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2150 lines
61 KiB
2150 lines
61 KiB
5 years ago
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//========= Copyright 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 "tf_gamemovement.h"
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#include "in_buttons.h"
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#include "tier0/vprof.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#define SPEED_STOP_THRESHOLD 1.0f
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#define BUMP_MAX_COUNT 8
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//#define IMPACT_NORMAL_FLOOR 0.35f
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#define IMPACT_NORMAL_FLOOR 0.7f
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#define IMPACT_NORMAL_WALL 0.0f
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enum
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{
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MOVEMENT_BLOCKED_NONE = 0x0,
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MOVEMENT_BLOCKED_WALL = 0x1,
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MOVEMENT_BLOCKED_FLOOR = 0x2,
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MOVEMENT_BLOCKED_ALL = 0x4
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};
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#define SPEED_CROP_FRACTION_WALKING 0.4f
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#define SPEED_CROP_FRACTION_USING 0.3f
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#define SPEED_CROP_FRACTION_DUCKING 0.3f
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char *va(char *format, ...);
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extern bool g_bMovementOptimizations;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGameMovement::CategorizePosition( void )
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{
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VPROF( "CTFGameMovement::CategorizePosition" );
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// Doing this before we move may introduce a potential latency in water detection, but
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// doing it after can get us stuck on the bottom in water if the amount we move up
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// is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call
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// this several times per frame, so we really need to avoid sticking to the bottom of
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// water on each call, and the converse case will correct itself if called twice.
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CheckWater();
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trace_t trace;
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Vector vStart( mv->m_vecAbsOrigin.x, mv->m_vecAbsOrigin.y, mv->m_vecAbsOrigin.z );
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Vector vEnd( mv->m_vecAbsOrigin.x, mv->m_vecAbsOrigin.y, mv->m_vecAbsOrigin.z - 66 );
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// Assume we are not on the ground
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SetGroundEntity( NULL );
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m_pSurfaceData = NULL;
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m_surfaceFriction = 1.0f;
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m_chTextureType = 'C';
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// Check our velocity in z (are we shooting up really fast - then we are not on ground).
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if ( mv->m_vecVelocity.z <= 180.0f )
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{
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// Move downward.
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TracePlayerBBox( vStart, vEnd, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
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// Check to see if we are on the ground
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if ( ( ( trace.plane.normal.z >= IMPACT_NORMAL_FLOOR ) || trace.IsDispSurfaceWalkable() ) && ( trace.fraction < 0.06f ) )
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{
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SetGroundEntity( &trace );
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VectorCopy( trace.plane.normal, m_vecGroundNormal );
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// Add standing on object to touch list
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if ( trace.DidHitNonWorldEntity() )
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{
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MoveHelper()->AddToTouched( trace, mv->m_vecVelocity );
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}
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// Reset water jumping.
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player->m_flWaterJumpTime = 0.0f;
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// If we could make the move, drop us down that 1 pixel
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if ( ( int )player->GetWaterLevel() < WL_Waist && !trace.startsolid && !trace.allsolid )
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{
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// check distance we would like to move -- this is supposed to just keep up
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// "on the ground" surface not stap us back to earth
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mv->m_vecAbsOrigin = vStart + trace.fraction * ( vEnd - vStart );
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// VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
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}
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}
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// NOTE: should this be surrounded by trace.fraction <= 1.0f ?????
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// Setup surface properties.
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{
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VPROF( "CTFGameMovement::CategorizePosition / Surface Props" );
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IPhysicsSurfaceProps *physprops = MoveHelper( )->GetSurfaceProps();
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m_surfaceProps = trace.surface.surfaceProps;
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m_pSurfaceData = physprops->GetSurfaceData( m_surfaceProps );
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physprops->GetPhysicsProperties( m_surfaceProps, NULL, NULL, &m_surfaceFriction, NULL );
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}
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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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m_surfaceFriction *= 1.25f;
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if ( m_surfaceFriction > 1.0f )
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m_surfaceFriction = 1.0f;
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m_chTextureType = m_pSurfaceData->game.material;
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}
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// If we are not on the ground...
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if ( player->GetGroundEntity() == NULL )
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{
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player->m_Local.m_flFallVelocity = -mv->m_vecVelocity.z;
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}
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// Store off the starting water level
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m_nOldWaterLevel = player->GetWaterLevel();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGameMovement::HandleLadder( void )
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{
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// No ladder movement if the player is dead or on a train.
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if ( player->pl.deadflag || ( player->GetFlags() & FL_ONTRAIN ) )
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return;
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// Ladder initialization.
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m_nOnLadder = 0;
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if ( !BaseClass::LadderMove() && ( player->GetMoveType() == MOVETYPE_LADDER ) )
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{
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// clear ladder stuff unless player is noclipping or being lifted by barnacle.
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// it will be set immediately again next frame if necessary
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player->SetMoveType( MOVETYPE_WALK );
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player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
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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 CTFGameMovement::SpeedCrop( void )
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{
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// Verify speed hasn't been cropped already (shouldn't have!!!).
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if ( m_iSpeedCropped & SPEED_CROPPED_DUCK )
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return;
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// Set the speed cropped flag.
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m_iSpeedCropped |= SPEED_CROPPED_DUCK;
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// If the "walking" key is pressed -- crop speed.
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if ( mv->m_nButtons & IN_SPEED )
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{
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mv->m_flForwardMove *= SPEED_CROP_FRACTION_WALKING;
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mv->m_flSideMove *= SPEED_CROP_FRACTION_WALKING;
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mv->m_flUpMove *= SPEED_CROP_FRACTION_WALKING;
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}
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// If the "use" key is pressed and the player is on the ground -- crop speed.
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else if ( ( mv->m_nButtons & IN_USE ) && ( player->GetGroundEntity() != NULL ) )
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{
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mv->m_flForwardMove *= SPEED_CROP_FRACTION_USING;
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mv->m_flSideMove *= SPEED_CROP_FRACTION_USING;
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mv->m_flUpMove *= SPEED_CROP_FRACTION_USING;
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}
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// If the player is "ducking" -- crop speed
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else if ( player->GetFlags() & FL_DUCKING )
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{
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mv->m_flForwardMove *= SPEED_CROP_FRACTION_DUCKING;
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mv->m_flSideMove *= SPEED_CROP_FRACTION_DUCKING;
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mv->m_flUpMove *= SPEED_CROP_FRACTION_DUCKING;
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}
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// Moving backwards happens more slowly
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float flAngle = atan2( mv->m_flSideMove, mv->m_flForwardMove ) / M_PI;
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flAngle = 2.0f * (fabs(flAngle) - 0.5f);
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flAngle = clamp( flAngle, 0.0f, 1.0f );
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float flFactor = 1.0f - fabs(flAngle) * (1.0f - sv_backspeed.GetFloat());
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mv->m_flForwardMove *= flFactor;
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mv->m_flSideMove *= flFactor;
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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 CTFGameMovement::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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// Get the TF movement data.
