mirror of
https://github.com/alliedmodders/hl2sdk.git
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4243 lines
121 KiB
C++
4243 lines
121 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "gamemovement.h"
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#include "in_buttons.h"
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#include <stdarg.h>
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#include "movevars_shared.h"
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#include "engine/IEngineTrace.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "decals.h"
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#include "coordsize.h"
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#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
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#include "hl_movedata.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define STOP_EPSILON 0.1
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#define MAX_CLIP_PLANES 5
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#include "filesystem.h"
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#include <stdarg.h>
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extern IFileSystem *filesystem;
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#ifndef CLIENT_DLL
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#include "env_player_surface_trigger.h"
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static ConVar dispcoll_drawplane( "dispcoll_drawplane", "0" );
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#endif
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// tickcount currently isn't set during prediction, although gpGlobals->curtime and
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// gpGlobals->frametime are. We should probably set tickcount (to player->m_nTickBase),
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// but we're REALLY close to shipping, so we can change that later and people can use
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// player->CurrentCommandNumber() in the meantime.
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#define tickcount USE_PLAYER_CURRENT_COMMAND_NUMBER__INSTEAD_OF_TICKCOUNT
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#if defined( HL2_DLL )
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ConVar xc_uncrouch_on_jump( "xc_uncrouch_on_jump", "1", FCVAR_ARCHIVE, "Uncrouch when jump occurs" );
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#endif
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// [MD] I'll remove this eventually. For now, I want the ability to A/B the optimizations.
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bool g_bMovementOptimizations = true;
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// Roughly how often we want to update the info about the ground surface we're on.
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// We don't need to do this very often.
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#define CATEGORIZE_GROUND_SURFACE_INTERVAL 0.3f
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#define CATEGORIZE_GROUND_SURFACE_TICK_INTERVAL ( (int)( CATEGORIZE_GROUND_SURFACE_INTERVAL / TICK_INTERVAL ) )
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#define CHECK_STUCK_INTERVAL 0.4f
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#define CHECK_STUCK_TICK_INTERVAL ( (int)( CHECK_STUCK_INTERVAL / TICK_INTERVAL ) )
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#define CHECK_LADDER_INTERVAL 0.2f
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#define CHECK_LADDER_TICK_INTERVAL ( (int)( CHECK_LADDER_INTERVAL / TICK_INTERVAL ) )
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#define NUM_CROUCH_HINTS 3
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#ifndef _XBOX
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void COM_Log( char *pszFile, char *fmt, ...)
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{
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va_list argptr;
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char string[1024];
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FileHandle_t fp;
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char *pfilename;
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if ( !pszFile )
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{
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pfilename = "hllog.txt";
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}
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else
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{
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pfilename = pszFile;
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}
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va_start (argptr,fmt);
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Q_vsnprintf(string, sizeof( string ), fmt,argptr);
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va_end (argptr);
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fp = filesystem->Open( pfilename, "a+t");
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if (fp)
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{
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filesystem->FPrintf(fp, "%s", string);
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filesystem->Close(fp);
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}
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}
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#endif
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#ifndef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose: Debug - draw the displacement collision plane.
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//-----------------------------------------------------------------------------
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void DrawDispCollPlane( CBaseTrace *pTrace )
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{
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float flLength = 30.0f;
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// Create a basis, based on the impact normal.
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int nMajorAxis = 0;
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Vector vecBasisU, vecBasisV, vecNormal;
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vecNormal = pTrace->plane.normal;
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float flAxisValue = vecNormal[0];
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if ( fabs( vecNormal[1] ) > fabs( flAxisValue ) ) { nMajorAxis = 1; flAxisValue = vecNormal[1]; }
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if ( fabs( vecNormal[2] ) > fabs( flAxisValue ) ) { nMajorAxis = 2; }
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if ( ( nMajorAxis == 1 ) || ( nMajorAxis == 2 ) )
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{
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vecBasisU.Init( 1.0f, 0.0f, 0.0f );
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}
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else
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{
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vecBasisU.Init( 0.0f, 1.0f, 0.0f );
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}
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vecBasisV = vecNormal.Cross( vecBasisU );
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VectorNormalize( vecBasisV );
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vecBasisU = vecBasisV.Cross( vecNormal );
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VectorNormalize( vecBasisU );
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// Create the impact point. Push off the surface a bit.
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Vector vecImpactPoint = pTrace->startpos + pTrace->fraction * ( pTrace->endpos - pTrace->startpos );
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vecImpactPoint += vecNormal;
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// Generate a quad to represent the plane.
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Vector vecPlanePoints[4];
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vecPlanePoints[0] = vecImpactPoint + ( vecBasisU * -flLength ) + ( vecBasisV * -flLength );
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vecPlanePoints[1] = vecImpactPoint + ( vecBasisU * -flLength ) + ( vecBasisV * flLength );
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vecPlanePoints[2] = vecImpactPoint + ( vecBasisU * flLength ) + ( vecBasisV * flLength );
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vecPlanePoints[3] = vecImpactPoint + ( vecBasisU * flLength ) + ( vecBasisV * -flLength );
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#if 0
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// Test facing.
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Vector vecEdges[2];
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vecEdges[0] = vecPlanePoints[1] - vecPlanePoints[0];
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vecEdges[1] = vecPlanePoints[2] - vecPlanePoints[0];
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Vector vecCross = vecEdges[0].Cross( vecEdges[1] );
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if ( vecCross.Dot( vecNormal ) < 0.0f )
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{
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// Reverse winding.
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}
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#endif
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// Draw the plane.
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NDebugOverlay::Triangle( vecPlanePoints[0], vecPlanePoints[1], vecPlanePoints[2], 125, 125, 125, 125, false, 5.0f );
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NDebugOverlay::Triangle( vecPlanePoints[0], vecPlanePoints[2], vecPlanePoints[3], 125, 125, 125, 125, false, 5.0f );
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NDebugOverlay::Line( vecPlanePoints[0], vecPlanePoints[1], 255, 255, 255, false, 5.0f );
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NDebugOverlay::Line( vecPlanePoints[1], vecPlanePoints[2], 255, 255, 255, false, 5.0f );
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NDebugOverlay::Line( vecPlanePoints[2], vecPlanePoints[3], 255, 255, 255, false, 5.0f );
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NDebugOverlay::Line( vecPlanePoints[3], vecPlanePoints[0], 255, 255, 255, false, 5.0f );
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// Draw the normal.
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NDebugOverlay::Line( vecImpactPoint, vecImpactPoint + ( vecNormal * flLength ), 255, 0, 0, false, 5.0f );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructs GameMovement interface
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//-----------------------------------------------------------------------------
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CGameMovement::CGameMovement( void )
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{
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m_nOldWaterLevel = WL_NotInWater;
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m_nOnLadder = 0;
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mv = NULL;
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memset( m_flStuckCheckTime, 0, sizeof(m_flStuckCheckTime) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CGameMovement::~CGameMovement( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow bots etc to use slightly different solid masks
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//-----------------------------------------------------------------------------
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unsigned int CGameMovement::PlayerSolidMask( bool brushOnly )
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{
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return ( brushOnly ) ? MASK_PLAYERSOLID_BRUSHONLY : MASK_PLAYERSOLID;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : type -
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// Output : int
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//-----------------------------------------------------------------------------
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int CGameMovement::GetCheckInterval( IntervalType_t type )
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{
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int tickInterval = 1;
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switch ( type )
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{
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default:
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tickInterval = 1;
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break;
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case GROUND:
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tickInterval = CATEGORIZE_GROUND_SURFACE_TICK_INTERVAL;
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break;
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case STUCK:
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tickInterval = CHECK_STUCK_TICK_INTERVAL;
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break;
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case LADDER:
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tickInterval = CHECK_LADDER_TICK_INTERVAL;
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break;
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}
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return tickInterval;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : type -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CGameMovement::CheckInterval( IntervalType_t type )
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{
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int tickInterval = GetCheckInterval( type );
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if ( g_bMovementOptimizations )
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{
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return (player->CurrentCommandNumber() + player->entindex()) % tickInterval == 0;
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}
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else
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{
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return true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : ducked -
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector& CGameMovement::GetPlayerMins( bool ducked ) const
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{
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return ducked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : ducked -
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector& CGameMovement::GetPlayerMaxs( bool ducked ) const
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{
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return ducked ? VEC_DUCK_HULL_MAX : VEC_HULL_MAX;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector& CGameMovement::GetPlayerMins( void ) const
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{
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if ( player->IsObserver() )
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{
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return VEC_OBS_HULL_MIN;
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}
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else
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{
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return player->m_Local.m_bDucked ? VEC_DUCK_HULL_MIN : VEC_HULL_MIN;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector& CGameMovement::GetPlayerMaxs( void ) const
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{
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if ( player->IsObserver() )
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{
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return VEC_OBS_HULL_MAX;
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}
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else
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{
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return player->m_Local.m_bDucked ? VEC_DUCK_HULL_MAX : VEC_HULL_MAX;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : ducked -
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector& CGameMovement::GetPlayerViewOffset( bool ducked ) const
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{
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return ducked ? VEC_DUCK_VIEW : VEC_VIEW;
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}
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#if 0
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//-----------------------------------------------------------------------------
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// Traces player movement + position
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//-----------------------------------------------------------------------------
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inline void CGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm )
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{
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VPROF( "CGameMovement::TracePlayerBBox" );
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Ray_t ray;
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ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
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UTIL_TraceRay( ray, fMask, mv->m_nPlayerHandle.Get(), collisionGroup, &pm );
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}
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#endif
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inline
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CBaseHandle CGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm )
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{
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Ray_t ray;
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ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() );
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UTIL_TraceRay( ray, PlayerSolidMask(), mv->m_nPlayerHandle.Get(), collisionGroup, &pm );
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if ( (pm.contents & PlayerSolidMask()) && pm.m_pEnt )
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{
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return pm.m_pEnt->GetRefEHandle();
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}
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else
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{
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return INVALID_EHANDLE_INDEX;
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}
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}
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/*
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// FIXME FIXME: Does this need to be hooked up?
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bool CGameMovement::IsWet() const
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{
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return ((pev->flags & FL_INRAIN) != 0) || (m_WetTime >= gpGlobals->time);
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}
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//-----------------------------------------------------------------------------
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// Plants player footprint decals
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//-----------------------------------------------------------------------------
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#define PLAYER_HALFWIDTH 12
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void CGameMovement::PlantFootprint( surfacedata_t *psurface )
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{
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// Can't plant footprints on fake materials (ladders, wading)
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if ( psurface->gameMaterial != 'X' )
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{
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int footprintDecal = -1;
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// Figure out which footprint type to plant...
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// Use the wet footprint if we're wet...
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if (IsWet())
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{
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footprintDecal = DECAL_FOOTPRINT_WET;
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}
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else
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{
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// FIXME: Activate this once we decide to pull the trigger on it.
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// NOTE: We could add in snow, mud, others here
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// switch(psurface->gameMaterial)
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// {
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// case 'D':
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// footprintDecal = DECAL_FOOTPRINT_DIRT;
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// break;
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// }
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}
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if (footprintDecal != -1)
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{
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Vector right;
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AngleVectors( pev->angles, 0, &right, 0 );
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// Figure out where the top of the stepping leg is
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trace_t tr;
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Vector hipOrigin;
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VectorMA( pev->origin,
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m_IsFootprintOnLeft ? -PLAYER_HALFWIDTH : PLAYER_HALFWIDTH,
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right, hipOrigin );
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// Find where that leg hits the ground
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UTIL_TraceLine( hipOrigin, hipOrigin + Vector(0, 0, -COORD_EXTENT * 1.74),
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MASK_SOLID_BRUSHONLY, edict(), COLLISION_GROUP_NONE, &tr);
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unsigned char mType = TEXTURETYPE_Find( &tr );
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// Splat a decal
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CPVSFilter filter( tr.endpos );
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te->FootprintDecal( filter, 0.0f, &tr.endpos, &right, ENTINDEX(tr.u.ent),
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gDecals[footprintDecal].index, mType );
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}
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}
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// Switch feet for next time
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m_IsFootprintOnLeft = !m_IsFootprintOnLeft;
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}
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#define WET_TIME 5.f // how many seconds till we're completely wet/dry
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#define DRY_TIME 20.f // how many seconds till we're completely wet/dry
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void CBasePlayer::UpdateWetness()
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{
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// BRJ 1/7/01
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// Check for whether we're in a rainy area....
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// Do this by tracing a line straight down with a size guaranteed to
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// be larger than the map
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// Update wetness based on whether we're in rain or not...
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trace_t tr;
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UTIL_TraceLine( pev->origin, pev->origin + Vector(0, 0, -COORD_EXTENT * 1.74),
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MASK_SOLID_BRUSHONLY, edict(), COLLISION_GROUP_NONE, &tr);
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if (tr.surface.flags & SURF_WET)
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{
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if (! (pev->flags & FL_INRAIN) )
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{
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// Transition...
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// Figure out how wet we are now (we were drying off...)
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float wetness = (m_WetTime - gpGlobals->time) / DRY_TIME;
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if (wetness < 0.0f)
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wetness = 0.0f;
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// Here, wet time represents the time at which we get totally wet
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m_WetTime = gpGlobals->time + (1.0 - wetness) * WET_TIME;
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pev->flags |= FL_INRAIN;
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}
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}
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else
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{
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if ((pev->flags & FL_INRAIN) != 0)
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{
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// Transition...
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// Figure out how wet we are now (we were getting more wet...)
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float wetness = 1.0f + (gpGlobals->time - m_WetTime) / WET_TIME;
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if (wetness > 1.0f)
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wetness = 1.0f;
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// Here, wet time represents the time at which we get totally dry
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m_WetTime = gpGlobals->time + wetness * DRY_TIME;
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pev->flags &= ~FL_INRAIN;
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}
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}
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}
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*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGameMovement::CategorizeGroundSurface( void )
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{
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//
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// Find the name of the material that lies beneath the player.
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//
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Vector start, end;
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VectorCopy( mv->m_vecAbsOrigin, start );
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VectorCopy( mv->m_vecAbsOrigin, end );
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// Straight down
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end[2] -= 64;
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// Fill in default values, just in case.
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trace_t trace;
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TracePlayerBBox( start, end, PlayerSolidMask( BRUSH_ONLY ), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
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IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
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player->m_surfaceProps = trace.surface.surfaceProps;
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player->m_pSurfaceData = physprops->GetSurfaceData( player->m_surfaceProps );
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physprops->GetPhysicsProperties( player->m_surfaceProps, NULL, NULL, &player->m_surfaceFriction, NULL );
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// HACKHACK: Scale this to fudge the relationship between vphysics friction values and player friction values.
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// A value of 0.8f feels pretty normal for vphysics, whereas 1.0f is normal for players.
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// This scaling trivially makes them equivalent. REVISIT if this affects low friction surfaces too much.
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player->m_surfaceFriction *= 1.25f;
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if ( player->m_surfaceFriction > 1.0f )
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player->m_surfaceFriction = 1.0f;
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player->m_chTextureType = player->m_pSurfaceData->game.material;
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}
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bool CGameMovement::IsDead( void ) const
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{
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return ( player->m_iHealth <= 0 ) ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Figures out how the constraint should slow us down
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//-----------------------------------------------------------------------------
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float CGameMovement::ComputeConstraintSpeedFactor( void )
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{
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// If we have a constraint, slow down because of that too.
