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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
- // bg_pmove.c -- both games player movement code
- // takes a playerstate and a usercmd as input and returns a modifed playerstate
-
- #include "q_shared.h"
- #include "bg_public.h"
- #include "bg_local.h"
-
- pmove_t *pm;
- pml_t pml;
-
- // movement parameters
- float pm_stopspeed = 100;
- float pm_duckScale = 0.25;
- float pm_swimScale = 0.50;
- float pm_wadeScale = 0.70;
-
- float pm_accelerate = 10;
- float pm_airaccelerate = 1;
- float pm_wateraccelerate = 4;
- float pm_flyaccelerate = 8;
-
- float pm_friction = 6;
- float pm_waterfriction = 1;
- float pm_flightfriction = 3;
-
- int c_pmove = 0;
-
-
- /*
- ===============
- PM_AddEvent
-
- ===============
- */
- void PM_AddEvent( int newEvent ) {
- BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
- }
-
- /*
- ===============
- PM_AddTouchEnt
- ===============
- */
- void PM_AddTouchEnt( int entityNum ) {
- int i;
-
- if ( entityNum == ENTITYNUM_WORLD ) {
- return;
- }
- if ( pm->numtouch == MAXTOUCH ) {
- return;
- }
-
- // see if it is already added
- for ( i = 0 ; i < pm->numtouch ; i++ ) {
- if ( pm->touchents[ i ] == entityNum ) {
- return;
- }
- }
-
- // add it
- pm->touchents[pm->numtouch] = entityNum;
- pm->numtouch++;
- }
-
- /*
- ===================
- PM_StartTorsoAnim
- ===================
- */
- static void PM_StartTorsoAnim( int anim ) {
- if ( pm->ps->pm_type >= PM_DEAD ) {
- return;
- }
- pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
- | anim;
- }
- static void PM_StartLegsAnim( int anim ) {
- if ( pm->ps->pm_type >= PM_DEAD ) {
- return;
- }
- if ( pm->ps->legsTimer > 0 ) {
- return; // a high priority animation is running
- }
- pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
- | anim;
- }
-
- static void PM_ContinueLegsAnim( int anim ) {
- if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
- return;
- }
- if ( pm->ps->legsTimer > 0 ) {
- return; // a high priority animation is running
- }
- PM_StartLegsAnim( anim );
- }
-
- static void PM_ContinueTorsoAnim( int anim ) {
- if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
- return;
- }
- if ( pm->ps->torsoTimer > 0 ) {
- return; // a high priority animation is running
- }
- PM_StartTorsoAnim( anim );
- }
-
- static void PM_ForceLegsAnim( int anim ) {
- pm->ps->legsTimer = 0;
- PM_StartLegsAnim( anim );
- }
-
-
- /*
- ==================
- PM_ClipVelocity
-
- Slide off of the impacting surface
- ==================
- */
- void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
- float backoff;
- float change;
- int i;
-
- backoff = DotProduct (in, normal);
-
- if ( backoff < 0 ) {
- backoff *= overbounce;
- } else {
- backoff /= overbounce;
- }
-
- for ( i=0 ; i<3 ; i++ ) {
- change = normal[i]*backoff;
- out[i] = in[i] - change;
- }
- }
-
-
- /*
- ==================
- PM_Friction
-
- Handles both ground friction and water friction
- ==================
- */
- static void PM_Friction( void ) {
- vec3_t vec;
- float *vel;
- float speed, newspeed, control;
- float drop;
-
- vel = pm->ps->velocity;
-
- VectorCopy( vel, vec );
- if ( pml.walking ) {
- vec[2] = 0; // ignore slope movement
- }
-
- speed = VectorLength(vec);
- if (speed < 1) {
- vel[0] = 0;
- vel[1] = 0; // allow sinking underwater
- // FIXME: still have z friction underwater?
- return;
- }
-
- drop = 0;
-
- // apply ground friction
- if ( pm->waterlevel <= 1 ) {
- if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
- // if getting knocked back, no friction
- if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
- control = speed < pm_stopspeed ? pm_stopspeed : speed;
- drop += control*pm_friction*pml.frametime;
- }
- }
- }
-
- // apply water friction even if just wading
- if ( pm->waterlevel ) {
- drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
- }
-
- // apply flying friction
- if ( pm->ps->powerups[PW_FLIGHT] || pm->ps->pm_type == PM_SPECTATOR ) {
- drop += speed*pm_flightfriction*pml.frametime;
- }
-
- // scale the velocity
- newspeed = speed - drop;
- if (newspeed < 0) {
- newspeed = 0;
- }
- newspeed /= speed;
-
- vel[0] = vel[0] * newspeed;
- vel[1] = vel[1] * newspeed;
- vel[2] = vel[2] * newspeed;
- }
-
-
- /*
- ==============
- PM_Accelerate
-
- Handles user intended acceleration
- ==============
- */
- static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
- #if 1
- // q2 style
- int i;
- float addspeed, accelspeed, currentspeed;
-
- currentspeed = DotProduct (pm->ps->velocity, wishdir);
- addspeed = wishspeed - currentspeed;
- if (addspeed <= 0) {
- return;
- }
- accelspeed = accel*pml.frametime*wishspeed;
- if (accelspeed > addspeed) {
- accelspeed = addspeed;
- }
-
- for (i=0 ; i<3 ; i++) {
- pm->ps->velocity[i] += accelspeed*wishdir[i];
- }
- #else
- // proper way (avoids strafe jump maxspeed bug), but feels bad
- vec3_t wishVelocity;
- vec3_t pushDir;
- float pushLen;
- float canPush;
-
- VectorScale( wishdir, wishspeed, wishVelocity );
- VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
- pushLen = VectorNormalize( pushDir );
-
- canPush = accel*pml.frametime*wishspeed;
- if (canPush > pushLen) {
- canPush = pushLen;
- }
-
- VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
- #endif
- }
-
-
-
- /*
- ============
- PM_CmdScale
-
- Returns the scale factor to apply to cmd movements
- This allows the clients to use axial -127 to 127 values for all directions
- without getting a sqrt(2) distortion in speed.
