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Merge original "Half-Life: Top-Down" source code(Was released here: https://gitlab.com/Sockman/hltopdown).

hltopdown
Andrey Akhmichin 5 years ago
parent
commit
15eefa5f6c
  1. 2
      cl_dll/hud_redraw.cpp
  2. 67
      cl_dll/in_camera.cpp
  3. 32
      cl_dll/input_goldsource.cpp
  4. 69
      cl_dll/view.cpp
  5. 20
      dlls/crossbow.cpp
  6. 22
      dlls/crowbar.cpp
  7. 4
      dlls/egon.cpp
  8. 4
      dlls/gauss.cpp
  9. 4
      dlls/mp5.cpp
  10. 130
      dlls/player.cpp
  11. 4
      dlls/player.h
  12. 8
      dlls/shotgun.cpp
  13. 2
      dlls/weapons.cpp
  14. 29
      pm_shared/pm_shared.c

2
cl_dll/hud_redraw.cpp

@ -154,7 +154,6 @@ int CHud::Redraw( float flTime, int intermission ) @@ -154,7 +154,6 @@ int CHud::Redraw( float flTime, int intermission )
SPR_DrawAdditive( i, x, y, NULL );
}
/*
if( g_iVisibleMouse )
{
void IN_GetMousePos( int *mx, int *my );
@ -174,7 +173,6 @@ int CHud::Redraw( float flTime, int intermission ) @@ -174,7 +173,6 @@ int CHud::Redraw( float flTime, int intermission )
// Draw the logo at 20 fps
SPR_DrawAdditive( 0, mx, my, NULL );
}
*/
return 1;
}

