ================= PM_CrashLand Check for hard landings that generate sound events ================= */ static void PM_CrashLand( void ) { float delta; float dist; float vel, acc; float t; float a, b, c, den; // decide which landing animation to use if( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_LANDB ); else PM_ForceLegsAnim( NSPA_LANDBACK ); } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_LAND ); else PM_ForceLegsAnim( NSPA_LAND ); } if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) pm->ps->legsTimer = TIMER_LAND; else pm->ps->torsoTimer = TIMER_LAND; // calculate the exact velocity on landing dist = pm->ps->origin[ 2 ] - pml.previous_origin[ 2 ]; vel = pml.previous_velocity[ 2 ]; acc = -pm->ps->gravity; a = acc / 2; b = vel; c = -dist; den = b * b - 4 * a * c; if( den < 0 ) return; t = (-b - sqrt( den ) ) / ( 2 * a ); delta = vel + t * acc; delta = delta*delta * 0.0001; // never take falling damage if completely underwater if( pm->waterlevel == 3 ) return; // reduce falling damage if there is standing water if( pm->waterlevel == 2 ) delta *= 0.25; if( pm->waterlevel == 1 ) delta *= 0.5; if( delta < 1 ) return; // create a local entity event to play the sound // SURF_NODAMAGE is used for bounce pads where you don't ever // want to take damage or play a crunch sound if( !( pml.groundTrace.surfaceFlags & SURF_NODAMAGE ) ) { pm->ps->stats[ STAT_FALLDIST ] = delta; if( delta > AVG_FALL_DISTANCE ) { if( PM_Live( pm->ps->pm_type ) ) PM_AddEvent( EV_FALL_FAR ); } else if( delta > MIN_FALL_DISTANCE ) { if( PM_Live( pm->ps->pm_type ) ) PM_AddEvent( EV_FALL_MEDIUM ); } else { if( delta > 7 ) PM_AddEvent( EV_FALL_SHORT ); else PM_AddEvent( PM_FootstepForSurface( ) ); } } // start footstep cycle over pm->ps->bobCycle = 0; } /* ============= PM_CorrectAllSolid ============= */ static int PM_CorrectAllSolid( trace_t *trace ) { int i, j, k; vec3_t point; if( pm->debugLevel ) Com_Printf("%i:allsolid\n", c_pmove); // jitter around for( i = -1; i <= 1; i++ ) { for( j = -1; j <= 1; j++ ) { for( k = -1; k <= 1; k++ ) { VectorCopy( pm->ps->origin, point ); point[ 0 ] += (float)i; point[ 1 ] += (float)j; point[ 2 ] += (float)k; pm->trace( trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); if( !trace->allsolid ) { point[ 0 ] = pm->ps->origin[ 0 ]; point[ 1 ] = pm->ps->origin[ 1 ]; point[ 2 ] = pm->ps->origin[ 2 ] - 0.25; pm->trace( trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); pml.groundTrace = *trace; return qtrue; } } } } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return qfalse; } /* ============= PM_GroundTraceMissed The ground trace didn't hit a surface, so we are in freefall ============= */ static void PM_GroundTraceMissed( void ) { trace_t trace; vec3_t point; if( pm->ps->groundEntityNum != ENTITYNUM_NONE ) { // we just transitioned into freefall if( pm->debugLevel ) Com_Printf( "%i:lift\n", c_pmove ); // if they aren't in a jumping animation and the ground is a ways away, force into it // if we didn't do the trace, the player would be backflipping down staircases VectorCopy( pm->ps->origin, point ); point[ 2 ] -= 64.0f; pm->trace( &trace, pm->ps->origin, NULL, NULL, point, pm->ps->clientNum, pm->tracemask ); if( trace.fraction == 1.0f ) { if( pm->cmd.forwardmove >= 0 ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMP ); else PM_ForceLegsAnim( NSPA_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMPB ); else PM_ForceLegsAnim( NSPA_JUMPBACK ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } } } if( BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_TAKESFALLDAMAGE ) ) { if( pm->ps->velocity[ 2 ] < FALLING_THRESHOLD && pml.previous_velocity[ 2 ] >= FALLING_THRESHOLD ) PM_AddEvent( EV_FALLING ); } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; } /* ============= PM_GroundClimbTrace ============= */ static void PM_GroundClimbTrace( void ) { vec3_t surfNormal, movedir, lookdir, point; vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; vec3_t toAngles, surfAngles; trace_t trace; int i; const float eps = 0.000001f; //used for delta correction vec3_t traceCROSSsurf, traceCROSSref, surfCROSSref; float traceDOTsurf, traceDOTref, surfDOTref, rTtDOTrTsTt; float traceANGsurf, traceANGref, surfANGref; vec3_t horizontal = { 1.0f, 0.0f, 0.0f }; //arbituary vector perpendicular to refNormal vec3_t refTOtrace, refTOsurfTOtrace, tempVec; int rTtANGrTsTt; float ldDOTtCs, d; vec3_t abc; BG_GetClientNormal( pm->ps, surfNormal ); //construct a vector which reflects the direction the player is looking wrt the surface normal ProjectPointOnPlane( movedir, pml.forward, surfNormal ); VectorNormalize( movedir ); VectorCopy( movedir, lookdir ); if( pm->cmd.forwardmove < 0 ) VectorNegate( movedir, movedir ); //allow strafe transitions if( pm->cmd.rightmove ) { VectorCopy( pml.right, movedir ); if( pm->cmd.rightmove < 0 ) VectorNegate( movedir, movedir ); } for( i = 0; i <= 4; i++ ) { switch ( i ) { case 0: //we are going to step this frame so skip the transition test if( PM_PredictStepMove( ) ) continue; //trace into direction we are moving VectorMA( pm->ps->origin, 0.25f, movedir, point ); pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); break; case 1: //trace straight down anto "ground" surface //mask out CONTENTS_BODY to not hit other players and avoid the camera flipping out when // wallwalkers touch VectorMA( pm->ps->origin, -0.25f, surfNormal, point ); // pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask & ~CONTENTS_BODY ); pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask /*& ~CONTENTS_BODY*/ ); break; case 2: if( pml.groundPlane != qfalse && PM_PredictStepMove( ) ) { //step down VectorMA( pm->ps->origin, -STEPSIZE, surfNormal, point ); pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); } else continue; break; case 3: //trace "underneath" BBOX so we can traverse angles > 180deg if( pml.groundPlane != qfalse ) { VectorMA( pm->ps->origin, -16.0f, surfNormal, point ); VectorMA( point, -16.0f, movedir, point ); pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); } else continue; break; case 4: //fall back so we don't have to modify PM_GroundTrace too much VectorCopy( pm->ps->origin, point ); point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f; pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); break; } //if we hit something //if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && // !( trace.entityNum != ENTITYNUM_WORLD && i != 4 ) ) if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && ( trace.entityNum >= MAX_CLIENTS && i != 4) ) {//if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && !( trace.entityNum != ENTITYNUM_WORLD && i != 4 ) ) if( i == 2 || i == 3 ) { if( i == 2 ) PM_StepEvent( pm->ps->origin, trace.endpos, surfNormal ); VectorCopy( trace.endpos, pm->ps->origin ); } //calculate a bunch of stuff... CrossProduct( trace.plane.normal, surfNormal, traceCROSSsurf ); VectorNormalize( traceCROSSsurf ); CrossProduct( trace.plane.normal, refNormal, traceCROSSref ); VectorNormalize( traceCROSSref ); CrossProduct( surfNormal, refNormal, surfCROSSref ); VectorNormalize( surfCROSSref ); //calculate angle between surf and trace traceDOTsurf = DotProduct( trace.plane.normal, surfNormal ); traceANGsurf = RAD2DEG( acos( traceDOTsurf ) ); if( traceANGsurf > 180.0f ) traceANGsurf -= 180.0f; //calculate angle between trace and ref traceDOTref = DotProduct( trace.plane.normal, refNormal ); traceANGref = RAD2DEG( acos( traceDOTref ) ); if( traceANGref > 180.0f ) traceANGref -= 180.0f; //calculate angle between surf and ref surfDOTref = DotProduct( surfNormal, refNormal ); surfANGref = RAD2DEG( acos( surfDOTref ) ); if( surfANGref > 180.0f ) surfANGref -= 180.0f; //if the trace result and old surface normal are different then we must have transided to a new //surface... do some stuff... if( !VectorCompareEpsilon( trace.plane.normal, surfNormal, eps ) ) { //if the trace result or the old vector is not the floor or ceiling correct the YAW angle if( !VectorCompareEpsilon( trace.plane.normal, refNormal, eps ) && !VectorCompareEpsilon( surfNormal, refNormal, eps ) && !VectorCompareEpsilon( trace.plane.normal, ceilingNormal, eps ) && !VectorCompareEpsilon( surfNormal, ceilingNormal, eps ) ) { //behold the evil mindfuck from hell //it has fucked mind like nothing has fucked mind before //calculate reference rotated through to trace plane RotatePointAroundVector( refTOtrace, traceCROSSref, horizontal, -traceANGref ); //calculate reference rotated through to surf plane then to trace plane RotatePointAroundVector( tempVec, surfCROSSref, horizontal, -surfANGref ); RotatePointAroundVector( refTOsurfTOtrace, traceCROSSsurf, tempVec, -traceANGsurf ); //calculate angle between refTOtrace and refTOsurfTOtrace rTtDOTrTsTt = DotProduct( refTOtrace, refTOsurfTOtrace ); rTtANGrTsTt = ANGLE2SHORT( RAD2DEG( acos( rTtDOTrTsTt ) ) ); if( rTtANGrTsTt > 32768 ) rTtANGrTsTt -= 32768; CrossProduct( refTOtrace, refTOsurfTOtrace, tempVec ); VectorNormalize( tempVec ); if( DotProduct( trace.plane.normal, tempVec ) > 0.0f ) rTtANGrTsTt = -rTtANGrTsTt; //phew! - correct the angle pm->ps->delta_angles[ YAW ] -= rTtANGrTsTt; } //construct a plane dividing the surf and trace normals CrossProduct( traceCROSSsurf, surfNormal, abc ); VectorNormalize( abc ); d = DotProduct( abc, pm->ps->origin ); //construct a point representing where the player is looking VectorAdd( pm->ps->origin, lookdir, point ); //check whether point is on one side of the plane, if so invert the correction angle if( ( abc[ 0 ] * point[ 0 ] + abc[ 1 ] * point[ 1 ] + abc[ 2 ] * point[ 2 ] - d ) > 0 ) traceANGsurf = -traceANGsurf; //find the . product of the lookdir and traceCROSSsurf if( ( ldDOTtCs = DotProduct( lookdir, traceCROSSsurf ) ) < 0.0f ) { VectorInverse( traceCROSSsurf ); ldDOTtCs = DotProduct( lookdir, traceCROSSsurf ); } //set the correction angle traceANGsurf *= 1.0f - ldDOTtCs; if( !( pm->ps->persistant[ PERS_STATE ] & PS_WALLCLIMBINGFOLLOW ) ) { //correct the angle pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( traceANGsurf ); } //transition from wall to ceiling //normal for subsequent viewangle rotations if( VectorCompareEpsilon( trace.plane.normal, ceilingNormal, eps ) ) { CrossProduct( surfNormal, trace.plane.normal, pm->ps->grapplePoint ); VectorNormalize( pm->ps->grapplePoint ); pm->ps->eFlags |= EF_WALLCLIMBCEILING; } //transition from ceiling to wall //we need to do some different angle correction here cos GPISROTVEC if( VectorCompareEpsilon( surfNormal, ceilingNormal, eps ) ) { vectoangles( trace.plane.normal, toAngles ); vectoangles( pm->ps->grapplePoint, surfAngles ); pm->ps->delta_angles[ 1 ] -= ANGLE2SHORT( ( ( surfAngles[ 1 ] - toAngles[ 1 ] ) * 2 ) - 180.0f ); } } pml.groundTrace = trace; //so everything knows where we're wallclimbing (ie client side) pm->ps->eFlags |= EF_WALLCLIMB; //if we're not stuck to the ceiling then set grapplePoint to be a surface normal if( !VectorCompareEpsilon( trace.plane.normal, ceilingNormal, eps ) ) { //so we know what surface we're stuck to VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); pm->ps->eFlags &= ~EF_WALLCLIMBCEILING; } //IMPORTANT: break out of the for loop if we've hit something break; } else if( trace.allsolid ) { // do something corrective if the trace starts in a solid... if( !PM_CorrectAllSolid( &trace ) ) return; } } if( trace.fraction >= 1.0f ) { // if the trace didn't hit anything, we are in free fall PM_GroundTraceMissed( ); pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->eFlags &= ~EF_WALLCLIMB; //just transided from ceiling to floor... apply delta correction if( pm->ps->eFlags & EF_WALLCLIMBCEILING ) { vec3_t forward, rotated, angles; AngleVectors( pm->ps->viewangles, forward, NULL, NULL ); RotatePointAroundVector( rotated, pm->ps->grapplePoint, forward, 180.0f ); vectoangles( rotated, angles ); pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( angles[ YAW ] - pm->ps->viewangles[ YAW ] ); } pm->ps->eFlags &= ~EF_WALLCLIMBCEILING; //we get very bizarre effects if we don't do this :0 VectorCopy( refNormal, pm->ps->grapplePoint ); return; } pml.groundPlane = qtrue; pml.walking = BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_FLYING ) ? qfalse : qtrue; // hitting solid ground will end a waterjump if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) { pm->ps->pm_flags &= ~PMF_TIME_WATERJUMP; pm->ps->pm_time = 0; } pm->ps->groundEntityNum = trace.entityNum; // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; PM_AddTouchEnt( trace.entityNum ); } /* ============= PM_GroundTrace ============= */ static void PM_GroundTrace( void ) { vec3_t point; vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; trace_t trace; if( BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) ) { if( pm->ps->persistant[ PERS_STATE ] & PS_WALLCLIMBINGTOGGLE ) { //toggle wall climbing if holding crouch if( pm->cmd.upmove < 0 && !( pm->ps->pm_flags & PMF_CROUCH_HELD ) ) { if( !