- ============
- */
- static float PM_CmdScale( usercmd_t *cmd ) {
- int max;
- float total;
- float scale;
-
- max = abs( cmd->forwardmove );
- if ( abs( cmd->rightmove ) > max ) {
- max = abs( cmd->rightmove );
- }
- if ( abs( cmd->upmove ) > max ) {
- max = abs( cmd->upmove );
- }
- if ( !max ) {
- return 0;
- }
-
- total = sqrt( cmd->forwardmove * cmd->forwardmove
- + cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove );
- scale = (float)pm->ps->speed * max / ( 127.0 * total );
-
- return scale;
- }
-
-
- /*
- ================
- PM_SetMovementDir
-
- Determine the rotation of the legs reletive
- to the facing dir
- ================
- */
- static void PM_SetMovementDir( void ) {
- if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
- if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
- pm->ps->movementDir = 0;
- } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
- pm->ps->movementDir = 1;
- } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
- pm->ps->movementDir = 2;
- } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
- pm->ps->movementDir = 3;
- } else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
- pm->ps->movementDir = 4;
- } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
- pm->ps->movementDir = 5;
- } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
- pm->ps->movementDir = 6;
- } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
- pm->ps->movementDir = 7;
- }
- } else {
- // if they aren't actively going directly sideways,
- // change the animation to the diagonal so they
- // don't stop too crooked
- if ( pm->ps->movementDir == 2 ) {
- pm->ps->movementDir = 1;
- } else if ( pm->ps->movementDir == 6 ) {
- pm->ps->movementDir = 7;
- }
- }
- }
-
-
- /*
- =============
- PM_CheckJump
- =============
- */
- static qboolean PM_CheckJump( void ) {
- if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
- return qfalse; // don't allow jump until all buttons are up
- }
-
- if ( pm->cmd.upmove < 10 ) {
- // not holding jump
- return qfalse;
- }
-
- // must wait for jump to be released
- if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
- // clear upmove so cmdscale doesn't lower running speed
- pm->cmd.upmove = 0;
- return qfalse;
- }
-
- pml.groundPlane = qfalse; // jumping away
- pml.walking = qfalse;
- pm->ps->pm_flags |= PMF_JUMP_HELD;
-
- pm->ps->groundEntityNum = ENTITYNUM_NONE;
- pm->ps->velocity[2] = JUMP_VELOCITY;
- PM_AddEvent( EV_JUMP );
-
- if ( pm->cmd.forwardmove >= 0 ) {
- PM_ForceLegsAnim( LEGS_JUMP );
- pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
- } else {
- PM_ForceLegsAnim( LEGS_JUMPB );
- pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
- }
-
- return qtrue;
- }
-
- /*
- =============
- PM_CheckWaterJump
- =============
- */
- static qboolean PM_CheckWaterJump( void ) {
- vec3_t spot;
- int cont;
- vec3_t flatforward;
-
- if (pm->ps->pm_time) {
- return qfalse;
- }
-
- // check for water jump
- if ( pm->waterlevel != 2 ) {
- return qfalse;
- }
-
- flatforward[0] = pml.forward[0];
- flatforward[1] = pml.forward[1];
- flatforward[2] = 0;
- VectorNormalize (flatforward);
-
- VectorMA (pm->ps->origin, 30, flatforward, spot);
- spot[2] += 4;
- cont = pm->pointcontents (spot, pm->ps->clientNum );
- if ( !(cont & CONTENTS_SOLID) ) {
- return qfalse;
- }
-
- spot[2] += 16;
- cont = pm->pointcontents (spot, pm->ps->clientNum );
- if ( cont ) {
- return qfalse;
- }
-
- // jump out of water
- VectorScale (pml.forward, 200, pm->ps->velocity);
- pm->ps->velocity[2] = 350;
-
- pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
- pm->ps->pm_time = 2000;
-
- return qtrue;
- }
-
- //============================================================================
-
-
- /*
- ===================
- PM_WaterJumpMove
-
- Flying out of the water
- ===================
- */
- static void PM_WaterJumpMove( void ) {
- // waterjump has no control, but falls
-
- PM_StepSlideMove( qtrue );
-
- pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
- if (pm->ps->velocity[2] < 0) {
- // cancel as soon as we are falling down again
- pm->ps->pm_flags &= ~PMF_ALL_TIMES;
- pm->ps->pm_time = 0;
- }
- }
-
- /*
- ===================
- PM_WaterMove
-
- ===================
- */
- static void PM_WaterMove( void ) {
- int i;
- vec3_t wishvel;
- float wishspeed;
- vec3_t wishdir;
- float scale;
- float vel;
-
- if ( PM_CheckWaterJump() ) {
- PM_WaterJumpMove();
- return;
- }
- #if 0
- // jump = head for surface
- if ( pm->cmd.upmove >= 10 ) {
- if (pm->ps->velocity[2] > -300) {
- if ( pm->watertype == CONTENTS_WATER ) {
- pm->ps->velocity[2] = 100;
- } else if (pm->watertype == CONTENTS_SLIME) {
- pm->ps->velocity[2] = 80;
- } else {
- pm->ps->velocity[2] = 50;
- }
- }
- }
- #endif
- PM_Friction ();
-
- scale = PM_CmdScale( &pm->cmd );
- //
- // user intentions
- //
- if ( !scale ) {
- wishvel[0] = 0;
- wishvel[1] = 0;
- wishvel[2] = -60; // sink towards bottom
- } else {
- for (i=0 ; i<3 ; i++)
- wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
-
- wishvel[2] += scale * pm->cmd.upmove;
- }
-
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
-
- if ( wishspeed > pm->ps->speed * pm_swimScale ) {
- wishspeed = pm->ps->speed * pm_swimScale;
- }
-
- PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);
-
- // make sure we can go up slopes easily under water
- if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
- vel = VectorLength(pm->ps->velocity);
- // slide along the ground plane
- PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
- pm->ps->velocity, OVERCLIP );
-
- VectorNormalize(pm->ps->velocity);
- VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
- }
-
- PM_SlideMove( qfalse );
- }
-
-
-
- /*
- ===================
- PM_FlyMove
-
- Only with the flight powerup
- ===================
- */
- static void PM_FlyMove( void ) {
- int i;
- vec3_t wishvel;
- float wishspeed;
- vec3_t wishdir;
- float scale;
-
- // normal slowdown
- PM_Friction ();
-
- scale = PM_CmdScale( &pm->cmd );
- //
- // user intentions
- //
- if ( !scale ) {
- wishvel[0] = 0;
- wishvel[1] = 0;
- wishvel[2] = 0;
- } else {
- for (i=0 ; i<3 ; i++) {
- wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
- }
-
- wishvel[2] += scale * pm->cmd.upmove;
- }
-
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
-
- PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate);
-
- PM_StepSlideMove( qfalse );
- }
-
-
- /*
- ===================
- PM_AirMove
-
- ===================
- */
- static void PM_AirMove( void ) {
- int i;
- vec3_t wishvel;
- float fmove, smove;
- vec3_t wishdir;
- float wishspeed;
- float scale;
- usercmd_t cmd;
-
- PM_Friction();
-
- fmove = pm->cmd.forwardmove;
- smove = pm->cmd.rightmove;
-
- cmd = pm->cmd;
- scale = PM_CmdScale( &cmd );
-
- // set the movementDir so clients can rotate the legs for strafing
- PM_SetMovementDir();
-
- // project moves down to flat plane
- pml.forward[2] = 0;
- pml.right[2] = 0;
- VectorNormalize (pml.forward);
- VectorNormalize (pml.right);
-
- for ( i = 0 ; i < 2 ; i++ ) {
- wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
- }
- wishvel[2] = 0;
-
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
- wishspeed *= scale;
-
- // not on ground, so little effect on velocity
- PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);
-
- // we may have a ground plane that is very steep, even
- // though we don't have a groundentity
- // slide along the steep plane
- if ( pml.groundPlane ) {
- PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
- pm->ps->velocity, OVERCLIP );
- }
-
- #if 0
- //ZOID: If we are on the grapple, try stair-stepping
- //this allows a player to use the grapple to pull himself
- //over a ledge
- if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
- PM_StepSlideMove ( qtrue );
- else
- PM_SlideMove ( qtrue );
- #endif
-
- PM_StepSlideMove ( qtrue );
- }
-
- /*
- ===================
- PM_GrappleMove
-
- ===================
- */
- static void PM_GrappleMove( void ) {
- vec3_t vel, v;
- float vlen;
-
- VectorScale(pml.forward, -16, v);
- VectorAdd(pm->ps->grapplePoint, v, v);
- VectorSubtract(v, pm->ps->origin, vel);
- vlen = VectorLength(vel);
- VectorNormalize( vel );
-
- if (vlen <= 100)
- VectorScale(vel, 10 * vlen, vel);
- else
- VectorScale(vel, 800, vel);
-
- VectorCopy(vel, pm->ps->velocity);
-
- pml.groundPlane = qfalse;
- }
-
- /*
- ===================
- PM_WalkMove
-
- ===================
- */
- static void PM_WalkMove( void ) {
- int i;
- vec3_t wishvel;
- float fmove, smove;
- vec3_t wishdir;
- float wishspeed;
- float scale;
- usercmd_t cmd;
- float accelerate;
- float vel;
-
- if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
- // begin swimming
- PM_WaterMove();
- return;
- }
-
-
- if ( PM_CheckJump () ) {
- // jumped away
- if ( pm->waterlevel > 1 ) {
- PM_WaterMove();
- } else {
- PM_AirMove();
- }
- return;
- }
-
- PM_Friction ();
-
- fmove = pm->cmd.forwardmove;
- smove = pm->cmd.rightmove;
-
- cmd = pm->cmd;
- scale = PM_CmdScale( &cmd );
-
- // set the movementDir so clients can rotate the legs for strafing
- PM_SetMovementDir();
-
- // project moves down to flat plane
- pml.forward[2] = 0;
- pml.right[2] = 0;
-
- // project the forward and right directions onto the ground plane
- PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
- PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
- //
- VectorNormalize (pml.forward);
- VectorNormalize (pml.right);
-
- for ( i = 0 ; i < 3 ; i++ ) {
- wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
- }
- // when going up or down slopes the wish velocity should Not be zero
- // wishvel[2] = 0;
-
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
- wishspeed *= scale;
-
- // clamp the speed lower if ducking
- if ( pm->ps->pm_flags & PMF_DUCKED ) {
- if ( wishspeed > pm->ps->speed * pm_duckScale ) {
- wishspeed = pm->ps->speed * pm_duckScale;
- }
- }
-
- // clamp the speed lower if wading or walking on the bottom
- if ( pm->waterlevel ) {
- float waterScale;
-
- waterScale = pm->waterlevel / 3.0;
- waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
- if ( wishspeed > pm->ps->speed * waterScale ) {
- wishspeed = pm->ps->speed * waterScale;
- }
- }
-
- // when a player gets hit, they temporarily lose
- // full control, which allows them to be moved a bit
- if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
- accelerate = pm_airaccelerate;
- } else {
- accelerate = pm_accelerate;
- }
-
- PM_Accelerate (wishdir, wishspeed, accelerate);
-
- //Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
- //Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
-
- if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
- pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
- } else {
- // don't reset the z velocity for slopes
- // pm->ps->velocity[2] = 0;
- }
-
- vel = VectorLength(pm->ps->velocity);
-
- // slide along the ground plane
- PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
- pm->ps->velocity, OVERCLIP );
-
- // don't decrease velocity when going up or down a slope
- VectorNormalize(pm->ps->velocity);
- VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
-
- // don't do anything if standing still
- if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
- return;
- }
-
- PM_StepSlideMove( qfalse );
-
- //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
-
- }
-
-
- /*
- ==============