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if ( !mv || mv->m_flConstraintRadius == 0.0f )
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return 1.0f;
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float flDistSq = mv->m_vecAbsOrigin.DistToSqr( mv->m_vecConstraintCenter );
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float flOuterRadiusSq = mv->m_flConstraintRadius * mv->m_flConstraintRadius;
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float flInnerRadiusSq = mv->m_flConstraintRadius - mv->m_flConstraintWidth;
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flInnerRadiusSq *= flInnerRadiusSq;
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// Only slow us down if we're inside the constraint ring
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if ((flDistSq <= flInnerRadiusSq) || (flDistSq >= flOuterRadiusSq))
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return 1.0f;
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// Only slow us down if we're running away from the center
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Vector vecDesired;
|
|
VectorMultiply( m_vecForward, mv->m_flForwardMove, vecDesired );
|
|
VectorMA( vecDesired, mv->m_flSideMove, m_vecRight, vecDesired );
|
|
VectorMA( vecDesired, mv->m_flUpMove, m_vecUp, vecDesired );
|
|
|
|
Vector vecDelta;
|
|
VectorSubtract( mv->m_vecAbsOrigin, mv->m_vecConstraintCenter, vecDelta );
|
|
VectorNormalize( vecDelta );
|
|
VectorNormalize( vecDesired );
|
|
if (DotProduct( vecDelta, vecDesired ) < 0.0f)
|
|
return 1.0f;
|
|
|
|
float flFrac = (sqrt(flDistSq) - (mv->m_flConstraintRadius - mv->m_flConstraintWidth)) / mv->m_flConstraintWidth;
|
|
|
|
float flSpeedFactor = Lerp( flFrac, 1.0f, mv->m_flConstraintSpeedFactor );
|
|
return flSpeedFactor;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::CheckParameters( void )
|
|
{
|
|
QAngle v_angle;
|
|
|
|
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
|
|
player->GetMoveType() != MOVETYPE_NOCLIP &&
|
|
player->GetMoveType() != MOVETYPE_OBSERVER )
|
|
{
|
|
float spd;
|
|
float maxspeed;
|
|
|
|
spd = ( mv->m_flForwardMove * mv->m_flForwardMove ) +
|
|
( mv->m_flSideMove * mv->m_flSideMove ) +
|
|
( mv->m_flUpMove * mv->m_flUpMove );
|
|
|
|
maxspeed = mv->m_flClientMaxSpeed;
|
|
if ( maxspeed != 0.0 )
|
|
{
|
|
mv->m_flMaxSpeed = MIN( maxspeed, mv->m_flMaxSpeed );
|
|
}
|
|
|
|
// Slow down by the speed factor
|
|
float flSpeedFactor = 1.0f;
|
|
if (player->m_pSurfaceData)
|
|
{
|
|
flSpeedFactor = player->m_pSurfaceData->game.maxSpeedFactor;
|
|
}
|
|
|
|
// If we have a constraint, slow down because of that too.
|
|
float flConstraintSpeedFactor = ComputeConstraintSpeedFactor();
|
|
if (flConstraintSpeedFactor < flSpeedFactor)
|
|
flSpeedFactor = flConstraintSpeedFactor;
|
|
|
|
mv->m_flMaxSpeed *= flSpeedFactor;
|
|
|
|
if ( g_bMovementOptimizations )
|
|
{
|
|
// Same thing but only do the sqrt if we have to.
|
|
if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed*mv->m_flMaxSpeed ) )
|
|
{
|
|
float fRatio = mv->m_flMaxSpeed / sqrt( spd );
|
|
mv->m_flForwardMove *= fRatio;
|
|
mv->m_flSideMove *= fRatio;
|
|
mv->m_flUpMove *= fRatio;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spd = sqrt( spd );
|
|
if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed ) )
|
|
{
|
|
float fRatio = mv->m_flMaxSpeed / spd;
|
|
mv->m_flForwardMove *= fRatio;
|
|
mv->m_flSideMove *= fRatio;
|
|
mv->m_flUpMove *= fRatio;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !m_bSpeedCropped && ( mv->m_nButtons & IN_SPEED ) && !( player->m_Local.m_bDucked && !player->m_Local.m_bDucking ))
|
|
{
|
|
float frac = 1.0f; // TODO can we remove this ?
|
|
mv->m_flForwardMove *= frac;
|
|
mv->m_flSideMove *= frac;
|
|
mv->m_flUpMove *= frac;
|
|
m_bSpeedCropped = true;
|
|
}
|
|
|
|
if ( player->GetFlags() & FL_FROZEN ||
|
|
player->GetFlags() & FL_ONTRAIN ||
|
|
IsDead() )
|
|
{
|
|
mv->m_flForwardMove = 0;
|
|
mv->m_flSideMove = 0;
|
|
mv->m_flUpMove = 0;
|
|
}
|
|
|
|
DecayPunchAngle();
|
|
|
|
// Take angles from command.
|
|
if ( !IsDead() )
|
|
{
|
|
v_angle = mv->m_vecAngles;
|
|
v_angle = v_angle + player->m_Local.m_vecPunchAngle;
|
|
|
|
// Now adjust roll angle
|
|
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
|
|
player->GetMoveType() != MOVETYPE_NOCLIP )
|
|
{
|
|
mv->m_vecAngles[ROLL] = CalcRoll( v_angle, mv->m_vecVelocity, sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecAngles[ROLL] = 0.0; // v_angle[ ROLL ];
|
|
}
|
|
mv->m_vecAngles[PITCH] = v_angle[PITCH];
|
|
mv->m_vecAngles[YAW] = v_angle[YAW];
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecAngles = mv->m_vecOldAngles;
|
|
}
|
|
|
|
// Set dead player view_offset
|
|
if ( IsDead() )
|
|
{
|
|
player->SetViewOffset( VEC_DEAD_VIEWHEIGHT );
|
|
}
|
|
|
|
// Adjust client view angles to match values used on server.
|
|
if ( mv->m_vecAngles[YAW] > 180.0f )
|
|
{
|
|
mv->m_vecAngles[YAW] -= 360.0f;
|
|
}
|
|
}
|
|
|
|
void CGameMovement::ReduceTimers( void )
|
|
{
|
|
float frame_msec = 1000.0f * gpGlobals->frametime;
|
|
|
|
if ( player->m_Local.m_flDucktime > 0 )
|
|
{
|
|
player->m_Local.m_flDucktime -= frame_msec;
|
|
if ( player->m_Local.m_flDucktime < 0 )
|
|
{
|
|
player->m_Local.m_flDucktime = 0;
|
|
}
|
|
}
|
|
if ( player->m_Local.m_flDuckJumpTime > 0 )
|
|
{
|
|
player->m_Local.m_flDuckJumpTime -= frame_msec;
|
|
if ( player->m_Local.m_flDuckJumpTime < 0 )
|
|
{
|
|
player->m_Local.m_flDuckJumpTime = 0;
|
|
}
|
|
}
|
|
if ( player->m_Local.m_flJumpTime > 0 )
|
|
{
|
|
player->m_Local.m_flJumpTime -= frame_msec;
|
|
if ( player->m_Local.m_flJumpTime < 0 )
|
|
{
|
|
player->m_Local.m_flJumpTime = 0;
|
|
}
|
|
}
|
|
if ( player->m_flSwimSoundTime > 0 )
|
|
{
|
|
player->m_flSwimSoundTime -= frame_msec;
|
|
if ( player->m_flSwimSoundTime < 0 )
|
|
{
|
|
player->m_flSwimSoundTime = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pMove -
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove )
|
|
{
|
|
Assert( pMove && pPlayer );
|
|
|
|
float flStoreFrametime = gpGlobals->frametime;
|
|
|
|
//!!HACK HACK: Adrian - slow down all player movement by this factor.
|
|
//!!Blame Yahn for this one.
|
|
gpGlobals->frametime *= pPlayer->GetLaggedMovementValue();
|
|
|
|
ResetGetPointContentsCache();
|
|
|
|
// Cropping movement speed scales mv->m_fForwardSpeed etc. globally
|
|
// Once we crop, we don't want to recursively crop again, so we set the crop
|
|
// flag globally here once per usercmd cycle.
|
|
m_bSpeedCropped = false;
|
|
|
|
player = pPlayer;
|
|
mv = pMove;
|
|
mv->m_flMaxSpeed = sv_maxspeed.GetFloat();
|
|
|
|
StartTrackPredictionErrors();
|
|
|
|
// Run the command.
|
|
PlayerMove();
|
|
|
|
FinishMove();
|
|
|
|
FinishTrackPredictionErrors();
|
|
|
|
//This is probably not needed, but just in case.
|
|
gpGlobals->frametime = flStoreFrametime;
|
|
}
|
|
|
|
|
|
// This code is useful for finding where prediction errors happened.
|
|
// Change it to use any variable inside mv or in the player and then look at the
|
|
// client.txt and server.txt files to see where the values went astray.
|
|
#if 1
|
|
void CGameMovement::StartTrackPredictionErrors()
|
|
{
|
|
}
|
|
void CGameMovement::FinishTrackPredictionErrors()
|
|
{
|
|
}
|
|
#else
|
|
static Vector g_vPredictionErrorTrackStart;
|
|
|
|
void CGameMovement::StartTrackPredictionErrors()
|
|
{
|
|
g_vPredictionErrorTrackStart = mv->m_vecVelocity;
|
|
}
|
|
|
|
void CGameMovement::FinishTrackPredictionErrors()
|
|
{
|
|
const char *pFilename = "c:\\hl2\\client.txt";
|
|
#ifndef CLIENT_DLL
|
|
pFilename = "c:\\hl2\\server.txt";
|
|
#endif
|
|
|
|
extern IFileSystem *filesystem;
|
|
static FileHandle_t fp = filesystem->Open( pFilename, "wt" );
|
|
|
|
filesystem->FPrintf( fp, "%04d: (%f %f %f) - (%f %f %f)\n",
|
|
pPlayer->m_pCurrentCommand->command_number,
|
|
VectorExpand( vStart ),
|
|
VectorExpand( mv->m_vecVelocity ) );
|
|
|
|
filesystem->Flush( fp );
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets ground entity
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FinishMove( void )
|
|
{
|
|
mv->m_nOldButtons = mv->m_nButtons;
|
|
}
|
|
|
|
#define PUNCH_DAMPING 9.0f // bigger number makes the response more damped, smaller is less damped
|
|
// currently the system will overshoot, with larger damping values it won't
|
|
#define PUNCH_SPRING_CONSTANT 65.0f // bigger number increases the speed at which the view corrects
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Decays the punchangle toward 0,0,0.
|
|
// Modelled as a damped spring
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::DecayPunchAngle( void )
|
|
{
|
|
if ( player->m_Local.m_vecPunchAngle->LengthSqr() > 0.001 || player->m_Local.m_vecPunchAngleVel->LengthSqr() > 0.001 )
|
|
{
|
|
player->m_Local.m_vecPunchAngle += player->m_Local.m_vecPunchAngleVel * gpGlobals->frametime;
|
|
float damping = 1 - (PUNCH_DAMPING * gpGlobals->frametime);
|
|
|
|
if ( damping < 0 )
|
|
{
|
|
damping = 0;
|
|
}
|
|
player->m_Local.m_vecPunchAngleVel *= damping;
|
|
|
|
// torsional spring
|
|
// UNDONE: Per-axis spring constant?
|
|
float springForceMagnitude = PUNCH_SPRING_CONSTANT * gpGlobals->frametime;
|
|
springForceMagnitude = clamp(springForceMagnitude, 0, 2 );
|
|
player->m_Local.m_vecPunchAngleVel -= player->m_Local.m_vecPunchAngle * springForceMagnitude;
|
|
|
|
// don't wrap around
|
|
player->m_Local.m_vecPunchAngle.Init(
|
|
clamp(player->m_Local.m_vecPunchAngle->x, -89, 89 ),
|
|
clamp(player->m_Local.m_vecPunchAngle->y, -179, 179 ),
|
|
clamp(player->m_Local.m_vecPunchAngle->z, -89, 89 ) );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::StartGravity( void )
|
|
{
|
|
float ent_gravity;
|
|
|
|
if (player->GetGravity())
|
|
ent_gravity = player->GetGravity();
|
|
else
|
|
ent_gravity = 1.0;
|
|
|
|
// Add gravity so they'll be in the correct position during movement
|
|
// yes, this 0.5 looks wrong, but it's not.
|
|
mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * 0.5 * gpGlobals->frametime );
|
|
mv->m_vecVelocity[2] += player->GetBaseVelocity()[2] * gpGlobals->frametime;
|
|
|
|
Vector temp = player->GetBaseVelocity();
|
|
temp[ 2 ] = 0;
|
|
player->SetBaseVelocity( temp );
|
|
|
|
CheckVelocity();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::CheckWaterJump( void )
|
|
{
|
|
Vector flatforward;
|
|
Vector forward;
|
|
Vector flatvelocity;
|
|
float curspeed;
|
|
|
|
AngleVectors( mv->m_vecViewAngles, &forward ); // Determine movement angles
|
|
|
|
// Already water jumping.
|
|
if (player->m_flWaterJumpTime)
|
|
return;
|
|
|
|
// Don't hop out if we just jumped in
|
|
if (mv->m_vecVelocity[2] < -180)
|
|
return; // only hop out if we are moving up
|
|
|
|
// See if we are backing up
|
|
flatvelocity[0] = mv->m_vecVelocity[0];
|
|
flatvelocity[1] = mv->m_vecVelocity[1];
|
|
flatvelocity[2] = 0;
|
|
|
|
// Must be moving
|
|
curspeed = VectorNormalize( flatvelocity );
|
|
|
|
// see if near an edge
|
|
flatforward[0] = forward[0];
|
|
flatforward[1] = forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize (flatforward);
|
|
|
|
// Are we backing into water from steps or something? If so, don't pop forward
|
|
if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) )
|
|
return;
|
|
|
|
Vector vecStart;
|
|
// Start line trace at waist height (using the center of the player for this here)
|
|
vecStart= mv->m_vecAbsOrigin + (GetPlayerMins() + GetPlayerMaxs() ) * 0.5;
|
|
|
|
Vector vecEnd;
|
|
VectorMA( vecStart, 24.0f, flatforward, vecEnd );
|
|
|
|
trace_t tr;
|
|
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
|
|
if ( tr.fraction < 1.0 ) // solid at waist
|
|
{
|
|
IPhysicsObject *pPhysObj = tr.m_pEnt->VPhysicsGetObject();
|
|
if ( pPhysObj )
|
|
{
|
|
if ( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
|
|
return;
|
|
}
|
|
|
|
vecStart.z = mv->m_vecAbsOrigin.z + player->GetViewOffset().z + WATERJUMP_HEIGHT;
|
|
VectorMA( vecStart, 24.0f, flatforward, vecEnd );
|
|
VectorMA( vec3_origin, -50.0f, tr.plane.normal, player->m_vecWaterJumpVel );
|
|
|
|
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
|
|
if ( tr.fraction == 1.0 ) // open at eye level
|
|
{
|
|
// Now trace down to see if we would actually land on a standable surface.
|
|
VectorCopy( vecEnd, vecStart );
|
|
vecEnd.z -= 1024.0f;
|
|
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
|
|
if ( ( tr.fraction < 1.0f ) && ( tr.plane.normal.z >= 0.7 ) )
|
|
{
|
|
mv->m_vecVelocity[2] = 256.0f; // Push up
|
|
mv->m_nOldButtons |= IN_JUMP; // Don't jump again until released
|
|
player->AddFlag( FL_WATERJUMP );
|
|
player->m_flWaterJumpTime = 2000.0f; // Do this for 2 seconds
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::WaterJump( void )
|
|
{
|
|
if (player->m_flWaterJumpTime > 10000)
|
|
player->m_flWaterJumpTime = 10000;
|
|
|
|
if (!player->m_flWaterJumpTime)
|
|
return;
|
|
|
|
player->m_flWaterJumpTime -= 1000.0f * gpGlobals->frametime;
|
|
|
|
if (player->m_flWaterJumpTime <= 0 || !player->GetWaterLevel())
|
|
{
|
|
player->m_flWaterJumpTime = 0;
|
|
player->RemoveFlag( FL_WATERJUMP );
|
|
}
|
|
|
|
mv->m_vecVelocity[0] = player->m_vecWaterJumpVel[0];
|
|
mv->m_vecVelocity[1] = player->m_vecWaterJumpVel[1];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::WaterMove( void )
|
|
{
|
|
int i;
|
|
Vector wishvel;
|
|
float wishspeed;
|
|
Vector wishdir;
|
|
Vector start, dest;
|
|
Vector temp;
|
|
trace_t pm;
|
|
float speed, newspeed, addspeed, accelspeed;
|
|
Vector forward, right, up;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
//
|
|
// user intentions
|
|
//
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
wishvel[i] = forward[i]*mv->m_flForwardMove + right[i]*mv->m_flSideMove;
|
|
}
|
|
|
|
// if we have the jump key down, move us up as well
|
|
if (mv->m_nButtons & IN_JUMP)
|
|
{
|
|
wishvel[2] += mv->m_flClientMaxSpeed;
|
|
}
|
|
// Sinking after no other movement occurs
|
|
else if (!mv->m_flForwardMove && !mv->m_flSideMove && !mv->m_flUpMove)
|
|
{
|
|
wishvel[2] -= 60; // drift towards bottom
|
|
}
|
|
else // Go straight up by upmove amount.
|
|
{
|
|
// exaggerate upward movement along forward as well
|
|
float upwardMovememnt = mv->m_flForwardMove * forward.z * 2;
|
|
upwardMovememnt = clamp( upwardMovememnt, 0, mv->m_flClientMaxSpeed );
|
|
wishvel[2] += mv->m_flUpMove + upwardMovememnt;
|
|
}
|
|
|
|
// Copy it over and determine speed
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
// Cap speed.
|
|
if (wishspeed > mv->m_flMaxSpeed)
|
|
{
|
|
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
|
|
wishspeed = mv->m_flMaxSpeed;
|
|
}
|
|
|
|
// Slow us down a bit.
|
|
wishspeed *= 0.8;
|
|
|
|
// Water friction
|
|
VectorCopy(mv->m_vecVelocity, temp);
|
|
speed = VectorNormalize(temp);
|
|
if (speed)
|
|
{
|
|
newspeed = speed - gpGlobals->frametime * speed * sv_friction.GetFloat() * player->m_surfaceFriction;
|
|
if (newspeed < 0.1f)
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
|
|
VectorScale (mv->m_vecVelocity, newspeed/speed, mv->m_vecVelocity);
|
|
}
|
|
else
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
|
|
// water acceleration
|
|
if (wishspeed >= 0.1f) // old !
|
|
{
|
|
addspeed = wishspeed - newspeed;
|
|
if (addspeed > 0)
|
|
{
|
|
VectorNormalize(wishvel);
|
|
accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
|
|
if (accelspeed > addspeed)
|
|
{
|
|
accelspeed = addspeed;
|
|
}
|
|
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
float deltaSpeed = accelspeed * wishvel[i];
|
|
mv->m_vecVelocity[i] += deltaSpeed;
|
|
mv->m_outWishVel[i] += deltaSpeed;
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
|
|
// Now move
|
|
// assume it is a stair or a slope, so press down from stepheight above
|
|
VectorMA (mv->m_vecAbsOrigin, gpGlobals->frametime, mv->m_vecVelocity, dest);
|
|
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
if ( pm.fraction == 1.0f )
|
|
{
|
|
VectorCopy( dest, start );
|
|
if ( player->m_Local.m_bAllowAutoMovement )
|
|
{
|
|
start[2] += player->m_Local.m_flStepSize + 1;
|
|
}
|
|
|
|
TracePlayerBBox( start, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
|
|
if (!pm.startsolid && !pm.allsolid)
|
|
{
|
|
float stepDist = pm.endpos.z - mv->m_vecAbsOrigin.z;
|
|
mv->m_outStepHeight += stepDist;
|
|
// walked up the step, so just keep result and exit
|
|
VectorCopy (pm.endpos, mv->m_vecAbsOrigin);
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
return;
|
|
}
|
|
|
|
// Try moving straight along out normal path.
|
|
TryPlayerMove();
|
|
}
|
|
else
|
|
{
|
|
if ( !player->GetGroundEntity() )
|
|
{
|
|
TryPlayerMove();
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
return;
|
|
}
|
|
|
|
StepMove( dest, pm );
|
|
}
|
|
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Does the basic move attempting to climb up step heights. It uses
|
|
// the mv->m_vecAbsOrigin and mv->m_vecVelocity. It returns a new
|
|
// new mv->m_vecAbsOrigin, mv->m_vecVelocity, and mv->m_outStepHeight.
