various network-related movement modifier fixes, ejected shells bouncing off player while moving backwards fixed

This commit is contained in:
Christopher Dawalt 2021-08-16 07:17:28 -04:00
parent 0c9b8537e4
commit abfc215d27
16 changed files with 542 additions and 258 deletions

View File

@ -53,6 +53,12 @@ CTSShellEject::generate(int arg_iShellEjectType){
setmodel(eShell, (*mySED).sModelPath);
//setmodel(eShell, "models/powerup.mdl");
// Setting the owner stops the shell from bouncing off the firing player, most
// noticeable on firing while moving backwards at close to max speed but
// sometimes still at max speed. From what I can tell, no side-effects to this.
// Possibly an issue in original TS too.
player pl = (player) pSeat->m_ePlayer;
eShell.owner = pl;
eShell.solid = SOLID_BBOX;
eShell.movetype = MOVETYPE_BOUNCE;

View File

@ -102,7 +102,7 @@ HUD_Draw(void)
//TAGGG - new
//////////////////////////////////////////////////////////////
drawTimer();
drawPlayerStats();
drawPlayerStats();
// ---OLD LOCATION for weapon stats drawing (Weapons_DrawCrosshair)
//////////////////////////////////////////////////////////////

View File

@ -64,4 +64,5 @@ struct
vector m_vCam;
} g_viewBobVars[4], *pViewBob;
void pViewBob_reset(void);

View File

@ -13,3 +13,13 @@ pSeatLocal_init(void)
pSeatLocal->m_inputMouseClicked = FALSE;
}
//TAGGG - BobNEW. helper method
void
pViewBob_reset(void)
{
pViewBob->m_flBobTime = 0;
pViewBob->m_flBob = 0;
pViewBob->m_flBobCycle = 0;
pViewBob->m_flSpeed = 0;
pViewBob->m_vCam = [0,0,0];
}

View File

@ -211,14 +211,18 @@ TS_View_ChangeViewModelPost(void)
// on changing models, right?
pSeat->m_pEventCall = NULL;
skel_delete( mflash.skeletonindex );
mflash.skeletonindex = skel_create( vm.modelindex );
pSeat->m_iVMBones = skel_get_numbones( mflash.skeletonindex ) + 1;
// assuming cloning above for the akimbo muzzleflash is a good idea
skel_delete(mflashAkimbo.skeletonindex);
// TODO: could we just reuse the mflash.skeletonindex here? I don't know
mflashAkimbo.skeletonindex = skel_create(vm.modelindex);
///skel_delete(mflashAkimbo.skeletonindex);
// could we just reuse the mflash.skeletonindex here?
//mflashAkimbo.skeletonindex = skel_create(vm.modelindex);
mflashAkimbo.skeletonindex = mflash.skeletonindex;
// no need to set m_iVMBones again, nor have a separate copy. How could it
// be any different for the akimbo one (clone of mflash)
@ -248,7 +252,7 @@ TS_View_ResetViewModel(void)
pSeat->m_iVMBones = 0 + 1;
// ! If the skeletonindex becomes shared, skel_delete for each will not be necessary
skel_delete(mflashAkimbo.skeletonindex);
//skel_delete(mflashAkimbo.skeletonindex);
mflashAkimbo.skeletonindex = 0;

View File

@ -184,7 +184,7 @@ TS_playerEquippedWeapon(player pl, int newWeaponEquipped, BOOL useAkimbo){
// EXPERIMENTAL
pl.equippedWeaponWaitingForCallback = TRUE;
// Not sure how you'd deal with a ping worse than 0.5 seconds
pl.equippedWeaponWaitingForCallback_maxWaitTime = time + 0.6;
pl.equippedWeaponWaitingForCallback_maxWaitTime = time + 0.8;
}

View File

@ -17,6 +17,9 @@
void processInputs(void);
#ifdef CLIENT
void PreSpawn_Input(void);
#endif
// WARNING! This is only called by PMove_Run, which is only called
@ -34,38 +37,14 @@ Game_Input(void)
{
player pl = (player)self;
//
// TODO: in the CSQC_Input_Frame event might be better when supported
// (but still do a 'return' on not being spawned here regardless)
//
if(pl.iState != PLAYER_STATE::SPAWNED){
// not ingame (fake spectator)? Do another check instead: spawning.
#ifdef CLIENT
if(
pSeatLocal->m_flUI_Display == UI_SCREEN::NONE &&
(input_buttons & INPUT_BUTTON0) &&
!(pl.gflags & GF_SEMI_TOGGLED) &&
pSeatLocal->flBlockSpawnTime <= time
){
sendevent( "GamePlayerSpawn", "");
}
/*
if(
((input_buttons & INPUT_BUTTON0) && pSeatLocal->flBlockSpawnTime > time) ||
pSeat->m_flInputBlockTime > time
)
{
pSeatLocal->flBlockSpawnTime = time + 0.20f;
pl.gflags |= GF_SEMI_TOGGLED;
return;
}
*/
// since the rest of this method is about to be skipped.
if(input_buttons & INPUT_BUTTON0){
pl.gflags |= GF_SEMI_TOGGLED;
}else{
pl.gflags &= ~GF_SEMI_TOGGLED;
}
PreSpawn_Input();
#endif
// client or server, don't pay attention to the rest of this file if not spawned
return;
@ -73,7 +52,7 @@ Game_Input(void)
#ifdef CLIENT
else{
// not spawned? Some notes on possible things to involve, all dummied for now
// This was removed? Legacy VGUI
// If we are inside a UI, don't let the client do stuff outside
@ -94,14 +73,10 @@ Game_Input(void)
// Must be ingame to reach beyond here
//TAGGG - good place for this? Cloned from w_attack_next as a separate counter
// for akimbo firing to use.
// This method, Game_Input, is called by Nuclide's pmove.qc in the same place
// w_attack_next is adjusted by the current frame time.
pl.w_attack_akimbo_next = max(0, pl.w_attack_akimbo_next - input_timelength);
pl.updateTimers();
pl.akimboDualFireToleranceTime = max(0, pl.akimboDualFireToleranceTime - input_timelength);
#ifdef SERVER
CGameRules rules = (CGameRules)g_grMode;
@ -412,6 +387,44 @@ void processInputs(void){
#ifdef CLIENT
// called when not ingame for sending a spawn request.
void PreSpawn_Input(void){
player pl = (player)self;
if(
pSeatLocal->m_flUI_Display == UI_SCREEN::NONE &&
(input_buttons & INPUT_BUTTON0) &&
!(pl.gflags & GF_SEMI_TOGGLED) &&
pSeatLocal->flBlockSpawnTime <= time
){
sendevent( "GamePlayerSpawn", "");
}
/*
if(
((input_buttons & INPUT_BUTTON0) && pSeatLocal->flBlockSpawnTime > time) ||
pSeat->m_flInputBlockTime > time
)
{
pSeatLocal->flBlockSpawnTime = time + 0.20f;
pl.gflags |= GF_SEMI_TOGGLED;
return;
}
*/
// since the rest of this method is about to be skipped.
if(input_buttons & INPUT_BUTTON0){
pl.gflags |= GF_SEMI_TOGGLED;
}else{
pl.gflags &= ~GF_SEMI_TOGGLED;
}
}//PreSpawn_Input
void HUD_DrawWeaponSelect_Trigger(void);
BOOL TS_HUD_CloseWeaponSelect(BOOL);
@ -432,18 +445,24 @@ void ClientGame_Input_Frame(void){
// CSQC_Input_Frame (defined by Nuclide) letting the gamemod block right-click
// inputs per some condition, like weapon-select being up.
// TODO - changing what m_flInputBlockTime affects might be a good idea,
// affecting other inputs like crouch is unnecessary, that causes the player to uncrouch
// if changing weapons while crouched.
if(pSeat->m_iHUDWeaponSelected && pSeat->m_iInputAttack2){ //input_buttons & INPUT_BUTTON3
if(TS_HUD_CloseWeaponSelect(TRUE)){
pSeat->m_flInputBlockTime = time + 0.2;
// might not even need this much, but verify.
// might change going to weapons that have an immediate secondary fire
//pSeat->m_flInputBlockTime = time + 0.2;
input_impulse = 0;
input_buttons = 0;
//input_buttons = 0; no need for the whole buttons reset
input_buttons &= ~INPUT_BUTTON3;
pSeat->m_iInputAttack2 = FALSE;
}else{
//pSeat->m_iInputAttack2 = TRUE;
}
}
// !!!
// An override for this to go in CSQC_Input_Frame would be very nice I think,
// unless there is some other way that I'm missing.

View File

@ -210,27 +210,29 @@ class player:base_player
#endif
// should be better networked when it's better understood what the block feature
// (reload with karate out, I assume?) is supposed to do.
float flKarateBlockCooldown;
int iMeleeCycler;
PREDICTED_INT(iMeleeCycler);
//SHARED!!!
vector vViewAngleOffsetTarget;
float fAccuracyKickback;
// don't send to the client. ...unless it can account for the difference
// from server time.
float fAccuracyKickbackStartCooldown;
PREDICTED_FLOAT(fAccuracyKickback);
PREDICTED_FLOAT(fAccuracyKickbackStartCooldown);
// The client can keep its own in mind as prediction between frames if needed. Server
// time and client time aren't really compatible to send like this.
float fMoveBlockDelay;
float fUncrouchBlockDelay;
PREDICTED_FLOAT(fMoveBlockDelay);
PREDICTED_FLOAT(fUncrouchBlockDelay);
// not networked, set by the player individually client and serverside on picking
// the weapon. Might not even be necessary to do this.
float fMoveBlockCapSpeed;
float fKarateStamina;
PREDICTED_FLOAT(fKarateStamina);
//These will be shared and help with slowdown logic.
@ -472,6 +474,7 @@ class player:base_player
virtual void(void) preThink;
virtual void(void) postThink;
virtual void(void) preThinkShared;
////////////////////////////////////////////////////////////
@ -479,7 +482,7 @@ class player:base_player
virtual void(BOOL resetInventory) reset;
virtual vector(vector vecInputAngles)View_approachAngleOffsetTarget;
virtual void (void)handleAccuracyKickback;
virtual void (void)updateTimers;
virtual void(float arg_theZoom) setZoom;
virtual void(void) resetZoom;