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; else if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; pm->ps->pm_flags |= PMF_CROUCH_HELD; } else if( pm->cmd.upmove >= 0 ) pm->ps->pm_flags &= ~PMF_CROUCH_HELD; } else { if( pm->cmd.upmove < 0 ) pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; else if( pm->cmd.upmove >= 0 ) pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; } if( pm->ps->pm_type == PM_DEAD ) pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) { PM_GroundClimbTrace( ); return; } //just transided from ceiling to floor... apply delta correction if( pm->ps->eFlags & EF_WALLCLIMBCEILING ) { vec3_t forward, rotated, angles; AngleVectors( pm->ps->viewangles, forward, NULL, NULL ); RotatePointAroundVector( rotated, pm->ps->grapplePoint, forward, 180.0f ); vectoangles( rotated, angles ); pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( angles[ YAW ] - pm->ps->viewangles[ YAW ] ); } } pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; pm->ps->eFlags &= ~( EF_WALLCLIMB | EF_WALLCLIMBCEILING ); point[ 0 ] = pm->ps->origin[ 0 ]; point[ 1 ] = pm->ps->origin[ 1 ]; point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f; pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); pml.groundTrace = trace; // do something corrective if the trace starts in a solid... if( trace.allsolid ) if( !PM_CorrectAllSolid( &trace ) ) return; //make sure that the surfNormal is reset to the ground VectorCopy( refNormal, pm->ps->grapplePoint ); // if the trace didn't hit anything, we are in free fall if( trace.fraction == 1.0f ) { qboolean steppedDown = qfalse; // try to step down if( pml.groundPlane != qfalse && PM_PredictStepMove( ) ) { //step down point[ 0 ] = pm->ps->origin[ 0 ]; point[ 1 ] = pm->ps->origin[ 1 ]; point[ 2 ] = pm->ps->origin[ 2 ] - STEPSIZE; pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); //if we hit something if( trace.fraction < 1.0f ) { PM_StepEvent( pm->ps->origin, trace.endpos, refNormal ); VectorCopy( trace.endpos, pm->ps->origin ); steppedDown = qtrue; } } if( !steppedDown ) { PM_GroundTraceMissed( ); pml.groundPlane = qfalse; pml.walking = qfalse; return; } } // check if getting thrown off the ground if( pm->ps->velocity[ 2 ] > 0.0f && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10.0f ) { if( pm->debugLevel ) Com_Printf( "%i:kickoff\n", c_pmove ); // go into jump animation if( pm->cmd.forwardmove >= 0 ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMP ); else PM_ForceLegsAnim( NSPA_JUMP ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ForceLegsAnim( LEGS_JUMPB ); else PM_ForceLegsAnim( NSPA_JUMPBACK ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return; } // slopes that are too steep will not be considered onground if( trace.plane.normal[ 2 ] < MIN_WALK_NORMAL ) { if( pm->debugLevel ) Com_Printf( "%i:steep\n", c_pmove ); // FIXME: if they can't slide down the slope, let them // walk (sharp crevices) pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qtrue; pml.walking = qfalse; return; } pml.groundPlane = qtrue; pml.walking = BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_FLYING ) ? qfalse : qtrue; // hitting solid ground will end a waterjump if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) { pm->ps->pm_flags &= ~PMF_TIME_WATERJUMP; pm->ps->pm_time = 0; } if( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { // just hit the ground if( pm->debugLevel ) Com_Printf( "%i:Land\n", c_pmove ); // communicate the fall velocity to the server pm->pmext->fallVelocity = pml.previous_velocity[ 2 ]; if( BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_TAKESFALLDAMAGE ) ) PM_CrashLand( ); } pm->ps->groundEntityNum = trace.entityNum; // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; PM_AddTouchEnt( trace.entityNum ); } /* ============= PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving ============= */ static void PM_SetWaterLevel( void ) { vec3_t point; int cont; int sample1; int sample2; // // get waterlevel, accounting for ducking // pm->waterlevel = 0; pm->watertype = 0; point[ 0 ] = pm->ps->origin[ 0 ]; point[ 1 ] = pm->ps->origin[ 1 ]; point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + 1; cont = pm->pointcontents( point, pm->ps->clientNum ); if( cont & MASK_WATER ) { sample2 = pm->ps->viewheight - MINS_Z; sample1 = sample2 / 2; pm->watertype = cont; pm->waterlevel = 1; point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample1; cont = pm->pointcontents( point, pm->ps->clientNum ); if( cont & MASK_WATER ) { pm->waterlevel = 2; point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample2; cont = pm->pointcontents( point, pm->ps->clientNum ); if( cont & MASK_WATER ) pm->waterlevel = 3; } } } /* ============== PM_SetViewheight ============== */ static void PM_SetViewheight( void ) { pm->ps->viewheight = ( pm->ps->pm_flags & PMF_DUCKED ) ? BG_ClassConfig( pm->ps->stats[ STAT_CLASS ] )->crouchViewheight : BG_ClassConfig( pm->ps->stats[ STAT_CLASS ] )->viewheight; } /* ============== PM_CheckDuck Sets mins and maxs, and calls PM_SetViewheight ============== */ static void PM_CheckDuck (void) { trace_t trace; vec3_t PCmins, PCmaxs, PCcmaxs; BG_ClassBoundingBox( pm->ps->stats[ STAT_CLASS ], PCmins, PCmaxs, PCcmaxs, NULL, NULL ); pm->mins[ 0 ] = PCmins[ 0 ]; pm->mins[ 1 ] = PCmins[ 1 ]; pm->maxs[ 0 ] = PCmaxs[ 0 ]; pm->maxs[ 1 ] = PCmaxs[ 1 ]; pm->mins[ 2 ] = PCmins[ 2 ]; if( pm->ps->pm_type == PM_DEAD ) { pm->maxs[ 2 ] = -8; pm->ps->viewheight = PCmins[ 2 ] + DEAD_VIEWHEIGHT; return; } // If the standing and crouching bboxes are the same the class can't crouch if( ( pm->cmd.upmove < 0 ) && !VectorCompare( PCmaxs, PCcmaxs ) && pm->ps->pm_type != PM_JETPACK ) { // duck pm->ps->pm_flags |= PMF_DUCKED; } else { // stand up if possible if( pm->ps->pm_flags & PMF_DUCKED ) { // try to stand up pm->maxs[ 2 ] = PCmaxs[ 2 ]; pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask ); if( !trace.allsolid ) pm->ps->pm_flags &= ~PMF_DUCKED; } } if( pm->ps->pm_flags & PMF_DUCKED ) pm->maxs[ 2 ] = PCcmaxs[ 2 ]; else pm->maxs[ 2 ] = PCmaxs[ 2 ]; PM_SetViewheight( ); } //=================================================================== /* =============== PM_Footsteps =============== */ static void PM_Footsteps( void ) { float bobmove; int old; qboolean footstep; // // calculate speed and cycle to be used for // all cyclic walking effects // if( BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) && ( pml.groundPlane ) ) { // FIXME: yes yes i know this is wrong pm->xyspeed = sqrt( pm->ps->velocity[ 0 ] * pm->ps->velocity[ 0 ] + pm->ps->velocity[ 1 ] * pm->ps->velocity[ 1 ] + pm->ps->velocity[ 2 ] * pm->ps->velocity[ 2 ] ); } else pm->xyspeed = sqrt( pm->ps->velocity[ 0 ] * pm->ps->velocity[ 0 ] + pm->ps->velocity[ 1 ] * pm->ps->velocity[ 1 ] ); if( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { // airborne leaves position in cycle intact, but doesn't advance if( pm->waterlevel > 1 ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_SWIM ); else PM_ContinueLegsAnim( NSPA_SWIM ); } return; } // if not trying to move if( !pm->cmd.forwardmove && !pm->cmd.rightmove ) { if( pm->xyspeed < 5 ) { pm->ps->bobCycle = 0; // start at beginning of cycle again if( pm->ps->pm_flags & PMF_DUCKED ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_IDLECR ); else PM_ContinueLegsAnim( NSPA_STAND ); } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_IDLE ); else PM_ContinueLegsAnim( NSPA_STAND ); } } return; } footstep = qfalse; if( pm->ps->pm_flags & PMF_DUCKED ) { bobmove = 0.5; // ducked characters bob much faster if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_BACKCR ); else { if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKRIGHT ); else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKLEFT ); else PM_ContinueLegsAnim( NSPA_WALKBACK ); } } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_WALKCR ); else { if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKRIGHT ); else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKLEFT ); else PM_ContinueLegsAnim( NSPA_WALK ); } } // ducked characters never play footsteps } else { if( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4f; // faster speeds bob faster if( pm->ps->weapon == WP_ALEVEL4 && pm->ps->pm_flags & PMF_CHARGE ) PM_ContinueLegsAnim( NSPA_CHARGE ); else if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_BACK ); else { if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_RUNRIGHT ); else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_RUNLEFT ); else PM_ContinueLegsAnim( NSPA_RUNBACK ); } } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_RUN ); else { if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_RUNRIGHT ); else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_RUNLEFT ); else PM_ContinueLegsAnim( NSPA_RUN ); } } footstep = qtrue; } else { bobmove = 0.3f; // walking bobs slow if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_BACKWALK ); else { if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKRIGHT ); else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKLEFT ); else PM_ContinueLegsAnim( NSPA_WALKBACK ); } } else { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) PM_ContinueLegsAnim( LEGS_WALK ); else { if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKRIGHT ); else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) PM_ContinueLegsAnim( NSPA_WALKLEFT ); else PM_ContinueLegsAnim( NSPA_WALK ); } } } } bobmove *= BG_Class( pm->ps->stats[ STAT_CLASS ] )->bobCycle; if( pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST ) bobmove *= HUMAN_SPRINT_MODIFIER; // check for footstep / splash sounds old = pm->ps->bobCycle; pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255; // if we just crossed a cycle boundary, play an apropriate footstep event if( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) { if( pm->waterlevel == 0 ) { // on ground will only play sounds if running if( footstep && !pm->noFootsteps ) PM_AddEvent( PM_FootstepForSurface( ) ); } else if( pm->waterlevel == 1 ) { // splashing PM_AddEvent( EV_FOOTSPLASH ); } else if( pm->waterlevel == 2 ) { // wading / swimming at surface PM_AddEvent( EV_SWIM ); } else if( pm->waterlevel == 3 ) { // no sound when completely underwater } } } /* ============== PM_WaterEvents Generate sound events for entering and leaving water ============== */ static void PM_WaterEvents( void ) { // FIXME? // // if just entered a water volume, play a sound // if( !pml.previous_waterlevel && pm->waterlevel ) PM_AddEvent( EV_WATER_TOUCH ); // // if just completely exited a water volume, play a sound // if( pml.previous_waterlevel && !pm->waterlevel ) PM_AddEvent( EV_WATER_LEAVE ); // // check for head just going under water // if( pml.previous_waterlevel != 3 && pm->waterlevel == 3 ) PM_AddEvent( EV_WATER_UNDER ); // // check for head just coming out of water // if( pml.previous_waterlevel == 3 && pm->waterlevel != 3 ) PM_AddEvent( EV_WATER_CLEAR ); } /* =============== PM_BeginWeaponChange =============== */ static void PM_BeginWeaponChange( int weapon ) { if( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) return; if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) ) return; if( pm->ps->weaponstate == WEAPON_DROPPING ) return; // prevent storing a primed rocket launcher or grenade if( ( pm->ps->weapon == WP_ROCKET_LAUNCHER || pm->ps->weapon == WP_GRENADE ) && pm->ps->stats[ STAT_MISC ] > 0 ) return; // cancel a reload pm->ps->pm_flags &= ~PMF_WEAPON_RELOAD; if( pm->ps->weaponstate == WEAPON_RELOADING ) pm->ps->weaponTime = 0; //special case to prevent storing a charged up lcannon if( pm->ps->weapon == WP_LUCIFER_CANNON ) pm->ps->stats[ STAT_MISC ] = 0; pm->ps->weaponstate = WEAPON_DROPPING; pm->ps->weaponTime += 200; pm->ps->persistant[ PERS_NEWWEAPON ] = weapon; //reset build weapon pm->ps->stats[ STAT_BUILDABLE ] = BA_NONE; if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { PM_StartTorsoAnim( TORSO_DROP ); PM_StartWeaponAnim( WANIM_DROP ); } } /* =============== PM_FinishWeaponChange =============== */ static void PM_FinishWeaponChange( void ) { int weapon; PM_AddEvent( EV_CHANGE_WEAPON ); weapon = pm->ps->persistant[ PERS_NEWWEAPON ]; if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) weapon = WP_NONE; if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) ) weapon = WP_NONE; pm->ps->weapon = weapon; pm->ps->weaponstate = WEAPON_RAISING; pm->ps->weaponTime += 250; if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { PM_StartTorsoAnim( TORSO_RAISE ); PM_StartWeaponAnim( WANIM_RAISE ); } } /* ============== PM_TorsoAnimation ============== */ static void PM_TorsoAnimation( void ) { if( pm->ps->weaponstate == WEAPON_READY ) { if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { if( pm->ps->weapon == WP_BLASTER ) { PM_ContinueTorsoAnim( TORSO_STAND2 ); } else if( pm->ps->weapon == WP_GRENADE ) { PM_ContinueTorsoAnim( TORSO_STAND3 ); } else { PM_ContinueTorsoAnim( TORSO_STAND ); } } PM_ContinueWeaponAnim( WANIM_IDLE ); } } /* ============== PM_Weapon Generates weapon events and modifes the weapon counter ============== */ static void PM_Weapon( void ) { int addTime = 200; //default addTime - should never be used qboolean attack1 = pm->cmd.buttons & BUTTON_ATTACK; qboolean attack2 = pm->cmd.buttons & BUTTON_ATTACK2; qboolean attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; int minAmmo; // Ignore weapons in some cases if( pm->ps->persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) return; // Check for dead player if( pm->ps->stats[ STAT_HEALTH ] <= 0 ) { pm->ps->weapon = WP_NONE; return; } // Charging for or canceling a pounce/drill attack if( pm->ps->weapon == WP_ALEVEL3 || pm->ps->weapon == WP_ALEVEL3_UPG || pm->ps->weapon == WP_ALEVEL5 ) { int max; switch(pm->ps->weapon) { case WP_ALEVEL3: max = LEVEL3_POUNCE_TIME; break; case WP_ALEVEL3_UPG: max = LEVEL3_POUNCE_TIME_UPG; break; case WP_ALEVEL5: max = LEVEL5_POUNCE_TIME; break; } if( attack2 ) pm->ps->stats[ STAT_MISC ] += pml.msec; else pm->ps->stats[ STAT_MISC ] -= pml.msec; if( pm->ps->stats[ STAT_MISC ] > max ) pm->ps->stats[ STAT_MISC ] = max; else if( pm->ps->stats[ STAT_MISC ] <= 0 ) { pm->ps->stats[ STAT_MISC ] = 0; } } // Trample charge mechanics else if( pm->ps->weapon == WP_ALEVEL4 ) { // Charging up if( !