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::StepMove( Vector &vecDestination, trace_t &trace )
|
|
{
|
|
Vector vecEndPos;
|
|
VectorCopy( vecDestination, vecEndPos );
|
|
|
|
// Try sliding forward both on ground and up 16 pixels
|
|
// take the move that goes farthest
|
|
Vector vecPos, vecVel;
|
|
VectorCopy( mv->m_vecAbsOrigin, vecPos );
|
|
VectorCopy( mv->m_vecVelocity, vecVel );
|
|
|
|
// Slide move down.
|
|
TryPlayerMove( &vecEndPos, &trace );
|
|
|
|
// Down results.
|
|
Vector vecDownPos, vecDownVel;
|
|
VectorCopy( mv->m_vecAbsOrigin, vecDownPos );
|
|
VectorCopy( mv->m_vecVelocity, vecDownVel );
|
|
|
|
// Reset original values.
|
|
VectorCopy( vecPos, mv->m_vecAbsOrigin );
|
|
VectorCopy( vecVel, mv->m_vecVelocity );
|
|
|
|
// Move up a stair height.
|
|
VectorCopy( mv->m_vecAbsOrigin, vecEndPos );
|
|
if ( player->m_Local.m_bAllowAutoMovement )
|
|
{
|
|
vecEndPos.z += player->m_Local.m_flStepSize + DIST_EPSILON;
|
|
}
|
|
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
|
|
}
|
|
|
|
// Slide move up.
|
|
TryPlayerMove();
|
|
|
|
// Move down a stair (attempt to).
|
|
VectorCopy( mv->m_vecAbsOrigin, vecEndPos );
|
|
if ( player->m_Local.m_bAllowAutoMovement )
|
|
{
|
|
vecEndPos.z -= player->m_Local.m_flStepSize + DIST_EPSILON;
|
|
}
|
|
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
|
|
// If we are not on the ground any more then use the original movement attempt.
|
|
if ( trace.plane.normal[2] < 0.7 )
|
|
{
|
|
VectorCopy( vecDownPos, mv->m_vecAbsOrigin );
|
|
VectorCopy( vecDownVel, mv->m_vecVelocity );
|
|
float flStepDist = mv->m_vecAbsOrigin.z - vecPos.z;
|
|
if ( flStepDist > 0.0f )
|
|
{
|
|
mv->m_outStepHeight += flStepDist;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// If the trace ended up in empty space, copy the end over to the origin.
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
|
|
}
|
|
|
|
// Copy this origin to up.
|
|
Vector vecUpPos;
|
|
VectorCopy( mv->m_vecAbsOrigin, vecUpPos );
|
|
|
|
// decide which one went farther
|
|
float flDownDist = ( vecDownPos.x - vecPos.x ) * ( vecDownPos.x - vecPos.x ) + ( vecDownPos.y - vecPos.y ) * ( vecDownPos.y - vecPos.y );
|
|
float flUpDist = ( vecUpPos.x - vecPos.x ) * ( vecUpPos.x - vecPos.x ) + ( vecUpPos.y - vecPos.y ) * ( vecUpPos.y - vecPos.y );
|
|
if ( flDownDist > flUpDist )
|
|
{
|
|
VectorCopy( vecDownPos, mv->m_vecAbsOrigin );
|
|
VectorCopy( vecDownVel, mv->m_vecVelocity );
|
|
}
|
|
else
|
|
{
|
|
// copy z value from slide move
|
|
mv->m_vecVelocity.z = vecDownVel.z;
|
|
}
|
|
|
|
float flStepDist = mv->m_vecAbsOrigin.z - vecPos.z;
|
|
if ( flStepDist > 0 )
|
|
{
|
|
mv->m_outStepHeight += flStepDist;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::Friction( void )
|
|
{
|
|
float speed, newspeed, control;
|
|
float friction;
|
|
float drop;
|
|
Vector newvel;
|
|
|
|
|
|
// If we are in water jump cycle, don't apply friction
|
|
if (player->m_flWaterJumpTime)
|
|
return;
|
|
|
|
// Calculate speed
|
|
speed = VectorLength( mv->m_vecVelocity );
|
|
|
|
// If too slow, return
|
|
if (speed < 0.1f)
|
|
{
|
|
return;
|
|
}
|
|
|
|
drop = 0;
|
|
|
|
// apply ground friction
|
|
if (player->GetGroundEntity() != NULL) // On an entity that is the ground
|
|
{
|
|
Vector start, stop;
|
|
trace_t pm;
|
|
|
|
//
|
|
// NOTE: added a "1.0f" to the player minimum (bbox) value so that the
|
|
// trace starts just inside of the bounding box, this make sure
|
|
// that we don't get any collision epsilon (on surface) errors.
|
|
// The significance of the 16 below is this is how many units out front we are checking
|
|
// to see if the player box would fall. The 49 is the number of units down that is required
|
|
// to be considered a fall. 49 is derived from 1 (added 1 from above) + 48 the max fall
|
|
// distance a player can fall and still jump back up.
|
|
//
|
|
// UNDONE: In some cases there are still problems here. Specifically, no collision check is
|
|
// done so 16 units in front of the player could be inside a volume or past a collision point.
|
|
start[0] = stop[0] = mv->m_vecAbsOrigin[0] + (mv->m_vecVelocity[0]/speed)*16;
|
|
start[1] = stop[1] = mv->m_vecAbsOrigin[1] + (mv->m_vecVelocity[1]/speed)*16;
|
|
start[2] = mv->m_vecAbsOrigin[2] + ( GetPlayerMins()[2] + 1.0f );
|
|
stop[2] = start[2] - 49;
|
|
|
|
if ( g_bMovementOptimizations )
|
|
{
|
|
// We don't actually need this trace.
|
|
}
|
|
else
|
|
{
|
|
TracePlayerBBox( start, stop, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
}
|
|
|
|
friction = sv_friction.GetFloat();
|
|
|
|
// Grab friction value.
|
|
friction *= player->m_surfaceFriction; // player friction?
|
|
|
|
// Bleed off some speed, but if we have less than the bleed
|
|
// threshhold, bleed the theshold amount.
|
|
#ifdef _XBOX
|
|
if( player->m_Local.m_bDucked )
|
|
{
|
|
control = (speed < sv_stopspeed.GetFloat()) ? sv_stopspeed.GetFloat() : speed;
|
|
}
|
|
else
|
|
{
|
|
control = (speed < sv_stopspeed.GetFloat()) ? (sv_stopspeed.GetFloat() * 2.0f) : speed;
|
|
}
|
|
#else
|
|
control = (speed < sv_stopspeed.GetFloat()) ?
|
|
sv_stopspeed.GetFloat() : speed;
|
|
#endif //_XBOX
|
|
|
|
// Add the amount to the drop amount.
|
|
drop += control*friction*gpGlobals->frametime;
|
|
}
|
|
|
|
// scale the velocity
|
|
newspeed = speed - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
|
|
// Determine proportion of old speed we are using.
|
|
newspeed /= speed;
|
|
|
|
// Adjust velocity according to proportion.
|
|
newvel[0] = mv->m_vecVelocity[0] * newspeed;
|
|
newvel[1] = mv->m_vecVelocity[1] * newspeed;
|
|
newvel[2] = mv->m_vecVelocity[2] * newspeed;
|
|
|
|
VectorCopy( newvel, mv->m_vecVelocity );
|
|
mv->m_outWishVel -= (1.f-newspeed) * mv->m_vecVelocity;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FinishGravity( void )
|
|
{
|
|
float ent_gravity;
|
|
|
|
if ( player->m_flWaterJumpTime )
|
|
return;
|
|
|
|
if ( player->GetGravity() )
|
|
ent_gravity = player->GetGravity();
|
|
else
|
|
ent_gravity = 1.0;
|
|
|
|
// Get the correct velocity for the end of the dt
|
|
mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * gpGlobals->frametime * 0.5);
|
|
|
|
CheckVelocity();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : wishdir -
|
|
// accel -
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::AirAccelerate( Vector& wishdir, float wishspeed, float accel )
|
|
{
|
|
int i;
|
|
float addspeed, accelspeed, currentspeed;
|
|
float wishspd;
|
|
|
|
wishspd = wishspeed;
|
|
|
|
if (player->pl.deadflag)
|
|
return;
|
|
|
|
if (player->m_flWaterJumpTime)
|
|
return;
|
|
|
|
// Cap speed
|
|
if (wishspd > 30)
|
|
wishspd = 30;
|
|
|
|
// Determine veer amount
|
|
currentspeed = mv->m_vecVelocity.Dot(wishdir);
|
|
|
|
// See how much to add
|
|
addspeed = wishspd - currentspeed;
|
|
|
|
// If not adding any, done.
|
|
if (addspeed <= 0)
|
|
return;
|
|
|
|
// Determine acceleration speed after acceleration
|
|
accelspeed = accel * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
|
|
|
|
// Cap it
|
|
if (accelspeed > addspeed)
|
|
accelspeed = addspeed;
|
|
|
|
// Adjust pmove vel.
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mv->m_vecVelocity[i] += accelspeed * wishdir[i];
|
|
mv->m_outWishVel[i] += accelspeed * wishdir[i];
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::AirMove( void )
|
|
{
|
|
int i;
|
|
Vector wishvel;
|
|
float fmove, smove;
|
|
Vector wishdir;
|
|
float wishspeed;
|
|
Vector forward, right, up;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
// Copy movement amounts
|
|
fmove = mv->m_flForwardMove;
|
|
smove = mv->m_flSideMove;
|
|
|
|
// Zero out z components of movement vectors
|
|
forward[2] = 0;
|
|
right[2] = 0;
|
|
VectorNormalize(forward); // Normalize remainder of vectors
|
|
VectorNormalize(right); //
|
|
|
|
for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
wishvel[2] = 0; // Zero out z part of velocity
|
|
|
|
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// clamp to server defined max speed
|
|
//
|
|
if ( wishspeed != 0 && (wishspeed > mv->m_flMaxSpeed))
|
|
{
|
|
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
|
|
wishspeed = mv->m_flMaxSpeed;
|
|
}
|
|
|
|
AirAccelerate( wishdir, wishspeed, sv_airaccelerate.GetFloat() );
|
|
|
|
// Add in any base velocity to the current velocity.
|
|
VectorAdd(mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
|
|
TryPlayerMove();
|
|
|
|
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
}
|
|
|
|
|
|
bool CGameMovement::CanAccelerate()
|
|
{
|
|
// Dead players don't accelerate.
|
|
if (player->pl.deadflag)
|
|
return false;
|
|
|
|
// If waterjumping, don't accelerate
|
|
if (player->m_flWaterJumpTime)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : wishdir -
|
|
// wishspeed -
|
|
// accel -
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::Accelerate( Vector& wishdir, float wishspeed, float accel )
|
|
{
|
|
int i;
|
|
float addspeed, accelspeed, currentspeed;
|
|
|
|
// This gets overridden because some games (CSPort) want to allow dead (observer) players
|
|
// to be able to move around.
|
|
if ( !CanAccelerate() )
|
|
return;
|
|
|
|
// See if we are changing direction a bit
|
|
currentspeed = mv->m_vecVelocity.Dot(wishdir);
|
|
|
|
// Reduce wishspeed by the amount of veer.
|
|
addspeed = wishspeed - currentspeed;
|
|
|
|
// If not going to add any speed, done.
|
|
if (addspeed <= 0)
|
|
return;
|
|
|
|
// Determine amount of accleration.
|
|
accelspeed = accel * gpGlobals->frametime * wishspeed * player->m_surfaceFriction;
|
|
|
|
// Cap at addspeed
|
|
if (accelspeed > addspeed)
|
|
accelspeed = addspeed;
|
|
|
|
// Adjust velocity.
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mv->m_vecVelocity[i] += accelspeed * wishdir[i];
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Try to keep a walking player on the ground when running down slopes etc
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::StayOnGround( void )
|
|
{
|
|
trace_t trace;
|
|
Vector start( mv->m_vecAbsOrigin );
|
|
Vector end( mv->m_vecAbsOrigin );
|
|
start.z += 2;
|
|
end.z -= player->GetStepSize();
|
|
|
|
// See how far up we can go without getting stuck
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, start, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
start = trace.endpos;
|
|
|
|
// using trace.startsolid is unreliable here, it doesn't get set when
|
|
// tracing bounding box vs. terrain
|
|
|
|
// Now trace down from a known safe position
|
|
TracePlayerBBox( start, end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
if ( trace.fraction > 0.0f && // must go somewhere
|
|
trace.fraction < 1.0f && // must hit something
|
|
!trace.startsolid && // can't be embedded in a solid
|
|
trace.plane.normal[2] >= 0.7 ) // can't hit a steep slope that we can't stand on anyway
|
|
{
|
|
float flDelta = fabs(mv->m_vecAbsOrigin.z - trace.endpos.z);
|
|
|
|
//This is incredibly hacky. The real problem is that trace returning that strange value we can't network over.
|
|
if ( flDelta > 0.5f * COORD_RESOLUTION)
|
|
{
|
|
mv->m_vecAbsOrigin = trace.endpos;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::WalkMove( void )
|
|
{
|
|
int i;
|
|
|
|
Vector wishvel;
|
|
float spd;
|
|
float fmove, smove;
|
|
Vector wishdir;
|
|
float wishspeed;
|
|
|
|
Vector dest;
|
|
trace_t pm;
|
|
Vector forward, right, up;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
CHandle< CBaseEntity > oldground;
|
|
oldground = player->GetGroundEntity();
|
|
|
|
// Copy movement amounts
|
|
fmove = mv->m_flForwardMove;
|
|
smove = mv->m_flSideMove;
|
|
|
|
// Zero out z components of movement vectors
|
|
if ( g_bMovementOptimizations )
|
|
{
|
|
if ( forward[2] != 0 )
|
|
{
|
|
forward[2] = 0;
|
|
VectorNormalize( forward );
|
|
}
|
|
|
|
if ( right[2] != 0 )
|
|
{
|
|
right[2] = 0;
|
|
VectorNormalize( right );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
forward[2] = 0;
|
|
right[2] = 0;
|
|
|
|
VectorNormalize (forward); // Normalize remainder of vectors.
|
|
VectorNormalize (right); //
|
|
}
|
|
|
|
for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
|
|
wishvel[2] = 0; // Zero out z part of velocity
|
|
|
|
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// Clamp to server defined max speed
|
|
//
|
|
if ((wishspeed != 0.0f) && (wishspeed > mv->m_flMaxSpeed))
|
|
{
|
|
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
|
|
wishspeed = mv->m_flMaxSpeed;
|
|
}
|
|
|
|
// Set pmove velocity
|
|
mv->m_vecVelocity[2] = 0;
|
|
Accelerate ( wishdir, wishspeed, sv_accelerate.GetFloat() );
|
|
mv->m_vecVelocity[2] = 0;
|
|
|
|
// Add in any base velocity to the current velocity.