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CTFMoveData *pTFMove = TFMove();
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if ( !pTFMove || pTFMove->m_flConstraintRadius == 0.0f )
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return 1.0f;
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float flDistSq = mv->m_vecAbsOrigin.DistToSqr( pTFMove->m_vecConstraintCenter );
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float flOuterRadiusSq = pTFMove->m_flConstraintRadius * pTFMove->m_flConstraintRadius;
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float flInnerRadiusSq = pTFMove->m_flConstraintRadius - pTFMove->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;
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VectorMultiply( m_vecForward, mv->m_flForwardMove, vecDesired );
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VectorMA( vecDesired, mv->m_flSideMove, m_vecRight, vecDesired );
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VectorMA( vecDesired, mv->m_flUpMove, m_vecUp, vecDesired );
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Vector vecDelta;
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VectorSubtract( mv->m_vecAbsOrigin, pTFMove->m_vecConstraintCenter, vecDelta );
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VectorNormalize( vecDelta );
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VectorNormalize( vecDesired );
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if (DotProduct( vecDelta, vecDesired ) < 0.0f)
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return 1.0f;
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float flFrac = (sqrt(flDistSq) - (pTFMove->m_flConstraintRadius - pTFMove->m_flConstraintWidth)) / pTFMove->m_flConstraintWidth;
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float flSpeedFactor = Lerp( flFrac, 1.0f, pTFMove->m_flConstraintSpeedFactor );
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return flSpeedFactor;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called in PrePlayerMove(), this function clamps the player's overall
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// speed. It is clamped to either the maximum client's or server's
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// speed (whichever is lower).
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//-----------------------------------------------------------------------------
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void CTFGameMovement::SetupSpeed( void )
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{
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// Reset the outgoing applied velocity.
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mv->m_outWishVel.Init();
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// Don't clamp speed if we are sin an "ISOMETRIC" or "NOCLIP" movetype.
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if ( ( player->GetMoveType() == MOVETYPE_ISOMETRIC ) ||
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( player->GetMoveType() == MOVETYPE_NOCLIP ) )
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return;
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// Some events negate speed, check for these first.
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if ( ( player->GetFlags() & FL_FROZEN ) || ( player->GetFlags() & FL_ONTRAIN ) || IsDead() )
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{
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mv->m_flForwardMove = 0;
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mv->m_flSideMove = 0;
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mv->m_flUpMove = 0;
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return;
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}
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// Calculate the players max speed given movements.
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float flSpeed = ( mv->m_flForwardMove * mv->m_flForwardMove ) +
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( mv->m_flSideMove * mv->m_flSideMove ) +
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( mv->m_flUpMove * mv->m_flUpMove );
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if ( flSpeed == 0.0f )
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return;
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flSpeed = sqrt( flSpeed );
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// NOTE: The client max speed was set to the movement max speed (mv->m_flMaxSpeed)
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// in the SetupMove, however the _ProcessMovement code post sets
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// mv->m_flMaxSpeed to the maximum server speed (sv_maxspeed),
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// thus, the need to the check. If we forego the maximum server speed,
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// this code can be removed.
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if ( mv->m_flClientMaxSpeed )
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{
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mv->m_flMaxSpeed = MIN( mv->m_flClientMaxSpeed, mv->m_flMaxSpeed );
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}
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// Slow down by the speed factor
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float flSpeedFactor = 1.0f;
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if (m_pSurfaceData)
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{
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flSpeedFactor = m_pSurfaceData->game.maxSpeedFactor;
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}
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// If we have a constraint, slow down because of that too...
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// Get the TF movement data
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float flConstraintSpeedFactor = ComputeConstraintSpeedFactor();
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if (flConstraintSpeedFactor < flSpeedFactor)
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flSpeedFactor = flConstraintSpeedFactor;
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mv->m_flMaxSpeed *= flSpeedFactor;
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if ( flSpeed > mv->m_flMaxSpeed )
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{
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float flRatio = mv->m_flMaxSpeed / flSpeed;
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mv->m_flForwardMove *= flRatio;
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mv->m_flSideMove *= flRatio;
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mv->m_flUpMove *= flRatio;
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}
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// Crop speed if necessary.
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SpeedCrop();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGameMovement::FinishUnDuck( void )
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{
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int i;
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trace_t trace;
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Vector newOrigin;
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Vector vDuckHullMin = GetPlayerMins( true );
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Vector vStandHullMin = GetPlayerMins( false );
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VectorCopy( mv->m_vecAbsOrigin, newOrigin );
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if ( player->GetGroundEntity() != NULL )
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{
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for ( i = 0; i < 3; i++ )
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{
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newOrigin[i] += ( vDuckHullMin[i] - vStandHullMin[i] );
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}
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}
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else
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{
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Vector viewDelta = player->GetViewOffset() - GetPlayerViewOffset( false );
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VectorAdd( newOrigin, viewDelta, newOrigin );
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}
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TracePlayerBBox( newOrigin, newOrigin, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
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if ( !trace.startsolid )
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{
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player->m_Local.m_bDucked = false;
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// Oh, no, changing hulls stuck us into something, try unsticking downward first.
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TracePlayerBBox( newOrigin, newOrigin, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
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if ( trace.startsolid )
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{
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// See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot
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player->m_Local.m_bDucked = true;
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return;
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}
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player->RemoveFlag( FL_DUCKING );
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player->m_Local.m_bDucking = false;
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player->SetViewOffset( GetPlayerViewOffset( false ) );
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player->m_Local.m_flDucktime = 0;
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VectorCopy( newOrigin, mv->m_vecAbsOrigin );
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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 CTFGameMovement::HandleDuck( void )
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{
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// Store button presses and changes.
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int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
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int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
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int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
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if ( mv->m_nButtons & IN_DUCK )
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{
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mv->m_nOldButtons |= IN_DUCK;
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}
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else
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{
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mv->m_nOldButtons &= ~IN_DUCK;
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}
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|
||
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// Handle the player dead case.
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if ( IsDead() && ( player->GetFlags() & FL_DUCKING ) )
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{
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FinishUnDuck();
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return;
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}
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||
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if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
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{
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// Remove all movement when ducking!
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mv->m_flForwardMove = 0.0f;
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mv->m_flSideMove = 0.0f;
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mv->m_flUpMove = 0.0f;
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if ( mv->m_nButtons & IN_DUCK )
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{
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||
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if ( ( buttonsPressed & IN_DUCK ) && !( player->GetFlags() & FL_DUCKING ) )
|
||
|
{
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||
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// Use 1 second so super long jump will work
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||
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player->m_Local.m_flDucktime = 1000;
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player->m_Local.m_bDucking = true;
|
||
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}
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||
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float duckmilliseconds = MAX( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
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||
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float duckseconds = duckmilliseconds / 1000.0f;
|
||
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|
||
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if ( player->m_Local.m_bDucking )
|
||
|
{
|
||
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// Finish ducking immediately if duck time is over or not on ground
|
||
|
if ( ( duckseconds > TIME_TO_DUCK ) ||
|
||
|
( player->GetGroundEntity() == NULL ) )
|
||
|
{
|
||
|
FinishDuck();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Calc parametric time
|
||
|
float duckFraction = SimpleSpline( duckseconds / TIME_TO_DUCK );
|
||
|
SetDuckedEyeOffset( duckFraction );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (buttonsReleased & IN_DUCK ) && ( player->GetFlags() & FL_DUCKING ) )
|
||
|
{
|
||
|
// Use 1 second so super long jump will work
|
||
|
player->m_Local.m_flDucktime = 1000;
|
||
|
player->m_Local.m_bDucking = true; // or unducking
|
||
|
}
|
||
|
|
||
|
float duckmilliseconds = MAX( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
|
||
|
float duckseconds = duckmilliseconds / 1000.0f;
|
||
|
|
||
|
if ( player->m_Local.m_bDucking ) // or unducking
|
||
|
{
|
||
|
// Finish ducking immediately if duck time is over or not on ground
|
||
|
if ( ( duckseconds > TIME_TO_UNDUCK ) ||
|
||
|
( player->GetGroundEntity() == NULL ) )
|
||
|
{
|
||
|
FinishUnDuck();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Calc parametric time
|
||
|
float duckFraction = SimpleSpline( 1.0f - ( duckseconds / TIME_TO_UNDUCK ) );
|
||
|
SetDuckedEyeOffset( duckFraction );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::SetupViewAngles( void )
|
||
|
{
|
||
|
// Cache the view angles.