View File

@ -15,7 +15,8 @@
*/
// little test
//var float otherTimer = 0;
//#define FORCE_NETWORK_ALL_INVENTORY
@ -209,18 +210,27 @@ player::ReceiveEntity(float new, float fl)
armor = readbyte();
iTotalSlots = readbyte();
fAccuracyKickback = readfloat();
fMoveBlockDelay = readfloat();
fUncrouchBlockDelay = readfloat();
fKarateStamina = readfloat();
//flKarateBlockCooldown
iMeleeCycler = readbyte();
//vViewAngleOffsetTarget[0] = readcoord();
//vViewAngleOffsetTarget[1] = readcoord();
//vViewAngleOffsetTarget[2] = readcoord();
fAccuracyKickback = readfloat();
fAccuracyKickbackStartCooldown = readfloat();
float fMoveBlockDelay_temp = readfloat();
float fUncrouchBlockDelay_temp = readfloat();
if(!equippedWeaponWaitingForCallback){
fMoveBlockDelay = fMoveBlockDelay_temp;
fUncrouchBlockDelay = fUncrouchBlockDelay_temp;
}
fKarateStamina = readfloat();
@ -255,7 +265,10 @@ player::ReceiveEntity(float new, float fl)
if(i != -1){
ReceiveEntity_ary_myWeapons(i);
int myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
//int myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
int betterID = ary_myWeapons[inventoryEquippedIndex].weaponID;
int myAmmoType = getAmmoTypeOfWeapon(betterID);
if(myAmmoType != -1){
i = myAmmoType;
//UNNECESSARY. This array is of fixed length, so known at all times.
@ -266,7 +279,12 @@ player::ReceiveEntity(float new, float fl)
ary_ammoTotal[i] = readlong();
//}
}
}/*else{
// STUPID.
ReceiveEntity_ary_myWeapons(0);
ary_ammoTotal[0] = readlong();
}
*/
}
/////////////////////////////////////////////////////
@ -383,6 +401,21 @@ player::PredictPreFrame(void)
SAVE_STATE(grenadeFireIndex);
SAVE_STATE(bGrenadeToss);
//flKarateBlockCooldown
SAVE_STATE(iMeleeCycler);
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
SAVE_STATE(fAccuracyKickback);
SAVE_STATE(fAccuracyKickbackStartCooldown);
SAVE_STATE(fMoveBlockDelay);
SAVE_STATE(fUncrouchBlockDelay);
SAVE_STATE(fKarateStamina);
SAVE_STATE(shotgunReloadIndex);
SAVE_STATE(shotgunAddAmmoTime);
@ -482,6 +515,19 @@ player::PredictPostFrame(void)
ROLL_BACK(grenadeFireIndex);
ROLL_BACK(bGrenadeToss);
//flKarateBlockCooldown
ROLL_BACK(iMeleeCycler);
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
ROLL_BACK(fAccuracyKickback);
ROLL_BACK(fAccuracyKickbackStartCooldown);
ROLL_BACK(fMoveBlockDelay);
ROLL_BACK(fUncrouchBlockDelay);
ROLL_BACK(fKarateStamina);
ROLL_BACK(shotgunReloadIndex);
ROLL_BACK(shotgunAddAmmoTime);
@ -526,6 +572,7 @@ player::EvaluateEntity(void)
int i;
int myAmmoType;
int betterID;
/* animation */
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
@ -636,7 +683,9 @@ player::EvaluateEntity(void)
if(ATTR_CHANGED(ary_myWeapons[i].bNeedsPump)) SendFlags |= PLAYER_UNUSED1;
//}
myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
//myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
betterID = ary_myWeapons[inventoryEquippedIndex].weaponID;
myAmmoType = getAmmoTypeOfWeapon(betterID);
if(myAmmoType != -1){
i = myAmmoType;
//UNNECESSARY. This array is of fixed length, so known at all times.
@ -672,6 +721,18 @@ player::EvaluateEntity(void)
SAVE_STATE(grenadeFireIndex);
SAVE_STATE(bGrenadeToss);
//flKarateBlockCooldown
SAVE_STATE(iMeleeCycler);
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
SAVE_STATE(fAccuracyKickback);
SAVE_STATE(fAccuracyKickbackStartCooldown);
SAVE_STATE(fMoveBlockDelay);
SAVE_STATE(fUncrouchBlockDelay);