|
|
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
|
|
spd = VectorLength( mv->m_vecVelocity );
|
|
|
|
if ( spd < 1.0f )
|
|
{
|
|
mv->m_vecVelocity.Init();
|
|
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
return;
|
|
}
|
|
|
|
// first try just moving to the destination
|
|
dest[0] = mv->m_vecAbsOrigin[0] + mv->m_vecVelocity[0]*gpGlobals->frametime;
|
|
dest[1] = mv->m_vecAbsOrigin[1] + mv->m_vecVelocity[1]*gpGlobals->frametime;
|
|
dest[2] = mv->m_vecAbsOrigin[2];
|
|
|
|
// first try moving directly to the next spot
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
|
|
// If we made it all the way, then copy trace end as new player position.
|
|
mv->m_outWishVel += wishdir * wishspeed;
|
|
|
|
if ( pm.fraction == 1 )
|
|
{
|
|
VectorCopy( pm.endpos, mv->m_vecAbsOrigin );
|
|
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
|
|
StayOnGround();
|
|
return;
|
|
}
|
|
|
|
// Don't walk up stairs if not on ground.
|
|
if ( oldground == NULL && player->GetWaterLevel() == 0 )
|
|
{
|
|
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
return;
|
|
}
|
|
|
|
// If we are jumping out of water, don't do anything more.
|
|
if ( player->m_flWaterJumpTime )
|
|
{
|
|
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
return;
|
|
}
|
|
|
|
StepMove( dest, pm );
|
|
|
|
// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
|
|
StayOnGround();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FullWalkMove( )
|
|
{
|
|
if ( !CheckWater() )
|
|
{
|
|
StartGravity();
|
|
}
|
|
|
|
// If we are leaping out of the water, just update the counters.
|
|
if (player->m_flWaterJumpTime)
|
|
{
|
|
WaterJump();
|
|
TryPlayerMove();
|
|
// See if we are still in water?
|
|
CheckWater();
|
|
return;
|
|
}
|
|
|
|
// If we are swimming in the water, see if we are nudging against a place we can jump up out
|
|
// of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0
|
|
if ( player->GetWaterLevel() >= WL_Waist )
|
|
{
|
|
if ( player->GetWaterLevel() == WL_Waist )
|
|
{
|
|
CheckWaterJump();
|
|
}
|
|
|
|
// If we are falling again, then we must not trying to jump out of water any more.
|
|
if ( mv->m_vecVelocity[2] < 0 &&
|
|
player->m_flWaterJumpTime )
|
|
{
|
|
player->m_flWaterJumpTime = 0;
|
|
}
|
|
|
|
// Was jump button pressed?
|
|
if (mv->m_nButtons & IN_JUMP)
|
|
{
|
|
CheckJumpButton();
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_JUMP;
|
|
}
|
|
|
|
// Perform regular water movement
|
|
WaterMove();
|
|
|
|
// Redetermine position vars
|
|
CategorizePosition();
|
|
|
|
// If we are on ground, no downward velocity.
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
mv->m_vecVelocity[2] = 0;
|
|
}
|
|
}
|
|
else
|
|
// Not fully underwater
|
|
{
|
|
// Was jump button pressed?
|
|
if (mv->m_nButtons & IN_JUMP)
|
|
{
|
|
CheckJumpButton();
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_JUMP;
|
|
}
|
|
|
|
// Fricion is handled before we add in any base velocity. That way, if we are on a conveyor,
|
|
// we don't slow when standing still, relative to the conveyor.
|
|
if (player->GetGroundEntity() != NULL)
|
|
{
|
|
mv->m_vecVelocity[2] = 0.0;
|
|
Friction();
|
|
}
|
|
|
|
// Make sure velocity is valid.
|
|
CheckVelocity();
|
|
|
|
if (player->GetGroundEntity() != NULL)
|
|
{
|
|
WalkMove();
|
|
}
|
|
else
|
|
{
|
|
AirMove(); // Take into account movement when in air.
|
|
}
|
|
|
|
// Set final flags.
|
|
CategorizePosition();
|
|
|
|
// Make sure velocity is valid.
|
|
CheckVelocity();
|
|
|
|
// Add any remaining gravitational component.
|
|
if ( !CheckWater() )
|
|
{
|
|
FinishGravity();
|
|
}
|
|
|
|
// If we are on ground, no downward velocity.
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
mv->m_vecVelocity[2] = 0;
|
|
}
|
|
CheckFalling();
|
|
}
|
|
|
|
if ( ( m_nOldWaterLevel == WL_NotInWater && player->GetWaterLevel() != WL_NotInWater ) ||
|
|
( m_nOldWaterLevel != WL_NotInWater && player->GetWaterLevel() == WL_NotInWater ) )
|
|
{
|
|
PlaySwimSound();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FullObserverMove( void )
|
|
{
|
|
int mode = player->GetObserverMode();
|
|
|
|
if ( mode == OBS_MODE_IN_EYE || mode == OBS_MODE_CHASE )
|
|
{
|
|
CBaseEntity * target = player->GetObserverTarget();
|
|
|
|
if ( target != NULL )
|
|
{
|
|
mv->m_vecAbsOrigin = target->GetAbsOrigin();
|
|
mv->m_vecViewAngles = target->GetAbsAngles();
|
|
mv->m_vecVelocity = target->GetAbsVelocity();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( mode != OBS_MODE_ROAMING )
|
|
{
|
|
// don't move in fixed or death cam mode
|
|
return;
|
|
}
|
|
|
|
if ( sv_specnoclip.GetBool() )
|
|
{
|
|
// roam in noclip mode
|
|
FullNoClipMove( sv_specspeed.GetFloat(), sv_specaccelerate.GetFloat() );
|
|
return;
|
|
}
|
|
|
|
// do a full clipped free roam move:
|
|
|
|
Vector wishvel;
|
|
Vector forward, right, up;
|
|
Vector wishdir, wishend;
|
|
float wishspeed;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
// Copy movement amounts
|
|
|
|
float factor = sv_specspeed.GetFloat();
|
|
|
|
if ( mv->m_nButtons & IN_SPEED )
|
|
{
|
|
factor /= 2.0f;
|
|
}
|
|
|
|
float fmove = mv->m_flForwardMove * factor;
|
|
float smove = mv->m_flSideMove * factor;
|
|
|
|
VectorNormalize (forward); // Normalize remainder of vectors
|
|
VectorNormalize (right); //
|
|
|
|
for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
wishvel[2] += mv->m_flUpMove;
|
|
|
|
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// Clamp to server defined max speed
|
|
//
|
|
|
|
float maxspeed = sv_maxvelocity.GetFloat();
|
|
|
|
|
|
if (wishspeed > maxspeed )
|
|
{
|
|
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
|
|
wishspeed = maxspeed;
|
|
}
|
|
|
|
// Set pmove velocity, give observer 50% acceration bonus
|
|
Accelerate ( wishdir, wishspeed, sv_specaccelerate.GetFloat() );
|
|
|
|
float spd = VectorLength( mv->m_vecVelocity );
|
|
if (spd < 1.0f)
|
|
{
|
|
mv->m_vecVelocity.Init();
|
|
return;
|
|
}
|
|
|
|
float friction = sv_friction.GetFloat();
|
|
|
|
// Add the amount to the drop amount.
|
|
float drop = spd * friction * gpGlobals->frametime;
|
|
|
|
// scale the velocity
|
|
float newspeed = spd - drop;
|
|
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
|
|
// Determine proportion of old speed we are using.
|
|
newspeed /= spd;
|
|
|
|
VectorScale( mv->m_vecVelocity, newspeed, mv->m_vecVelocity );
|
|
|
|
CheckVelocity();
|
|
|
|
TryPlayerMove();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FullNoClipMove( float factor, float maxacceleration )
|
|
{
|
|
Vector wishvel;
|
|
Vector forward, right, up;
|
|
Vector wishdir;
|
|
float wishspeed;
|
|
float maxspeed = sv_maxspeed.GetFloat() * factor;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
if ( mv->m_nButtons & IN_SPEED )
|
|
{
|
|
factor /= 2.0f;
|
|
}
|
|
|
|
// Copy movement amounts
|
|
float fmove = mv->m_flForwardMove * factor;
|
|
float smove = mv->m_flSideMove * factor;
|
|
|
|
VectorNormalize (forward); // Normalize remainder of vectors
|
|
VectorNormalize (right); //
|
|
|
|
for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
wishvel[2] += mv->m_flUpMove * factor;
|
|
|
|
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// Clamp to server defined max speed
|
|
//
|
|
if (wishspeed > maxspeed )
|
|
{
|
|
VectorScale (wishvel, maxspeed/wishspeed, wishvel);
|
|
wishspeed = maxspeed;
|
|
}
|
|
|
|
if ( maxacceleration > 0.0 )
|
|
{
|
|
// Set pmove velocity
|
|
Accelerate ( wishdir, wishspeed, maxacceleration );
|
|
|
|
float spd = VectorLength( mv->m_vecVelocity );
|
|
if (spd < 1.0f)
|
|
{
|
|
mv->m_vecVelocity.Init();
|
|
return;
|
|
}
|
|
|
|
// Bleed off some speed, but if we have less than the bleed
|
|
// threshhold, bleed the theshold amount.
|
|
float control = (spd < maxspeed/4.0) ? maxspeed/4.0 : spd;
|
|
|
|
float friction = sv_friction.GetFloat() * player->m_surfaceFriction;
|
|
|
|
// Add the amount to the drop amount.
|
|
float drop = control * friction * gpGlobals->frametime;
|
|
|
|
// scale the velocity
|
|
float newspeed = spd - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
|
|
// Determine proportion of old speed we are using.
|
|
newspeed /= spd;
|
|
VectorScale( mv->m_vecVelocity, newspeed, mv->m_vecVelocity );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( wishvel, mv->m_vecVelocity );
|
|
}
|
|
|
|
// Just move ( don't clip or anything )
|
|
VectorMA( mv->m_vecAbsOrigin, gpGlobals->frametime, mv->m_vecVelocity, mv->m_vecAbsOrigin );
|
|
|
|
// Zero out velocity if in noaccel mode
|
|
if ( maxacceleration < 0.0f )
|
|
{
|
|
mv->m_vecVelocity.Init();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Checks to see if we should actually jump
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::PlaySwimSound()
|
|
{
|
|
MoveHelper()->StartSound( mv->m_vecAbsOrigin, "Player.Swim" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameMovement::CheckJumpButton( void )
|
|
{
|
|
if (player->pl.deadflag)
|
|
{
|
|
mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
|
|
return false;
|
|
}
|
|
|
|
// See if we are waterjumping. If so, decrement count and return.
|
|
if (player->m_flWaterJumpTime)
|
|
{
|
|
player->m_flWaterJumpTime -= gpGlobals->frametime;
|
|
if (player->m_flWaterJumpTime < 0)
|
|
player->m_flWaterJumpTime = 0;
|
|
|
|
return false;
|
|
}
|
|
|
|
// If we are in the water most of the way...
|
|
if ( player->GetWaterLevel() >= 2 )
|
|
{
|
|
// swimming, not jumping
|
|
SetGroundEntity( (CBaseEntity *)NULL );
|
|
|
|
if(player->GetWaterType() == CONTENTS_WATER) // We move up a certain amount
|
|
mv->m_vecVelocity[2] = 100;
|
|
else if (player->GetWaterType() == CONTENTS_SLIME)
|
|
mv->m_vecVelocity[2] = 80;
|
|
|
|
// play swiming sound
|
|
if ( player->m_flSwimSoundTime <= 0 )
|
|
{
|
|
// Don't play sound again for 1 second
|
|
player->m_flSwimSoundTime = 1000;
|
|
PlaySwimSound();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// No more effect
|
|
if (player->GetGroundEntity() == NULL)
|
|
{
|
|
mv->m_nOldButtons |= IN_JUMP;
|
|
return false; // in air, so no effect
|
|
}
|
|
|
|
// Don't allow jumping when the player is in a stasis field.
|
|
#ifndef HL2_EPISODIC
|
|
if ( player->m_Local.m_bSlowMovement )
|
|
return false;
|
|
#endif
|
|
|
|
if ( mv->m_nOldButtons & IN_JUMP )
|
|
return false; // don't pogo stick
|
|
|
|
// Cannot jump will in the unduck transition.
|
|
if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) )
|
|
return false;
|
|
|
|
// Still updating the eye position.
|
|
if ( player->m_Local.m_flDuckJumpTime > 0.0f )
|
|
return false;
|
|
|
|
|
|
// In the air now.
|
|
SetGroundEntity( (CBaseEntity *)NULL );
|
|
|
|
player->PlayStepSound( mv->m_vecAbsOrigin, player->m_pSurfaceData, 1.0, true );
|
|
|
|
MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
|
|
|
|
float flGroundFactor = 1.0f;
|
|
if (player->m_pSurfaceData)
|
|
{
|
|
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
|
|
}
|
|
|
|
float flMul;
|
|
if ( g_bMovementOptimizations )
|
|
{
|
|
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
|
|
Assert( sv_gravity.GetFloat() == 600.0f );
|
|
flMul = 160.0f; // approx. 21 units.
|
|
#else
|
|
Assert( sv_gravity.GetFloat() == 800.0f );
|
|
flMul = 268.3281572999747f;
|
|
#endif
|
|
|
|
}
|
|
else
|
|
{
|
|
flMul = sqrt(2 * sv_gravity.GetFloat() * GAMEMOVEMENT_JUMP_HEIGHT);
|
|
}
|
|
|
|
// Acclerate upward
|
|
// If we are ducking...
|
|
float startz = mv->m_vecVelocity[2];
|
|
if ( ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
|
|
{
|
|
// d = 0.5 * g * t^2 - distance traveled with linear accel
|
|
// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
|
|
// v = g * t - velocity at the end (just invert it to jump up that high)
|
|
// v = g * sqrt(2.0 * 45 / g )
|
|
// v^2 = g * g * 2.0 * 45 / g
|
|
// v = sqrt( g * 2.0 * 45 )
|
|
mv->m_vecVelocity[2] = flGroundFactor * flMul; // 2 * gravity * height
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecVelocity[2] += flGroundFactor * flMul; // 2 * gravity * height
|
|
}
|
|
|
|
// Add a little forward velocity based on your current forward velocity - if you are not sprinting.
|
|
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
|
|
if ( gpGlobals->maxClients == 1 )
|
|
{
|
|
CHLMoveData *pMoveData = ( CHLMoveData* )mv;
|
|
Vector vecForward;
|
|
AngleVectors( mv->m_vecViewAngles, &vecForward );
|
|
vecForward.z = 0;
|
|
VectorNormalize( vecForward );
|
|
if ( !pMoveData->m_bIsSprinting && !player->m_Local.m_bDucked )
|
|
{
|
|
for ( int iAxis = 0; iAxis < 2 ; ++iAxis )
|
|
{
|
|
vecForward[iAxis] *= ( mv->m_flForwardMove * 0.5f );
|
|
// vecForward[iAxis] *= ( mv->m_flForwardMove * jumpforwardscale.GetFloat() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( int iAxis = 0; iAxis < 2 ; ++iAxis )
|
|
{
|
|
vecForward[iAxis] *= ( mv->m_flForwardMove * 0.1f );
|
|
// vecForward[iAxis] *= ( mv->m_flForwardMove * jumpforwardsprintscale.GetFloat() );
|
|
}
|
|
}
|
|
VectorAdd( vecForward, mv->m_vecVelocity, mv->m_vecVelocity );
|
|
}
|
|
#endif
|
|
|
|
FinishGravity();
|
|
|
|
mv->m_outJumpVel.z += mv->m_vecVelocity[2] - startz;
|
|
mv->m_outStepHeight += 0.15f;
|
|
|
|
// Set jump time.
|
|
if ( gpGlobals->maxClients == 1 )
|
|
{
|
|
player->m_Local.m_flJumpTime = GAMEMOVEMENT_JUMP_TIME;
|
|
player->m_Local.m_bInDuckJump = true;
|
|
}
|
|
|
|
#if defined( HL2_DLL )
|
|
|
|
if ( xc_uncrouch_on_jump.GetBool() )
|
|
{
|
|
// Uncrouch when jumping
|
|
if ( player->GetToggledDuckState() )
|
|
{
|
|
player->ToggleDuck();
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
// Flag that we jumped.
|
|
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FullLadderMove()
|
|
{
|
|
CheckWater();
|
|
|
|
// Was jump button pressed? If so, set velocity to 270 away from ladder.
|
|
if ( mv->m_nButtons & IN_JUMP )
|
|
{
|
|
CheckJumpButton();
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_JUMP;
|
|
}
|
|
|
|
// Perform the move accounting for any base velocity.
|
|
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
TryPlayerMove();
|
|
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CGameMovement::TryPlayerMove( Vector *pFirstDest, trace_t *pFirstTrace )
|
|
{
|
|
int bumpcount, numbumps;
|
|
Vector dir;
|
|
float d;
|
|
int numplanes;
|
|
Vector planes[MAX_CLIP_PLANES];
|
|
Vector primal_velocity, original_velocity;
|
|
Vector new_velocity;
|
|
int i, j;
|
|
trace_t pm;
|
|
Vector end;
|
|
float time_left, allFraction;
|
|
int blocked;
|
|
|
|
numbumps = 4; // Bump up to four times
|
|
|
|
blocked = 0; // Assume not blocked
|
|
numplanes = 0; // and not sliding along any planes
|
|
|
|
VectorCopy (mv->m_vecVelocity, original_velocity); // Store original velocity
|
|
VectorCopy (mv->m_vecVelocity, primal_velocity);
|
|
|
|
allFraction = 0;
|
|
time_left = gpGlobals->frametime; // Total time for this movement operation.
|
|
|
|
new_velocity.Init();
|
|
|
|
for (bumpcount=0 ; bumpcount < numbumps; bumpcount++)
|
|
{
|
|
if ( mv->m_vecVelocity.Length() == 0.0 )
|
|
break;
|
|
|
|
// Assume we can move all the way from the current origin to the
|
|
// end point.
|
|
VectorMA( mv->m_vecAbsOrigin, time_left, mv->m_vecVelocity, end );
|
|
|
|
// See if we can make it from origin to end point.
|
|
if ( g_bMovementOptimizations )
|
|
{
|
|
// If their velocity Z is 0, then we can avoid an extra trace here during WalkMove.
|
|
if ( pFirstDest && end == *pFirstDest )
|
|
pm = *pFirstTrace;
|
|
else
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
}
|
|
else
|
|
{
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
}
|
|
|
|
allFraction += pm.fraction;
|
|
|
|
// If we started in a solid object, or we were in solid space
|
|
// the whole way, zero out our velocity and return that we
|
|
// are blocked by floor and wall.
|
|
if (pm.allsolid)
|
|
{
|
|
// entity is trapped in another solid
|
|
VectorCopy (vec3_origin, mv->m_vecVelocity);
|
|
return 4;
|
|
}
|
|
|
|
// If we moved some portion of the total distance, then
|
|
// copy the end position into the pmove.origin and
|
|
// zero the plane counter.
|
|
if( pm.fraction > 0 )
|
|
{
|
|
// actually covered some distance
|
|
VectorCopy (pm.endpos, mv->m_vecAbsOrigin);
|
|
VectorCopy (mv->m_vecVelocity, original_velocity);
|
|
numplanes = 0;
|
|
}
|
|
|
|
// If we covered the entire distance, we are done
|
|
// and can return.
|
|
if (pm.fraction == 1)
|
|
{
|
|
break; // moved the entire distance
|
|
}
|
|
|
|
// Save entity that blocked us (since fraction was < 1.0)
|
|
// for contact
|
|
// Add it if it's not already in the list!!!
|
|
MoveHelper( )->AddToTouched( pm, mv->m_vecVelocity );
|
|
|
|
// If the plane we hit has a high z component in the normal, then
|
|
// it's probably a floor
|
|
if (pm.plane.normal[2] > 0.7)
|
|
{
|
|
blocked |= 1; // floor
|
|
}
|
|
// If the plane has a zero z component in the normal, then it's a
|
|
// step or wall
|
|
if (!pm.plane.normal[2])
|
|
{
|
|
blocked |= 2; // step / wall
|
|
}
|
|
|
|
// Reduce amount of m_flFrameTime left by total time left * fraction
|
|
// that we covered.
|
|
time_left -= time_left * pm.fraction;
|
|
|
|
// Did we run out of planes to clip against?
|
|
if (numplanes >= MAX_CLIP_PLANES)
|
|
{
|
|
// this shouldn't really happen
|
|
// Stop our movement if so.
|
|
VectorCopy (vec3_origin, mv->m_vecVelocity);
|
|
//Con_DPrintf("Too many planes 4\n");
|
|
|
|
break;
|
|
}
|
|
|
|
// Set up next clipping plane
|
|
VectorCopy (pm.plane.normal, planes[numplanes]);
|
|
numplanes++;
|
|
|
|
// modify original_velocity so it parallels all of the clip planes
|
|
//
|
|
|
|
// relfect player velocity
|
|
// Only give this a try for first impact plane because you can get yourself stuck in an acute corner by jumping in place
|
|
// and pressing forward and nobody was really using this bounce/reflection feature anyway...
|
|
if ( numplanes == 1 &&
|
|
player->GetMoveType() == MOVETYPE_WALK &&
|
|
player->GetGroundEntity() == NULL )
|
|
{
|
|
for ( i = 0; i < numplanes; i++ )
|
|
{
|
|
if ( planes[i][2] > 0.7 )
|
|
{
|
|
// floor or slope
|
|
ClipVelocity( original_velocity, planes[i], new_velocity, 1 );
|
|
VectorCopy( new_velocity, original_velocity );
|
|
}
|
|
else
|
|
{
|
|
ClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + sv_bounce.GetFloat() * (1 - player->m_surfaceFriction) );
|
|
}
|
|
}
|
|
|
|
VectorCopy( new_velocity, mv->m_vecVelocity );
|
|
VectorCopy( new_velocity, original_velocity );
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i < numplanes ; i++)
|
|
{
|
|
ClipVelocity (
|
|
original_velocity,
|
|
planes[i],
|
|
mv->m_vecVelocity,
|
|
1);
|
|
|
|
for (j=0 ; j<numplanes ; j++)
|
|
if (j != i)
|
|
{
|
|
// Are we now moving against this plane?
|
|
if (mv->m_vecVelocity.Dot(planes[j]) < 0)
|
|
break; // not ok
|
|
}
|
|
if (j == numplanes) // Didn't have to clip, so we're ok
|
|
break;
|
|
}
|
|
|
|
// Did we go all the way through plane set
|
|
if (i != numplanes)
|
|
{ // go along this plane
|
|
// pmove.velocity is set in clipping call, no need to set again.
|
|
;
|
|
}
|
|
else
|
|
{ // go along the crease
|
|
if (numplanes != 2)
|
|
{
|
|
VectorCopy (vec3_origin, mv->m_vecVelocity);
|
|
break;
|
|
}
|
|
CrossProduct (planes[0], planes[1], dir);
|
|
dir.NormalizeInPlace();
|
|
d = dir.Dot(mv->m_vecVelocity);
|
|
VectorScale (dir, d, mv->m_vecVelocity );
|
|
}
|
|
|
|
//
|
|
// if original velocity is against the original velocity, stop dead
|
|
// to avoid tiny occilations in sloping corners
|
|
//
|
|
d = mv->m_vecVelocity.Dot(primal_velocity);
|
|
if (d <= 0)
|
|
{
|
|
//Con_DPrintf("Back\n");
|
|
VectorCopy (vec3_origin, mv->m_vecVelocity);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( allFraction == 0 )
|
|
{
|
|
VectorCopy (vec3_origin, mv->m_vecVelocity);
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine whether or not the player is on a ladder (physprop or world).
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CGameMovement::OnLadder( trace_t &trace )
|
|
{
|
|
if ( trace.contents & CONTENTS_LADDER )
|
|
return true;
|
|
|
|
IPhysicsSurfaceProps *pPhysProps = MoveHelper( )->GetSurfaceProps();
|
|
if ( pPhysProps )
|
|
{
|
|
surfacedata_t *pSurfaceData = pPhysProps->GetSurfaceData( trace.surface.surfaceProps );
|
|
if ( pSurfaceData )
|
|
{
|
|
if ( pSurfaceData->game.climbable != 0 )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameMovement::LadderMove( void )
|
|
{
|
|
trace_t pm;
|
|
bool onFloor;
|
|
Vector floor;
|
|
Vector wishdir;
|
|
Vector end;
|
|
|
|
if ( player->GetMoveType() == MOVETYPE_NOCLIP )
|
|
return false;
|
|
|
|
// If I'm already moving on a ladder, use the previous ladder direction
|
|
if ( player->GetMoveType() == MOVETYPE_LADDER )
|
|
{
|
|
wishdir = -player->m_vecLadderNormal;
|
|
}
|
|
else
|
|
{
|
|
// otherwise, use the direction player is attempting to move
|
|
if ( mv->m_flForwardMove || mv->m_flSideMove )
|
|
{
|
|
for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
|
|
wishdir[i] = m_vecForward[i]*mv->m_flForwardMove + m_vecRight[i]*mv->m_flSideMove;
|
|
|
|
VectorNormalize(wishdir);
|
|
}
|
|
else
|
|
{
|
|
// Player is not attempting to move, no ladder behavior
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// wishdir points toward the ladder if any exists
|
|
VectorMA( mv->m_vecAbsOrigin, LadderDistance(), wishdir, end );
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, end, LadderMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
|
|
// no ladder in that direction, return
|
|
if ( pm.fraction == 1.0f || !OnLadder( pm ) )
|
|
return false;
|
|
|
|
player->SetMoveType( MOVETYPE_LADDER );
|
|
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
|
|
player->m_vecLadderNormal = pm.plane.normal;
|
|
|
|
// On ladder, convert movement to be relative to the ladder
|
|
|
|
VectorCopy( mv->m_vecAbsOrigin, floor );
|
|
floor[2] += GetPlayerMins()[2] - 1;
|
|
|
|
if( enginetrace->GetPointContents( floor ) == CONTENTS_SOLID || player->GetGroundEntity() != NULL )
|
|
{
|
|
onFloor = true;
|
|
}
|
|
else
|
|
{
|
|
onFloor = false;
|
|
}
|
|
|
|
player->SetGravity( 0 );
|
|
|
|
float climbSpeed = ClimbSpeed();
|
|
|
|
float forwardSpeed = 0, rightSpeed = 0;
|
|
if ( mv->m_nButtons & IN_BACK )
|
|
forwardSpeed -= climbSpeed;
|
|
|
|
if ( mv->m_nButtons & IN_FORWARD )
|
|
forwardSpeed += climbSpeed;
|
|
|
|
if ( mv->m_nButtons & IN_MOVELEFT )
|
|
rightSpeed -= climbSpeed;
|
|
|
|
if ( mv->m_nButtons & IN_MOVERIGHT )
|
|
rightSpeed += climbSpeed;
|
|
|
|
if ( mv->m_nButtons & IN_JUMP )
|
|
{
|
|
player->SetMoveType( MOVETYPE_WALK );
|
|
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
|
|
VectorScale( pm.plane.normal, 270, mv->m_vecVelocity );
|
|
}
|
|
else
|
|
{
|
|
if ( forwardSpeed != 0 || rightSpeed != 0 )
|
|
{
|
|
Vector velocity, perp, cross, lateral, tmp;
|
|
|
|
//ALERT(at_console, "pev %.2f %.2f %.2f - ",
|
|
// pev->velocity.x, pev->velocity.y, pev->velocity.z);
|
|
// Calculate player's intended velocity
|
|
//Vector velocity = (forward * gpGlobals->v_forward) + (right * gpGlobals->v_right);
|
|
VectorScale( m_vecForward, forwardSpeed, velocity );
|
|
VectorMA( velocity, rightSpeed, m_vecRight, velocity );
|
|
|
|
// Perpendicular in the ladder plane
|
|
VectorCopy( vec3_origin, tmp );
|
|
tmp[2] = 1;
|
|
CrossProduct( tmp, pm.plane.normal, perp );
|
|
VectorNormalize( perp );
|
|
|
|
// decompose velocity into ladder plane
|
|
float normal = DotProduct( velocity, pm.plane.normal );
|
|
|
|
// This is the velocity into the face of the ladder
|
|
VectorScale( pm.plane.normal, normal, cross );
|
|
|
|
// This is the player's additional velocity
|
|
VectorSubtract( velocity, cross, lateral );
|
|
|
|
// This turns the velocity into the face of the ladder into velocity that
|
|
// is roughly vertically perpendicular to the face of the ladder.
|
|
// NOTE: It IS possible to face up and move down or face down and move up
|
|
// because the velocity is a sum of the directional velocity and the converted
|
|
// velocity through the face of the ladder -- by design.
|
|
CrossProduct( pm.plane.normal, perp, tmp );
|
|
VectorMA( lateral, -normal, tmp, mv->m_vecVelocity );
|
|
|
|
if ( onFloor && normal > 0 ) // On ground moving away from the ladder
|
|
{
|
|
VectorMA( mv->m_vecVelocity, MAX_CLIMB_SPEED, pm.plane.normal, mv->m_vecVelocity );
|
|
}
|
|
//pev->velocity = lateral - (CrossProduct( trace.vecPlaneNormal, perp ) * normal);
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecVelocity.Init();
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : axis -
|
|
// Output : const char
|
|
//-----------------------------------------------------------------------------
|
|
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
|
|
const char *DescribeAxis( int axis )
|
|
{
|
|
static char sz[ 32 ];
|
|
|
|
switch ( axis )
|
|
{
|
|
case 0:
|
|
Q_strncpy( sz, "X", sizeof( sz ) );
|
|
break;
|
|
case 1:
|
|
Q_strncpy( sz, "Y", sizeof( sz ) );
|
|
break;
|
|
case 2:
|
|
default:
|
|
Q_strncpy( sz, "Z", sizeof( sz ) );
|
|
break;
|
|
}
|
|
|
|
return sz;
|
|
}
|
|
#else
|
|
const char *DescribeAxis( int axis );
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::CheckVelocity( void )
|
|
{
|
|
int i;
|
|
|
|
//
|
|
// bound velocity
|
|
//
|
|
for (i=0; i < 3; i++)
|
|
{
|
|
// See if it's bogus.
|
|
if (IS_NAN(mv->m_vecVelocity[i]))
|
|
{
|
|
DevMsg( 1, "PM Got a NaN velocity %s\n", DescribeAxis( i ) );
|
|
mv->m_vecVelocity[i] = 0;
|
|
}
|
|
if (IS_NAN(mv->m_vecAbsOrigin[i]))
|
|
{
|
|
DevMsg( 1, "PM Got a NaN origin on %s\n", DescribeAxis( i ) );
|
|
mv->m_vecAbsOrigin[i] = 0;
|
|
}
|
|
|
|
// Bound it.
|
|
if (mv->m_vecVelocity[i] > sv_maxvelocity.GetFloat())
|
|
{
|
|
DevMsg( 1, "PM Got a velocity too high on %s\n", DescribeAxis( i ) );
|
|
mv->m_vecVelocity[i] = sv_maxvelocity.GetFloat();
|
|
}
|
|
else if (mv->m_vecVelocity[i] < -sv_maxvelocity.GetFloat())
|
|
{
|
|
DevMsg( 1, "PM Got a velocity too low on %s\n", DescribeAxis( i ) );
|
|
mv->m_vecVelocity[i] = -sv_maxvelocity.GetFloat();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::AddGravity( void )
|
|
{
|
|
float ent_gravity;
|
|
|
|
if ( player->m_flWaterJumpTime )
|
|
return;
|
|
|
|
if (player->GetGravity())
|
|
ent_gravity = player->GetGravity();
|
|
else
|
|
ent_gravity = 1.0;
|
|
|
|
// Add gravity incorrectly
|
|
mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * gpGlobals->frametime);
|
|
mv->m_vecVelocity[2] += player->GetBaseVelocity()[2] * gpGlobals->frametime;
|
|
Vector temp = player->GetBaseVelocity();
|
|
temp[2] = 0;
|
|
player->SetBaseVelocity( temp );
|
|
|
|
CheckVelocity();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : push -
|
|
// Output : trace_t
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::PushEntity( Vector& push, trace_t *pTrace )
|
|
{
|
|
Vector end;
|
|
|
|
VectorAdd (mv->m_vecAbsOrigin, push, end);
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, *pTrace );
|
|
VectorCopy (pTrace->endpos, mv->m_vecAbsOrigin);
|
|
|
|
// So we can run impact function afterwards.
|
|
// If
|
|
if ( pTrace->fraction < 1.0 && !pTrace->allsolid )
|
|
{
|
|
MoveHelper( )->AddToTouched( *pTrace, mv->m_vecVelocity );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : in -
|
|
// normal -
|
|
// out -
|
|
// overbounce -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CGameMovement::ClipVelocity( Vector& in, Vector& normal, Vector& out, float overbounce )
|
|
{
|
|
float backoff;
|
|
float change;
|
|
float angle;
|
|
int i, blocked;
|
|
|
|
angle = normal[ 2 ];
|
|
|
|
blocked = 0x00; // Assume unblocked.
|
|
if (angle > 0) // If the plane that is blocking us has a positive z component, then assume it's a floor.
|
|
blocked |= 0x01; //
|
|
if (!angle) // If the plane has no Z, it is vertical (wall/step)
|
|
blocked |= 0x02; //
|
|
|
|
|
|
// Determine how far along plane to slide based on incoming direction.
|
|
backoff = DotProduct (in, normal) * overbounce;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
change = normal[i]*backoff;
|
|
out[i] = in[i] - change;
|
|
}
|
|
|
|
// iterate once to make sure we aren't still moving through the plane
|
|
float adjust = DotProduct( out, normal );
|
|
if( adjust < 0.0f )
|
|
{
|
|
out -= ( normal * adjust );
|
|
// Msg( "Adjustment = %lf\n", adjust );
|
|
}
|
|
|
|
// Return blocking flags.