|
||
|
AngleVectors( mv->m_vecViewAngles, &m_vecForward, &m_vecRight, &m_vecUp );
|
||
|
|
||
|
// Add a view punch if necessary.
|
||
|
QAngle v_angle = ( mv->m_vecViewAngles + player->m_Local.m_vecPunchAngle );
|
||
|
|
||
|
// Adjust the view roll angle.
|
||
|
if ( ( player->GetMoveType() != MOVETYPE_ISOMETRIC ) && ( player->GetMoveType() != MOVETYPE_NOCLIP ) )
|
||
|
{
|
||
|
mv->m_vecViewAngles[ROLL] = CalcRoll( v_angle, mv->m_vecVelocity, sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() ) * 4.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mv->m_vecViewAngles[ROLL] = 0.0f;
|
||
|
}
|
||
|
|
||
|
// Copy the yaw and pitch.
|
||
|
// NOTE: Adjust the client view angles to match the values on the server.
|
||
|
mv->m_vecViewAngles[PITCH] = v_angle[PITCH];
|
||
|
mv->m_vecViewAngles[YAW] = v_angle[YAW];
|
||
|
if ( mv->m_vecViewAngles[YAW] > 180.0f )
|
||
|
{
|
||
|
mv->m_vecViewAngles[YAW] -= 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::CheckDeath( void )
|
||
|
{
|
||
|
// If we are dead, setup the appropriate data
|
||
|
if ( IsDead() )
|
||
|
{
|
||
|
mv->m_flForwardMove = 0.0f;
|
||
|
mv->m_flSideMove = 0.0f;
|
||
|
mv->m_flUpMove = 0.0f;
|
||
|
|
||
|
VectorCopy( mv->m_vecOldAngles, mv->m_vecViewAngles );
|
||
|
|
||
|
player->SetViewOffset( VEC_DEAD_VIEWHEIGHT_SCALED( this ) );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::UpdateTimers( void )
|
||
|
{
|
||
|
BaseClass::ReduceTimers();
|
||
|
BaseClass::DecayPunchAngle();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Should the step sound play?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::ShouldPlayStepSound( surfacedata_t *psurface, float fvol )
|
||
|
{
|
||
|
if ( !m_nOnLadder && Vector2DLength( mv->m_vecVelocity.AsVector2D() ) <= 100 )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : step -
|
||
|
// fvol -
|
||
|
// force - force sound to play
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::PlayStepSound( surfacedata_t *psurface, float fvol, bool force )
|
||
|
{
|
||
|
if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
|
||
|
return;
|
||
|
|
||
|
if ( !psurface )
|
||
|
return;
|
||
|
|
||
|
if (!force && !ShouldPlayStepSound( psurface, fvol ))
|
||
|
return;
|
||
|
|
||
|
// TODO: See note above, should this be hooked up?
|
||
|
// PlantFootprint( psurface );
|
||
|
|
||
|
unsigned short stepSoundName = player->m_Local.m_nStepside ? psurface->sounds.stepleft : psurface->sounds.stepright;
|
||
|
player->m_Local.m_nStepside = !player->m_Local.m_nStepside;
|
||
|
|
||
|
if ( !stepSoundName )
|
||
|
return;
|
||
|
|
||
|
if ( !mv->m_bFirstRunOfFunctions )
|
||
|
return;
|
||
|
|
||
|
IPhysicsSurfaceProps *physprops = MoveHelper( )->GetSurfaceProps();
|
||
|
const char *pSoundName = physprops->GetString( stepSoundName );
|
||
|
char szSound[256];
|
||
|
|
||
|
// Prepend our team's footsteps
|
||
|
if ( player->GetTeamNumber() == TEAM_HUMANS )
|
||
|
{
|
||
|
Q_snprintf( szSound, sizeof(szSound), "Human.%s", pSoundName );
|
||
|
}
|
||
|
else if ( player->GetTeamNumber() == TEAM_ALIENS )
|
||
|
{
|
||
|
Q_snprintf( szSound, sizeof(szSound), "Alien.%s", pSoundName );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CSoundParameters params;
|
||
|
if ( !CBaseEntity::GetParametersForSound( szSound, params, NULL ) )
|
||
|
return;
|
||
|
|
||
|
MoveHelper( )->StartSound( mv->m_vecAbsOrigin, CHAN_BODY, params.soundname, fvol, params.soundlevel, 0, params.pitch );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFGameMovement::CheckStuck( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::CheckStuck" );
|
||
|
|
||
|
// NOTE: I am not bothering much with this as I am going to
|
||
|
// implement an new UnSticking process.
|
||
|
if ( ( player->GetMoveType() == MOVETYPE_NOCLIP ) ||
|
||
|
( player->GetMoveType() == MOVETYPE_NONE ) ||
|
||
|
( player->GetMoveType() == MOVETYPE_ISOMETRIC ) )
|
||
|
return 0;
|
||
|
|
||
|
return BaseClass::CheckStuck();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::PrePlayerMove( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::PrePlayerMove" );
|
||
|
|
||
|
// Assume we don't touch anything (Reset the touch list).
|
||
|
MoveHelper()->ResetTouchList();
|
||
|
|
||
|
// Check to see if we are stuck.
|
||
|
if ( CheckStuck() )
|
||
|
return false;
|
||
|
|
||
|
// Update (reduce) movement timers.
|
||
|
UpdateTimers();
|
||
|
|
||
|
// Check to see if the player is dead and setup death data, otherwise setup
|
||
|
// the players view angles.
|
||
|
if ( !CheckDeath() )
|
||
|
{
|
||
|
SetupViewAngles();
|
||
|
}
|
||
|
|
||
|
// Handle ducking.
|
||
|
HandleDuck();
|
||
|
|
||
|
// Handle ladder.
|
||
|
HandleLadder();
|
||
|
|
||
|
// Categorize the player's position.
|
||
|
CategorizePosition();
|
||
|
|
||
|
// Calculate the player's movement speed (has to happen after categorize position)
|
||
|
SetupSpeed();
|
||
|
|
||
|
// Update our stepping sound (based on the player's location).
|
||
|
player->UpdateStepSound( m_pSurfaceData, mv->m_vecAbsOrigin, mv->m_vecVelocity );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::PostPlayerMove( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::HandlePlayerMove( void )
|
||
|
{
|
||
|
// Handle movement.
|
||
|
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:
|
||
|
{
|
||
|
// This should be moved elsewhere!!! Just get it going for now.
|
||
|
CTFMoveData *pTFMove = TFMove();
|
||
|
Vector vecPlayerOrigin( mv->m_vecAbsOrigin.x, mv->m_vecAbsOrigin.y, mv->m_vecAbsOrigin.z );
|
||
|
FullWalkMove();
|
||
|
Vector vecPlayerDelta;
|
||
|
VectorSubtract( mv->m_vecAbsOrigin, vecPlayerOrigin, vecPlayerDelta );
|
||
|
|
||
|
if ( ( fabs( vecPlayerDelta.x ) > 0.0001f ) ||
|
||
|
( fabs( vecPlayerDelta.y ) > 0.0001f ) ||
|
||
|
( fabs( vecPlayerDelta.z ) > 0.0001f ) )
|
||
|
{
|
||
|
VectorCopy( vecPlayerDelta, pTFMove->m_vecPosDelta );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case MOVETYPE_ISOMETRIC:
|
||
|
{
|
||
|
//IsometricMove();
|
||
|
// Could also try: FullTossMove();
|
||
|
FullWalkMove();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
{
|
||
|
DevMsg( 1, "Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n", player->GetMoveType(), player->IsServer());
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::PlayerMove( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::PlayerMove" );
|
||
|
|
||
|
// Setup and initialization pre-player movement.
