summaryrefslogtreecommitdiff
path: root/src/game
diff options
context:
space:
mode:
Diffstat (limited to 'src/game')
-rw-r--r--src/game/bg_misc.c2
-rw-r--r--src/game/g_active.c12
-rw-r--r--src/game/g_buildable.c73
-rw-r--r--src/game/g_local.h4
4 files changed, 56 insertions, 35 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 69ff92e5..0386c42d 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -1484,7 +1484,7 @@ classAttributes_t bg_classList[ ] =
ABUILDER_UPG_REGEN, //int regenRate;
SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
WP_ABUILD2, //weapon_t startWeapon
- 95.0f, //float buildDist;
+ 105.0f, //float buildDist;
110, //int fov;
0.001f, //float bob;
2.0f, //float bobCycle;
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 1ce30162..21ff144e 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -1111,24 +1111,14 @@ void ClientThink_real( gentity_t *ent )
if( client->ps.stats[ STAT_STATE ] & SS_HOVELING )
{
gentity_t *hovel = client->hovel;
- vec3_t newOrigin, newAngles;
- vec3_t mins, maxs;
-
- BG_FindBBoxForClass( client->ps.stats[ STAT_PCLASS ], mins, maxs, NULL, NULL, NULL );
//only let the player out if there is room
- if( !AHovel_Blocked( hovel->s.angles, hovel->s.origin, hovel->s.origin2,
- mins, maxs, 0, newOrigin, newAngles ) )
+ if( !AHovel_Blocked( hovel, ent, qtrue ) )
{
//prevent lerping
client->ps.eFlags ^= EF_TELEPORT_BIT;
client->ps.eFlags &= ~EF_NODRAW;
- G_SetOrigin( ent, newOrigin );
- VectorCopy( newOrigin, client->ps.origin );
- VectorCopy( vec3_origin, client->ps.velocity );
- SetClientViewAngle( ent, newAngles );
-
//client leaves hovel
client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING;
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index c5478aff..02956095 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -857,57 +857,84 @@ void AHive_Think( gentity_t *self )
-#define HOVEL_TRACE_DEPTH 16.0f
+#define HOVEL_TRACE_DEPTH 128.0f
/*
================
AHovel_Blocked
-Is this hovel entrace blocked?
+Is this hovel entrance blocked?
================
*/
-qboolean AHovel_Blocked( vec3_t srcAngles, vec3_t srcOrigin, vec3_t normal,
- vec3_t mins, vec3_t maxs, int entityNum,
- vec3_t newOrigin, vec3_t newAngles )
+qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit )
{
- vec3_t forward, origin, start, end, angles, hovelMaxs;
+ vec3_t forward, normal, origin, start, end, angles, hovelMaxs;
+ vec3_t mins, maxs;
float displacement;
trace_t tr;
BG_FindBBoxForBuildable( BA_A_HOVEL, NULL, hovelMaxs );
+ BG_FindBBoxForClass( player->client->ps.stats[ STAT_PCLASS ],
+ mins, maxs, NULL, NULL, NULL );
- AngleVectors( srcAngles, forward, NULL, NULL );
+ VectorCopy( hovel->s.origin2, normal );
+ AngleVectors( hovel->s.angles, forward, NULL, NULL );
VectorInverse( forward );
- displacement = VectorMaxComponent( maxs ) + VectorMaxComponent( hovelMaxs ) + 1.0f;
+ displacement = VectorMaxComponent( maxs ) * M_ROOT3 +
+ VectorMaxComponent( hovelMaxs ) * M_ROOT3 + 1.0f;
- VectorMA( srcOrigin, displacement, forward, origin );
+ VectorMA( hovel->s.origin, displacement, forward, origin );
vectoangles( forward, angles );
VectorMA( origin, HOVEL_TRACE_DEPTH, normal, start );
+
+ //compute a place up in the air to start the real trace
+ trap_Trace( &tr, origin, mins, maxs, start, player->s.number, MASK_PLAYERSOLID );
+ VectorMA( origin, ( HOVEL_TRACE_DEPTH * tr.fraction ) - 1.0f, normal, start );
VectorMA( origin, -HOVEL_TRACE_DEPTH, normal, end );
- trap_Trace( &tr, start, mins, maxs, end, entityNum, MASK_PLAYERSOLID );
+ trap_Trace( &tr, start, mins, maxs, end, player->s.number, MASK_PLAYERSOLID );
if( tr.startsolid )
- return qfalse;
+ return qtrue;
VectorCopy( tr.endpos, origin );
- trap_Trace( &tr, origin, mins, maxs, origin, entityNum, MASK_PLAYERSOLID );
-
- if( newOrigin != NULL )
- VectorCopy( origin, newOrigin );
+ trap_Trace( &tr, origin, mins, maxs, origin, player->s.number, MASK_PLAYERSOLID );
- if( newAngles != NULL )
- VectorCopy( angles, newAngles );
+ if( provideExit )
+ {
+ G_SetOrigin( player, origin );
+ VectorCopy( origin, player->client->ps.origin );
+ VectorCopy( vec3_origin, player->client->ps.velocity );
+ SetClientViewAngle( player, angles );
+ }
- if( tr.fraction < 1.0 )
+ if( tr.fraction < 1.0f )
return qtrue;
else
return qfalse;
}
+/*
+================
+APropHovel_Blocked
+
+Wrapper to test a hovel placement for validity
+================
+*/
+static qboolean APropHovel_Blocked( vec3_t origin, vec3_t angles, vec3_t normal,
+ gentity_t *player )
+{
+ gentity_t hovel;
+
+ VectorCopy( origin, hovel.s.origin );
+ VectorCopy( angles, hovel.s.angles );
+ VectorCopy( normal, hovel.s.origin2 );
+
+ return AHovel_Use( &hovel, player, qfalse );
+}
/*
================
@@ -930,6 +957,13 @@ void AHovel_Use( gentity_t *self, gentity_t *other, gentity_t *activator )
else if( ( activator->client->ps.stats[ STAT_PCLASS ] == PCL_A_B_BASE ) ||
( activator->client->ps.stats[ STAT_PCLASS ] == PCL_A_B_LEV1 ) )
{
+ if( AHovel_Blocked( self, activator, qfalse ) )
+ {
+ //you can get in, but you can't get out
+ G_TriggerMenu( activator->client->ps.clientNum, MN_A_HOVEL_BLOCKED );
+ return;
+ }
+
self->active = qtrue;
G_setBuildableAnim( self, BANIM_ATTACK1, qfalse );
@@ -2020,8 +2054,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
//this assumes the adv builder is the biggest thing that'll use the hovel
BG_FindBBoxForClass( PCL_A_B_LEV1, builderMins, builderMaxs, NULL, NULL, NULL );
- if( AHovel_Blocked( angles, origin, normal, builderMins, builderMaxs,
- ent->client->ps.clientNum, NULL, NULL ) )
+ if( APropHovel_Blocked( angles, origin, normal, ent ) )
reason = IBE_HOVELEXIT;
}
diff --git a/src/game/g_local.h b/src/game/g_local.h
index ad4044e2..64e4a83a 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -573,9 +573,7 @@ typedef enum
IBE_MAXERRORS
} itemBuildError_t;
-qboolean AHovel_Blocked( vec3_t srcAngles, vec3_t srcOrigin, vec3_t normal,
- vec3_t mins, vec3_t maxs, int entityNum,
- vec3_t newOrigin, vec3_t newAngles );
+qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit );
qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin );