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authorTim Angus <tim@ngus.net>2001-06-24 02:29:09 +0000
committerTim Angus <tim@ngus.net>2001-06-24 02:29:09 +0000
commit592e11297d66671c44b5489c9db61a0c1b5b2454 (patch)
tree165e018acfeebfd7f6ec7a07e1f1df9973591560 /src
parentbe48c257834436e7adc2b20540da105a13b68688 (diff)
Wall walking now a toggle
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_players.c1
-rw-r--r--src/game/bg_pmove.c56
2 files changed, 40 insertions, 17 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index 27e93d85..803f3389 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -504,7 +504,6 @@ static int CG_GetCorpseNum( int pclass ) {
for ( i = 0 ; i < MAX_CLIENTS; i++ )
{
match = &cgs.corpseinfo[ i ];
- Com_Printf( "%d: %s %s\n", i, modelName, match->modelName );
if ( !match->infoValid )
continue;
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 91bade11..0f5784b2 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -541,7 +541,20 @@ static qboolean PM_CheckJump( void ) {
pm->ps->stats[ STAT_STAMINA ] -= 500;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
- pm->ps->velocity[2] = JUMP_VELOCITY;
+
+ //TA: jump away from wall
+ if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ vec3_t normal = { 0, 0, -1 };
+
+ if( !( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) )
+ VectorCopy( pm->ps->grapplePoint, normal );
+
+ VectorMA( pm->ps->velocity, JUMP_VELOCITY, normal, pm->ps->velocity );
+ }
+ else
+ pm->ps->velocity[2] = JUMP_VELOCITY;
+
PM_AddEvent( EV_JUMP );
if ( pm->cmd.forwardmove >= 0 ) {
@@ -1374,7 +1387,7 @@ static void PM_GroundClimbTrace( void )
float toAngles[3], surfAngles[3], srotAngle;
trace_t trace;
int i;
- qboolean smoothed = qtrue;
+ //qboolean smoothed = qtrue; //TA: what the hell is this for?
//TA: If we're on the ceiling then grapplePoint is a rotation normal.. otherwise its a surface normal.
// would have been nice if Carmack had left a few random variables in the ps struct for mod makers
@@ -1435,7 +1448,8 @@ static void PM_GroundClimbTrace( void )
pm->ps->stats[ STAT_STATE ] &= ~SS_WALLTRANSIDING;
//if we hit something
- if( trace.fraction < 1.0 && !( trace.surfaceFlags & ( SURF_SKY | SURF_NOIMPACT ) ) && !( trace.entityNum != 1022 && i != 3 ) )
+ if( trace.fraction < 1.0 && !( trace.surfaceFlags & ( SURF_SKY | SURF_NOIMPACT ) ) &&
+ !( trace.entityNum != 1022 && i != 3 ) )
{
if( i == 2 )
VectorCopy( trace.endpos, pm->ps->origin );
@@ -1446,7 +1460,7 @@ static void PM_GroundClimbTrace( void )
{
//experimental: slow down speed around transitions
pm->ps->stats[ STAT_STATE ] |= SS_WALLTRANSIDING;
-
+
//if the trace result or the old vector is not the floor or ceiling correct the YAW angle
if( !VectorCompare( trace.plane.normal, refNormal ) && !VectorCompare( surfNormal, refNormal ) &&
!VectorCompare( trace.plane.normal, ceilingNormal ) && !VectorCompare( surfNormal, ceilingNormal ) )
@@ -1533,13 +1547,12 @@ static void PM_GroundClimbTrace( void )
srotAngle = abs( RAD2DEG( arccos( DotProduct( surfNormal, trace.plane.normal ) ) ) );
PM_AddSmoothOp( srotAxis, srotAngle );
- smoothed = qfalse;
+ //smoothed = qfalse;
}
pml.groundTrace = trace;
- //so everything knows where we're wallclimbing
- pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING;
+ //so everything knows where we're wallclimbing (ie client side)
pm->ps->legsAnim |= ANIM_WALLCLIMBING;
//if we're not stuck to the ceiling then set grapplePoint to be a surface normal
@@ -1569,14 +1582,13 @@ static void PM_GroundClimbTrace( void )
if ( trace.fraction >= 1.0 )
{
// if the trace didn't hit anything, we are in free fall
- //Com_Printf("trace missed\n");
+ //Com_Printf( "trace missed justFallen:%d\n", wcl[ pm->ps->clientNum ].justFallen );
PM_GroundTraceMissed();
pml.groundPlane = qfalse;
pml.walking = qfalse;
- pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING;
pm->ps->legsAnim &= ~ANIM_WALLCLIMBING;
- if( wcl[ pm->ps->clientNum ].justFallen && !smoothed )
+ if( wcl[ pm->ps->clientNum ].justFallen ) //&& !smoothed )
{
if( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC )
{
@@ -1629,13 +1641,25 @@ PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
- vec3_t point, forward, srotAxis;
- vec3_t refNormal = { 0, 0, 1 };
- vec3_t ceilingNormal = { 0, 0, -1 };
- trace_t trace;
- float srotAngle;
+ vec3_t point, forward, srotAxis;
+ vec3_t refNormal = { 0, 0, 1 };
+ vec3_t ceilingNormal = { 0, 0, -1 };
+ trace_t trace;
+ float srotAngle;
+ static int old; //TA: is it bad to use statics too often?
+
+ if( pm->cmd.upmove < 0 && old >= 0 )
+ {
+ if( !pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING && pm->cmd.upmove < 0 )
+ pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING;
+ else if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING && pm->cmd.upmove < 0 )
+ pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING;
+ }
+
+ old = pm->cmd.upmove;
- if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pm->cmd.upmove < 0 ) )
+ //if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pm->cmd.upmove < 0 ) )
+ if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
{
PM_GroundClimbTrace( );
return;