67
cl_dll/in_camera.cpp

@ -15,6 +15,9 @@ @@ -15,6 +15,9 @@
#include "camera.h"
#include "in_defs.h"
#include "eiface.h"
#include "pmtrace.h"
float CL_KeyState( kbutton_t *key );
extern "C"
@ -26,6 +29,10 @@ extern "C" @@ -26,6 +29,10 @@ extern "C"
extern cl_enginefunc_t gEngfuncs;
extern vec3_t realOrigin;
extern float realViewOrg[3];
//-------------------------------------------------- Constants
#define CAM_DIST_DELTA 1.0
@ -62,6 +69,13 @@ cvar_t *c_minyaw; @@ -62,6 +69,13 @@ cvar_t *c_minyaw;
cvar_t *c_maxdistance;
cvar_t *c_mindistance;
cvar_t *cam_minDist;
cvar_t *cam_maxDist;
cvar_t *cam_smooth;
cvar_t *cam_lookahead;
extern float camYaw;
// pitch, yaw, dist
vec3_t cam_ofs;
@ -175,6 +189,27 @@ void DLLEXPORT CAM_Think( void ) @@ -175,6 +189,27 @@ void DLLEXPORT CAM_Think( void )
ext[0] = ext[1] = ext[2] = 0.0;
}
#endif
if( cam_contain->value == 0 )
{
cam_idealdist->value = cam_maxDist->value;
}
else
{
pmtrace_t *trace;
Vector startPos = realOrigin + Vector( realViewOrg[0], realViewOrg[1], cam_minDist->value );
Vector endPos = realOrigin + Vector( realViewOrg[0], realViewOrg[1], cam_maxDist->value ); // Vector(realOrigin.x + realViewOrg[0], realOrigin.y + realViewOrg[1], realOrigin.z + c
trace = gEngfuncs.PM_TraceLine( startPos, endPos, 1, 2, -1 );
float traceDist = trace->endpos.z - ( realOrigin.z + 25 ); // Have to add 25 because for whatever reason the trace puts the camera a bit above the object
if( cam_smooth->value != 0 )
{
cam_idealdist->value -= ( cam_idealdist->value - traceDist ) * ( 0.25f );
}
else
{
cam_idealdist->value = traceDist;
}
}
camAngles[PITCH] = cam_idealpitch->value;
camAngles[YAW] = cam_idealyaw->value;
dist = cam_idealdist->value;
@ -351,14 +386,14 @@ void DLLEXPORT CAM_Think( void ) @@ -351,14 +386,14 @@ void DLLEXPORT CAM_Think( void )
if( cam_snapto->value )
{
camAngles[YAW] = cam_idealyaw->value + viewangles[YAW];
camAngles[YAW] = cam_idealyaw->value + camYaw; // + viewangles[YAW];
camAngles[PITCH] = cam_idealpitch->value + viewangles[PITCH];
camAngles[2] = cam_idealdist->value;
}
else
{
if( camAngles[YAW] - viewangles[YAW] != cam_idealyaw->value )
camAngles[YAW] = MoveToward( camAngles[YAW], cam_idealyaw->value + viewangles[YAW], CAM_ANGLE_SPEED );
if( camAngles[YAW] - camYaw != cam_idealyaw->value )
camAngles[YAW] = MoveToward( camAngles[YAW], cam_idealyaw->value + camYaw, CAM_ANGLE_SPEED );
if( camAngles[PITCH] - viewangles[PITCH] != cam_idealpitch->value )
camAngles[PITCH] = MoveToward( camAngles[PITCH], cam_idealpitch->value + viewangles[PITCH], CAM_ANGLE_SPEED );
@ -459,13 +494,7 @@ void CAM_OutUp( void ) @@ -459,13 +494,7 @@ void CAM_OutUp( void )
void CAM_ToThirdPerson( void )
{
vec3_t viewangles;
#if !defined( _DEBUG )
if( gEngfuncs.GetMaxClients() > 1 )
{
// no thirdperson in multiplayer.
return;
}
#endif
gEngfuncs.GetViewAngles( (float *)viewangles );
if( !cam_thirdperson )
@ -514,12 +543,13 @@ void CAM_Init( void ) @@ -514,12 +543,13 @@ void CAM_Init( void )
gEngfuncs.pfnAddCommand( "-camdistance", CAM_EndDistance );
gEngfuncs.pfnAddCommand( "snapto", CAM_ToggleSnapto );
cam_command = gEngfuncs.pfnRegisterVariable( "cam_command", "0", 0 ); // tells camera to go to thirdperson
cam_command = gEngfuncs.pfnRegisterVariable( "cam_command", "1", 0 ); // tells camera to go to thirdperson
cam_snapto = gEngfuncs.pfnRegisterVariable( "cam_snapto", "0", 0 ); // snap to thirdperson view
cam_idealyaw = gEngfuncs.pfnRegisterVariable( "cam_idealyaw", "90", 0 ); // thirdperson yaw
cam_idealpitch = gEngfuncs.pfnRegisterVariable( "cam_idealpitch", "0", 0 ); // thirperson pitch
cam_idealdist = gEngfuncs.pfnRegisterVariable( "cam_idealdist", "64", 0 ); // thirdperson distance
cam_contain = gEngfuncs.pfnRegisterVariable( "cam_contain", "0", 0 ); // contain camera to world
cam_idealyaw = gEngfuncs.pfnRegisterVariable( "cam_idealyaw", "0", 0 ); // thirdperson yaw
cam_idealpitch = gEngfuncs.pfnRegisterVariable( "cam_idealpitch", "90", 0 ); // thirperson pitch
cam_idealdist = gEngfuncs.pfnRegisterVariable( "cam_idealdist", "100", 0 ); // thirdperson distance
cam_contain = gEngfuncs.pfnRegisterVariable( "cam_contain", "1", FCVAR_ARCHIVE ); // contain camera to world(previously unused/broken, repurposed for top-down stuff)
c_maxpitch = gEngfuncs.pfnRegisterVariable( "c_maxpitch", "90.0", 0 );
c_minpitch = gEngfuncs.pfnRegisterVariable( "c_minpitch", "0.0", 0 );
@ -527,6 +557,11 @@ void CAM_Init( void ) @@ -527,6 +557,11 @@ void CAM_Init( void )
c_minyaw = gEngfuncs.pfnRegisterVariable( "c_minyaw", "-135.0", 0 );
c_maxdistance = gEngfuncs.pfnRegisterVariable( "c_maxdistance", "200.0", 0 );
c_mindistance = gEngfuncs.pfnRegisterVariable( "c_mindistance", "30.0", 0 );
cam_minDist = gEngfuncs.pfnRegisterVariable( "cam_minDist", "150", FCVAR_ARCHIVE );
cam_maxDist = gEngfuncs.pfnRegisterVariable( "cam_maxDist", "500", FCVAR_ARCHIVE ); // Max dist if dynamic, normal distance if fixed
cam_smooth = gEngfuncs.pfnRegisterVariable( "cam_smooth", "1", FCVAR_ARCHIVE ); // smooth camera movement
cam_lookahead = gEngfuncs.pfnRegisterVariable( "cam_lookahead", "2", FCVAR_ARCHIVE ); // amount to "look ahead" towards the mouse
}
void CAM_ClearStates( void )
@ -542,7 +577,7 @@ void CAM_ClearStates( void ) @@ -542,7 +577,7 @@ void CAM_ClearStates( void )
cam_in.state = 0;
cam_out.state = 0;
cam_thirdperson = 0;
cam_thirdperson = 1;
cam_command->value = 0;
cam_mousemove=0;