SAVE_STATE(fKarateStamina);
SAVE_STATE(shotgunReloadIndex);
@ -704,7 +765,9 @@ player::EvaluateEntity(void)
//}
myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
//myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
betterID = ary_myWeapons[inventoryEquippedIndex].weaponID;
myAmmoType = getAmmoTypeOfWeapon(betterID);
if(myAmmoType != -1){
i = myAmmoType;
//UNNECESSARY. This array is of fixed length, so known at all times.
@ -830,21 +893,19 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, armor );
WriteByte(MSG_ENTITY, iTotalSlots );
//flKarateBlockCooldown
WriteByte(MSG_ENTITY, iMeleeCycler);
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
WriteFloat(MSG_ENTITY, fAccuracyKickback);
WriteFloat(MSG_ENTITY, fAccuracyKickbackStartCooldown);
WriteFloat(MSG_ENTITY, fMoveBlockDelay);
WriteFloat(MSG_ENTITY, fUncrouchBlockDelay);
WriteFloat(MSG_ENTITY, fKarateStamina);
WriteByte(MSG_ENTITY, iMeleeCycler);
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[0] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[1] );
//WriteCoord(MSG_ENTITY, vViewAngleOffsetTarget[2] );
WriteByte(MSG_ENTITY, shotgunReloadIndex );
WriteFloat(MSG_ENTITY, shotgunAddAmmoTime );
@ -879,7 +940,9 @@ player::SendEntity(entity ePEnt, float fChanged)
if(i != -1){
SendEntity_ary_myWeapons(i);
int myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
//int myAmmoType = getAmmoTypeOfWeapon(this.activeweapon);
int betterID = ary_myWeapons[inventoryEquippedIndex].weaponID;
int myAmmoType = getAmmoTypeOfWeapon(betterID);
if(myAmmoType != -1){
i = myAmmoType;
//UNNECESSARY. This array is of fixed length, so known at all times.
@ -1005,7 +1068,7 @@ player::player(void){
printfline("player: %i", someThingy.player);
printfline("reset: %i", someThingy.reset);
printfline("View_approachAngleOffsetTarget: %i", someThingy.View_approachAngleOffsetTarget);
printfline("handleAccuracyKickback: %i", someThingy.handleAccuracyKickback);
printfline("updateTimers: %i", someThingy.updateTimers);
printfline("frameThink: %i", someThingy.frameThink);
printfline("frameThink_fromServer: %i", someThingy.frameThink_fromServer);
printfline("preThink: %i", someThingy.preThink);
@ -1057,17 +1120,6 @@ player::reset(BOOL resetInventory){
flRecentGroundTime = 0;
//TAGGG - BobNEW.
// Reset the vars here? Or only on an inventory wipe?
pViewBob = &g_viewBobVars[s];
pViewBob->m_flBobTime = 0;
pViewBob->m_flBob = 0;
pViewBob->m_flBobCycle = 0;
pViewBob->m_flSpeed = 0;
pViewBob->m_vCam = [0,0,0];
/////////////////////////////////////////////////////
flViewShake = 0;
recentLaserHitPosSet = FALSE;
@ -1090,25 +1142,7 @@ player::reset(BOOL resetInventory){
iMeleeCycler = 0;
// do this at spawn too. oh right, this 'reset' method is called from there.
vViewAngleOffsetTarget = '0 0 0';
fAccuracyKickback = 0;
fAccuracyKickbackStartCooldown = -1;
fMoveBlockDelay = -1;
fUncrouchBlockDelay = -1;
fMoveBlockCapSpeed = 0;
fKarateStamina = 1.0;
flBaseSpeedMulti = 1;
flMoveSpeedMulti = 1;
flSoundSpeedMulti = 1;
flFireDelayMulti = 1;
flBulletSpeedMulti = 1;
flProjectileSpeedMulti = 1;
//shotgun stuff.
//NOTICE - all networked now, testing.
@ -1144,6 +1178,30 @@ player::reset(BOOL resetInventory){
if(resetInventory){
#ifdef CLIENT
//TAGGG - BobNEW.
pViewBob = &g_viewBobVars[s];
pViewBob_reset();
#endif
// do this at spawn too. oh right, this 'reset' method is called from there.