|
|
return blocked;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Computes roll angle for a certain movement direction and velocity
|
|
// Input : angles -
|
|
// velocity -
|
|
// rollangle -
|
|
// rollspeed -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float CGameMovement::CalcRoll ( const QAngle &angles, const Vector &velocity, float rollangle, float rollspeed )
|
|
{
|
|
float sign;
|
|
float side;
|
|
float value;
|
|
Vector forward, right, up;
|
|
|
|
AngleVectors (angles, &forward, &right, &up);
|
|
|
|
side = DotProduct (velocity, right);
|
|
sign = side < 0 ? -1 : 1;
|
|
side = fabs(side);
|
|
value = rollangle;
|
|
if (side < rollspeed)
|
|
{
|
|
side = side * value / rollspeed;
|
|
}
|
|
else
|
|
{
|
|
side = value;
|
|
}
|
|
return side*sign;
|
|
}
|
|
|
|
#define CHECKSTUCK_MINTIME 0.05 // Don't check again too quickly.
|
|
|
|
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
|
|
Vector rgv3tStuckTable[54];
|
|
#else
|
|
extern Vector rgv3tStuckTable[54];
|
|
#endif
|
|
|
|
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CreateStuckTable( void )
|
|
{
|
|
float x, y, z;
|
|
int idx;
|
|
int i;
|
|
float zi[3];
|
|
static int firsttime = 1;
|
|
|
|
if ( !firsttime )
|
|
return;
|
|
|
|
firsttime = 0;
|
|
|
|
memset(rgv3tStuckTable, 0, sizeof(rgv3tStuckTable));
|
|
|
|
idx = 0;
|
|
// Little Moves.
|
|
x = y = 0;
|
|
// Z moves
|
|
for (z = -0.125 ; z <= 0.125 ; z += 0.125)
|
|
{
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
x = z = 0;
|
|
// Y moves
|
|
for (y = -0.125 ; y <= 0.125 ; y += 0.125)
|
|
{
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
y = z = 0;
|
|
// X moves
|
|
for (x = -0.125 ; x <= 0.125 ; x += 0.125)
|
|
{
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
|
|
// Remaining multi axis nudges.
|
|
for ( x = - 0.125; x <= 0.125; x += 0.250 )
|
|
{
|
|
for ( y = - 0.125; y <= 0.125; y += 0.250 )
|
|
{
|
|
for ( z = - 0.125; z <= 0.125; z += 0.250 )
|
|
{
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Big Moves.
|
|
x = y = 0;
|
|
zi[0] = 0.0f;
|
|
zi[1] = 1.0f;
|
|
zi[2] = 6.0f;
|
|
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
// Z moves
|
|
z = zi[i];
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
|
|
x = z = 0;
|
|
|
|
// Y moves
|
|
for (y = -2.0f ; y <= 2.0f ; y += 2.0)
|
|
{
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
y = z = 0;
|
|
// X moves
|
|
for (x = -2.0f ; x <= 2.0f ; x += 2.0f)
|
|
{
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
|
|
// Remaining multi axis nudges.
|
|
for (i = 0 ; i < 3; i++)
|
|
{
|
|
z = zi[i];
|
|
|
|
for (x = -2.0f ; x <= 2.0f ; x += 2.0f)
|
|
{
|
|
for (y = -2.0f ; y <= 2.0f ; y += 2.0)
|
|
{
|
|
rgv3tStuckTable[idx][0] = x;
|
|
rgv3tStuckTable[idx][1] = y;
|
|
rgv3tStuckTable[idx][2] = z;
|
|
idx++;
|
|
}
|
|
}
|
|
}
|
|
Assert( idx < static_cast<int>(sizeof(rgv3tStuckTable)/sizeof(rgv3tStuckTable[0])));
|
|
}
|
|
#else
|
|
extern void CreateStuckTable( void );
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nIndex -
|
|
// server -
|
|
// offset -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int GetRandomStuckOffsets( CBasePlayer *pPlayer, Vector& offset)
|
|
{
|
|
// Last time we did a full
|
|
int idx;
|
|
idx = pPlayer->m_StuckLast;
|
|
|
|
VectorCopy(rgv3tStuckTable[idx % 54], offset);
|
|
|
|
return (idx % 54);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nIndex -
|
|
// server -
|
|
//-----------------------------------------------------------------------------
|
|
void ResetStuckOffsets( CBasePlayer *pPlayer )
|
|
{
|
|
pPlayer->m_StuckLast = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &input -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CGameMovement::CheckStuck( void )
|
|
{
|
|
Vector base;
|
|
Vector offset;
|
|
Vector test;
|
|
EntityHandle_t hitent;
|
|
int idx;
|
|
float fTime;
|
|
int i;
|
|
trace_t traceresult;
|
|
|
|
CreateStuckTable();
|
|
|
|
hitent = TestPlayerPosition( mv->m_vecAbsOrigin, COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
|
|
if ( hitent == INVALID_ENTITY_HANDLE )
|
|
{
|
|
ResetStuckOffsets( player );
|
|
return 0;
|
|
}
|
|
|
|
// Deal with stuckness...
|
|
#ifndef _LINUX
|
|
if ( developer.GetBool() )
|
|
{
|
|
bool isServer = player->IsServer();
|
|
engine->Con_NPrintf( isServer, "%s stuck on object %i/%s",
|
|
isServer ? "server" : "client",
|
|
hitent.GetEntryIndex(), MoveHelper()->GetName(hitent) );
|
|
}
|
|
#endif
|
|
|
|
VectorCopy( mv->m_vecAbsOrigin, base );
|
|
|
|
//
|
|
// Deal with precision error in network.
|
|
//
|
|
// World or BSP model
|
|
if ( !player->IsServer() )
|
|
{
|
|
if ( MoveHelper()->IsWorldEntity( hitent ) )
|
|
{
|
|
int nReps = 0;
|
|
ResetStuckOffsets( player );
|
|
do
|
|
{
|
|
i = GetRandomStuckOffsets( player, offset);
|
|
|
|
VectorAdd(base, offset, test);
|
|
|
|
if (TestPlayerPosition( test, COLLISION_GROUP_PLAYER_MOVEMENT, traceresult ) == INVALID_ENTITY_HANDLE)
|
|
{
|
|
ResetStuckOffsets( player );
|
|
VectorCopy(test, mv->m_vecAbsOrigin);
|
|
return 0;
|
|
}
|
|
nReps++;
|
|
} while (nReps < 54);
|
|
}
|
|
}
|
|
|
|
// Only an issue on the client.
|
|
idx = player->IsServer() ? 0 : 1;
|
|
|
|
fTime = engine->Time();
|
|
// Too soon?
|
|
if ( m_flStuckCheckTime[player->entindex()][idx] >= fTime - CHECKSTUCK_MINTIME )
|
|
{
|
|
return 1;
|
|
}
|
|
m_flStuckCheckTime[player->entindex()][idx] = fTime;
|
|
|
|
MoveHelper( )->AddToTouched( traceresult, mv->m_vecVelocity );
|
|
|
|
i = GetRandomStuckOffsets( player, offset);
|
|
|
|
VectorAdd(base, offset, test);
|
|
|
|
if (TestPlayerPosition( test, COLLISION_GROUP_PLAYER_MOVEMENT, traceresult ) == INVALID_ENTITY_HANDLE)
|
|
{
|
|
ResetStuckOffsets( player );
|
|
|
|
if ( i >= 27 )
|
|
{
|
|
VectorCopy(test, mv->m_vecAbsOrigin);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
// If player is flailing while stuck in another player ( should never happen ), then see
|
|
// if we can't "unstick" them forceably.
|
|
if ( mv->m_nButtons & ( IN_JUMP | IN_DUCK | IN_ATTACK ) && ( pmv->physents[ hitent ].player != 0 ) )
|
|
{
|
|
float x, y, z;
|
|
float xystep = 8.0;
|
|
float zstep = 18.0;
|
|
float xyminmax = xystep;
|
|
float zminmax = 4 * zstep;
|
|
|
|
for ( z = 0; z <= zminmax; z += zstep )
|
|
{
|
|
for ( x = -xyminmax; x <= xyminmax; x += xystep )
|
|
{
|
|
for ( y = -xyminmax; y <= xyminmax; y += xystep )
|
|
{
|
|
VectorCopy( base, test );
|
|
test[0] += x;
|
|
test[1] += y;
|
|
test[2] += z;
|
|
|
|
if ( pmv->TestPosition ( test, NULL ) == -1 )
|
|
{
|
|
VectorCopy( test, mv->m_vecAbsOrigin );
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
return 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : bool
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameMovement::InWater( void )
|
|
{
|
|
return ( player->GetWaterLevel() > WL_Feet );
|
|
}
|
|
|
|
|
|
void CGameMovement::ResetGetPointContentsCache()
|
|
{
|
|
m_CachedGetPointContents = -9999;
|
|
}
|
|
|
|
|
|
int CGameMovement::GetPointContentsCached( const Vector &point )
|
|
{
|
|
if ( g_bMovementOptimizations )
|
|
{
|
|
if ( m_CachedGetPointContents == -9999 || point.DistToSqr( m_CachedGetPointContentsPoint ) > 1 )
|
|
{
|
|
m_CachedGetPointContents = enginetrace->GetPointContents ( point );
|
|
m_CachedGetPointContentsPoint = point;
|
|
}
|
|
|
|
return m_CachedGetPointContents;
|
|
}
|
|
else
|
|
{
|
|
return enginetrace->GetPointContents ( point );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &input -
|
|
// Output : bool
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameMovement::CheckWater( void )
|
|
{
|
|
Vector point;
|
|
int cont;
|
|
|
|
// Pick a spot just above the players feet.
|
|
point[0] = mv->m_vecAbsOrigin[0] + (GetPlayerMins()[0] + GetPlayerMaxs()[0]) * 0.5;
|
|
point[1] = mv->m_vecAbsOrigin[1] + (GetPlayerMins()[1] + GetPlayerMaxs()[1]) * 0.5;
|
|
point[2] = mv->m_vecAbsOrigin[2] + GetPlayerMins()[2] + 1;
|
|
|
|
// Assume that we are not in water at all.
|
|
player->SetWaterLevel( WL_NotInWater );
|
|
player->SetWaterType( CONTENTS_EMPTY );
|
|
|
|
// Grab point contents.
|
|
cont = GetPointContentsCached( point );
|
|
|
|
// Are we under water? (not solid and not empty?)
|
|
if ( cont & MASK_WATER )
|
|
{
|
|
// Set water type
|
|
player->SetWaterType( cont );
|
|
|
|
// We are at least at level one
|
|
player->SetWaterLevel( WL_Feet );
|
|
|
|
// Now check a point that is at the player hull midpoint.
|
|
point[2] = mv->m_vecAbsOrigin[2] + (GetPlayerMins()[2] + GetPlayerMaxs()[2])*0.5;
|
|
cont = enginetrace->GetPointContents( point );
|
|
// If that point is also under water...
|
|
if ( cont & MASK_WATER )
|
|
{
|
|
// Set a higher water level.
|
|
player->SetWaterLevel( WL_Waist );
|
|
|
|
// Now check the eye position. (view_ofs is relative to the origin)
|
|
point[2] = mv->m_vecAbsOrigin[2] + player->GetViewOffset()[2];
|
|
cont = enginetrace->GetPointContents( point );
|
|
if ( cont & MASK_WATER )
|
|
player->SetWaterLevel( WL_Eyes ); // In over our eyes
|
|
}
|
|
|
|
// Adjust velocity based on water current, if any.
|
|
if ( cont & MASK_CURRENT )
|
|
{
|
|
Vector v;
|
|
VectorClear(v);
|
|
if ( cont & CONTENTS_CURRENT_0 )
|
|
v[0] += 1;
|
|
if ( cont & CONTENTS_CURRENT_90 )
|
|
v[1] += 1;
|
|
if ( cont & CONTENTS_CURRENT_180 )
|
|
v[0] -= 1;
|
|
if ( cont & CONTENTS_CURRENT_270 )
|
|
v[1] -= 1;
|
|
if ( cont & CONTENTS_CURRENT_UP )
|
|
v[2] += 1;
|
|
if ( cont & CONTENTS_CURRENT_DOWN )
|
|
v[2] -= 1;
|
|
|
|
// BUGBUG -- this depends on the value of an unspecified enumerated type
|
|
// The deeper we are, the stronger the current.
|
|
Vector temp;
|
|
VectorMA( player->GetBaseVelocity(), 50.0*player->GetWaterLevel(), v, temp );
|
|
player->SetBaseVelocity( temp );
|
|
}
|
|
}
|
|
|
|
return ( player->GetWaterLevel() > WL_Feet );
|
|
}
|
|
|
|
void CGameMovement::SetGroundEntity( CBaseEntity *newGround )
|
|
{
|
|
CBaseEntity *oldGround = player->GetGroundEntity();
|
|
Vector vecBaseVelocity = player->GetBaseVelocity();
|
|
|
|
if ( !oldGround && newGround )
|
|
{
|
|
// Subtract ground velocity at instant we hit ground jumping
|
|
vecBaseVelocity -= newGround->GetAbsVelocity();
|
|
vecBaseVelocity.z = newGround->GetAbsVelocity().z;
|
|
}
|
|
else if ( oldGround && !newGround )
|
|
{
|
|
// Add in ground velocity at instant we started jumping
|
|
vecBaseVelocity += oldGround->GetAbsVelocity();
|
|
vecBaseVelocity.z = oldGround->GetAbsVelocity().z;
|
|
}
|
|
// TODO
|
|
//else if ( oldGround && newGround && oldGround != newGround )
|
|
//{
|
|
// subtract old and add new ground velocity? When might his occur, who knows? ywb 9/24/03
|
|
//}
|
|
|
|
player->SetBaseVelocity( vecBaseVelocity );
|
|
player->SetGroundEntity( newGround );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Traces the player's collision bounds in quadrants, looking for a plane that
|
|
// can be stood upon (normal's z >= 0.7f). Regardless of success or failure,
|
|
// replace the fraction and endpos with the original ones, so we don't try to
|
|
// move the player down to the new floor and get stuck on a leaning wall that
|
|
// the original trace hit first.
|
|
//-----------------------------------------------------------------------------
|
|
void TracePlayerBBoxForGround( const Vector& start, const Vector& end, const Vector& minsSrc,
|
|
const Vector& maxsSrc, IHandleEntity *player, unsigned int fMask,
|
|
int collisionGroup, trace_t& pm )
|
|
{
|
|
VPROF( "TracePlayerBBoxForGround" );
|
|
|
|
Ray_t ray;
|
|
Vector mins, maxs;
|
|
|
|
float fraction = pm.fraction;
|
|
Vector endpos = pm.endpos;
|
|
|
|
// Check the -x, -y quadrant
|
|
mins = minsSrc;
|
|
maxs.Init( MIN( 0, maxsSrc.x ), MIN( 0, maxsSrc.y ), maxsSrc.z );
|
|
ray.Init( start, end, mins, maxs );
|
|
UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
|
|
if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
|
|
{
|
|
pm.fraction = fraction;
|
|
pm.endpos = endpos;
|
|
return;
|
|
}
|
|
|
|
// Check the +x, +y quadrant
|
|
mins.Init( MAX( 0, minsSrc.x ), MAX( 0, minsSrc.y ), minsSrc.z );
|
|
maxs = maxsSrc;
|
|
ray.Init( start, end, mins, maxs );
|
|
UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
|
|
if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
|
|
{
|
|
pm.fraction = fraction;
|
|
pm.endpos = endpos;
|
|
return;
|
|
}
|
|
|
|
// Check the -x, +y quadrant
|
|
mins.Init( minsSrc.x, MAX( 0, minsSrc.y ), minsSrc.z );
|
|
maxs.Init( MIN( 0, maxsSrc.x ), maxsSrc.y, maxsSrc.z );
|
|
ray.Init( start, end, mins, maxs );
|
|
UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
|
|
if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
|
|
{
|
|
pm.fraction = fraction;
|
|
pm.endpos = endpos;
|
|
return;
|
|
}
|
|
|
|
// Check the +x, -y quadrant
|
|
mins.Init( MAX( 0, minsSrc.x ), minsSrc.y, minsSrc.z );
|
|
maxs.Init( maxsSrc.x, MIN( 0, maxsSrc.y ), maxsSrc.z );
|
|
ray.Init( start, end, mins, maxs );
|
|
UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
|
|
if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
|
|
{
|
|
pm.fraction = fraction;
|
|
pm.endpos = endpos;
|
|
return;
|
|
}
|
|
|
|
pm.fraction = fraction;
|
|
pm.endpos = endpos;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &input -
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::CategorizePosition( void )
|
|
{
|
|
Vector point;
|
|
trace_t pm;
|
|
|
|
// if the player hull point one unit down is solid, the player
|
|
// is on ground
|
|
|
|
// see if standing on something solid
|
|
|
|
// Doing this before we move may introduce a potential latency in water detection, but
|
|
// doing it after can get us stuck on the bottom in water if the amount we move up
|
|
// is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call
|
|
// this several times per frame, so we really need to avoid sticking to the bottom of
|
|
// water on each call, and the converse case will correct itself if called twice.
