diff options
author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:23:44 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:14:56 +0000 |
commit | 73418a947501e6da7e5354aa0cf002318764ba3f (patch) | |
tree | 2bff487bac5801b7ec7803e58a92029a7c86cdf8 /src/game | |
parent | e5b68cda0e8aac4aff304d81107dd47dfdcecd05 (diff) |
* Removed unused G_CrushAttack argument
Alien wallwalking changes:
* Can wallwalk on buildables and players
* Will cancel when hit with knockback from a shove or splash from a weapon
* bg_pmove.c has a viewangles "correction" removed that would screw up the view when wallwalking on top of a player -- I don't know why this "correction" was added, if you find wallwalking bugs later this may be the cause
Shove function changes:
* Will shove enemy players (pretty weakly in practice)
* Will not shove if you aren't trying to move
* Can shove wallwalking players (a wallwalking dretch could block Tyrants before!)
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_pmove.c | 31 | ||||
-rw-r--r-- | src/game/g_active.c | 94 | ||||
-rw-r--r-- | src/game/g_local.h | 2 | ||||
-rw-r--r-- | src/game/g_weapon.c | 2 |
4 files changed, 56 insertions, 73 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 167f40a1..8cad84fe 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -1833,7 +1833,7 @@ static void PM_GroundClimbTrace( void ) //used for delta correction vec3_t traceCROSSsurf, traceCROSSref, surfCROSSref; float traceDOTsurf, traceDOTref, surfDOTref, rTtDOTrTsTt; - float traceANGsurf, traceANGref, surfANGref; + float traceANGref, surfANGref; vec3_t horizontal = { 1.0f, 0.0f, 0.0f }; //arbituary vector perpendicular to refNormal vec3_t refTOtrace, refTOsurfTOtrace, tempVec; int rTtANGrTsTt; @@ -1910,10 +1910,9 @@ static void PM_GroundClimbTrace( void ) 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 ) ) ) { if( i == 2 || i == 3 ) { @@ -1935,10 +1934,6 @@ static void PM_GroundClimbTrace( void ) //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 ); @@ -1970,7 +1965,6 @@ static void PM_GroundClimbTrace( void ) //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 ); @@ -1996,10 +1990,6 @@ static void PM_GroundClimbTrace( void ) //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 ) { @@ -2007,15 +1997,6 @@ static void PM_GroundClimbTrace( void ) 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( VectorCompare( trace.plane.normal, ceilingNormal ) ) @@ -2048,7 +2029,7 @@ static void PM_GroundClimbTrace( void ) VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; } - + //IMPORTANT: break out of the for loop if we've hit something break; } @@ -2144,7 +2125,7 @@ static void PM_GroundTrace( void ) pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; } - if( pm->ps->pm_type == PM_DEAD ) + if( pm->ps->pm_type == PM_DEAD || pm->ps->pm_time ) pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) @@ -2318,7 +2299,7 @@ static void PM_GroundTrace( void ) if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_TAKESFALLDAMAGE ) ) PM_CrashLand( ); - } + } pm->ps->groundEntityNum = trace.entityNum; diff --git a/src/game/g_active.c b/src/game/g_active.c index 56d773ee..090b83d6 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -191,54 +191,65 @@ void G_SetClientSound( gentity_t *ent ) //============================================================== -static void G_ClientShove( gentity_t *ent, gentity_t *victim ) +/* +============== +ClientShove +============== +*/ +static int GetClientMass( gentity_t *ent ) { - vec3_t dir, push; - int entMass = 200, vicMass = 200; + int entMass = 100; - // shoving enemies changes gameplay too much - if( !OnSameTeam( ent, victim ) ) - return; - - // alien mass is directly related to their health points - // human mass is 200, double for bsuit if( ent->client->pers.teamSelection == PTE_ALIENS ) - { entMass = BG_FindHealthForClass( ent->client->pers.classSelection ); - } else if( ent->client->pers.teamSelection == PTE_HUMANS ) { if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ent->client->ps.stats ) ) entMass *= 2; } else - return; + return 0; + return entMass; +} - if( victim->client->pers.teamSelection == PTE_ALIENS ) - { - vicMass = BG_FindHealthForClass( victim->client->pers.classSelection ); - } - else if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, - victim->client->ps.stats ) ) - { - vicMass *= 2; - } +static void ClientShove( gentity_t *ent, gentity_t *victim ) +{ + vec3_t dir, push; + float force; + int entMass, vicMass; + + // Don't push if the entity is not trying to move + if( !ent->client->pers.cmd.rightmove && !ent->client->pers.cmd.forwardmove && + !ent->client->pers.cmd.upmove ) + return; + // Shove is scaled by relative mass + entMass = GetClientMass( ent ); + vicMass = GetClientMass( victim ); if( vicMass <= 0 || entMass <= 0 ) return; + // Give the victim some shove velocity VectorSubtract( victim->r.currentOrigin, ent->r.currentOrigin, dir ); VectorNormalizeFast( dir ); + force = g_shove.value * entMass / vicMass; + VectorScale( dir, force, push ); + VectorAdd( victim->client->ps.velocity, push, victim->client->ps.velocity ); - // don't break the dretch elevator - if( abs( dir[ 2 ] ) > abs( dir[ 0 ] ) && abs( dir[ 2 ] ) > abs( dir[ 1 ] ) ) - return; - - VectorScale( dir, - ( g_shove.value * ( ( float )entMass / ( float )vicMass ) ), push ); - VectorAdd( victim->client->ps.velocity, push, - victim->client->ps.velocity ); - + // Set the pmove timer so that the other client can't cancel + // out the movement immediately + if( !victim->client->ps.pm_time ) + { + int time; + + time = force * 2 + 0.5f; + if( time < 50 ) + time = 50; + if( time > 200 ) + time = 200; + victim->client->ps.pm_time = time; + victim->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; + } } /* @@ -252,19 +263,11 @@ void ClientImpacts( gentity_t *ent, pmove_t *pm ) trace_t trace; gentity_t *other; + // clear a fake trace struct for touch function memset( &trace, 0, sizeof( trace ) ); for( i = 0; i < pm->numtouch; i++ ) { - for( j = 0; j < i; j++ ) - { - if( pm->touchents[ j ] == pm->touchents[ i ] ) - break; - } - - if( j != i ) - continue; // duplicated - other = &g_entities[ pm->touchents[ i ] ]; // see G_UnlaggedDetectCollisions(), this is the inverse of that. @@ -278,17 +281,16 @@ void ClientImpacts( gentity_t *ent, pmove_t *pm ) if( ent->client->ps.weapon == WP_ALEVEL4 ) { G_ChargeAttack( ent, other ); - G_CrushAttack( ent, other, - ( pm->cmd.serverTime - pm->ps->commandTime ) * 0.001f ); + G_CrushAttack( ent, other ); } + // shove players if( ent->client && other->client ) - G_ClientShove( ent, other ); - - if( !other->touch ) - continue; + ClientShove( ent, other ); - other->touch( other, ent, &trace ); + // touch triggers + if( other->touch ) + other->touch( other, ent, &trace ); } } diff --git a/src/game/g_local.h b/src/game/g_local.h index db97d8a1..a4a5cd26 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -899,7 +899,7 @@ qboolean CheckVenomAttack( gentity_t *ent ); void CheckGrabAttack( gentity_t *ent ); qboolean CheckPounceAttack( gentity_t *ent ); void G_ChargeAttack( gentity_t *ent, gentity_t *victim ); -void G_CrushAttack( gentity_t *ent, gentity_t *victim, float sec ); +void G_CrushAttack( gentity_t *ent, gentity_t *victim ); void G_UpdateZaps( gentity_t *ent ); diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index b8c0b80d..438350cf 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -1398,7 +1398,7 @@ G_CrushAttack Should only be called if there was an impact between a tyrant and another player =============== */ -void G_CrushAttack( gentity_t *ent, gentity_t *victim, float sec ) +void G_CrushAttack( gentity_t *ent, gentity_t *victim ) { vec3_t dir; float jump; |