- PM_DeadMove
- ==============
- */
- static void PM_DeadMove( void ) {
- float forward;
-
- if ( !pml.walking ) {
- return;
- }
-
- // extra friction
-
- forward = VectorLength (pm->ps->velocity);
- forward -= 20;
- if ( forward <= 0 ) {
- VectorClear (pm->ps->velocity);
- } else {
- VectorNormalize (pm->ps->velocity);
- VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
- }
- }
-
-
- /*
- ===============
- PM_NoclipMove
- ===============
- */
- static void PM_NoclipMove( void ) {
- float speed, drop, friction, control, newspeed;
- int i;
- vec3_t wishvel;
- float fmove, smove;
- vec3_t wishdir;
- float wishspeed;
- float scale;
-
- pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
-
- // friction
-
- speed = VectorLength (pm->ps->velocity);
- if (speed < 1)
- {
- VectorCopy (vec3_origin, pm->ps->velocity);
- }
- else
- {
- drop = 0;
-
- friction = pm_friction*1.5; // extra friction
- control = speed < pm_stopspeed ? pm_stopspeed : speed;
- drop += control*friction*pml.frametime;
-
- // scale the velocity
- newspeed = speed - drop;
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
-
- VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
- }
-
- // accelerate
- scale = PM_CmdScale( &pm->cmd );
-
- fmove = pm->cmd.forwardmove;
- smove = pm->cmd.rightmove;
-
- for (i=0 ; i<3 ; i++)
- wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
- wishvel[2] += pm->cmd.upmove;
-
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
- wishspeed *= scale;
-
- PM_Accelerate( wishdir, wishspeed, pm_accelerate );
-
- // move
- VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
- }
-
- //============================================================================
-
- /*
- ================
- PM_FootstepForSurface
-
- Returns an event number apropriate for the groundsurface
- ================
- */
- static int PM_FootstepForSurface( void ) {
- if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) {
- return 0;
- }
- if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) {
- return EV_FOOTSTEP_METAL;
- }
- return EV_FOOTSTEP;
- }
-
-
- /*
- =================
- PM_CrashLand
-
- Check for hard landings that generate sound events
- =================
- */
- static void PM_CrashLand( void ) {
- float delta;
- float dist;
- float vel, acc;
- float t;
- float a, b, c, den;
-
- // decide which landing animation to use
- if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) {
- PM_ForceLegsAnim( LEGS_LANDB );
- } else {
- PM_ForceLegsAnim( LEGS_LAND );
- }
-
- pm->ps->legsTimer = TIMER_LAND;
-
- // calculate the exact velocity on landing
- dist = pm->ps->origin[2] - pml.previous_origin[2];
- vel = pml.previous_velocity[2];
- acc = -pm->ps->gravity;
-
- a = acc / 2;
- b = vel;
- c = -dist;
-
- den = b * b - 4 * a * c;
- if ( den < 0 ) {
- return;
- }
- t = (-b - sqrt( den ) ) / ( 2 * a );
-
- delta = vel + t * acc;
- delta = delta*delta * 0.0001;
-
- // ducking while falling doubles damage
- if ( pm->ps->pm_flags & PMF_DUCKED ) {
- delta *= 2;
- }
-
- // never take falling damage if completely underwater
- if ( pm->waterlevel == 3 ) {
- return;
- }
-
- // reduce falling damage if there is standing water
- if ( pm->waterlevel == 2 ) {
- delta *= 0.25;
- }
- if ( pm->waterlevel == 1 ) {
- delta *= 0.5;
- }
-
- if ( delta < 1 ) {
- return;
- }
-
- // create a local entity event to play the sound
-
- // SURF_NODAMAGE is used for bounce pads where you don't ever
- // want to take damage or play a crunch sound
- if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) {
- if ( delta > 60 ) {
- PM_AddEvent( EV_FALL_FAR );
- } else if ( delta > 40 ) {
- // this is a pain grunt, so don't play it if dead
- if ( pm->ps->stats[STAT_HEALTH] > 0 ) {
- PM_AddEvent( EV_FALL_MEDIUM );
- }
- } else if ( delta > 7 ) {
- PM_AddEvent( EV_FALL_SHORT );
- } else {
- PM_AddEvent( PM_FootstepForSurface() );
- }
- }
-
- // start footstep cycle over
- pm->ps->bobCycle = 0;
- }
-
-
-
- /*
- =============
- PM_CorrectAllSolid
- =============
- */
- static void PM_CorrectAllSolid( void ) {
- if ( pm->debugLevel ) {
- Com_Printf("%i:allsolid\n", c_pmove);
- }
-
- // FIXME: jitter around
-
- pm->ps->groundEntityNum = ENTITYNUM_NONE;
- pml.groundPlane = qfalse;
- pml.walking = qfalse;
- }
-
-
- /*
- =============
- PM_GroundTraceMissed
-
- The ground trace didn't hit a surface, so we are in freefall
- =============
- */
- static void PM_GroundTraceMissed( void ) {
- trace_t trace;
- vec3_t point;
-
- if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) {
- // we just transitioned into freefall
- if ( pm->debugLevel ) {
- Com_Printf("%i:lift\n", c_pmove);
- }
-
- // if they aren't in a jumping animation and the ground is a ways away, force into it
- // if we didn't do the trace, the player would be backflipping down staircases
- VectorCopy( pm->ps->origin, point );
- point[2] -= 64;
-
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
- if ( trace.fraction == 1.0 ) {
- if ( pm->cmd.forwardmove >= 0 ) {
- PM_ForceLegsAnim( LEGS_JUMP );
- pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
- } else {
- PM_ForceLegsAnim( LEGS_JUMPB );
- pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
- }
- }
- }
-
- pm->ps->groundEntityNum = ENTITYNUM_NONE;
- pml.groundPlane = qfalse;
- pml.walking = qfalse;
- }
-
-
- /*
- =============
- PM_GroundTrace
- =============
- */
- static void PM_GroundTrace( void ) {
- vec3_t point;
- trace_t trace;
-
- point[0] = pm->ps->origin[0];
- point[1] = pm->ps->origin[1];
- point[2] = pm->ps->origin[2] - 0.25;
-
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
- pml.groundTrace = trace;
-
- // do something corrective if the trace starts in a solid...