vViewAngleOffsetTarget = [0, 0, 0];
fAccuracyKickback = 0;
fAccuracyKickbackStartCooldown = -1;
fMoveBlockDelay = 0;
fUncrouchBlockDelay = 0;
fMoveBlockCapSpeed = 0;
fKarateStamina = 1.0;
flBaseSpeedMulti = 1;
flMoveSpeedMulti = 1;
flSoundSpeedMulti = 1;
flFireDelayMulti = 1;
flBulletSpeedMulti = 1;
flProjectileSpeedMulti = 1;
// could this be done for resets outside of resetInventory? unsure
flags = 0;
gflags = 0;
@ -1227,24 +1285,58 @@ player::View_approachAngleOffsetTarget(vector vecInputAngles)
}//View_approachAngleOffsetTarget
// TODO - make this better shared probably?
// little test
var float input_timelengthSum = 0;
// Count down my custom timers, called by ts/src/shared/input.qc, which is called
// by Nuclide's PMove, same place that counts down w_attack_next.
// Best to put things here that involve input_timelength.
void
player::handleAccuracyKickback(void){
player::updateTimers(void){
// good place for this? Cloned from w_attack_next as a separate counter
// for akimbo firing to use.
w_attack_akimbo_next = max(0, w_attack_akimbo_next - input_timelength);
akimboDualFireToleranceTime = max(0, akimboDualFireToleranceTime - input_timelength);
fMoveBlockDelay = max(0, fMoveBlockDelay - input_timelength);
fUncrouchBlockDelay = max(0, fUncrouchBlockDelay - input_timelength);
/*
// little test. See input_timelengthSum shoot up with packet latency.
input_timelengthSum += input_timelength;
if(otherTimer >= 1.0){
otherTimer -= 1.0;
printfline("input_timelengthSum: %.2f", input_timelengthSum);
input_timelengthSum = 0;
}
*/
fAccuracyKickbackStartCooldown = max(0, fAccuracyKickbackStartCooldown - input_timelength);
if(fKarateStamina < 1.0){
//fKarateStamina = bound(0, fKarateStamina + frametime * 0.1667, 1);
fKarateStamina = bound(0, fKarateStamina + input_timelength * 0.1667, 1);
}
if(fAccuracyKickbackStartCooldown != -1){
if(time >= fAccuracyKickbackStartCooldown){
//begin reducing the kickback cumula.
fAccuracyKickback -= frametime * 0.1;
if(fAccuracyKickbackStartCooldown <= 0){
// begin reducing
//fAccuracyKickback -= frametime * 0.1;
fAccuracyKickback = max(0, fAccuracyKickback - input_timelength);
if(fAccuracyKickback <= 0){
//stop!
fAccuracyKickback = 0;
// stop!
fAccuracyKickbackStartCooldown = -1;
}
}
}//kickbackStartCooldown check
}
}//updateTimers
void
@ -1519,12 +1611,11 @@ player::frameThink_fromServer(void){
printfline("STATUS: %d, %i", activeweapon, inventoryEquippedIndex);
}
// no, leave that to shared/input.qc
//updateTimers();
if(fKarateStamina < 1.0){
fKarateStamina = bound(0, fKarateStamina + frametime * 0.1667, 1);
}
preThinkShared();
handleAccuracyKickback();
}// frameThink_fromServer
@ -1619,6 +1710,8 @@ player::preThink(void){
}// inventoryEquippedIndex
}// w_freeze_idle_next check
preThinkShared();
}//preThink
@ -1676,6 +1769,27 @@ player::postThink(void){
#endif
// timer vars modified in here should use 'frametime'.
// could/should clframetime be used for clientside intead? Unsure.
void
player::preThinkShared(void){
// little test
//otherTimer += frametime;
//changedWeaponRecentlyTimer = max(0, changedWeaponRecentlyTimer - frametime);
//if(fUncrouchBlockDelay > 0){
// printfline("WHAT IS IT %.2f", fUncrouchBlockDelay);
//}
//fMoveBlockDelay = max(0, fMoveBlockDelay - frametime);
//fUncrouchBlockDelay = max(0, fUncrouchBlockDelay - frametime);
}
#ifdef SERVER
BOOL