|
|
CheckWater();
|
|
|
|
// observers don't have a ground entity
|
|
if ( player->IsObserver() )
|
|
return;
|
|
|
|
point[0] = mv->m_vecAbsOrigin[0];
|
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point[1] = mv->m_vecAbsOrigin[1];
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point[2] = mv->m_vecAbsOrigin[2] - 2; // move a total of 4 units to try and avoid some
|
|
// epsilon error
|
|
|
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Vector bumpOrigin;
|
|
bumpOrigin = mv->m_vecAbsOrigin;
|
|
bumpOrigin.z += 2;
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|
|
|
// Shooting up really fast. Definitely not on ground.
|
|
// On ladder moving up, so not on ground either
|
|
// NOTE: 145 is a jump.
|
|
if ( mv->m_vecVelocity[2] > 140 ||
|
|
( mv->m_vecVelocity[2] > 0.0f && player->GetMoveType() == MOVETYPE_LADDER ) )
|
|
{
|
|
SetGroundEntity( (CBaseEntity *)NULL );
|
|
}
|
|
else
|
|
{
|
|
// Try and move down.
|
|
TracePlayerBBox( bumpOrigin, point, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm );
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|
|
|
// Moving up two units got us stuck in something, start tracing down exactly at our
|
|
// current origin (since CheckStuck allowed us to get here, that pos is valid)
|
|
if ( pm.startsolid )
|
|
{
|
|
bumpOrigin = mv->m_vecAbsOrigin;
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|
TracePlayerBBox( bumpOrigin, point, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm );
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|
}
|
|
|
|
// If we hit a steep plane, we are not on ground
|
|
if ( pm.plane.normal[2] < 0.7)
|
|
{
|
|
// Test four sub-boxes, to see if any of them would have found shallower slope we could
|
|
// actually stand on
|
|
TracePlayerBBoxForGround( bumpOrigin, point, GetPlayerMins(), GetPlayerMaxs(), mv->m_nPlayerHandle.Get(), MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
if ( pm.plane.normal[2] < 0.7)
|
|
{
|
|
|
|
SetGroundEntity( (CBaseEntity *)NULL ); // too steep
|
|
// probably want to add a check for a +z velocity too!
|
|
if ( ( mv->m_vecVelocity.z > 0.0f ) && ( player->GetMoveType() != MOVETYPE_NOCLIP ) )
|
|
{
|
|
player->m_surfaceFriction = 0.25f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetGroundEntity( pm.m_pEnt ); // Otherwise, point to index of ent under us.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetGroundEntity( pm.m_pEnt ); // Otherwise, point to index of ent under us.
|
|
}
|
|
|
|
// If we are on something...
|
|
if (player->GetGroundEntity() != NULL)
|
|
{
|
|
// Then we are not in water jump sequence
|
|
player->m_flWaterJumpTime = 0;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
//Adrian: vehicle code handles for us.
|
|
if ( player->IsInAVehicle() == false )
|
|
{
|
|
// If our gamematerial has changed, tell any player surface triggers that are watching
|
|
IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
|
|
surfacedata_t *pSurfaceProp = physprops->GetSurfaceData( pm.surface.surfaceProps );
|
|
char cCurrGameMaterial = pSurfaceProp->game.material;
|
|
if ( !player->GetGroundEntity() )
|
|
{
|
|
cCurrGameMaterial = 0;
|
|
}
|
|
|
|
// Changed?
|
|
if ( player->m_chPreviousTextureType != cCurrGameMaterial )
|
|
{
|
|
CEnvPlayerSurfaceTrigger::SetPlayerSurface( player, cCurrGameMaterial );
|
|
}
|
|
|
|
player->m_chPreviousTextureType = cCurrGameMaterial;
|
|
}
|
|
#endif
|
|
|
|
// Standing on an entity other than the world
|
|
if ( pm.m_pEnt && !pm.DidHitWorld() ) // So signal that we are touching something.
|
|
{
|
|
MoveHelper( )->AddToTouched( pm, mv->m_vecVelocity );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine if the player has hit the ground while falling, apply
|
|
// damage, and play the appropriate impact sound.
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::CheckFalling( void )
|
|
{
|
|
if ( player->GetGroundEntity() != NULL &&
|
|
!IsDead() &&
|
|
player->m_Local.m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHOLD )
|
|
{
|
|
bool bAlive = true;
|
|
float fvol = 0.5;
|
|
|
|
if ( player->GetWaterLevel() > 0 )
|
|
{
|
|
// They landed in water.
|
|
}
|
|
else
|
|
{
|
|
// Scale it down if we landed on something that's floating...
|
|
if ( player->GetGroundEntity()->IsFloating() )
|
|
{
|
|
player->m_Local.m_flFallVelocity -= PLAYER_LAND_ON_FLOATING_OBJECT;
|
|
}
|
|
|
|
//
|
|
// They hit the ground.
|
|
//
|
|
if( player->GetGroundEntity()->GetAbsVelocity().z < 0.0f )
|
|
{
|
|
// Player landed on a descending object. Subtract the velocity of the ground entity.
|
|
player->m_Local.m_flFallVelocity += player->GetGroundEntity()->GetAbsVelocity().z;
|
|
player->m_Local.m_flFallVelocity = MAX( 0.1f, player->m_Local.m_flFallVelocity );
|
|
}
|
|
|
|
if ( player->m_Local.m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED )
|
|
{
|
|
//
|
|
// If they hit the ground going this fast they may take damage (and die).
|
|
//
|
|
bAlive = MoveHelper( )->PlayerFallingDamage();
|
|
fvol = 1.0;
|
|
}
|
|
else if ( player->m_Local.m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED / 2 )
|
|
{
|
|
fvol = 0.85;
|
|
}
|
|
else if ( player->m_Local.m_flFallVelocity < PLAYER_MIN_BOUNCE_SPEED )
|
|
{
|
|
fvol = 0;
|
|
}
|
|
}
|
|
|
|
if ( fvol > 0.0 )
|
|
{
|
|
//
|
|
// Play landing sound right away.
|
|
player->m_flStepSoundTime = 400;
|
|
|
|
// Play step sound for current texture.
|
|
player->PlayStepSound( mv->m_vecAbsOrigin, player->m_pSurfaceData, fvol, true );
|
|
|
|
//
|
|
// Knock the screen around a little bit, temporary effect.
|
|
//
|
|
player->m_Local.m_vecPunchAngle.Set( ROLL, player->m_Local.m_flFallVelocity * 0.013 );
|
|
|
|
if ( player->m_Local.m_vecPunchAngle[PITCH] > 8 )
|
|
{
|
|
player->m_Local.m_vecPunchAngle.Set( PITCH, 8 );
|
|
}
|
|
}
|
|
|
|
if (bAlive)
|
|
{
|
|
MoveHelper( )->PlayerSetAnimation( PLAYER_WALK );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Clear the fall velocity so the impact doesn't happen again.
|
|
//
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
player->m_Local.m_flFallVelocity = 0;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Use for ease-in, ease-out style interpolation (accel/decel) Used by ducking code.
|
|
// Input : value -
|
|
// scale -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float CGameMovement::SplineFraction( float value, float scale )
|
|
{
|
|
float valueSquared;
|
|
|
|
value = scale * value;
|
|
valueSquared = value * value;
|
|
|
|
// Nice little ease-in, ease-out spline-like curve
|
|
return 3 * valueSquared - 2 * valueSquared * value;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine if crouch/uncrouch caused player to get stuck in world
|
|
// Input : direction -
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FixPlayerCrouchStuck( bool upward )
|
|
{
|
|
EntityHandle_t hitent;
|
|
int i;
|
|
Vector test;
|
|
trace_t dummy;
|
|
|
|
int direction = upward ? 1 : 0;
|
|
|
|
hitent = TestPlayerPosition( mv->m_vecAbsOrigin, COLLISION_GROUP_PLAYER_MOVEMENT, dummy );
|
|
if (hitent == INVALID_ENTITY_HANDLE )
|
|
return;
|
|
|
|
VectorCopy( mv->m_vecAbsOrigin, test );
|
|
for ( i = 0; i < 36; i++ )
|
|
{
|
|
mv->m_vecAbsOrigin[2] += direction;
|
|
hitent = TestPlayerPosition( mv->m_vecAbsOrigin, COLLISION_GROUP_PLAYER_MOVEMENT, dummy );
|
|
if (hitent == INVALID_ENTITY_HANDLE )
|
|
return;
|
|
}
|
|
|
|
VectorCopy( test, mv->m_vecAbsOrigin ); // Failed
|
|
}
|
|
|
|
bool CGameMovement::CanUnduck()
|
|
{
|
|
int i;
|
|
trace_t trace;
|
|
Vector newOrigin;
|
|
|
|
VectorCopy( mv->m_vecAbsOrigin, newOrigin );
|
|
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
newOrigin[i] += ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If in air an letting go of crouch, make sure we can offset origin to make
|
|
// up for uncrouching
|
|
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
|
|
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
|
|
viewDelta.Negate();
|
|
VectorAdd( newOrigin, viewDelta, newOrigin );
|
|
}
|
|
|
|
bool saveducked = player->m_Local.m_bDucked;
|
|
player->m_Local.m_bDucked = false;
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, newOrigin, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
player->m_Local.m_bDucked = saveducked;
|
|
if ( trace.startsolid || ( trace.fraction != 1.0f ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop ducking
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FinishUnDuck( void )
|
|
{
|
|
int i;
|
|
trace_t trace;
|
|
Vector newOrigin;
|
|
|
|
VectorCopy( mv->m_vecAbsOrigin, newOrigin );
|
|
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
newOrigin[i] += ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If in air an letting go of crouch, make sure we can offset origin to make
|
|
// up for uncrouching
|
|
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
|
|
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
|
|
viewDelta.Negate();
|
|
VectorAdd( newOrigin, viewDelta, newOrigin );
|
|
}
|
|
|
|
player->m_Local.m_bDucked = false;
|
|
player->RemoveFlag( FL_DUCKING );
|
|
player->m_Local.m_bDucking = false;
|
|
player->SetViewOffset( GetPlayerViewOffset( false ) );
|
|
player->m_Local.m_flDucktime = 0;
|
|
|
|
VectorCopy( newOrigin, mv->m_vecAbsOrigin );
|
|
|
|
// Recategorize position since ducking can change origin
|
|
CategorizePosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::UpdateDuckJumpEyeOffset( void )
|
|
{
|
|
if ( player->m_Local.m_flDuckJumpTime != 0.0f )
|
|
{
|
|
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDuckJumpTime );
|
|
float flDuckSeconds = flDuckMilliseconds / GAMEMOVEMENT_DUCK_TIME;
|
|
if ( flDuckSeconds > TIME_TO_UNDUCK )
|
|
{
|
|
player->m_Local.m_flDuckJumpTime = 0.0f;
|
|
SetDuckedEyeOffset( 0.0f );
|
|
}
|
|
else
|
|
{
|
|
float flDuckFraction = SimpleSpline( 1.0f - ( flDuckSeconds / TIME_TO_UNDUCK ) );
|
|
SetDuckedEyeOffset( flDuckFraction );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FinishUnDuckJump( trace_t &trace )
|
|
{
|
|
Vector vecNewOrigin;
|
|
VectorCopy( mv->m_vecAbsOrigin, vecNewOrigin );
|
|
|
|
// Up for uncrouching.
|
|
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
|
|
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
|
|
|
|
float flDeltaZ = viewDelta.z;
|
|
viewDelta.z *= trace.fraction;
|
|
flDeltaZ -= viewDelta.z;
|
|
|
|
player->RemoveFlag( FL_DUCKING );
|
|
player->m_Local.m_bDucked = false;
|
|
player->m_Local.m_bDucking = false;
|
|
player->m_Local.m_bInDuckJump = false;
|
|
player->m_Local.m_flDucktime = 0.0f;
|
|
player->m_Local.m_flDuckJumpTime = 0.0f;
|
|
player->m_Local.m_flJumpTime = 0.0f;
|
|
|
|
Vector vecViewOffset = GetPlayerViewOffset( false );
|
|
vecViewOffset.z -= flDeltaZ;
|
|
player->SetViewOffset( vecViewOffset );
|
|
|
|
VectorSubtract( vecNewOrigin, viewDelta, vecNewOrigin );
|
|
VectorCopy( vecNewOrigin, mv->m_vecAbsOrigin );
|
|
|
|
// Recategorize position since ducking can change origin
|
|
CategorizePosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finish ducking
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FinishDuck( void )
|
|
{
|
|
int i;
|
|
|
|
player->AddFlag( FL_DUCKING );
|
|
player->m_Local.m_bDucked = true;
|
|
player->m_Local.m_bDucking = false;
|
|
|
|
player->SetViewOffset( GetPlayerViewOffset( true ) );
|
|
|
|
// HACKHACK - Fudge for collision bug - no time to fix this properly
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
mv->m_vecAbsOrigin[i] -= ( VEC_DUCK_HULL_MIN[i] - VEC_HULL_MIN[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
|
|
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
|
|
VectorAdd( mv->m_vecAbsOrigin, viewDelta, mv->m_vecAbsOrigin );
|
|
}
|
|
|
|
// See if we are stuck?
|
|
FixPlayerCrouchStuck( true );
|
|
|
|
// Recategorize position since ducking can change origin
|
|
CategorizePosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::StartUnDuckJump( void )
|
|
{
|
|
player->AddFlag( FL_DUCKING );
|
|
player->m_Local.m_bDucked = true;
|
|
player->m_Local.m_bDucking = false;
|
|
|
|
player->SetViewOffset( GetPlayerViewOffset( true ) );
|
|
|
|
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
|
|
Vector viewDelta = ( hullSizeNormal - hullSizeCrouch );
|
|
VectorAdd( mv->m_vecAbsOrigin, viewDelta, mv->m_vecAbsOrigin );
|
|
|
|
// See if we are stuck?
|
|
FixPlayerCrouchStuck( true );
|
|
|
|
// Recategorize position since ducking can change origin
|
|
CategorizePosition();
|
|
}
|
|
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : duckFraction -
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::SetDuckedEyeOffset( float duckFraction )
|
|
{
|
|
Vector vDuckHullMin = GetPlayerMins( true );
|
|
Vector vStandHullMin = GetPlayerMins( false );
|
|
|
|
float fMore = ( vDuckHullMin.z - vStandHullMin.z );
|
|
|
|
Vector vecDuckViewOffset = GetPlayerViewOffset( true );
|
|
Vector vecStandViewOffset = GetPlayerViewOffset( false );
|
|
Vector temp = player->GetViewOffset();
|
|
temp.z = ( ( vecDuckViewOffset.z - fMore ) * duckFraction ) +
|
|
( vecStandViewOffset.z * ( 1 - duckFraction ) );
|
|
player->SetViewOffset( temp );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Crop the speed of the player when ducking and on the ground.
|
|
// Input: bInDuck - is the player already ducking
|
|
// bInAir - is the player in air
|
|
// NOTE: Only crop player speed once.
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::HandleDuckingSpeedCrop( void )
|
|
{
|
|
if ( !m_bSpeedCropped && ( player->GetFlags() & FL_DUCKING ) && ( player->GetGroundEntity() != NULL ) )
|
|
{
|
|
float frac = 0.33333333f;
|
|
mv->m_flForwardMove *= frac;
|
|
mv->m_flSideMove *= frac;
|
|
mv->m_flUpMove *= frac;
|
|
m_bSpeedCropped = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check to see if we are in a situation where we can unduck jump.