32
cl_dll/input_goldsource.cpp

@ -122,8 +122,10 @@ typedef unsigned int DWORD; @@ -122,8 +122,10 @@ typedef unsigned int DWORD;
#define MOUSE_BUTTON_COUNT 5
float mouse_pos_extern[2];
// use IN_SetVisibleMouse to set:
int iVisibleMouse = 0;
int iVisibleMouse = 1;
extern cl_enginefunc_t gEngfuncs;
@ -149,6 +151,8 @@ extern cvar_t *cl_forwardspeed; @@ -149,6 +151,8 @@ extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_movespeedkey;
float camYaw;
#ifdef _WIN32
static double s_flRawInputUpdateTime = 0.0f;
static bool m_bRawInput = false;
@ -633,8 +637,8 @@ void GoldSourceInput::IN_MouseEvent (int mstate) @@ -633,8 +637,8 @@ void GoldSourceInput::IN_MouseEvent (int mstate)
{
int i;
if ( iMouseInUse || iVisibleMouse )
return;
// if ( iMouseInUse || iVisibleMouse )
// return;
// perform button actions
for (i=0 ; i<mouse_buttons ; i++)
@ -847,7 +851,7 @@ void GoldSourceInput::IN_MouseMove ( float frametime, usercmd_t *cmd) @@ -847,7 +851,7 @@ void GoldSourceInput::IN_MouseMove ( float frametime, usercmd_t *cmd)
//jjb - this disbles normal mouse control if the user is trying to
// move the camera, or if the mouse cursor is visible or if we're in intermission
if ( !iMouseInUse && !gHUD.m_iIntermission && !iVisibleMouse )
if ( !iMouseInUse && !gHUD.m_iIntermission )
{
IN_GetMouseDelta( &mx, &my );
@ -869,18 +873,38 @@ void GoldSourceInput::IN_MouseMove ( float frametime, usercmd_t *cmd) @@ -869,18 +873,38 @@ void GoldSourceInput::IN_MouseMove ( float frametime, usercmd_t *cmd)
IN_ScaleMouse( &mouse_x, &mouse_y );
// add mouse X/Y movement to cmd
/*
if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) ))
cmd->sidemove += m_side->value * mouse_x;
else
viewangles[YAW] -= m_yaw->value * mouse_x;
*/
// Get mouse pos and normalize it to be sent to view.cpp
POINT mouse_pos;
GetCursorPos( &mouse_pos );
mouse_pos_extern[0] = mouse_pos.x;
mouse_pos_extern[1] = mouse_pos.y;
mouse_pos_extern[0] /= ScreenWidth / 2;
mouse_pos_extern[1] /= ScreenHeight / 2;
mouse_pos_extern[0] -= 1;
mouse_pos_extern[1] -= 1;
viewangles[YAW] = -atan2( double( mouse_pos_extern[1] * ( M_PI / 180 ) ), double( mouse_pos_extern[0] * ( M_PI / 180 ) ) ) * ( 180 / M_PI ) - 90; // I don't know why I have to negate the v
mouse_pos_extern[0] *= 27;
mouse_pos_extern[1] *= 27;
if ( (in_mlook.state & 1) && !(in_strafe.state & 1))
{
/*
viewangles[PITCH] += m_pitch->value * mouse_y;
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
*/
}
else
{

69
cl_dll/view.cpp

@ -67,6 +67,12 @@ void VectorAngles( const float *forward, float *angles ); @@ -67,6 +67,12 @@ void VectorAngles( const float *forward, float *angles );
extern engine_studio_api_t IEngineStudio;
extern float mouse_pos_extern[2];
extern cvar_t *cam_idealdist;
extern cvar_t *cam_minDist;
extern cvar_t *cam_contain;
/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
@ -84,6 +90,12 @@ extern Vector dead_viewangles; @@ -84,6 +90,12 @@ extern Vector dead_viewangles;
#define CAM_MODE_RELAX 1
#define CAM_MODE_FOCUS 2
vec3_t realOrigin;
float realViewOrg[3];
float camOffset[3];
extern cvar_t *cam_lookahead;
vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles;
float v_frametime, v_lastDistance;
float v_cameraRelaxAngle = 5.0f;
@ -407,6 +419,9 @@ V_CalcRefdef @@ -407,6 +419,9 @@ V_CalcRefdef
==================
*/
float offSetFactor = 1;
void V_CalcNormalRefdef( struct ref_params_s *pparams )
{
cl_entity_t *ent, *view;
@ -440,7 +455,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams ) @@ -440,7 +455,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
// refresh position
VectorCopy( pparams->simorg, pparams->vieworg );
pparams->vieworg[2] += bob ;
//pparams->vieworg[2] += bob ;
VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg );
if( pparams->health <= 0 )
@ -566,6 +581,50 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams ) @@ -566,6 +581,50 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
{
pparams->vieworg[i] += -ofs[2] * camForward[i];
}
//Calculations and setting externs for in_camera.cpp
realOrigin = ent->origin;
if( cam_contain->value == 1 )
{
Vector mousePos = Vector(-mouse_pos_extern[1], -mouse_pos_extern[0], 0.0f);
// Check if the new camera position is in the wall
Vector startPoint;
if( cam_idealdist->value + 25 <= cam_minDist->value )
{
startPoint = ent->origin + Vector( 0.0f, 0.0f, cam_idealdist->value );
}
else
{
// if camera is inside the wall trace from the player's origin
startPoint = ent->origin;
}
pmtrace_t *camTrace = gEngfuncs.PM_TraceLine( startPoint, startPoint + mousePos * offSetFactor * cam_lookahead->value, 1, 2, -1 );
// TODO: fix division
camOffset[0] = camTrace->endpos.x - startPoint.x;
camOffset[1] = camTrace->endpos.y - startPoint.y;
realViewOrg[0] = camTrace->endpos.x - startPoint.x;
realViewOrg[1] = camTrace->endpos.y - startPoint.y;
realViewOrg[2] = 0;
}
else
{
camOffset[0] = -mouse_pos_extern[1] * offSetFactor * cam_lookahead->value;
camOffset[1] = -mouse_pos_extern[0] * offSetFactor * cam_lookahead->value;
realViewOrg[0] = -mouse_pos_extern[1] * offSetFactor * cam_lookahead->value;
realViewOrg[1] = -mouse_pos_extern[0] * offSetFactor * cam_lookahead->value;
realViewOrg[2] = 0;
}
pparams->vieworg[0] += camOffset[0];
pparams->vieworg[1] += camOffset[1];
}
// Give gun our viewangles
@ -744,10 +803,10 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams ) @@ -744,10 +803,10 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
pitch /= -3.0;
// Slam local player's pitch value
ent->angles[0] = pitch;
ent->curstate.angles[0] = pitch;
ent->prevstate.angles[0] = pitch;
ent->latched.prevangles[0] = pitch;
// ent->angles[0] = pitch;
// ent->curstate.angles[0] = pitch;
// ent->prevstate.angles[0] = pitch;
// ent->latched.prevangles[0] = pitch;
}
// override all previous settings if the viewent isn't the client