( pm->ps->stats[ STAT_STATE ] & SS_CHARGING ) ) { // Charge button held if( pm->ps->stats[ STAT_MISC ] < LEVEL4_TRAMPLE_CHARGE_TRIGGER && ( pm->cmd.buttons & BUTTON_ATTACK2 ) ) { pm->ps->stats[ STAT_STATE ] &= ~SS_CHARGING; if( pm->cmd.forwardmove > 0 ) { int charge = pml.msec; vec3_t dir,vel; AngleVectors( pm->ps->viewangles, dir, NULL, NULL ); VectorCopy( pm->ps->velocity, vel ); vel[2] = 0; dir[2] = 0; VectorNormalize( vel ); VectorNormalize( dir ); charge *= DotProduct( dir, vel ); pm->ps->stats[ STAT_MISC ] += charge; } else pm->ps->stats[ STAT_MISC ] = 0; } // Charge button released else if( !( pm->ps->stats[ STAT_STATE ] & SS_CHARGING ) ) { if( pm->ps->stats[ STAT_MISC ] > LEVEL4_TRAMPLE_CHARGE_MIN ) { if( pm->ps->stats[ STAT_MISC ] > LEVEL4_TRAMPLE_CHARGE_MAX ) pm->ps->stats[ STAT_MISC ] = LEVEL4_TRAMPLE_CHARGE_MAX; pm->ps->stats[ STAT_MISC ] = pm->ps->stats[ STAT_MISC ] * LEVEL4_TRAMPLE_DURATION / LEVEL4_TRAMPLE_CHARGE_MAX; pm->ps->stats[ STAT_STATE ] |= SS_CHARGING; PM_AddEvent( EV_LEV4_TRAMPLE_START ); } else pm->ps->stats[ STAT_MISC ] -= pml.msec; } } // Discharging else { if( pm->ps->stats[ STAT_MISC ] < LEVEL4_TRAMPLE_CHARGE_MIN ) pm->ps->stats[ STAT_MISC ] = 0; else pm->ps->stats[ STAT_MISC ] -= pml.msec; // If the charger has stopped moving take a chunk of charge away if( VectorLength( pm->ps->velocity ) < 64.0f || pm->cmd.rightmove ) pm->ps->stats[ STAT_MISC ] -= LEVEL4_TRAMPLE_STOP_PENALTY * pml.msec; } // Charge is over if( pm->ps->stats[ STAT_MISC ] <= 0 || pm->cmd.forwardmove <= 0 ) { pm->ps->stats[ STAT_MISC ] = 0; pm->ps->stats[ STAT_STATE ] &= ~SS_CHARGING; } } // Charging up a Lucifer Cannon pm->ps->eFlags &= ~EF_WARN_CHARGE; if( pm->ps->weapon == WP_LUCIFER_CANNON ) { // Charging up if( !pm->ps->weaponTime && pm->ps->weaponstate != WEAPON_NEEDS_RESET && ( pm->cmd.buttons & BUTTON_ATTACK ) ) { pm->ps->stats[ STAT_MISC ] += pml.msec; if( pm->ps->stats[ STAT_MISC ] >= LCANNON_CHARGE_TIME_MAX ) pm->ps->stats[ STAT_MISC ] = LCANNON_CHARGE_TIME_MAX; if( pm->ps->stats[ STAT_MISC ] > pm->ps->ammo * LCANNON_CHARGE_TIME_MAX / LCANNON_CHARGE_AMMO ) pm->ps->stats[ STAT_MISC ] = pm->ps->ammo * LCANNON_CHARGE_TIME_MAX / LCANNON_CHARGE_AMMO; } // Set overcharging flag so other players can hear the warning beep if( pm->ps->stats[ STAT_MISC ] > LCANNON_CHARGE_TIME_WARN ) pm->ps->eFlags |= EF_WARN_CHARGE; } if( pm->ps->weapon == WP_ROCKET_LAUNCHER ) { if( ( ( !pm->ps->weaponTime && ( pm->cmd.buttons & BUTTON_ATTACK ) ) || pm->ps->stats[ STAT_MISC ] > 0 ) && pm->ps->ammo ) { if( pm->ps->stats[ STAT_MISC ] == 0 ) PM_AddEvent( EV_ROCKETL_PRIME ); pm->ps->stats[ STAT_MISC ] += pml.msec; pm->ps->eFlags |= EF_WARN_CHARGE; } } if( pm->ps->weapon == WP_GRENADE ) { if( !pm->ps->weaponTime && pm->ps->stats[ STAT_GRENADES ] > 0 && ( ( pm->cmd.buttons & BUTTON_ATTACK ) || pm->ps->stats[ STAT_MISC ] > 0 ) ) { int old_time; old_time = pm->ps->stats[ STAT_MISC ]; if( old_time == 0 ) { PM_AddEvent( EV_GRENADE_PRIME ); } pm->ps->stats[ STAT_MISC ] += pml.msec; if( pm->ps->stats[ STAT_MISC ] < GRENADE_FUSE_TIME && old_time / 1000 < pm->ps->stats[ STAT_MISC ] / 1000 ) { PM_AddEvent( EV_GRENADE_TICK ); } } } // don't allow attack until all buttons are up if( pm->ps->pm_flags & PMF_RESPAWNED ) return; // pump weapon delays (repeat times etc) if( pm->ps->weaponTime > 0 ) pm->ps->weaponTime -= pml.msec; if( pm->ps->weaponTime < 0 ) pm->ps->weaponTime = 0; // no slash during charge if( pm->ps->stats[ STAT_STATE ] & SS_CHARGING ) return; // check for weapon change // can't change if weapon is firing, but can change // again if lowering or raising if( BG_PlayerCanChangeWeapon( pm->ps ) ) { // must press use to switch weapons if( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) { if( !( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) { if( pm->cmd.weapon < 32 ) { //if trying to select a weapon, select it if( pm->ps->weapon != pm->cmd.weapon ) PM_BeginWeaponChange( pm->cmd.weapon ); } else { //if trying to toggle an upgrade, toggle it if( BG_InventoryContainsUpgrade( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check { if( BG_UpgradeIsActive( pm->cmd.weapon - 32, pm->ps->stats ) ) BG_DeactivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats ); else BG_ActivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats ); } } pm->ps->pm_flags |= PMF_USE_ITEM_HELD; } } else pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; //something external thinks a weapon change is necessary if( pm->ps->pm_flags & PMF_WEAPON_SWITCH ) { pm->ps->pm_flags &= ~PMF_WEAPON_SWITCH; if( pm->ps->weapon != WP_NONE ) { // drop the current weapon PM_BeginWeaponChange( pm->ps->persistant[ PERS_NEWWEAPON ] ); } else { // no current weapon, so just raise the new one PM_FinishWeaponChange( ); } } } if( pm->ps->weaponTime > 0 ) return; // change weapon if time if( pm->ps->weaponstate == WEAPON_DROPPING ) { PM_FinishWeaponChange( ); return; } // Set proper animation if( pm->ps->weaponstate == WEAPON_RAISING ) { pm->ps->weaponstate = WEAPON_READY; if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { if( pm->ps->weapon == WP_BLASTER ) PM_ContinueTorsoAnim( TORSO_STAND2 ); else PM_ContinueTorsoAnim( TORSO_STAND ); } PM_ContinueWeaponAnim( WANIM_IDLE ); return; } if ( pm->ps->weapon == WP_LAS_GUN && attack2 ) minAmmo = 20; else minAmmo = 1; // check for out of ammo if( ( pm->ps->weapon != WP_GRENADE && pm->ps->ammo < minAmmo && !pm->ps->clips && !BG_Weapon( pm->ps->weapon )->infiniteAmmo ) || ( pm->ps->weapon == WP_GRENADE && pm->ps->stats[ STAT_GRENADES ] <= 0 ) ) { if( attack1 || ( BG_Weapon( pm->ps->weapon )->hasAltMode && attack2 ) || ( BG_Weapon( pm->ps->weapon )->hasThirdMode && attack3 ) ) { PM_AddEvent( EV_NOAMMO ); pm->ps->weaponTime += 500; } if( pm->ps->weaponstate == WEAPON_FIRING ) pm->ps->weaponstate = WEAPON_READY; return; } //done reloading so give em some ammo if( pm->ps->weaponstate == WEAPON_RELOADING ) { pm->ps->clips--; pm->ps->ammo = BG_Weapon( pm->ps->weapon )->maxAmmo; if( BG_Weapon( pm->ps->weapon )->usesEnergy && BG_InventoryContainsUpgrade( UP_BATTPACK, pm->ps->stats ) ) pm->ps->ammo *= BATTPACK_MODIFIER; //allow some time for the weapon to be raised pm->ps->weaponstate = WEAPON_RAISING; PM_StartTorsoAnim( TORSO_RAISE ); pm->ps->weaponTime += 250; return; } // check for end of clip if( !BG_Weapon( pm->ps->weapon )->infiniteAmmo && ( pm->ps->ammo <= 0 || ( pm->ps->pm_flags & PMF_WEAPON_RELOAD ) ) && pm->ps->clips > 0 ) { pm->ps->pm_flags &= ~PMF_WEAPON_RELOAD; pm->ps->weaponstate = WEAPON_RELOADING; //drop the weapon PM_StartTorsoAnim( TORSO_DROP ); PM_StartWeaponAnim( WANIM_RELOAD ); pm->ps->weaponTime += BG_Weapon( pm->ps->weapon )->reloadTime; return; } //check if non-auto primary/secondary attacks are permited switch( pm->ps->weapon ) { case WP_ALEVEL0: //venom is only autohit return; case WP_ALEVEL3: case WP_ALEVEL3_UPG: case WP_ALEVEL5: //pouncing has primary secondary AND autohit procedures // pounce is autohit if( !attack1 && !attack2 && !attack3 ) return; break; case WP_LUCIFER_CANNON: attack3 = qfalse; // Prevent firing of the Lucifer Cannon after an overcharge if( pm->ps->weaponstate == WEAPON_NEEDS_RESET ) { if( attack1 ) return; pm->ps->weaponstate = WEAPON_READY; } // Can't fire secondary while primary is charging if( attack1 || pm->ps->stats[ STAT_MISC ] > 0 ) attack2 = qfalse; if( ( attack1 || pm->ps->stats[ STAT_MISC ] == 0 ) && !attack2 ) { pm->ps->weaponTime = 0; // Charging if( pm->ps->stats[ STAT_MISC ] < LCANNON_CHARGE_TIME_MAX ) { pm->ps->weaponstate = WEAPON_READY; return; } // Overcharge pm->ps->weaponstate = WEAPON_NEEDS_RESET; } if( pm->ps->stats[ STAT_MISC ] > 300 ) { // Fire primary attack attack1 = qtrue; attack2 = qfalse; } else if( pm->ps->stats[ STAT_MISC ] > 0 ) { // Not enough charge pm->ps->stats[ STAT_MISC ] = 0; pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } else if( !attack2 ) { // Idle pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } break; case WP_MASS_DRIVER: if( pm->ps->ammo > 6 && attack3 ) attack3 = attack2 = qtrue; else attack2 = attack3 = qfalse; //attack2 is handled on the client for zooming (cg_view.c) if( !attack1 ) { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } break; case WP_ROCKET_LAUNCHER: if( pm->ps->stats[ STAT_MISC ] > ROCKETL_DELAY ) { attack1 = qtrue; pm->ps->stats[ STAT_MISC ] = 0; } else { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } case WP_GRENADE: if( attack1 || pm->ps->stats[ STAT_MISC ] == 0 ) { pm->ps->weaponTime = 0; if( pm->ps->stats[ STAT_MISC ] < GRENADE_FUSE_TIME ) { pm->ps->weaponstate = WEAPON_READY; return; } } if( pm->ps->stats[ STAT_MISC ] > GRENADE_TIME_MIN ) { attack1 = qtrue; } else if( pm->ps->stats[ STAT_MISC ] > 0 ) { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } else { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } break; default: if( !attack1 && !attack2 && !attack3 ) { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } break; } // fire events for non auto weapons if( attack3 ) { if( BG_Weapon( pm->ps->weapon )->hasThirdMode ) { if( pm->ps->weapon == WP_MASS_DRIVER ) { attack3 = qtrue; } if( pm->ps->weapon == WP_ALEVEL5 && !pm->ps->ammo ) { pm->ps->weaponTime += 400; return; } if( pm->ps->weapon == WP_ALEVEL4 && !pm->ps->ammo ) { pm->ps->weaponTime += 200; return; } if( pm->ps->weapon == WP_ALEVEL3_UPG && !pm->ps->ammo ) { pm->ps->weaponTime += 200; return; } if( pm->ps->weapon == WP_ALEVEL2_UPG && !pm->ps->ammo ) { pm->ps->weaponTime += 200; return; } pm->ps->generic1 = WPM_TERTIARY; PM_AddEvent( EV_FIRE_WEAPON3 ); addTime = BG_Weapon( pm->ps->weapon )->repeatRate3; } else { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; pm->ps->generic1 = WPM_NOTFIRING; return; } } else if( attack2 ) { if( BG_Weapon( pm->ps->weapon )->hasAltMode ) { pm->ps->generic1 = WPM_SECONDARY; PM_AddEvent( EV_FIRE_WEAPON2 ); addTime = BG_Weapon( pm->ps->weapon )->repeatRate2; } else { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; pm->ps->generic1 = WPM_NOTFIRING; return; } } else if( attack1 ) { pm->ps->generic1 = WPM_PRIMARY; PM_AddEvent( EV_FIRE_WEAPON ); addTime = BG_Weapon( pm->ps->weapon )->repeatRate1; } // fire events for autohit weapons if( pm->autoWeaponHit[ pm->ps->weapon ] ) { switch( pm->ps->weapon ) { case WP_ALEVEL0: pm->ps->generic1 = WPM_PRIMARY; PM_AddEvent( EV_FIRE_WEAPON ); addTime = BG_Weapon( pm->ps->weapon )->repeatRate1; break; case WP_ALEVEL5: pm->ps->generic1 = WPM_SECONDARY; PM_AddEvent( EV_FIRE_WEAPON2 ); addTime = BG_Weapon( pm->ps->weapon )->repeatRate2; break; case WP_ALEVEL3: case WP_ALEVEL3_UPG: pm->ps->generic1 = WPM_SECONDARY; PM_AddEvent( EV_FIRE_WEAPON2 ); addTime = BG_Weapon( pm->ps->weapon )->repeatRate2; break; default: break; } } if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { //FIXME: this should be an option in the client weapon.cfg switch( pm->ps->weapon ) { case WP_GRENADE: PM_StartTorsoAnim( TORSO_ATTACK3 ); PM_StartWeaponAnim( WANIM_ATTACK1 ); break; case WP_BLASTER: PM_StartTorsoAnim( TORSO_ATTACK2 ); PM_StartWeaponAnim( WANIM_ATTACK1 ); break; default: PM_StartTorsoAnim( TORSO_ATTACK ); PM_StartWeaponAnim( WANIM_ATTACK1 ); break; } } else { int num = rand( ); //FIXME: it would be nice to have these hard coded policies in // weapon.cfg switch( pm->ps->weapon ) { case WP_ALEVEL1: if( attack1 ) { num /= RAND_MAX / 6 + 1; PM_ForceLegsAnim( NSPA_ATTACK1 ); PM_StartWeaponAnim( WANIM_ATTACK1 + num ); } break; case WP_ALEVEL2_UPG: if( attack2 ) { PM_ForceLegsAnim( NSPA_ATTACK2 ); PM_StartWeaponAnim( WANIM_ATTACK7 ); } case WP_ALEVEL2: if( attack1 ) { num /= RAND_MAX / 6 + 1; PM_ForceLegsAnim( NSPA_ATTACK1 ); PM_StartWeaponAnim( WANIM_ATTACK1 + num ); } break; case WP_ALEVEL4: num /= RAND_MAX / 3 + 1; PM_ForceLegsAnim( NSPA_ATTACK1 + num ); PM_StartWeaponAnim( WANIM_ATTACK1 + num ); break; default: if( attack1 ) { PM_ForceLegsAnim( NSPA_ATTACK1 ); PM_StartWeaponAnim( WANIM_ATTACK1 ); } else if( attack2 ) { PM_ForceLegsAnim( NSPA_ATTACK2 ); PM_StartWeaponAnim( WANIM_ATTACK2 ); } else if( attack3 ) { PM_ForceLegsAnim( NSPA_ATTACK3 ); PM_StartWeaponAnim( WANIM_ATTACK3 ); } break; } pm->ps->torsoTimer = TIMER_ATTACK; } if( pm->ps->weaponstate != WEAPON_NEEDS_RESET ) pm->ps->weaponstate = WEAPON_FIRING; // take an ammo away if not infinite if( !BG_Weapon( pm->ps->weapon )->infiniteAmmo || ( pm->ps->weapon == WP_ALEVEL3_UPG && attack3 ) || ( pm->ps->weapon == WP_ALEVEL2_UPG && attack3 ) || ( pm->ps->weapon == WP_ALEVEL4 && attack3 )|| ( pm->ps->weapon == WP_ALEVEL5 && attack3 )) { switch( pm->ps->weapon ) { case WP_LUCIFER_CANNON: if( attack1 && !attack2 ) { pm->ps->ammo -= ( pm->ps->stats[ STAT_MISC ] * LCANNON_CHARGE_AMMO + LCANNON_CHARGE_TIME_MAX - 1 ) / LCANNON_CHARGE_TIME_MAX; } else { pm->ps->ammo--; } break; case WP_LAS_GUN: if( attack2 ) { pm->ps->ammo -= 25; } else { pm->ps->ammo--; } break; case WP_GRENADE: pm->ps->stats[ STAT_GRENADES ]--; break; default: pm->ps->ammo--; break; } // Stay on the safe side if( pm->ps->ammo < 0 ) pm->ps->ammo = 0; } //FIXME: predicted angles miss a problem?? if( pm->ps->weapon == WP_CHAINGUN ) { if( pm->ps->pm_flags & PMF_DUCKED || BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) { pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( ( ( random() * 0.5 ) - 0.125 ) * ( 30 / (float)addTime ) ); pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( ( ( random() * 0.5 ) - 0.25 ) * ( 30.0 / (float)addTime ) ); } else { pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( ( ( random() * 8 ) - 2 ) * ( 30.0 / (float)addTime ) ); pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( ( ( random() * 8 ) - 4 ) * ( 30.0 / (float)addTime ) ); } } pm->ps->weaponTime += addTime; } /* ================ PM_Animate ================ */ static void PM_Animate( void ) { if( PM_Paralyzed( pm->ps->pm_type ) ) return; if( pm->cmd.buttons & BUTTON_GESTURE ) { if( pm->ps->tauntTimer > 0 ) return; if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { if( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_GESTURE ); pm->ps->torsoTimer = TIMER_GESTURE; pm->ps->tauntTimer = TIMER_GESTURE; PM_AddEvent( EV_TAUNT ); } } else { if( pm->ps->torsoTimer == 0 ) { PM_ForceLegsAnim( NSPA_GESTURE ); pm->ps->torsoTimer = TIMER_GESTURE; pm->ps->tauntTimer = TIMER_GESTURE; PM_AddEvent( EV_TAUNT ); } } } } /* ================ PM_DropTimers ================ */ static void PM_DropTimers( void ) { // drop misc timing counter if( pm->ps->pm_time ) { if( pml.msec >= pm->ps->pm_time ) { pm->ps->pm_flags &= ~PMF_ALL_TIMES; pm->ps->pm_time = 0; } else pm->ps->pm_time -= pml.msec; } // drop animation counter if( pm->ps->legsTimer > 0 ) { pm->ps->legsTimer -= pml.msec; if( pm->ps->legsTimer < 0 ) pm->ps->legsTimer = 0; } if( pm->ps->torsoTimer > 0 ) { pm->ps->torsoTimer -= pml.msec; if( pm->ps->torsoTimer < 0 ) pm->ps->torsoTimer = 0; } if( pm->ps->tauntTimer > 0 ) { pm->ps->tauntTimer -= pml.msec; if( pm->ps->tauntTimer < 0 ) { pm->ps->tauntTimer = 0; } } } /* ================ PM_UpdateViewAngles This can be used as another entry point when only the viewangles are being updated instead of a full move ================ */ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { short temp[ 3 ]; int i; vec3_t axis[ 3 ], rotaxis[ 3 ]; vec3_t tempang; if( ps->pm_type == PM_INTERMISSION ) return; // no view changes at all if( ps->pm_type != PM_SPECTATOR && ps->stats[ STAT_HEALTH ] <= 0 ) return; // no view changes at all // circularly clamp the angles with deltas for( i = 0; i < 3; i++ ) { if( i == ROLL ) { // Guard against speed hack temp[ i ] = ps->delta_angles[ i ]; #ifdef CGAME // Assert here so that if cmd->angles[ i ] becomes non-zero // for a legitimate reason we can tell where and why it's // being ignored assert( cmd->angles[ i ] == 0 ); #endif } else temp[ i ] = cmd->angles[ i ] + ps->delta_angles[ i ]; if( i == PITCH ) { // don't let the player look up or down more than 90 degrees if( temp[ i ] > 16000 ) { ps->delta_angles[ i ] = 16000 - cmd->angles[ i ]; temp[ i ] = 16000; } else if( temp[ i ] < -16000 ) { ps->delta_angles[ i ] = -16000 - cmd->angles[ i ]; temp[ i ] = -16000; } } tempang[ i ] = SHORT2ANGLE( temp[ i ] ); } //convert viewangles -> axis AnglesToAxis( tempang, axis ); if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) || !BG_RotateAxis( ps->grapplePoint, axis, rotaxis, qfalse, ps->eFlags & EF_WALLCLIMBCEILING ) ) AxisCopy( axis, rotaxis ); //convert the new axis back to angles AxisToAngles( rotaxis, tempang ); //force angles to -180 <= x <= 180 for( i = 0; i < 3; i++ ) { while( tempang[ i ] > 180.0f ) tempang[ i ] -= 360.0f; while( tempang[ i ] < -180.0f ) tempang[ i ] += 360.0f; } //actually set the viewangles for( i = 0; i < 3; i++ ) ps->viewangles[ i ] = tempang[ i ]; //pull the view into the lock point if( ps->pm_type == PM_GRABBED && !BG_InventoryContainsUpgrade( UP_BATTLESUIT, ps->stats ) ) { vec3_t dir, angles; ByteToDir( ps->stats[ STAT_VIEWLOCK ], dir ); vectoangles( dir, angles ); for( i = 0; i < 3; i++ ) { float diff = AngleSubtract( ps->viewangles[ i ], angles[ i ] ); while( diff > 180.0f ) diff -= 360.0f; while( diff < -180.0f ) diff += 360.0f; if( diff < -90.0f ) ps->delta_angles[ i ] += ANGLE2SHORT( fabs( diff ) - 90.0f ); else if( diff > 90.0f ) ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) - 90.0f ); if( diff < 0.0f ) ps->delta_angles[ i ] += ANGLE2SHORT( fabs( diff ) * 0.05f ); else if( diff > 0.0f ) ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) * 0.05f ); } } } /* ================ PM_ForceFields ================ */ void PM_ForceFields( void ) { int i; float dt = pml.msec * 0.001f; forceField_t *ff; vec3_t total = { 0 }; if( pm->ps->eFlags & EF_WARPING ) { return; } for( i = 0; i < pm->numForceFields; i++ ) { vec3_t delta; float distance, force; trace_t tr; ff = pm->forceFields + i; VectorSubtract( ff->origin, pm->ps->origin, delta ); distance = VectorNormalize( delta ); if( distance > ff->range ) continue; pm->trace( &tr, pm->ps->origin, NULL, NULL, ff->origin, pm->ps->clientNum, MASK_SOLID ); if( tr.fraction < 1.0f ) continue; force = ff->force / distance * ( 1.0f - distance / ff->range ); VectorMA( total, force, delta, total ); } VectorMA( pm->ps->velocity, dt, total, pm->ps->velocity ); } /* ================ PM_WraithMechanics ================ */ void PM_WraithMechanics( void ) { qboolean target, force_exit; pm->pmext->warpExitBlocked = qfalse; pm->pmext->warpExitedBlocked = qfalse; target = !!( pm->cmd.buttons & BUTTON_ATTACK2 ); force_exit = qfalse; if( pm->ps->stats[ STAT_MISC ] < 0 ) { /*if( target && pm->ps->weaponTime <= 0 ) { PM_AddEvent( EV_NOAMMO ); pm->ps->weaponTime += 500; }*/ target = qfalse; force_exit = qtrue; } if( ( !force_exit && pm->ps->weaponTime ) || !!