|
||
|
if (!PrePlayerMove())
|
||
|
return;
|
||
|
|
||
|
// Handle Movement
|
||
|
HandlePlayerMove();
|
||
|
|
||
|
// Clean-up and updates post-player movement.
|
||
|
PostPlayerMove();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::FullWalkMove()
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::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();
|
||
|
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
||
|
|
||
|
// Redetermine position vars
|
||
|
CategorizePosition();
|
||
|
}
|
||
|
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();
|
||
|
WalkMove2();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AirMove(); // Take into account movement when in air.
|
||
|
}
|
||
|
|
||
|
// Set final flags.
|
||
|
CategorizePosition();
|
||
|
|
||
|
// 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 );
|
||
|
|
||
|
// 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 CTFGameMovement::AirMove( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::AirMove" );
|
||
|
|
||
|
// NOTE: This was causing some additional problems with walking on physics
|
||
|
// objects. The movement system needs to be cleaned up! Keep the old
|
||
|
// code until the system has been fixed.s
|
||
|
BaseClass::AirMove();
|
||
|
return;
|
||
|
|
||
|
|
||
|
int i;
|
||
|
Vector wishvel;
|
||
|
float fmove, smove;
|
||
|
Vector wishdir;
|
||
|
float wishspeed;
|
||
|
Vector forward, right, up;
|
||
|
|
||
|
// Initialize the movement stack.
|
||
|
VectorCopy( mv->m_vecAbsOrigin, m_aMovementStack[0].m_vecPosition );
|
||
|
VectorCopy( m_vecGroundNormal, m_aMovementStack[0].m_vecImpactNormal );
|
||
|
m_nMovementStackSize = 1;
|
||
|
|
||
|
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 > 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 );
|
||
|
|
||
|
TryPlayerMove2();
|
||
|
|
||
|
// Try to stand up.
|
||
|
TryStanding();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::WalkMove( void )
|
||
|
{
|
||
|
_WalkMove();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: This is here until the new movement code is complete. I needed
|
||
|
// to override hl2's walk move so that "floors" are identified
|
||
|
// differently.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::_WalkMove( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::_WalkMove" );
|
||
|
|
||
|
int clip;
|
||
|
int i;
|
||
|
|
||
|
Vector wishvel;
|
||
|
float spd;
|
||
|
float fmove, smove;
|
||
|
Vector wishdir;
|
||
|
float wishspeed;
|
||
|
|
||
|
Vector dest, start;
|
||
|
Vector original, originalvel;
|
||
|
Vector down, downvel;
|
||
|
float downdist, updist;
|
||
|
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
|
||
|
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 > 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();
|
||
|
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
|
||
|
VectorCopy (dest, start);
|
||
|
|
||
|
TracePlayerBBox( mv->m_vecAbsOrigin, dest, MASK_PLAYERSOLID, 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 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (oldground == NULL && // Don't walk up stairs if not on ground.
|
||
|
player->GetWaterLevel() == 0)
|
||
|
return;
|
||
|
|
||
|
if (player->m_flWaterJumpTime) // If we are jumping out of water, don't do anything more.
|
||
|
return;
|
||
|
|
||
|
// Try sliding forward both on ground and up 16 pixels
|
||
|
// take the move that goes farthest
|
||
|
VectorCopy (mv->m_vecAbsOrigin, original); // Save out original pos &
|
||
|
VectorCopy (mv->m_vecVelocity, originalvel); // velocity.
|
||
|
|
||
|
// Slide move
|
||
|
clip = TryPlayerMove();
|
||
|
|
||
|
// Copy the results out
|
||
|
VectorCopy (mv->m_vecAbsOrigin , down);
|
||
|
VectorCopy (mv->m_vecVelocity, downvel);
|
||
|
|
||
|
// Reset original values.
|
||
|
VectorCopy (original, mv->m_vecAbsOrigin);
|
||
|
VectorCopy (originalvel, mv->m_vecVelocity);
|
||
|
|
||
|
// Start out up one stair height
|
||
|
VectorCopy (mv->m_vecAbsOrigin, dest);
|
||
|
dest[2] += player->m_Local.m_flStepSize;
|
||
|
|
||
|
TracePlayerBBox( mv->m_vecAbsOrigin, dest, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
||
|
|
||
|
// If we started okay and made it part of the way at least,
|
||
|
// copy the results to the movement start position and then
|
||
|
// run another move try.
|
||
|
if (!pm.startsolid && !pm.allsolid)
|
||
|
{
|
||
|
VectorCopy (pm.endpos, mv->m_vecAbsOrigin);
|
||
|
}
|
||
|
|
||
|
// slide move the rest of the way.
|
||
|
clip = TryPlayerMove();
|
||
|
|
||
|
// Now try going back down from the end point
|
||
|
// press down the stepheight
|
||
|
VectorCopy (mv->m_vecAbsOrigin, dest);
|
||
|
dest[2] -= player->m_Local.m_flStepSize;
|
||
|
|
||
|
TracePlayerBBox( mv->m_vecAbsOrigin, dest, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
||
|
|
||
|
// If we are not on the ground any more then
|
||
|
// use the original movement attempt
|
||
|
if ( pm.plane.normal[2] < IMPACT_NORMAL_FLOOR )
|
||
|
goto usedown;
|
||
|
// If the trace ended up in empty space, copy the end
|
||
|
// over to the origin.
|
||
|
if (!pm.startsolid && !pm.allsolid)
|
||
|
{
|
||
|
VectorCopy (pm.endpos, mv->m_vecAbsOrigin);
|
||
|
}
|
||
|
// Copy this origion to up.
|
||
|
VectorCopy (mv->m_vecAbsOrigin, up);
|
||
|
|
||
|
// decide which one went farther
|
||
|
downdist = (down[0] - original[0])*(down[0] - original[0])
|
||
|
+ (down[1] - original[1])*(down[1] - original[1]);
|
||
|
updist = (up[0] - original[0])*(up[0] - original[0])
|
||
|
+ (up[1] - original[1])*(up[1] - original[1]);
|
||
|
|
||
|
if (downdist > updist)
|
||
|
{
|
||
|
usedown:
|
||
|
;
|
||
|
VectorCopy (down , mv->m_vecAbsOrigin);
|
||
|
VectorCopy (downvel, mv->m_vecVelocity);
|
||
|
}
|
||
|
else // copy z value from slide move
|
||
|
mv->m_vecVelocity[2] = downvel[2];
|
||
|
|
||
|
float stepDist = mv->m_vecAbsOrigin.z - original.z;
|
||
|
if ( stepDist > 0 )
|
||
|
{
|
||
|
mv->m_outStepHeight += stepDist;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::AccelerateWithoutMomentum( Vector &wishdir, float wishspeed, float accel )
|
||
|
{
|
||
|
// No acceleration if the player is water-jumping or dead.
|
||
|
if ( player->pl.deadflag || player->m_flWaterJumpTime )
|
||
|
return;
|
||
|
|
||
|
// See if we are changing direction a bit
|
||
|
// float flCurrentSpeed = mv->m_vecVelocity.Dot( wishdir );
|
||
|
float flCurrentSpeed = mv->m_vecVelocity.Length();
|
||
|
|
||
|
// Reduce wishspeed by the amount of veer.
|
||
|
float flAddSpeed = wishspeed - flCurrentSpeed;
|
||
|
|
||
|
// If not going to add any speed, done.
|
||
|
if ( flAddSpeed <= 0.0f )
|
||
|
return;
|
||
|
|
||
|
// Determine amount of accleration.
|
||
|
float flAccelSpeed = accel * gpGlobals->frametime * wishspeed * m_surfaceFriction;
|
||
|
|
||
|
// Cap at addspeed
|
||
|
if ( flAccelSpeed > flAddSpeed )
|
||
|
{
|
||
|
flAccelSpeed = flAddSpeed;
|
||
|
}
|
||
|
|
||
|
// Adjust velocity.
|
||
|
for ( int iAxis = 0; iAxis < 3; iAxis++ )
|
||
|
{
|
||
|
mv->m_vecVelocity[iAxis] += flAccelSpeed * wishdir[iAxis];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::Accelerate( Vector &wishdir, float wishspeed, float accel )
|
||
|
{
|
||
|
// No acceleration if the player is water-jumping or dead.
|
||
|
if ( player->pl.deadflag || player->m_flWaterJumpTime )
|
||
|
return;
|
||
|
|
||
|
// See if we are changing direction a bit
|
||
|
// float flCurrentSpeed = mv->m_vecVelocity.Dot( wishdir );
|
||
|
float flCurrentSpeed = mv->m_vecVelocity.Length();
|
||
|
|
||
|
// Reduce wishspeed by the amount of veer.
|
||
|
float flAddSpeed = wishspeed - flCurrentSpeed;
|
||
|
|
||
|
// If not going to add any speed, done.
|
||
|
if ( flAddSpeed <= 0.0f )
|
||
|
return;
|
||
|
|
||
|
// Determine amount of accleration.
|
||
|
float flAccelSpeed = accel * gpGlobals->frametime * wishspeed * m_surfaceFriction;
|
||
|
|
||
|
// Cap at addspeed
|
||
|
if ( flAccelSpeed > flAddSpeed )
|
||
|
{
|
||
|
flAccelSpeed = flAddSpeed;
|
||
|
}
|
||
|
|
||
|
// Gravity.
|
||
|
float flGravityAdj = CalcGravityAdjustment( wishdir );
|
||
|
|
||
|
// Adjust velocity.
|
||
|
for ( int iAxis = 0; iAxis < 3; iAxis++ )
|
||
|
{
|
||
|
mv->m_vecVelocity[iAxis] += ( flAccelSpeed * wishdir[iAxis] * flGravityAdj );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFGameMovement::CalcGravityAdjustment( const Vector &wishdir )
|
||
|
{
|
||
|
// Get the TF movement data.
|
||
|
CTFMoveData *pTFMove = TFMove();
|
||
|
if ( !pTFMove )
|
||
|
return 1.0f;
|
||
|
|
||
|
if ( player->GetMoveType() == MOVETYPE_NOCLIP )
|
||
|
return 1.0f;
|
||
|
|
||
|
Vector vecPositionDelta = pTFMove->m_vecPosDelta;
|
||
|
VectorNormalize( vecPositionDelta );
|
||
|
|
||
|
// Hard-code my table
|
||
|
float flModifier = 0.0f;
|
||
|
if ( vecPositionDelta.z < -0.342f )
|
||
|
{
|
||
|
flModifier = 1.25f;
|
||
|
}
|
||
|
else if ( vecPositionDelta.z < 0.0f )
|
||
|
{
|
||
|
flModifier = 1.15f;
|
||
|
}
|
||
|
else if ( vecPositionDelta.z < 0.342f ) /* >20 */
|
||
|
{
|
||
|
flModifier = 1.0f;
|
||
|
}
|
||
|
else if ( vecPositionDelta.z < 0.5f ) /* 20-30 */
|
||
|
{
|
||
|
float flDelta = 0.5f - vecPositionDelta.z;
|
||
|
flDelta /= 0.158f;
|
||
|
flDelta = 1.0f - flDelta;
|
||
|
flModifier = 1.0f - ( 0.25 * flDelta );
|
||
|
}
|
||
|
else if ( vecPositionDelta.z < 0.707f ) /* 30-45 */
|
||
|
{
|
||
|
float flDelta = 0.707f - vecPositionDelta.z;
|
||
|
flDelta /= 0.207f;
|
||
|
flDelta = 1.0f - flDelta;
|
||
|
flModifier = 0.75 - ( 0.25f * flDelta );
|
||
|
}
|
||
|
else if ( vecPositionDelta.z < 0.766f ) /* 45-50 */
|
||
|
{
|
||
|
float flDelta = 0.766f - vecPositionDelta.z;
|
||
|
flDelta /= 0.059f;
|
||
|
flDelta = 1.0f - flDelta;
|
||
|
flModifier = 0.5f - ( 0.40f * flDelta );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flModifier = 0.35f;
|
||
|
}
|
||
|
|
||
|
AddToMomentumList( flModifier );
|
||
|
flModifier = GetMomentum();
|
||
|
|
||
|
#if 0
|
||
|
// Debug!
|
||
|
if ( player->IsServer() )
|
||
|
{
|
||
|
Msg( "Server:Gravity Adj = %lf\n", flModifier );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "Client:Gravity Adj = %lf\n", flModifier );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return flModifier;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::CalcWishVelocityAndPosition( Vector &vWishPos, Vector &vWishDir,
|
||
|
float &flWishSpeed )
|
||
|
{
|
||
|
//
|
||
|
// Determine the movement angles.
|
||
|
//
|
||
|
Vector vForward, vRight, vUp;
|
||
|
AngleVectors( mv->m_vecViewAngles, &vForward, &vRight, &vUp );
|
||
|
|
||
|
//
|
||
|
// Zero out the z component of the movement vectors and renormalize.
|
||
|
//
|
||
|
vForward.z = 0.0f;
|
||
|
VectorNormalize( vForward );
|
||
|
vRight.z = 0.0f;
|
||
|
VectorNormalize( vRight );
|
||
|
|
||
|
//
|
||
|
// Determine the xy parts of the velocity.
|
||
|
//
|
||
|
Vector vWishVel( 0.0f, 0.0f, 0.0f );
|
||
|
for ( int axis = 0; axis < 2; axis++ )
|
||
|
{
|
||
|
vWishVel[axis] = ( vForward[axis] * mv->m_flForwardMove ) +
|
||
|
( vRight[axis] * mv->m_flSideMove );
|
||
|
}
|
||
|
vWishVel.z = 0.0f;
|
||
|
|
||
|
//
|
||
|
// Componentize the velocity into direction and speed.
|
||
|
//
|
||
|
VectorCopy( vWishVel, vWishDir );
|
||
|
flWishSpeed = VectorNormalize( vWishDir );
|
||
|
if ( flWishSpeed > mv->m_flMaxSpeed )
|
||
|
{
|
||
|
VectorScale( vWishVel, ( mv->m_flMaxSpeed / flWishSpeed ), vWishVel );
|
||
|
flWishSpeed = mv->m_flMaxSpeed;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Accelerate (in the plane).
|
||
|
//
|
||
|
mv->m_vecVelocity.z = 0.0f;
|
||
|
Accelerate( vWishDir, flWishSpeed, sv_accelerate.GetFloat() );
|
||
|
mv->m_vecVelocity.z = 0.0f;
|
||
|
|
||
|
// Add in any base velocity (from conveyers, etc.) to the current velocity.
|
||
|
VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
||
|
|
||
|
//
|
||
|
// Stop the player (zero out velocity) if the player's speed is below a
|
||
|
// given threshold.
|
||
|
//
|
||
|
float flSpeed = VectorLength( mv->m_vecVelocity );
|
||
|
if ( flSpeed < SPEED_STOP_THRESHOLD )
|
||
|
{
|
||
|
mv->m_vecVelocity.Init();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Calculate the wish position.