20
dlls/crossbow.cpp

@ -381,7 +381,7 @@ void CCrossbow::FireSniperBolt() @@ -381,7 +381,7 @@ void CCrossbow::FireSniperBolt()
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors( anglesAim );
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
Vector vecDir = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); // gpGlobals->v_forward;
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr );
@ -428,7 +428,7 @@ void CCrossbow::FireBolt() @@ -428,7 +428,7 @@ void CCrossbow::FireBolt()
#ifndef CLIENT_DLL
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
Vector vecDir = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); // gpGlobals->v_forward;
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate();
pBolt->pev->origin = vecSrc;
@ -462,18 +462,24 @@ void CCrossbow::FireBolt() @@ -462,18 +462,24 @@ void CCrossbow::FireBolt()
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
}
#ifdef CLIENT_DLL
extern float offSetFactor;
#endif
void CCrossbow::SecondaryAttack()
{
if( m_pPlayer->pev->fov != 0 )
#ifdef CLIENT_DLL
if( offSetFactor != 1 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
offSetFactor = 1;
m_fInZoom = 0;
}
else if( m_pPlayer->pev->fov != 20 )
else if( offSetFactor != 5 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20;
offSetFactor = 5;
m_fInZoom = 1;
}
#endif
pev->nextthink = UTIL_WeaponTimeBase() + 0.1;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
@ -497,7 +503,7 @@ void CCrossbow::Reload( void ) @@ -497,7 +503,7 @@ void CCrossbow::Reload( void )
void CCrossbow::WeaponIdle( void )
{
m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
ResetEmptySound();

22
dlls/crowbar.cpp

@ -178,12 +178,17 @@ int CCrowbar::Swing( int fFirst ) @@ -178,12 +178,17 @@ int CCrowbar::Swing( int fFirst )
{
int fDidHit = FALSE;
TraceResult tr;
TraceResult tr, tr2;
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
if( FBitSet( m_pPlayer->pev->flags, FL_DUCKING ) )
{
vecEnd = vecSrc + ( ( -gpGlobals->v_up + gpGlobals->v_forward ).Normalize() ) * 32;
}
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
@ -240,6 +245,17 @@ int CCrowbar::Swing( int fFirst ) @@ -240,6 +245,17 @@ int CCrowbar::Swing( int fFirst )
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
Vector hitAngle;
if( FBitSet( m_pPlayer->pev->flags, FL_DUCKING ) )
{
hitAngle = ( ( -gpGlobals->v_up + gpGlobals->v_forward ).Normalize() );
}
else
{
hitAngle = gpGlobals->v_forward;
}
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
@ -261,12 +277,12 @@ int CCrowbar::Swing( int fFirst ) @@ -261,12 +277,12 @@ int CCrowbar::Swing( int fFirst )
#endif
{
// first swing does full damage
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, hitAngle, &tr, DMG_CLUB );
}
else
{
// subsequent swings do half
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, hitAngle, &tr, DMG_CLUB );
}
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );

4
dlls/egon.cpp

@ -174,7 +174,7 @@ void CEgon::Attack( void ) @@ -174,7 +174,7 @@ void CEgon::Attack( void )
}
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecSrc = m_pPlayer->GetGunPosition();
int flags;
@ -472,6 +472,8 @@ void CEgon::WeaponIdle( void ) @@ -472,6 +472,8 @@ void CEgon::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;

4
dlls/gauss.cpp

@ -320,7 +320,7 @@ void CGauss::StartFire( void ) @@ -320,7 +320,7 @@ void CGauss::StartFire( void )
float flDamage;
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );;
Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() )
@ -547,6 +547,8 @@ void CGauss::WeaponIdle( void ) @@ -547,6 +547,8 @@ void CGauss::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
// play aftershock static discharge
if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time )
{

4
dlls/mp5.cpp

@ -148,7 +148,7 @@ void CMP5::PrimaryAttack() @@ -148,7 +148,7 @@ void CMP5::PrimaryAttack()
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecDir;
#ifdef CLIENT_DLL
if( !bIsMultiplayer() )
@ -248,7 +248,7 @@ void CMP5::WeaponIdle( void ) @@ -248,7 +248,7 @@ void CMP5::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;