View File

@ -21,7 +21,32 @@
// Most methods have been changed to player-methods instead, see much further
// down. Keeping mine as they are to be inserted as needed.
// If they're not called in here, they never get called.
// This file was the source of the "GamePMove_..." format physics methods.
// Now, the new base_player-overridable forms are used.
// Also, some physics constants can be overridden like so:
// #define PMOVE_STEPHEIGHT 18
// FreeHL doesn't do anything like that, so assuming original TS did nothing
// too special in that regard, but say so if that looks to be the case.
// TODO - are the default player and crouch collision bounds still fitting for TS?
// Foggy on the details there, could've been some change in height
// First something config-oriented. If uncommented, a modified clone of Nuclide's
// base_player::Physics_Crouch (overridden by player) is used to insert the checks for
// stopping uncrouching too soon after certain melee attacks. Example: katana melee attack.
// Otherwise, a simpler way is done: in player::Physics_InputPreMove, force INPUT_BUTTON8
// if the uncrouch block has not expired.
//#define UNCROUCHBLOCK_FORKED
/////////////////////////////////////////////////////////////////////
@ -51,63 +76,26 @@ const vector VEC_CHULL_MAX = [16,16,18];
PMove_Acceleration -> PMoveCustom_Acceleration
*/
.float waterlevel;
.float watertype;
// From Nuclide, needed for cloned crouch logic
#define PHY_VIEWPOS [0,0,24]
#define PHY_VIEWPOS_CROUCHED [0,0,12]
#define PHY_HULL_MIN [-16,-16,-36]
#define PHY_HULL_MAX [16,16,36]
#define PHY_HULL_CROUCHED_MIN [-16,-16,-18]
#define PHY_HULL_CROUCHED_MAX [16,16,18]
// new methods for physics to tap into
// WARNING: Far, far too many edits into pmove for this to be feasible yet,
// but needed for local slowdown (slow-mo / slow-pause effects) to be effective.
float Game_MoveModMulti(player eTarget){
return autocvar_movemodmulti;
}
float GamePMove_MaxspeedRaw(player target){
return ( serverkeyfloat("phy_maxspeed") * 1.0 );
}
// Don't involve phy_friction anymore! This gives a divisor for that instead.
// (returning 0 means nothing happens, just like giving 1 to divide by)
float Game_GetFriction(player eTarget){
if(time <= eTarget.fMoveBlockDelay){
// don't move much until this has passed. Further slowdowns need not apply.
//return serverkeyfloat("phy_friction") * 3.6;
return 0.2777777778;
}
// default, nothing special
//return serverkeyfloat("phy_friction");
return 0;
}
// This file was the source of the "GamePMove_..." format physics methods.
// Now, the new base_player-overridable forms are used.
// Also, some physics constants can be overridden like so:
// #define PMOVE_STEPHEIGHT 18
// FreeHL doesn't do anything like that, so assuming original TS did nothing
// too special in that regard, but say so if that looks to be the case.
// I forget if TS did anything too weird about player hitbox height compared
// to HL, for instance.
// CHEEZY PROTOTYPE
// Prototype for Nuclide methods involved
int PMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs);
int PMoveCustom_Contents(vector org);
// Prototypes for new helper methods
float Game_MoveModMulti(player eTarget);
float GamePMove_MaxspeedRaw(player target);
float Game_GetFriction(player eTarget);
void TS_Physics_LedgeCheck(player pl);
// TODO! Is this accurate to TS? Copied from FreeHL.
@ -145,8 +133,67 @@ player::Physics_Fall(float flDownforce)
void
player::Physics_Crouch(void)
{
#ifndef UNCROUCHBLOCK_FORKED
// simple simple
base_player::Physics_Crouch();
#else
// would this be better somewhere, in CSQC_InputFrame or Physics_InputPreMove?
// probably the latter to make hacking less rewarding
// Oh! That actually worked. No need to fork this method then.
int iFixCrouch = FALSE;
if (input_buttons & INPUT_BUTTON8) {
flags |= FL_CROUCHING;
} else {
if(this.fUncrouchBlockDelay <= 0){