- if ( trace.allsolid ) {
- PM_CorrectAllSolid();
- return;
- }
-
- // if the trace didn't hit anything, we are in free fall
- if ( trace.fraction == 1.0 ) {
- PM_GroundTraceMissed();
- pml.groundPlane = qfalse;
- pml.walking = qfalse;
- return;
- }
-
- // check if getting thrown off the ground
- if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) {
- if ( pm->debugLevel ) {
- Com_Printf("%i:kickoff\n", c_pmove);
- }
- // go into jump animation
- if ( pm->cmd.forwardmove >= 0 ) {
- PM_ForceLegsAnim( LEGS_JUMP );
- pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
- } else {
- PM_ForceLegsAnim( LEGS_JUMPB );
- pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
- }
-
- pm->ps->groundEntityNum = ENTITYNUM_NONE;
- pml.groundPlane = qfalse;
- pml.walking = qfalse;
- return;
- }
-
- // slopes that are too steep will not be considered onground
- if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) {
- if ( pm->debugLevel ) {
- Com_Printf("%i:steep\n", c_pmove);
- }
- // FIXME: if they can't slide down the slope, let them
- // walk (sharp crevices)
- pm->ps->groundEntityNum = ENTITYNUM_NONE;
- pml.groundPlane = qtrue;
- pml.walking = qfalse;
- return;
- }
-
- pml.groundPlane = qtrue;
- pml.walking = qtrue;
-
- // hitting solid ground will end a waterjump
- if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
- {
- pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
- pm->ps->pm_time = 0;
- }
-
- if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
- // just hit the ground
- if ( pm->debugLevel ) {
- Com_Printf("%i:Land\n", c_pmove);
- }
-
- PM_CrashLand();
-
- // don't do landing time if we were just going down a slope
- if ( pml.previous_velocity[2] < -200 ) {
- // don't allow another jump for a little while
- pm->ps->pm_flags |= PMF_TIME_LAND;
- pm->ps->pm_time = 250;
- }
- }
-
- pm->ps->groundEntityNum = trace.entityNum;
-
- // don't reset the z velocity for slopes
- // pm->ps->velocity[2] = 0;
-
- PM_AddTouchEnt( trace.entityNum );
- }
-
-
- /*
- =============
- PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving
- =============
- */
- static void PM_SetWaterLevel( void ) {
- vec3_t point;
- int cont;
- int sample1;
- int sample2;
-
- //
- // get waterlevel, accounting for ducking
- //
- pm->waterlevel = 0;
- pm->watertype = 0;
-
- point[0] = pm->ps->origin[0];
- point[1] = pm->ps->origin[1];
- point[2] = pm->ps->origin[2] + MINS_Z + 1;
- cont = pm->pointcontents( point, pm->ps->clientNum );
-
- if ( cont & MASK_WATER ) {
- sample2 = pm->ps->viewheight - MINS_Z;
- sample1 = sample2 / 2;
-
- pm->watertype = cont;
- pm->waterlevel = 1;
- point[2] = pm->ps->origin[2] + MINS_Z + sample1;
- cont = pm->pointcontents (point, pm->ps->clientNum );
- if ( cont & MASK_WATER ) {
- pm->waterlevel = 2;
- point[2] = pm->ps->origin[2] + MINS_Z + sample2;
- cont = pm->pointcontents (point, pm->ps->clientNum );
- if ( cont & MASK_WATER ){
- pm->waterlevel = 3;
- }
- }
- }
-
- }
-
-
-
- /*
- ==============
- PM_CheckDuck
-
- Sets mins, maxs, and pm->ps->viewheight
- ==============
- */
- static void PM_CheckDuck (void)
- {
- trace_t trace;
-
- pm->mins[0] = -15;
- pm->mins[1] = -15;
-
- pm->maxs[0] = 15;
- pm->maxs[1] = 15;
-
- pm->mins[2] = MINS_Z;
-
- if (pm->ps->pm_type == PM_DEAD)
- {
- pm->maxs[2] = -8;
- pm->ps->viewheight = DEAD_VIEWHEIGHT;
- return;
- }
-
- if (pm->cmd.upmove < 0)
- { // duck
- pm->ps->pm_flags |= PMF_DUCKED;
- }
- else
- { // stand up if possible
- if (pm->ps->pm_flags & PMF_DUCKED)
- {
- // try to stand up
- pm->maxs[2] = 32;
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
- if (!trace.allsolid)
- pm->ps->pm_flags &= ~PMF_DUCKED;
- }
- }
-
- if (pm->ps->pm_flags & PMF_DUCKED)
- {
- pm->maxs[2] = 16;
- pm->ps->viewheight = CROUCH_VIEWHEIGHT;
- }
- else
- {
- pm->maxs[2] = 32;
- pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
- }
- }
-
-
-
- //===================================================================
-
-
- /*
- ===============
- PM_Footsteps
- ===============
- */
- static void PM_Footsteps( void ) {
- float bobmove;
- int old;
- qboolean footstep;
-
- //
- // calculate speed and cycle to be used for
- // all cyclic walking effects
- //
- pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
- + pm->ps->velocity[1] * pm->ps->velocity[1] );
-
- if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
- // airborne leaves position in cycle intact, but doesn't advance
- if ( pm->waterlevel > 1 ) {
- PM_ContinueLegsAnim( LEGS_SWIM );
- }
- return;
- }
-
- // if not trying to move
- if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
- if ( pm->xyspeed < 5 ) {