130
dlls/player.cpp

@ -118,6 +118,7 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = @@ -118,6 +118,7 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
DEFINE_FIELD( CBasePlayer, m_pTank, FIELD_EHANDLE ),
DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ),
DEFINE_ARRAY( CBasePlayer, m_szAnimExtention, FIELD_CHARACTER, 32 )
//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
@ -370,11 +371,8 @@ Vector CBasePlayer::GetGunPosition() @@ -370,11 +371,8 @@ Vector CBasePlayer::GetGunPosition()
{
//UTIL_MakeVectors( pev->v_angle );
//m_HackedGunPos = pev->view_ofs;
Vector origin;
origin = pev->origin + pev->view_ofs;
return origin;
return EyePosition();
}
//=========================================================
@ -966,6 +964,22 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) @@ -966,6 +964,22 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
break;
}
break;
case PLAYER_RELOAD:
case PLAYER_RELOAD_START:
switch( m_Activity )
{
case ACT_HOVER:
case ACT_SWIM:
case ACT_HOP:
case ACT_LEAP:
case ACT_DIESIMPLE:
m_IdealActivity = m_Activity;
break;
default:
m_IdealActivity = ACT_RELOAD;
break;
}
break;
case PLAYER_IDLE:
case PLAYER_WALK:
if( !FBitSet( pev->flags, FL_ONGROUND ) && ( m_Activity == ACT_HOP || m_Activity == ACT_LEAP ) ) // Still jumping
@ -1031,11 +1045,46 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) @@ -1031,11 +1045,46 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
m_Activity = m_IdealActivity;
pev->sequence = animDesired;
ResetSequenceInfo();
break;
case ACT_RELOAD:
if( playerAnim == PLAYER_RELOAD_START )
{
if( FBitSet( pev->flags, FL_DUCKING ) ) // crouching
strcpy( szAnim, "reload_start_c_" );
else
strcpy( szAnim, "reload_start_" );
}
else
{
if( FBitSet(pev->flags, FL_DUCKING ) ) // crouching
strcpy(szAnim, "reload_c_");
else
strcpy(szAnim, "reload_");
}
strcat( szAnim, m_szAnimExtention );
animDesired = LookupSequence( szAnim ); // szAnim
if( animDesired == -1 )
animDesired = 0;
if( pev->sequence != animDesired || !m_fSequenceLoops )
{
pev->frame = 0;
}
if( !m_fSequenceLoops )
{
pev->effects |= EF_NOINTERP;
}
m_Activity = m_IdealActivity;
pev->sequence = animDesired;
ResetSequenceInfo();
break;
case ACT_WALK:
if( m_Activity != ACT_RANGE_ATTACK1 || m_fSequenceFinished )
if( ( m_Activity != ACT_RANGE_ATTACK1 && m_Activity != ACT_RELOAD ) || m_fSequenceFinished )
{
if( FBitSet( pev->flags, FL_DUCKING ) ) // crouching
strcpy( szAnim, "crouch_aim_" );
@ -1506,7 +1555,7 @@ void CBasePlayer::PlayerUse( void ) @@ -1506,7 +1555,7 @@ void CBasePlayer::PlayerUse( void )
CBaseEntity *pObject = NULL;
CBaseEntity *pClosest = NULL;
Vector vecLOS;
float flMaxDot = VIEW_FIELD_NARROW;
float flMaxDot = VIEW_FIELD_WIDE;
float flDot;
UTIL_MakeVectors( pev->v_angle );// so we know which way we are facing
@ -2500,6 +2549,17 @@ void CBasePlayer::UpdatePlayerSound( void ) @@ -2500,6 +2549,17 @@ void CBasePlayer::UpdatePlayerSound( void )
void CBasePlayer::PostThink()
{
if( ( pev->weapons & ( 1 << WEAPON_SUIT ) ) )
{
pev->body = 0;
}
else
{
pev->body = 1;
}
ALERT( at_console, "%s\n", m_szAnimExtention );
if( g_fGameOver )
goto pt_end; // intermission or finale