|
||
|
//
|
||
|
vWishPos.x = mv->m_vecAbsOrigin.x + ( mv->m_vecVelocity.x * gpGlobals->frametime );
|
||
|
vWishPos.y = mv->m_vecAbsOrigin.y + ( mv->m_vecVelocity.y * gpGlobals->frametime );
|
||
|
vWishPos.z = mv->m_vecAbsOrigin.z;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline void CTFGameMovement::TracePlayerBBoxWithStep( const Vector &vStart, const Vector &vEnd,
|
||
|
unsigned int fMask, int collisionGroup, trace_t &trace )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::TracePlayerBBoxWithStep" );
|
||
|
|
||
|
Vector vHullMin = GetPlayerMins( player->m_Local.m_bDucked );
|
||
|
vHullMin.z += player->m_Local.m_flStepSize;
|
||
|
Vector vHullMax = GetPlayerMaxs( player->m_Local.m_bDucked );
|
||
|
|
||
|
Ray_t ray;
|
||
|
ray.Init( vStart, vEnd, vHullMin, vHullMax );
|
||
|
UTIL_TraceRay( ray, fMask, mv->m_nPlayerHandle.Get(), collisionGroup, &trace );
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline void CGameMovement::TracePlayerBBox( const Vector &start, const Vector &end,
|
||
|
unsigned int fMask, int collisionGroup, trace_t& pm )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::TracePlayerBBox" );
|
||
|
|
||
|
Ray_t ray;
|
||
|
ray.Init( start, end, GetPlayerMins( player->m_Local.m_bDucked ), GetPlayerMaxs( player->m_Local.m_bDucked ) );
|
||
|
UTIL_TraceRay( ray, fMask, mv->m_nPlayerHandle.Get(), collisionGroup, &pm );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline int CTFGameMovement::BlockerType( const Vector &vImpactNormal )
|
||
|
{
|
||
|
// If the impact plane has a high z component in the normal, then
|
||
|
// it is probably a floor.
|
||
|
if ( vImpactNormal.z > IMPACT_NORMAL_FLOOR )
|
||
|
return 1;
|
||
|
|
||
|
// If the impact plane has a zero z component in the normal, then it is
|
||
|
// probably a step or wall.
|
||
|
if ( vImpactNormal.z == IMPACT_NORMAL_WALL )
|
||
|
return 2;
|
||
|
|
||
|
// None
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::RedirectGroundVelocity( const trace_t &trace )
|
||
|
{
|
||
|
// Check for max planes.
|
||
|
if ( m_nImpactPlaneCount >= MAX_IMPACT_PLANES )
|
||
|
{
|
||
|
mv->m_vecVelocity.Init();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Add the impact plane normal to the list.
|
||
|
VectorCopy( trace.plane.normal, m_aImpactPlaneNormals[m_nImpactPlaneCount] );
|
||
|
m_nImpactPlaneCount++;
|
||
|
|
||
|
int iPlane, iPlane2;
|
||
|
for ( iPlane = 0; iPlane < m_nImpactPlaneCount; iPlane++ )
|
||
|
{
|
||
|
// Reduce and redirect the player's velocity.
|
||
|
Vector vecVelocity( mv->m_vecVelocity.x, mv->m_vecVelocity.y, mv->m_vecVelocity.z );
|
||
|
|
||
|
// Don't let negatively sloped surfaces drive you into the ground.
|
||
|
if ( m_aImpactPlaneNormals[iPlane].z < 0.0f )
|
||
|
{
|
||
|
m_aImpactPlaneNormals[iPlane].z = 0.0f;
|
||
|
VectorNormalize( m_aImpactPlaneNormals[iPlane] );
|
||
|
}
|
||
|
|
||
|
ClipVelocity( vecVelocity, m_aImpactPlaneNormals[iPlane], mv->m_vecVelocity, 1.0f );
|
||
|
|
||
|
// Check to see if we need to continue clipping?
|
||
|
for( iPlane2 = 0; iPlane2 < m_nImpactPlaneCount; iPlane2++ )
|
||
|
{
|
||
|
if ( iPlane != iPlane2 )
|
||
|
{
|
||
|
if ( mv->m_vecVelocity.Dot( m_aImpactPlaneNormals[iPlane2] ) < 0.0f )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( iPlane2 == m_nImpactPlaneCount )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( iPlane == m_nImpactPlaneCount )
|
||
|
{
|
||
|
// Go along the crease here!
|
||
|
if ( m_nImpactPlaneCount != 2 )
|
||
|
{
|
||
|
mv->m_vecVelocity.Init();
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecCross;
|
||
|
CrossProduct( m_aImpactPlaneNormals[0], m_aImpactPlaneNormals[1], vecCross );
|
||
|
float flScalar = vecCross.Dot( mv->m_vecVelocity );
|
||
|
VectorScale( vecCross, flScalar, mv->m_vecVelocity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the original velocity is against the current velocity, stop dead to
|
||
|
// avoid tiny occilations in sloping corners
|
||
|
if ( mv->m_vecVelocity.Dot( m_vecOriginalVelocity ) <= 0.0f )
|
||
|
{
|
||
|
mv->m_vecVelocity.Init();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::RedirectAirVelocity( const trace_t &trace )
|
||
|
{
|
||
|
// Check for max planes.
|
||
|
if ( m_nImpactPlaneCount >= MAX_IMPACT_PLANES )
|
||
|
{
|
||
|
mv->m_vecVelocity.Init();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Add the impact plane normal to the list.
|
||
|
VectorCopy( trace.plane.normal, m_aImpactPlaneNormals[m_nImpactPlaneCount] );
|
||
|
m_nImpactPlaneCount++;
|
||
|
|
||
|
for ( int iPlane = 0; iPlane < m_nImpactPlaneCount; iPlane++ )
|
||
|
{
|
||
|
// Reduce and redirect the player's velocity.
|
||
|
Vector vecVelocity( mv->m_vecVelocity.x, mv->m_vecVelocity.y, mv->m_vecVelocity.z );
|
||
|
|
||
|
// Don't let negatively sloped surfaces drive you into the ground.
|
||
|
if ( m_aImpactPlaneNormals[iPlane].z < 0.0f )
|
||
|
{
|
||
|
m_aImpactPlaneNormals[iPlane].z = 0.0f;
|
||
|
VectorNormalize( m_aImpactPlaneNormals[iPlane] );
|
||
|
}
|
||
|
|
||
|
if ( m_aImpactPlaneNormals[iPlane].z > IMPACT_NORMAL_FLOOR )
|
||
|
{
|
||
|
ClipVelocity( vecVelocity, m_aImpactPlaneNormals[iPlane], mv->m_vecVelocity, 1.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ClipVelocity( vecVelocity, m_aImpactPlaneNormals[iPlane], mv->m_vecVelocity, 1.0f + sv_bounce.GetFloat() * ( 1.0f - m_surfaceFriction ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::CollisionResponseNone( const trace_t &trace )
|
||
|
{
|
||
|
// Move the player to the trace's ending position.
|
||
|
VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
|
||
|
|
||
|
// Add the position to the stack.
|
||
|
if ( m_nMovementStackSize < MOVEMENTSTACK_MAXSIZE )
|
||
|
{
|
||
|
VectorCopy( mv->m_vecAbsOrigin, m_aMovementStack[m_nMovementStackSize].m_vecPosition );
|
||
|
VectorCopy( mv->m_vecVelocity, m_aMovementStack[m_nMovementStackSize].m_vecVelocity );
|
||
|
VectorCopy( m_aMovementStack[m_nMovementStackSize].m_vecImpactNormal,
|
||
|
m_aMovementStack[m_nMovementStackSize].m_vecImpactNormal );
|
||
|
m_nMovementStackSize++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::CollisionResponseStuck( void )
|
||
|
{
|
||
|
mv->m_vecVelocity.Init();
|
||
|
//DevMsg( 1, "CollisionResponseStuck: %s is stuck (%s).\n", player->GetClassname(), player->IsServer() ? "sv" : "cl" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::CollisionResponseGeneric( const trace_t &trace, int &nBlocked )
|
||
|
{
|
||
|
// Check for any movement.