( pm->ps->eFlags & EF_WARPING ) == target ) { goto done; } if( target ) { if( pm->ps->stats[ STAT_MISC ] < LEVEL1_WARP_MIN_TIME ) { /*if( pm->ps->weaponTime <= 0 ) { PM_AddEvent( EV_NOAMMO ); pm->ps->weaponTime += 500; }*/ goto done; } pm->ps->eFlags |= EF_WARPING; PM_AddEvent( EV_WARP_ENTER ); pm->ps->weaponTime += LEVEL1_WARP_MIN_TIME; } else { trace_t tr; vec3_t mins, maxs; BG_ClassBoundingBox( PCL_ALIEN_LEVEL1, mins, maxs, NULL, NULL, NULL ); pm->trace( &tr, pm->ps->origin, mins, maxs, pm->ps->origin, pm->ps->clientNum, MASK_PLAYERSOLID ); if( tr.startsolid ) { if( force_exit ) { pm->pmext->warpExitedBlocked = qtrue; } else { pm->pmext->warpExitBlocked = qtrue; goto done; } } pm->ps->eFlags &= ~EF_WARPING; PM_AddEvent( EV_WARP_EXIT ); pm->ps->weaponTime += LEVEL1_WARP_REPEAT; } done: if( pm->ps->eFlags & EF_WARPING ) { pm->tracemask = MASK_DEADSOLID; pm->ps->stats[ STAT_MISC ] -= pml.msec; pm->cmd.buttons &= ~BUTTON_ATTACK; } else { pm->tracemask = MASK_PLAYERSOLID; } } /* ================ PmoveSingle ================ */ void trap_SnapVector( float *v ); void PmoveSingle( pmove_t *pmove ) { pm = pmove; // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint fot the previous frame c_pmove++; // clear results pm->numtouch = 0; pm->watertype = 0; pm->waterlevel = 0; if( pm->ps->stats[ STAT_HEALTH ] <= 0 ) pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies // make sure walking button is clear if they are running, to avoid // proxy no-footsteps cheats if( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) pm->cmd.buttons &= ~BUTTON_WALKING; // set the firing flag for continuous beam weapons if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & BUTTON_ATTACK ) && ( ( pm->ps->ammo > 0 || pm->ps->clips > 0 ) || BG_Weapon( pm->ps->weapon )->infiniteAmmo ) ) pm->ps->eFlags |= EF_FIRING; else pm->ps->eFlags &= ~EF_FIRING; // set the firing flag for continuous beam weapons if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & BUTTON_ATTACK2 ) && ( ( pm->ps->ammo > 0 || pm->ps->clips > 0 ) || BG_Weapon( pm->ps->weapon )->infiniteAmmo ) ) pm->ps->eFlags |= EF_FIRING2; else pm->ps->eFlags &= ~EF_FIRING2; // set the firing flag for continuous beam weapons if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) && ( ( pm->ps->ammo > 0 || pm->ps->clips > 0 ) || BG_Weapon( pm->ps->weapon )->infiniteAmmo ) ) pm->ps->eFlags |= EF_FIRING3; else pm->ps->eFlags &= ~EF_FIRING3; // clear the respawned flag if attack and use are cleared if( pm->ps->stats[STAT_HEALTH] > 0 && !( pm->cmd.buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) ) pm->ps->pm_flags &= ~PMF_RESPAWNED; // if talk button is down, dissallow all other input // this is to prevent any possible intercept proxy from // adding fake talk balloons if( pmove->cmd.buttons & BUTTON_TALK ) { pmove->cmd.buttons = BUTTON_TALK; pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; if( pmove->cmd.upmove > 0 ) pmove->cmd.upmove = 0; } // clear all pmove local vars memset( &pml, 0, sizeof( pml ) ); // determine the time pml.msec = pmove->cmd.serverTime - pm->ps->commandTime; if( pml.msec < 1 ) pml.msec = 1; else if( pml.msec > 200 ) pml.msec = 200; pm->ps->commandTime = pmove->cmd.serverTime; // save old org in case we get stuck VectorCopy( pm->ps->origin, pml.previous_origin ); // save old velocity for crashlanding VectorCopy( pm->ps->velocity, pml.previous_velocity ); pml.frametime = pml.msec * 0.001; AngleVectors( pm->ps->viewangles, pml.forward, pml.right, pml.up ); if( pm->cmd.upmove < 10 ) { // not holding jump pm->ps->pm_flags &= ~PMF_JUMP_HELD; } // decide if backpedaling animations should be used if( pm->cmd.forwardmove < 0 ) pm->ps->pm_flags |= PMF_BACKWARDS_RUN; else if( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN; if( PM_Paralyzed( pm->ps->pm_type ) ) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if( pm->ps->weapon == WP_ALEVEL1 ) { PM_WraithMechanics( ); } if( pm->ps->pm_type == PM_SPECTATOR ) { // update the viewangles PM_UpdateViewAngles( pm->ps, &pm->cmd ); PM_CheckDuck( ); PM_FlyMove( ); PM_DropTimers( ); return; } if( pm->ps->pm_type == PM_NOCLIP ) { PM_UpdateViewAngles( pm->ps, &pm->cmd ); PM_NoclipMove( ); PM_SetViewheight( ); PM_Weapon( ); PM_DropTimers( ); return; } if( pm->ps->pm_type == PM_FREEZE) return; // no movement at all if( pm->ps->pm_type == PM_INTERMISSION ) return; // no movement at all // set watertype, and waterlevel PM_SetWaterLevel( ); pml.previous_waterlevel = pmove->waterlevel; // set mins, maxs, and viewheight PM_CheckDuck( ); PM_CheckLadder( ); // set groundentity PM_GroundTrace( ); // update the viewangles PM_UpdateViewAngles( pm->ps, &pm->cmd ); if( pm->ps->pm_type == PM_DEAD || pm->ps->pm_type == PM_GRABBED ) PM_DeadMove( ); PM_DropTimers( ); PM_ForceFields( ); if( pm->ps->pm_type == PM_JETPACK ) PM_JetPackMove( ); else if( pm->ps->pm_type == PM_HUMMEL ) PM_HUMMELFLY( ); else if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) PM_WaterJumpMove( ); else if( pm->waterlevel > 1 ) PM_WaterMove( ); else if( pml.ladder ) PM_LadderMove( ); else if( pml.walking ) { if( BG_ClassHasAbility( pm->ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) && ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) PM_ClimbMove( ); // walking on any surface else PM_WalkMove( ); // walking on ground } else PM_AirMove( ); PM_Animate( ); // set groundentity, watertype, and waterlevel PM_GroundTrace( ); // update the viewangles PM_UpdateViewAngles( pm->ps, &pm->cmd ); PM_SetWaterLevel( ); // weapons PM_Weapon( ); // torso animation PM_TorsoAnimation( ); // footstep events / legs animations PM_Footsteps( ); // entering / leaving water splashes PM_WaterEvents( ); // snap some parts of playerstate to save network bandwidth trap_SnapVector( pm->ps->velocity ); } /* ================ Pmove Can be called by either the server or the client ================ */ void Pmove( pmove_t *pmove ) { int finalTime; finalTime = pmove->cmd.serverTime; if( finalTime < pmove->ps->commandTime ) return; // should not happen if( finalTime > pmove->ps->commandTime + 1000 ) pmove->ps->commandTime = finalTime - 1000; pmove->ps->pmove_framecount = ( pmove->ps->pmove_framecount + 1 ) & ( ( 1 << PS_PMOVEFRAMECOUNTBITS ) - 1 ); // chop the move up if it is too long, to prevent framerate // dependent behavior while( pmove->ps->commandTime != finalTime ) { int msec; msec = finalTime - pmove->ps->commandTime; if( pmove->pmove_fixed ) { if( msec > pmove->pmove_msec ) msec = pmove->pmove_msec; } else { if( msec > 66 ) msec = 66; } pmove->cmd.serverTime = pmove->ps->commandTime + msec; PmoveSingle( pmove ); if( pmove->ps->pm_flags & PMF_JUMP_HELD ) pmove->cmd.upmove = 20; } }