@ -3001,6 +3061,15 @@ int CBasePlayer::Restore( CRestore &restore ) @@ -3001,6 +3061,15 @@ int CBasePlayer::Restore( CRestore &restore )
// Barring that, we clear it out here instead of using the incorrect restored time value.
m_flNextAttack = UTIL_WeaponTimeBase();
#endif
if( ( pev->weapons & ( 1 << WEAPON_SUIT ) ) )
{
pev->body = 0;
}
else
{
pev->body = 1;
}
return status;
}
@ -3649,6 +3718,14 @@ int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) @@ -3649,6 +3718,14 @@ int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem )
SwitchWeapon( pItem );
}
if( ( pev->weapons & ( 1 << WEAPON_SUIT ) ) )
{
pev->body = 0;
}
else
{
pev->body = 1;
}
return TRUE;
}
else if( gEvilImpulse101 )
@ -4186,11 +4263,11 @@ void CBasePlayer::EnableControl( BOOL fControl ) @@ -4186,11 +4263,11 @@ void CBasePlayer::EnableControl( BOOL fControl )
//=========================================================
Vector CBasePlayer::GetAutoaimVector( float flDelta )
{
if( g_iSkillLevel == SKILL_HARD )
/*if( g_iSkillLevel == SKILL_HARD )
{
UTIL_MakeVectors( pev->v_angle + pev->punchangle );
return gpGlobals->v_forward;
}
}*/
Vector vecSrc = GetGunPosition();
float flDist = 8192;
@ -4223,38 +4300,23 @@ Vector CBasePlayer::GetAutoaimVector( float flDelta ) @@ -4223,38 +4300,23 @@ Vector CBasePlayer::GetAutoaimVector( float flDelta )
if( angles.y < -180 )
angles.y += 360;
if( angles.x > 25 )
angles.x = 25;
if( angles.x < -25 )
angles.x = -25;
if( angles.y > 12 )
angles.y = 12;
if( angles.y < -12 )
angles.y = -12;
if( angles.y > 10 )
angles.y = 10;
if( angles.y < -10 )
angles.y = -10;
// always use non-sticky autoaim
// UNDONE: use sever variable to chose!
if( 0 || g_iSkillLevel == SKILL_EASY )
{
m_vecAutoAim = m_vecAutoAim * 0.67 + angles * 0.33;
}
else
{
m_vecAutoAim = angles * 0.9;
}
m_vecAutoAim = m_vecAutoAim + angles; //* 0.67 * 0.33
// m_vecAutoAim = m_vecAutoAim * 0.99;
// Don't send across network if sv_aim is 0
if( g_psv_aim->value != 0 )
if( m_vecAutoAim.x != m_lastx || m_vecAutoAim.y != m_lasty )
{
if( m_vecAutoAim.x != m_lastx || m_vecAutoAim.y != m_lasty )
{
SET_CROSSHAIRANGLE( edict(), -m_vecAutoAim.x, m_vecAutoAim.y );
SET_CROSSHAIRANGLE( edict(), -m_vecAutoAim.x, m_vecAutoAim.y );
m_lastx = (int)m_vecAutoAim.x;
m_lasty = (int)m_vecAutoAim.y;
}
m_lastx = (int)m_vecAutoAim.x;
m_lasty = (int)m_vecAutoAim.y;
}
// ALERT( at_console, "%f %f\n", angles.x, angles.y );
@ -4282,7 +4344,7 @@ Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDel @@ -4282,7 +4344,7 @@ Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDel
// try all possible entities
bestdir = gpGlobals->v_forward;
bestdot = flDelta; // +- 10 degrees
bestdot = 10; // flDelta; // +- 10 degrees
bestent = NULL;
m_fOnTarget = FALSE;
@ -4338,7 +4400,7 @@ Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDel @@ -4338,7 +4400,7 @@ Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDel
if( DotProduct( dir, gpGlobals->v_forward ) < 0 )
continue;
dot = fabs( DotProduct( dir, gpGlobals->v_right ) ) + fabs( DotProduct( dir, gpGlobals->v_up ) ) * 0.5;
dot = fabs( DotProduct( dir, gpGlobals->v_right ) ) + fabs( DotProduct( dir, gpGlobals->v_up ) );
// tweek for distance
dot *= 1.0 + 0.2 * ( ( center - vecSrc ).Length() / flDist );