|
||
|
if ( trace.fraction > 0.0f )
|
||
|
{
|
||
|
// Move the partial move and reset the impact plane count.
|
||
|
VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
|
||
|
m_nImpactPlaneCount = 0;
|
||
|
|
||
|
// Add the data to the movement stack. -- the velocity is wrong here!!!
|
||
|
if ( m_nMovementStackSize < MOVEMENTSTACK_MAXSIZE )
|
||
|
{
|
||
|
VectorCopy( mv->m_vecAbsOrigin, m_aMovementStack[m_nMovementStackSize].m_vecPosition );
|
||
|
VectorCopy( mv->m_vecVelocity, m_aMovementStack[m_nMovementStackSize].m_vecVelocity );
|
||
|
VectorCopy( trace.plane.normal, m_aMovementStack[m_nMovementStackSize].m_vecImpactNormal );
|
||
|
m_nMovementStackSize++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Sanity check - Impact plane count.
|
||
|
Assert( m_nImpactPlaneCount < MAX_IMPACT_PLANES );
|
||
|
|
||
|
// Add the entity to the touched list (list itself maintains uniqueness).
|
||
|
MoveHelper()->AddToTouched( trace, mv->m_vecVelocity );
|
||
|
|
||
|
// Check for special "blockers" (walls, steps, floor).
|
||
|
nBlocked |= BlockerType( trace.plane.normal );
|
||
|
|
||
|
// Re-direct or bounce the player's velocity vector.
|
||
|
if ( player->GetGroundEntity() != NULL )
|
||
|
{
|
||
|
return RedirectGroundVelocity( trace );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return RedirectAirVelocity( trace );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: See comment _WalkMove
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFGameMovement::TryPlayerMove( Vector *pFirstDest=NULL, trace_t *pFirstTrace=NULL )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::TryPlayerMove" );
|
||
|
|
||
|
int bumpcount, numbumps;
|
||
|
Vector dir;
|
||
|
float d;
|
||
|
int numplanes;
|
||
|
Vector planes[5/*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
|
||
|
}
|
||
|
|
||
|
// Indicate a collision occurred...
|
||
|
OnTryPlayerMoveCollision( pm );
|
||
|
|
||
|
// 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] > IMPACT_NORMAL_FLOOR)
|
||
|
{
|
||
|
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 >= 5/*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
|
||
|
//
|
||
|
if ( player->GetMoveType() == MOVETYPE_WALK &&
|
||
|
((player->GetGroundEntity() == NULL) /*|| (mv->m_fFriction != 1)*/ ) ) // relfect player velocity
|
||
|
{
|
||
|
for ( i = 0; i < numplanes; i++ )
|
||
|
{
|
||
|
if ( planes[i][2] > IMPACT_NORMAL_FLOOR )
|
||
|
{
|
||
|
// 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 - 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);
|
||
|
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:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFGameMovement::TryPlayerMove2( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::TryPlayerMove2" );
|
||
|
|
||
|
int nBlocked = MOVEMENT_BLOCKED_NONE;
|
||
|
trace_t trace;
|
||
|
float flTimeLeft = gpGlobals->frametime;
|
||
|
m_nImpactPlaneCount = 0;
|
||
|
|
||
|
// Save off the original velocity -- coming in.
|
||
|
VectorCopy( mv->m_vecVelocity, m_vecOriginalVelocity );
|
||
|
|
||
|
float flTotalFraction = 0.0f;
|
||
|
for ( int iBump = 0; iBump < BUMP_MAX_COUNT; iBump++ )
|
||
|
{
|
||
|
// Check to see if we have any velocity left. EXPENSIVE!!!!
|
||
|
if ( mv->m_vecVelocity.Length() == 0.0f )
|
||
|
break;
|
||
|
|
||
|
//
|
||
|
// Calculate the wish position.
|
||
|
//
|
||
|
Vector vecWishPos;
|
||
|
VectorMA( mv->m_vecAbsOrigin, flTimeLeft, mv->m_vecVelocity, vecWishPos );
|
||
|
|
||
|
//
|
||
|
// Attempt the move.
|
||
|
//
|
||
|
// NOTE: This check can hit players and objects
|
||
|
TracePlayerBBoxWithStep( mv->m_vecAbsOrigin, vecWishPos, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER, trace );
|
||
|
|
||
|
// but if it didn't no need to do another trace for movement only
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
{
|
||
|
flTotalFraction += trace.fraction;
|
||
|
CollisionResponseNone( trace );
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Add the entity to the touched list (list itself maintains uniqueness).
|
||
|
MoveHelper()->AddToTouched( trace, mv->m_vecVelocity );
|
||
|
// Do a non-solid to player trace now, instead, and override what's in trace
|
||
|
TracePlayerBBoxWithStep( mv->m_vecAbsOrigin, vecWishPos, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
||
|
}
|
||
|
|
||
|
flTotalFraction += trace.fraction;
|
||
|
|
||
|
// Handle stuck in solid.
|
||
|
if ( trace.allsolid )
|
||
|
{
|
||
|
CollisionResponseStuck();
|
||
|
return MOVEMENT_BLOCKED_ALL;
|
||
|
}
|
||
|
|
||
|
// Handle full movement.
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
{
|
||
|
CollisionResponseNone( trace );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Handle partial movement.
|
||
|
if ( !CollisionResponseGeneric( trace, nBlocked ) )
|
||
|
break;
|
||
|
|
||
|
// Reduce the time left.
|
||
|
flTimeLeft -= ( flTimeLeft * trace.fraction );
|
||
|
|
||
|
/*
|
||
|
//
|
||
|
// Attempt the move.
|
||
|
//
|
||
|
TracePlayerBBoxWithStep( mv->m_vecAbsOrigin, vecWishPos, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
||
|
|
||
|
flTotalFraction += trace.fraction;
|
||
|
|
||
|
// Handle stuck in solid.
|
||
|
if ( trace.allsolid )
|
||
|
{
|
||
|
CollisionResponseStuck();
|
||
|
return MOVEMENT_BLOCKED_ALL;
|
||
|
}
|
||
|
|
||
|
// Handle full movement.
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
{
|
||
|
CollisionResponseNone( trace );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Handle partial movement.
|
||
|
if ( !CollisionResponseGeneric( trace, nBlocked ) )
|
||
|
break;
|
||
|
|
||
|
// Reduce the time left.
|
||
|
flTimeLeft -= ( flTimeLeft * trace.fraction );
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
// Finally, check for any movement.
|
||
|
if ( flTotalFraction == 0.0f )
|
||
|
{
|
||
|
CollisionResponseStuck();
|
||
|
}
|
||
|
|
||
|
return nBlocked;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::TryStanding( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::TryStanding" );
|
||
|
|
||
|
// Step down.
|
||
|
Vector vecStandPos( mv->m_vecAbsOrigin.x, mv->m_vecAbsOrigin.y, mv->m_vecAbsOrigin.z - player->m_Local.m_flStepSize );
|
||
|
|
||
|
trace_t trace;
|
||
|
TracePlayerBBoxWithStep( mv->m_vecAbsOrigin, vecStandPos, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
return;
|
||
|
|
||
|
// Attempt to stand up.
|
||
|
vecStandPos.z = mv->m_vecAbsOrigin.z + ( ( 1.0f - trace.fraction ) * player->m_Local.m_flStepSize );
|
||
|
TracePlayerBBoxWithStep( mv->m_vecAbsOrigin, vecStandPos, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
||
|
|
||
|
// A fraction of 1.0 means we stood up fine - done.