- pm->ps->bobCycle = 0; // start at beginning of cycle again
- if ( pm->ps->pm_flags & PMF_DUCKED ) {
- PM_ContinueLegsAnim( LEGS_IDLECR );
- } else {
- PM_ContinueLegsAnim( LEGS_IDLE );
- }
- }
- return;
- }
-
-
- footstep = qfalse;
-
- if ( pm->ps->pm_flags & PMF_DUCKED ) {
- bobmove = 0.5; // ducked characters bob much faster
- PM_ContinueLegsAnim( LEGS_WALKCR );
- // ducked characters never play footsteps
- } else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
- if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
- bobmove = 0.4; // faster speeds bob faster
- footstep = qtrue;
- } else {
- bobmove = 0.3;
- }
- PM_ContinueLegsAnim( LEGS_BACK );
- } else {
- if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
- bobmove = 0.4; // faster speeds bob faster
- PM_ContinueLegsAnim( LEGS_RUN );
- footstep = qtrue;
- } else {
- bobmove = 0.3; // walking bobs slow
- PM_ContinueLegsAnim( LEGS_WALK );
- }
- }
-
- // check for footstep / splash sounds
- old = pm->ps->bobCycle;
- pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
-
- // if we just crossed a cycle boundary, play an apropriate footstep event
- if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
- if ( pm->waterlevel == 0 ) {
- // on ground will only play sounds if running
- if ( footstep && !pm->noFootsteps ) {
- PM_AddEvent( PM_FootstepForSurface() );
- }
- } else if ( pm->waterlevel == 1 ) {
- // splashing
- PM_AddEvent( EV_FOOTSPLASH );
- } else if ( pm->waterlevel == 2 ) {
- // wading / swimming at surface
- PM_AddEvent( EV_SWIM );
- } else if ( pm->waterlevel == 3 ) {
- // no sound when completely underwater
-
- }
- }
- }
-
- /*
- ==============
- PM_WaterEvents
-
- Generate sound events for entering and leaving water
- ==============
- */
- static void PM_WaterEvents( void ) { // FIXME?
- //
- // if just entered a water volume, play a sound
- //
- if (!pml.previous_waterlevel && pm->waterlevel) {
- PM_AddEvent( EV_WATER_TOUCH );
- }
-
- //
- // if just completely exited a water volume, play a sound
- //
- if (pml.previous_waterlevel && !pm->waterlevel) {
- PM_AddEvent( EV_WATER_LEAVE );
- }
-
- //
- // check for head just going under water
- //
- if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
- PM_AddEvent( EV_WATER_UNDER );
- }
-
- //
- // check for head just coming out of water
- //
- if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
- PM_AddEvent( EV_WATER_CLEAR );
- }
- }
-
-
- /*
- ===============
- PM_BeginWeaponChange
- ===============
- */
- static void PM_BeginWeaponChange( int weapon ) {
- if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) {
- return;
- }
-
- if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
- return;
- }
-
- if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
- return;
- }
-
- PM_AddEvent( EV_CHANGE_WEAPON );
- pm->ps->weaponstate = WEAPON_DROPPING;
- pm->ps->weaponTime += 200;
- PM_StartTorsoAnim( TORSO_DROP );
- }
-
-
- /*
- ===============
- PM_FinishWeaponChange
- ===============
- */
- static void PM_FinishWeaponChange( void ) {
- int weapon;
-
- weapon = pm->cmd.weapon;
- if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
- weapon = WP_NONE;
- }
-
- if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
- weapon = WP_NONE;
- }
-
- pm->ps->weapon = weapon;
- pm->ps->weaponstate = WEAPON_RAISING;
- pm->ps->weaponTime += 250;
- PM_StartTorsoAnim( TORSO_RAISE );
- }
-
-
- /*
- ==============
- PM_TorsoAnimation
-
- ==============
- */
- static void PM_TorsoAnimation( void ) {
- if ( pm->ps->weaponstate == WEAPON_READY ) {
- if ( pm->ps->weapon == WP_GAUNTLET ) {
- PM_ContinueTorsoAnim( TORSO_STAND2 );
- } else {
- PM_ContinueTorsoAnim( TORSO_STAND );
- }
- return;
- }
- }
-
-
- /*
- ==============
- PM_Weapon
-
- Generates weapon events and modifes the weapon counter
- ==============
- */
- static void PM_Weapon( void ) {
- int addTime;
-
- // don't allow attack until all buttons are up
- if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
- return;
- }
-
- // ignore if spectator
- if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
- return;
- }
-
- // check for dead player
- if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
- pm->ps->weapon = WP_NONE;
- return;
- }
-
- // check for item using
- if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
- if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
- if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
- && pm->ps->stats[STAT_HEALTH] >= pm->ps->stats[STAT_MAX_HEALTH] ) {
- // don't use medkit if at max health
- } else {
- pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
- PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
- pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
- }
- return;
- }
- } else {
- pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
- }
-
-
- // make weapon function
- if ( pm->ps->weaponTime > 0 ) {
- pm->ps->weaponTime -= pml.msec;
- }
-
- // check for weapon change
- // can't change if weapon is firing, but can change
- // again if lowering or raising
- if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
- if ( pm->ps->weapon != pm->cmd.weapon ) {
- PM_BeginWeaponChange( pm->cmd.weapon );
- }
- }
-
- if ( pm->ps->weaponTime > 0 ) {
- return;
- }
-
- // change weapon if time
- if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
- PM_FinishWeaponChange();
- return;
- }
-
- if ( pm->ps->weaponstate == WEAPON_RAISING ) {
- pm->ps->weaponstate = WEAPON_READY;
- if ( pm->ps->weapon == WP_GAUNTLET ) {
- PM_StartTorsoAnim( TORSO_STAND2 );
- } else {
- PM_StartTorsoAnim( TORSO_STAND );
- }
- return;
- }
-
- // check for fire
- if ( ! (pm->cmd.buttons & 1) ) {
- pm->ps->weaponTime = 0;
- pm->ps->weaponstate = WEAPON_READY;
- return;
- }
-
- // start the animation even if out of ammo
- if ( pm->ps->weapon == WP_GAUNTLET ) {
- // the guantlet only "fires" when it actually hits something
- if ( !pm->gauntletHit ) {
- pm->ps->weaponTime = 0;
- pm->ps->weaponstate = WEAPON_READY;
- return;
- }
- PM_StartTorsoAnim( TORSO_ATTACK2 );
- } else {
- PM_StartTorsoAnim( TORSO_ATTACK );
- }
-
- pm->ps->weaponstate = WEAPON_FIRING;
-
- // check for out of ammo
- if ( ! pm->ps->ammo[ pm->ps->weapon ] ) {
- PM_AddEvent( EV_NOAMMO );
- pm->ps->weaponTime += 500;
- return;
- }
-
- // take an ammo away if not infinite
- if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
- pm->ps->ammo[ pm->ps->weapon ]--;
- }
-
- // fire weapon
- PM_AddEvent( EV_FIRE_WEAPON );
-
- switch( pm->ps->weapon ) {
- default:
- case WP_GAUNTLET:
- addTime = 400;
- break;
- case WP_LIGHTNING:
- addTime = 50;
- break;
- case WP_SHOTGUN:
- addTime = 1000;
- break;
- case WP_MACHINEGUN:
- addTime = 100;
- break;
- case WP_GRENADE_LAUNCHER:
- addTime = 800;
- break;
- case WP_ROCKET_LAUNCHER:
- addTime = 800;
- break;
- case WP_PLASMAGUN:
- addTime = 100;
- break;
- case WP_RAILGUN:
- addTime = 1500;
- break;
- case WP_BFG:
- // addTime = 100;
- addTime = 200;
- break;
- case WP_GRAPPLING_HOOK:
- addTime = 400;
- break;
- }
-
- if ( pm->ps->powerups[PW_HASTE] ) {
- addTime /= 1.3;
- }
-
- pm->ps->weaponTime += addTime;
- }
-
- /*
- ================
- PM_Animate
- ================
- */
- static void PM_Animate( void ) {
- if ( pm->cmd.buttons & BUTTON_GESTURE ) {
- if ( pm->ps->torsoTimer == 0 ) {
- PM_StartTorsoAnim( TORSO_GESTURE );
- pm->ps->torsoTimer = TIMER_GESTURE;
- PM_AddEvent( EV_TAUNT );
- }
- }
- }
-
-
- /*
- ================
- PM_DropTimers
- ================
- */
- static void PM_DropTimers( void ) {
- // drop misc timing counter
- if ( pm->ps->pm_time ) {
- if ( pml.msec >= pm->ps->pm_time ) {
- pm->ps->pm_flags &= ~PMF_ALL_TIMES;
- pm->ps->pm_time = 0;
- } else {
- pm->ps->pm_time -= pml.msec;
- }
- }
-
- // drop animation counter
- if ( pm->ps->legsTimer > 0 ) {
- pm->ps->legsTimer -= pml.msec;
- if ( pm->ps->legsTimer < 0 ) {
- pm->ps->legsTimer = 0;
- }
- }
-
- if ( pm->ps->torsoTimer > 0 ) {
- pm->ps->torsoTimer -= pml.msec;
- if ( pm->ps->torsoTimer < 0 ) {
- pm->ps->torsoTimer = 0;
- }
- }
- }
-
- /*
- ================
- PM_UpdateViewAngles
-
- This can be used as another entry point when only the viewangles
- are being updated isntead of a full move
- ================
- */
- void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
- short temp;
- int i;
-
- if ( ps->pm_type == PM_INTERMISSION ) {
- return; // no view changes at all
- }
-
- if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
- return; // no view changes at all
- }
-
- // circularly clamp the angles with deltas
- for (i=0 ; i<3 ; i++) {
- temp = cmd->angles[i] + ps->delta_angles[i];
- if ( i == PITCH ) {
- // don't let the player look up or down more than 90 degrees
- if ( temp > 16000 ) {
- ps->delta_angles[i] = 16000 - cmd->angles[i];
- temp = 16000;
- } else if ( temp < -16000 ) {
- ps->delta_angles[i] = -16000 - cmd->angles[i];
- temp = -16000;
- }
- }
- ps->viewangles[i] = SHORT2ANGLE(temp);
- }
-
- }
-
-
- /*
- ================
- PmoveSingle
-
- ================
- */
- void PmoveSingle (pmove_t *pmove) {
- pm = pmove;
-
- // this counter lets us debug movement problems with a journal
- // by setting a conditional breakpoint fot the previous frame
- c_pmove++;
-
- // clear results
- pm->numtouch = 0;
- pm->watertype = 0;
- pm->waterlevel = 0;
-
- if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
- pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
- }
-
- // make sure walking button is clear if they are running, to avoid
- // proxy no-footsteps cheats
- if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
- pm->cmd.buttons &= ~BUTTON_WALKING;
- }
-
- // set the talk balloon flag
- if ( pm->cmd.buttons & BUTTON_TALK ) {
- pm->ps->eFlags |= EF_TALK;
- } else {
- pm->ps->eFlags &= ~EF_TALK;
- }
-
- // set the firing flag for continuous beam weapons
- if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
- && ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
- pm->ps->eFlags |= EF_FIRING;
- } else {
- pm->ps->eFlags &= ~EF_FIRING;
- }
-
- // clear the respawned flag if attack and use are cleared
- if ( pm->ps->stats[STAT_HEALTH] > 0 &&
- !( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
- pm->ps->pm_flags &= ~PMF_RESPAWNED;
- }
-
- // if talk button is down, dissallow all other input
- // this is to prevent any possible intercept proxy from
- // adding fake talk balloons
- if ( pmove->cmd.buttons & BUTTON_TALK ) {
- pmove->cmd.buttons = 0;
- pmove->cmd.forwardmove = 0;
- pmove->cmd.rightmove = 0;
- pmove->cmd.upmove = 0;
- }
-
- // clear all pmove local vars
- memset (&pml, 0, sizeof(pml));
-
- // determine the time
- pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
- if ( pml.msec < 1 ) {
- pml.msec = 1;
- } else if ( pml.msec > 200 ) {
- pml.msec = 200;
- }
- pm->ps->commandTime = pmove->cmd.serverTime;
-
- // save old org in case we get stuck
- VectorCopy (pm->ps->origin, pml.previous_origin);
-
- // save old velocity for crashlanding
- VectorCopy (pm->ps->velocity, pml.previous_velocity);
-
- pml.frametime = pml.msec * 0.001;
-
- // update the viewangles
- PM_UpdateViewAngles( pm->ps, &pm->cmd );
-
- AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up);
-
- if ( pm->cmd.upmove < 10 ) {
- // not holding jump
- pm->ps->pm_flags &= ~PMF_JUMP_HELD;
- }
-
- // decide if backpedaling animations should be used
- if ( pm->cmd.forwardmove < 0 ) {
- pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
- } else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
- pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
- }
-
- if ( pm->ps->pm_type >= PM_DEAD ) {
- pm->cmd.forwardmove = 0;
- pm->cmd.rightmove = 0;
- pm->cmd.upmove = 0;
- }
-
- if ( pm->ps->pm_type == PM_SPECTATOR ) {
- PM_CheckDuck ();
- PM_FlyMove ();
- PM_DropTimers ();
- return;
- }
-
- if ( pm->ps->pm_type == PM_NOCLIP ) {
- PM_NoclipMove ();
- PM_DropTimers ();
- return;
- }
-
- if (pm->ps->pm_type == PM_FREEZE) {
- return; // no movement at all
- }
-
- if ( pm->ps->pm_type == PM_INTERMISSION ) {
- return; // no movement at all
- }
-
- // set watertype, and waterlevel
- PM_SetWaterLevel();
- pml.previous_waterlevel = pmove->waterlevel;
-
- // set mins, maxs, and viewheight
- PM_CheckDuck ();
-
- // set groundentity
- PM_GroundTrace();
-
- if ( pm->ps->pm_type == PM_DEAD ) {
- PM_DeadMove ();
- }
-
- PM_DropTimers();
-
- if ( pm->ps->powerups[PW_FLIGHT] ) {
- // flight powerup doesn't allow jump and has different friction
- PM_FlyMove();
- } else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) {
- PM_GrappleMove();
- // We can wiggle a bit
- PM_AirMove();
- } else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
- PM_WaterJumpMove();
- } else if ( pm->waterlevel > 1 ) {
- // swimming
- PM_WaterMove();
- } else if ( pml.walking ) {
- // walking on ground
- PM_WalkMove();
- } else {
- // airborne
- PM_AirMove();
- }
-
- PM_Animate();
-
- // set groundentity, watertype, and waterlevel
- PM_GroundTrace();
- PM_SetWaterLevel();
-
- // weapons
- PM_Weapon();
-
- // torso animation
- PM_TorsoAnimation();
-
- // footstep events / legs animations
- PM_Footsteps();
-
- // entering / leaving water splashes
- PM_WaterEvents();
-
- // snap some parts of playerstate to save network bandwidth
- SnapVector( pm->ps->velocity );
- }
-
-
- /*
- ================
- Pmove
-
- Can be called by either the server or the client
- ================
- */
- void Pmove (pmove_t *pmove) {
- int finalTime;
-
- finalTime = pmove->cmd.serverTime;
-
- if ( finalTime < pmove->ps->commandTime ) {
- return; // should not happen
- }
-
- if ( finalTime > pmove->ps->commandTime + 1000 ) {
- pmove->ps->commandTime = finalTime - 1000;
- }
-
- // chop the move up if it is too long, to prevent framerate
- // dependent behavior
- while ( pmove->ps->commandTime != finalTime ) {
- int msec;
-
- msec = finalTime - pmove->ps->commandTime;
-
- if ( msec > 66 ) {
- msec = 66;
- }
- pmove->cmd.serverTime = pmove->ps->commandTime + msec;
- PmoveSingle( pmove );
- }
-
- }
-