4
dlls/player.h

@ -68,7 +68,9 @@ typedef enum @@ -68,7 +68,9 @@ typedef enum
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1
PLAYER_ATTACK1,
PLAYER_RELOAD,
PLAYER_RELOAD_START // used for shotgun
} PLAYER_ANIM;
#define MAX_ID_RANGE 2048

8
dlls/shotgun.cpp

@ -148,7 +148,7 @@ void CShotgun::PrimaryAttack() @@ -148,7 +148,7 @@ void CShotgun::PrimaryAttack()
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecDir;
@ -218,7 +218,7 @@ void CShotgun::SecondaryAttack( void ) @@ -218,7 +218,7 @@ void CShotgun::SecondaryAttack( void )
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecDir;
@ -268,6 +268,7 @@ void CShotgun::Reload( void ) @@ -268,6 +268,7 @@ void CShotgun::Reload( void )
// check to see if we're ready to reload
if( m_fInSpecialReload == 0 )
{
m_pPlayer->SetAnimation( PLAYER_RELOAD_START );
SendWeaponAnim( SHOTGUN_START_RELOAD );
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
@ -289,6 +290,7 @@ void CShotgun::Reload( void ) @@ -289,6 +290,7 @@ void CShotgun::Reload( void )
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
SendWeaponAnim( SHOTGUN_RELOAD );
m_pPlayer->SetAnimation( PLAYER_RELOAD );
m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
@ -316,7 +318,7 @@ void CShotgun::WeaponIdle( void ) @@ -316,7 +318,7 @@ void CShotgun::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{

2
dlls/weapons.cpp

@ -961,6 +961,8 @@ BOOL CBasePlayerWeapon::DefaultDeploy( const char *szViewModel, const char *szWe @@ -961,6 +961,8 @@ BOOL CBasePlayerWeapon::DefaultDeploy( const char *szViewModel, const char *szWe
BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
{
m_pPlayer->SetAnimation( PLAYER_RELOAD );
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
return FALSE;

29
pm_shared/pm_shared.c

@ -1086,8 +1086,8 @@ void PM_WalkMove() @@ -1086,8 +1086,8 @@ void PM_WalkMove()
pmtrace_t trace;
// Copy movement amounts
fmove = pmove->cmd.forwardmove;
smove = pmove->cmd.sidemove;
fmove = ( pmove->cmd.forwardmove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) - ( pmove->cmd.sidemove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
smove = ( pmove->cmd.forwardmove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) + ( pmove->cmd.sidemove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
// Zero out z components of movement vectors
pmove->forward[2] = 0;
@ -1363,13 +1363,16 @@ void PM_WaterMove( void ) @@ -1363,13 +1363,16 @@ void PM_WaterMove( void )
vec3_t temp;
pmtrace_t trace;
float speed, newspeed, addspeed, accelspeed;
float speed, newspeed, addspeed, accelspeed, fmove, smove;
fmove = ( pmove->cmd.forwardmove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) - ( pmove->cmd.sidemove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
smove = ( pmove->cmd.forwardmove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) + ( pmove->cmd.sidemove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
//
// user intentions
//
for( i = 0; i < 3; i++ )
wishvel[i] = pmove->forward[i] * pmove->cmd.forwardmove + pmove->right[i] * pmove->cmd.sidemove;
wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove;
// Sinking after no other movement occurs
if( !pmove->cmd.forwardmove && !pmove->cmd.sidemove && !pmove->cmd.upmove )
@ -1457,8 +1460,8 @@ void PM_AirMove( void ) @@ -1457,8 +1460,8 @@ void PM_AirMove( void )
float wishspeed;
// Copy movement amounts
fmove = pmove->cmd.forwardmove;
smove = pmove->cmd.sidemove;
fmove = ( pmove->cmd.forwardmove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) - ( pmove->cmd.sidemove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
smove = ( pmove->cmd.forwardmove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) + ( pmove->cmd.sidemove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
// Zero out z components of movement vectors
pmove->forward[2] = 0;
@ -2128,16 +2131,22 @@ void PM_LadderMove( physent_t *pLadder ) @@ -2128,16 +2131,22 @@ void PM_LadderMove( physent_t *pLadder )
AngleVectors( pmove->angles, vpn, v_right, NULL );
float fmove = 0;
float smove = 0;
if( pmove->flags & FL_DUCKING )
flSpeed *= PLAYER_DUCKING_MULTIPLIER;
if( pmove->cmd.buttons & IN_BACK )
forward -= flSpeed;
fmove -= flSpeed;
if( pmove->cmd.buttons & IN_FORWARD )
forward += flSpeed;
fmove += flSpeed;
if( pmove->cmd.buttons & IN_MOVELEFT )
right -= flSpeed;
fmove -= flSpeed;
if( pmove->cmd.buttons & IN_MOVERIGHT )
right += flSpeed;
fmove += flSpeed;
forward = ( fmove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) - ( smove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
right = ( fmove * ( sin( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) ) + ( smove * ( cos( pmove->cmd.viewangles[YAW] * ( M_PI / 180 ) ) ) );
if( pmove->cmd.buttons & IN_JUMP )
{

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