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
{
|
||
|
VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Use the movement stack to pop back and resolve the stand.
|
||
|
if ( m_nMovementStackSize > 0 )
|
||
|
{
|
||
|
VectorCopy( m_aMovementStack[m_nMovementStackSize-1].m_vecPosition, mv->m_vecAbsOrigin );
|
||
|
VectorCopy( m_aMovementStack[m_nMovementStackSize-1].m_vecVelocity, mv->m_vecVelocity );
|
||
|
m_nMovementStackSize--;
|
||
|
TryStanding();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::ResolveStanding( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::ResolveStanding" );
|
||
|
|
||
|
//
|
||
|
// Attempt to move down twice your step height. Anything between 0.5 and 1.0
|
||
|
// is a valid "stand" value.
|
||
|
//
|
||
|
Vector vecStandPos( mv->m_vecAbsOrigin.x, mv->m_vecAbsOrigin.y, mv->m_vecAbsOrigin.z - ( player->m_Local.m_flStepSize * 2.0f ) );
|
||
|
|
||
|
trace_t trace;
|
||
|
TracePlayerBBoxWithStep( mv->m_vecAbsOrigin, vecStandPos, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
||
|
|
||
|
// Anything between 0.5 and 1.0 is a valid stand value
|
||
|
if ( fabs( trace.fraction - 0.5 ) < 0.0004f )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if ( trace.fraction == 0.5 )
|
||
|
// {
|
||
|
// VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
|
||
|
// return;
|
||
|
// }
|
||
|
|
||
|
if ( trace.fraction > 0.5f )
|
||
|
{
|
||
|
trace.fraction -= 0.5f;
|
||
|
Vector vecNewOrigin;
|
||
|
vecNewOrigin = mv->m_vecAbsOrigin + trace.fraction * ( vecStandPos - mv->m_vecAbsOrigin );
|
||
|
mv->m_vecAbsOrigin = vecNewOrigin;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Less than 0.5 mean we need to attempt to push up the difference.
|
||
|
vecStandPos.z = ( mv->m_vecAbsOrigin.z + ( ( 0.5f - trace.fraction ) * ( player->m_Local.m_flStepSize * 2.0f ) ) );
|
||
|
TracePlayerBBoxWithStep( mv->m_vecAbsOrigin, vecStandPos, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
||
|
|
||
|
// A fraction of 1.0 means we stood up fine - done.
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
{
|
||
|
VectorCopy( trace.endpos, mv->m_vecAbsOrigin );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Use the movement stack to pop back and resolve the stand.
|
||
|
if ( m_nMovementStackSize > 0 )
|
||
|
{
|
||
|
VectorCopy( m_aMovementStack[m_nMovementStackSize-1].m_vecPosition, mv->m_vecAbsOrigin );
|
||
|
VectorCopy( m_aMovementStack[m_nMovementStackSize-1].m_vecVelocity, mv->m_vecVelocity );
|
||
|
m_nMovementStackSize--;
|
||
|
ResolveStanding();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::WalkMove2( void )
|
||
|
{
|
||
|
VPROF( "CTFGameMovement::WalkMove2" );
|
||
|
|
||
|
// Initialize the movement stack.
|
||
|
VectorCopy( mv->m_vecAbsOrigin, m_aMovementStack[0].m_vecPosition );
|
||
|
VectorCopy( m_vecGroundNormal, m_aMovementStack[0].m_vecImpactNormal );
|
||
|
m_nMovementStackSize = 1;
|
||
|
|
||
|
// Calculate the wish velocity and position. The function returns false if
|
||
|
// the velocity is zero, it returns true otherwise.
|
||
|
Vector vWishPos, vWishDir;
|
||
|
float flWishSpeed;
|
||
|
if ( !CalcWishVelocityAndPosition( vWishPos, vWishDir, flWishSpeed ) )
|
||
|
return;
|
||
|
|
||
|
// For physics player shadow.
|
||
|
mv->m_outWishVel += vWishDir * flWishSpeed;
|
||
|
|
||
|
// Lift up the players feet (bring the minimum z componenet up by the step
|
||
|
// size) and sweep.
|
||
|
TryPlayerMove2();
|
||
|
|
||
|
// Try to stand up at movement's end.
|
||
|
ResolveStanding();
|
||
|
|
||
|
// For physics player shadow.
|
||
|
float flStepHeight = mv->m_vecAbsOrigin.z - m_aMovementStack[0].m_vecPosition.z;
|
||
|
if ( flStepHeight > 0.0f )
|
||
|
{
|
||
|
mv->m_outStepHeight += flStepHeight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::SetMomentumList( float flValue )
|
||
|
{
|
||
|
// Get the TF movement data.
|
||
|
CTFMoveData *pTFMove = TFMove();
|
||
|
if ( !pTFMove )
|
||
|
return;
|
||
|
|
||
|
// Fill in the momentum list.
|
||
|
pTFMove->m_iMomentumHead = 0;
|
||
|
for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
|
||
|
{
|
||
|
pTFMove->m_aMomentum[iMomentum] = flValue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGameMovement::AddToMomentumList( float flValue )
|
||
|
{
|
||
|
// Get the TF movement data.
|
||
|
CTFMoveData *pTFMove = TFMove();
|
||
|
if ( !pTFMove )
|
||
|
return;
|
||
|
|
||
|
// Insert the new gravity value into the list.
|
||
|
pTFMove->m_aMomentum[pTFMove->m_iMomentumHead] = flValue;
|
||
|
pTFMove->m_iMomentumHead = ( pTFMove->m_iMomentumHead + 1 ) % CTFMoveData::MOMENTUM_MAXSIZE;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFGameMovement::GetMomentum( void )
|
||
|
{
|
||
|
// Get the TF movement data.
|
||
|
CTFMoveData *pTFMove = TFMove();
|
||
|
if ( !pTFMove )
|
||
|
return 1.0f;
|
||
|
|
||
|
float flTotal = 0.0f;
|
||
|
for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
|
||
|
{
|
||
|
flTotal += pTFMove->m_aMomentum[iMomentum];
|
||
|
}
|
||
|
|
||
|
flTotal /= CTFMoveData::MOMENTUM_MAXSIZE;
|
||
|
|
||
|
return flTotal;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGameMovement::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( 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
|
||
|
}
|
||
|
|
||
|
if ( mv->m_nOldButtons & IN_JUMP )
|
||
|
return false; // don't pogo stick
|
||
|
|
||
|
// In the air now.
|
||
|
SetGroundEntity( NULL );
|
||
|
|
||
|
PlayStepSound( m_pSurfaceData, 1.0, true );
|
||
|
|
||
|
MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
|
||
|
|
||
|
float flGroundFactor = 1.0f;
|
||
|
if (m_pSurfaceData)
|
||
|
{
|
||
|
flGroundFactor = m_pSurfaceData->game.jumpFactor;
|
||
|
}
|
||
|
|
||
|
float flMul;
|
||
|
flMul = sqrt(2 * GetCurrentGravity() * 45.0);
|
||
|
|
||
|
// 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
|
||
|
}
|
||
|
|
||
|
FinishGravity();
|
||
|
|
||
|
mv->m_outJumpVel.z += mv->m_vecVelocity[2] - startz;
|
||
|
mv->m_outStepHeight += 0.1f;
|
||
|
|
||
|
// Flag that we jumped.
|
||
|
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
|
||
|
return true;
|
||
|
}
|