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameMovement::CanUnDuckJump( trace_t &trace )
|
|
{
|
|
// Trace down to the stand position and see if we can stand.
|
|
Vector vecEnd( mv->m_vecAbsOrigin );
|
|
vecEnd.z -= 36.0f; // This will have to change if bounding hull change!
|
|
TracePlayerBBox( mv->m_vecAbsOrigin, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
// Find the endpoint.
|
|
vecEnd.z = mv->m_vecAbsOrigin.z + ( -36.0f * trace.fraction );
|
|
|
|
// Test a normal hull.
|
|
trace_t traceUp;
|
|
bool bWasDucked = player->m_Local.m_bDucked;
|
|
player->m_Local.m_bDucked = false;
|
|
TracePlayerBBox( vecEnd, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceUp );
|
|
player->m_Local.m_bDucked = bWasDucked;
|
|
if ( !traceUp.startsolid )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if duck button is pressed and do the appropriate things
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::Duck( void )
|
|
{
|
|
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
|
|
int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
|
|
int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
|
|
|
|
// Check to see if we are in the air.
|
|
bool bInAir = ( player->GetGroundEntity() == NULL );
|
|
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
bool bDuckJump = ( player->m_Local.m_flJumpTime > 0.0f );
|
|
bool bDuckJumpTime = ( player->m_Local.m_flDuckJumpTime > 0.0f );
|
|
|
|
if ( mv->m_nButtons & IN_DUCK )
|
|
{
|
|
mv->m_nOldButtons |= IN_DUCK;
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_DUCK;
|
|
}
|
|
|
|
// Handle death.
|
|
if ( IsDead() )
|
|
return;
|
|
|
|
// Slow down ducked players.
|
|
HandleDuckingSpeedCrop();
|
|
|
|
// If the player is holding down the duck button, the player is in duck transition, ducking, or duck-jumping.
|
|
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck || bDuckJump )
|
|
{
|
|
// DUCK
|
|
if ( ( mv->m_nButtons & IN_DUCK ) || bDuckJump )
|
|
{
|
|
// XBOX SERVER ONLY
|
|
#if !defined(CLIENT_DLL) && defined(_XBOX)
|
|
if ( buttonsPressed & IN_DUCK )
|
|
{
|
|
// Hinting logic
|
|
if ( player->GetToggledDuckState() && player->m_nNumCrouches < NUM_CROUCH_HINTS )
|
|
{
|
|
UTIL_HudHintText( player, "#Valve_Hint_Crouch" );
|
|
player->m_nNumCrouches++;
|
|
}
|
|
}
|
|
#endif
|
|
// Have the duck button pressed, but the player currently isn't in the duck position.
|
|
if ( ( buttonsPressed & IN_DUCK ) && !bInDuck && !bDuckJump && !bDuckJumpTime )
|
|
{
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
|
|
player->m_Local.m_bDucking = true;
|
|
}
|
|
|
|
// The player is in duck transition and not duck-jumping.
|
|
if ( player->m_Local.m_bDucking && !bDuckJump && !bDuckJumpTime )
|
|
{
|
|
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDucktime );
|
|
float flDuckSeconds = flDuckMilliseconds * 0.001f;
|
|
|
|
// Finish in duck transition when transition time is over, in "duck", in air.
|
|
if ( ( flDuckSeconds > TIME_TO_DUCK ) || bInDuck || bInAir )
|
|
{
|
|
FinishDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calc parametric time
|
|
float flDuckFraction = SimpleSpline( flDuckSeconds / TIME_TO_DUCK );
|
|
SetDuckedEyeOffset( flDuckFraction );
|
|
}
|
|
}
|
|
|
|
if ( bDuckJump )
|
|
{
|
|
// Make the bounding box small immediately.
|
|
if ( !bInDuck )
|
|
{
|
|
StartUnDuckJump();
|
|
}
|
|
else
|
|
{
|
|
// Check for a crouch override.
|
|
if ( !( mv->m_nButtons & IN_DUCK ) )
|
|
{
|
|
trace_t trace;
|
|
if ( CanUnDuckJump( trace ) )
|
|
{
|
|
FinishUnDuckJump( trace );
|
|
player->m_Local.m_flDuckJumpTime = ( GAMEMOVEMENT_TIME_TO_UNDUCK * ( 1.0f - trace.fraction ) ) + GAMEMOVEMENT_TIME_TO_UNDUCK_INV;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// UNDUCK (or attempt to...)
|
|
else
|
|
{
|
|
if ( player->m_Local.m_bInDuckJump )
|
|
{
|
|
// Check for a crouch override.
|
|
if ( !( mv->m_nButtons & IN_DUCK ) )
|
|
{
|
|
trace_t trace;
|
|
if ( CanUnDuckJump( trace ) )
|
|
{
|
|
FinishUnDuckJump( trace );
|
|
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
player->m_Local.m_flDuckJumpTime = ( GAMEMOVEMENT_TIME_TO_UNDUCK * ( 1.0f - trace.fraction ) ) + GAMEMOVEMENT_TIME_TO_UNDUCK_INV;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->m_Local.m_bInDuckJump = false;
|
|
}
|
|
}
|
|
|
|
if ( bDuckJumpTime )
|
|
return;
|
|
|
|
// Try to unduck unless automovement is not allowed
|
|
// NOTE: When not onground, you can always unduck
|
|
if ( player->m_Local.m_bAllowAutoMovement || bInAir )
|
|
{
|
|
// We released the duck button, we aren't in "duck" and we are not in the air - start unduck transition.
|
|
if ( ( buttonsReleased & IN_DUCK ) )
|
|
{
|
|
if ( bInDuck && !bDuckJump )
|
|
{
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
|
|
}
|
|
else if ( player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
|
|
{
|
|
// Invert time if release before fully ducked!!!
|
|
float unduckMilliseconds = 1000.0f * TIME_TO_UNDUCK;
|
|
float duckMilliseconds = 1000.0f * TIME_TO_DUCK;
|
|
float elapsedMilliseconds = GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_flDucktime;
|
|
|
|
float fracDucked = elapsedMilliseconds / duckMilliseconds;
|
|
float remainingUnduckMilliseconds = fracDucked * unduckMilliseconds;
|
|
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME - unduckMilliseconds + remainingUnduckMilliseconds;
|
|
}
|
|
}
|
|
|
|
|
|
// Check to see if we are capable of unducking.
|
|
if ( CanUnduck() )
|
|
{
|
|
// or unducking
|
|
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
|
|
{
|
|
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - (float)player->m_Local.m_flDucktime );
|
|
float flDuckSeconds = flDuckMilliseconds * 0.001f;
|
|
|
|
// Finish ducking immediately if duck time is over or not on ground
|
|
if ( flDuckSeconds > TIME_TO_UNDUCK || ( bInAir && !bDuckJump ) )
|
|
{
|
|
FinishUnDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calc parametric time
|
|
float flDuckFraction = SimpleSpline( 1.0f - ( flDuckSeconds / TIME_TO_UNDUCK ) );
|
|
SetDuckedEyeOffset( flDuckFraction );
|
|
player->m_Local.m_bDucking = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Still under something where we can't unduck, so make sure we reset this timer so
|
|
// that we'll unduck once we exit the tunnel, etc.
|
|
if ( player->m_Local.m_flDucktime != GAMEMOVEMENT_DUCK_TIME )
|
|
{
|
|
SetDuckedEyeOffset(1.0f);
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// HACK: (jimd 5/25/2006) we have a reoccuring bug (#50063 in Tracker) where the player's
|
|
// view height gets left at the ducked height while the player is standing, but we haven't
|
|
// been able to repro it to find the cause. It may be fixed now due to a change I'm
|
|
// also making in UpdateDuckJumpEyeOffset but just in case, this code will sense the
|
|
// problem and restore the eye to the proper position. It doesn't smooth the transition,
|
|
// but it is preferable to leaving the player's view too low.
|
|
//
|
|
// If the player is still alive and not an observer, check to make sure that
|
|
// his view height is at the standing height.
|
|
else if ( !IsDead() && !player->IsObserver() )
|
|
{
|
|
if ( ( player->m_Local.m_flDuckJumpTime == 0.0f ) && ( player->GetViewOffset().z != GetPlayerViewOffset( false ).z ) )
|
|
{
|
|
// we should rarely ever get here, so assert so a coder knows when it happens
|
|
Assert(0);
|
|
DevMsg( 1, "Restoring player view height\n" );
|
|
|
|
// set the eye height to the non-ducked height
|
|
SetDuckedEyeOffset(0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::PlayerMove( void )
|
|
{
|
|
VPROF( "CGameMovement::PlayerMove" );
|
|
|
|
CheckParameters();
|
|
|
|
// clear output applied velocity
|
|
mv->m_outWishVel.Init();
|
|
mv->m_outJumpVel.Init();
|
|
|
|
MoveHelper( )->ResetTouchList(); // Assume we don't touch anything
|
|
|
|
ReduceTimers();
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &m_vecForward, &m_vecRight, &m_vecUp ); // Determine movement angles
|
|
|
|
// Always try and unstick us unless we are a couple of the movement modes
|
|
if ( CheckInterval( STUCK ) )
|
|
{
|
|
if ( player->GetMoveType() != MOVETYPE_NOCLIP &&
|
|
player->GetMoveType() != MOVETYPE_NONE &&
|
|
player->GetMoveType() != MOVETYPE_ISOMETRIC &&
|
|
player->GetMoveType() != MOVETYPE_OBSERVER )
|
|
{
|
|
if ( CheckStuck() )
|
|
{
|
|
// Can't move, we're stuck
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now that we are "unstuck", see where we are (player->GetWaterLevel() and type, player->GetGroundEntity()).
|
|
CategorizePosition();
|
|
|
|
// Store off the starting water level
|
|
m_nOldWaterLevel = player->GetWaterLevel();
|
|
|
|
// If we are not on ground, store off how fast we are moving down
|
|
if ( player->GetGroundEntity() == NULL )
|
|
{
|
|
player->m_Local.m_flFallVelocity = -mv->m_vecVelocity[ 2 ];
|
|
}
|
|
|
|
m_nOnLadder = 0;
|
|
|
|
if ( CheckInterval( GROUND ) )
|
|
{
|
|
CategorizeGroundSurface();
|
|
}
|
|
|
|
player->UpdateStepSound( player->m_pSurfaceData, mv->m_vecAbsOrigin, mv->m_vecVelocity );
|
|
|
|
UpdateDuckJumpEyeOffset();
|
|
Duck();
|
|
|
|
// Don't run ladder code if dead on on a train
|
|
if ( !player->pl.deadflag && !(player->GetFlags() & FL_ONTRAIN) )
|
|
{
|
|
// If was not on a ladder now, but was on one before,
|
|
// get off of the ladder
|
|
|
|
// TODO: this causes lots of weirdness.
|
|
//bool bCheckLadder = CheckInterval( LADDER );
|
|
//if ( bCheckLadder || player->GetMoveType() == MOVETYPE_LADDER )
|
|
{
|
|
if ( !LadderMove() &&
|
|
( player->GetMoveType() == MOVETYPE_LADDER ) )
|
|
{
|
|
// Clear ladder stuff unless player is dead or riding a train
|
|
// It will be reset immediately again next frame if necessary
|
|
player->SetMoveType( MOVETYPE_WALK );
|
|
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle movement modes.
|
|
switch (player->GetMoveType())
|
|
{
|
|
case MOVETYPE_NONE:
|
|
break;
|
|
|
|
case MOVETYPE_NOCLIP:
|
|
FullNoClipMove( sv_noclipspeed.GetFloat(), sv_noclipaccelerate.GetFloat() );
|
|
break;
|
|
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_FLYGRAVITY:
|
|
FullTossMove();
|
|
break;
|
|
|
|
case MOVETYPE_LADDER:
|
|
FullLadderMove();
|
|
break;
|
|
|
|
case MOVETYPE_WALK:
|
|
FullWalkMove();
|
|
break;
|
|
|
|
case MOVETYPE_ISOMETRIC:
|
|
//IsometricMove();
|
|
// Could also try: FullTossMove();
|
|
FullWalkMove();
|
|
break;
|
|
|
|
case MOVETYPE_OBSERVER:
|
|
FullObserverMove(); // clips against world&players
|
|
break;
|
|
|
|
default:
|
|
DevMsg( 1, "Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n", player->GetMoveType(), player->IsServer());
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Performs the collision resolution for fliers.
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::PerformFlyCollisionResolution( trace_t &pm, Vector &move )
|
|
{
|
|
Vector base;
|
|
float vel;
|
|
float backoff;
|
|
|
|
switch (player->GetMoveCollide())
|
|
{
|
|
case MOVECOLLIDE_FLY_CUSTOM:
|
|
// Do nothing; the velocity should have been modified by touch
|
|
// FIXME: It seems wrong for touch to modify velocity
|
|
// given that it can be called in a number of places
|
|
// where collision resolution do *not* in fact occur
|
|
|
|
// Should this ever occur for players!?
|
|
Assert(0);
|
|
break;
|
|
|
|
case MOVECOLLIDE_FLY_BOUNCE:
|
|
case MOVECOLLIDE_DEFAULT:
|
|
{
|
|
if (player->GetMoveCollide() == MOVECOLLIDE_FLY_BOUNCE)
|
|
backoff = 2.0 - player->m_surfaceFriction;
|
|
else
|
|
backoff = 1;
|
|
|
|
ClipVelocity (mv->m_vecVelocity, pm.plane.normal, mv->m_vecVelocity, backoff);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// Invalid collide type!
|
|
Assert(0);
|
|
break;
|
|
}
|
|
|
|
// stop if on ground
|
|
if (pm.plane.normal[2] > 0.7)
|
|
{
|
|
base.Init();
|
|
if (mv->m_vecVelocity[2] < sv_gravity.GetFloat() * gpGlobals->frametime)
|
|
{
|
|
// we're rolling on the ground, add static friction.
|
|
SetGroundEntity( pm.m_pEnt );
|
|
mv->m_vecVelocity[2] = 0;
|
|
}
|
|
|
|
vel = DotProduct( mv->m_vecVelocity, mv->m_vecVelocity );
|
|
|
|
// Con_DPrintf("%f %f: %.0f %.0f %.0f\n", vel, trace.fraction, ent->velocity[0], ent->velocity[1], ent->velocity[2] );
|
|
|
|
if (vel < (30 * 30) || (player->GetMoveCollide() != MOVECOLLIDE_FLY_BOUNCE))
|
|
{
|
|
SetGroundEntity( pm.m_pEnt );
|
|
mv->m_vecVelocity.Init();
|
|
}
|
|
else
|
|
{
|
|
VectorScale (mv->m_vecVelocity, (1.0 - pm.fraction) * gpGlobals->frametime * 0.9, move);
|
|
PushEntity( move, &pm );
|
|
}
|
|
VectorSubtract( mv->m_vecVelocity, base, mv->m_vecVelocity );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameMovement::FullTossMove( void )
|
|
{
|
|
trace_t pm;
|
|
Vector move;
|
|
|
|
CheckWater();
|
|
|
|
// add velocity if player is moving
|
|
if ( (mv->m_flForwardMove != 0.0f) || (mv->m_flSideMove != 0.0f) || (mv->m_flUpMove != 0.0f))
|
|
{
|
|
Vector forward, right, up;
|
|
float fmove, smove;
|
|
Vector wishdir, wishvel;
|
|
float wishspeed;
|
|
int i;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
// Copy movement amounts
|
|
fmove = mv->m_flForwardMove;
|
|
smove = mv->m_flSideMove;
|
|
|
|
VectorNormalize (forward); // Normalize remainder of vectors.
|
|
VectorNormalize (right); //
|
|
|
|
for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
|
|
wishvel[2] += mv->m_flUpMove;
|
|
|
|
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// Clamp to server defined max speed
|
|
//
|
|
if (wishspeed > mv->m_flMaxSpeed)
|
|
{
|
|
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
|
|
wishspeed = mv->m_flMaxSpeed;
|
|
}
|
|
|
|
// Set pmove velocity
|
|
Accelerate ( wishdir, wishspeed, sv_accelerate.GetFloat() );
|
|
}
|
|
|
|
if ( mv->m_vecVelocity[2] > 0 )
|
|
{
|
|
SetGroundEntity( (CBaseEntity *)NULL );
|
|
}
|
|
|
|
// If on ground and not moving, return.
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
if (VectorCompare(player->GetBaseVelocity(), vec3_origin) &&
|
|
VectorCompare(mv->m_vecVelocity, vec3_origin))
|
|
return;
|
|
}
|
|
|
|
CheckVelocity();
|
|
|
|
// add gravity
|
|
if ( player->GetMoveType() == MOVETYPE_FLYGRAVITY )
|
|
{
|
|
AddGravity();
|
|
}
|
|
|
|
// move origin
|
|
// Base velocity is not properly accounted for since this entity will move again after the bounce without
|
|
// taking it into account
|
|
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
|
|
CheckVelocity();
|
|
|
|
VectorScale (mv->m_vecVelocity, gpGlobals->frametime, move);
|
|
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
|
|
PushEntity( move, &pm ); // Should this clear basevelocity
|
|
|
|
CheckVelocity();
|
|
|
|
if (pm.allsolid)
|
|
{
|
|
// entity is trapped in another solid
|
|
SetGroundEntity( pm.m_pEnt );
|
|
mv->m_vecVelocity.Init();
|
|
return;
|
|
}
|
|
|
|
if (pm.fraction != 1)
|
|
{
|
|
PerformFlyCollisionResolution( pm, move );
|
|
}
|
|
|
|
// check for in water
|
|
CheckWater();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef _MSC_VER
|
|
#pragma warning (disable : 4701)
|
|
#endif
|
|
|
|
void CGameMovement::IsometricMove( void )
|
|
{
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int i;
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Vector wishvel;
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float fmove, smove;
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Vector forward, right, up;
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AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
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// Copy movement amounts
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fmove = mv->m_flForwardMove;
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smove = mv->m_flSideMove;
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// No up / down movement
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forward[2] = 0;
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right[2] = 0;
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VectorNormalize (forward); // Normalize remainder of vectors
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VectorNormalize (right); //
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for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity
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wishvel[i] = forward[i]*fmove + right[i]*smove;
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//wishvel[2] += mv->m_flUpMove;
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VectorMA (mv->m_vecAbsOrigin, gpGlobals->frametime, wishvel, mv->m_vecAbsOrigin);
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// Zero out the velocity so that we don't accumulate a huge downward velocity from
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// gravity, etc.
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mv->m_vecVelocity.Init();
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}
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#ifdef _MSC_VER
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#pragma warning (default : 4701)
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#endif
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