if (PMove_IsStuck(this, [0,0,36], PHY_HULL_MIN, PHY_HULL_MAX) == FALSE) {
flags &= ~FL_CROUCHING;
iFixCrouch = TRUE;
}
}else{
flags |= FL_CROUCHING;
}
/*
// If we aren't holding down duck anymore and 'attempt' to stand up, prevent it
if (flags & FL_CROUCHING) {
//TAGGG - only allow uncrouching if uncrouchBlockDelay isn't on.
// Surrounded with condition
if(this.fUncrouchBlockDelay <= 0){
//printfline("uncrouch time? %.2f", time);
////////////////////////////////////////////////////////////////////
if (PMove_IsStuck(this, [0,0,36], PHY_HULL_MIN, PHY_HULL_MAX) == FALSE) {
flags &= ~FL_CROUCHING;
iFixCrouch = TRUE;
}
////////////////////////////////////////////////////////////////////
}
} else {
flags &= ~FL_CROUCHING;
}
*/
}
if (flags & FL_CROUCHING) {
setsize(this, PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
view_ofs = PHY_VIEWPOS_CROUCHED;
} else {
setsize(this, PHY_HULL_MIN, PHY_HULL_MAX);
if (iFixCrouch && PMove_IsStuck(this, [0,0,0], PHY_HULL_MIN, PHY_HULL_MAX)) {
for (int i = 0; i < 36; i++) {
origin[2] += 1;
if (PMove_IsStuck(this, [0,0,0], mins, maxs) == FALSE) {
break;
}
}
}
setorigin(this, origin);
view_ofs = PHY_VIEWPOS;
}
#endif
}
void
@ -188,66 +235,19 @@ player::Physics_Jump(void)
}
// used to be called GamePMove_JumpPressed
// Check to see if the player can ascend up a nearby surface interpreted
// as a "ledge". At least I think that's what the original TS was going for.
// This may even be a little more likely to work than in the original, I don't
// think that's too bad.
void LedgeCheck(player pl){
//if(pl.velocity.z != 0 && !(pl.velocity.z >= -45 && pl.velocity.z <= 50)){
// printfline("that VELOCITY is bad %.2f", pl.velocity.z);
//}
//&& pl.velocity.z >= -45 && pl.velocity.z <= 50
if(
!(pl.flags & FL_ONGROUND) &&
GET_VIEW_ANGLES.x >= -70 && GET_VIEW_ANGLES.x <= 80
&& (pl.velocity.z >= -90 && pl.velocity.z <= 160)
){
makevectors(GET_VIEW_ANGLES);
vector v_forward_proj = normalize([v_forward.x, v_forward.y, 0]);
// Does a line from the bottom of the player model to a little further below
// find anything?
vector vBottomStart = pl.origin + [0,0,pl.mins.z + 2];
vector vBottomDown = pl.origin + [0,0,pl.mins.z - 2];
traceline(vBottomStart, vBottomDown, FALSE, pl);
if(trace_fraction == 1.0){
//printfline("tracetest A");
// If not, proceed. Does a line from a little below the player outward
// find something?
vector vBottomDownForward = vBottomDown + v_forward_proj * (pl.maxs.x * 1.7);
traceline(vBottomDown, vBottomDownForward, FALSE, pl);
if(trace_fraction < 1.0){
//ok. And does a line from the top of the model going forwards work?
vector vTopStart = pl.origin + [0,0,pl.maxs.z + 1];
vector vTopForward = vTopStart + v_forward_proj * (pl.maxs.x * 1.7);
traceline(vTopStart, vTopForward, FALSE, pl);
//printfline("tracetest B trace: %.2f", trace_fraction);
if(trace_fraction == 1.0){
//printfline("tracetest C");
//ok! do it
pl.velocity.z += 10;
}
}
}
}
}
void
player::Physics_CheckJump(float premove)
{
base_player::Physics_CheckJump(premove);
if(this.movetype == MOVETYPE_NOCLIP){
// no ledge checks
return;
}
// is this at all a good idea.
if (input_buttons & INPUT_BUTTON2){
LedgeCheck(this);
TS_Physics_LedgeCheck(this);
}
}
@ -300,13 +300,15 @@ player::Physics_MaxSpeed(void)
}
if(time <= this.fMoveBlockDelay){
if(this.fMoveBlockDelay > 0){
// don't move much until this has passed. Further slowdowns need not apply.
// !
// "fMoveBlockCapSpeed" must be set by a weapon before it is involved.
// Is that the best way to handle this? Being a field in all weapon data would
// not make sense though, not much uses this
targetSpeed = min(targetSpeed, this.fMoveBlockCapSpeed);
//targetSpeed *= 0.07;
return targetSpeed;
}
@ -336,16 +338,29 @@ player::Physics_InputPreMove(void)
// input_movevalues *= 0.25;
//}
// also, reduce the up/down noclip movement a bit, no need to be that quite that fast in
// most cases
if (input_buttons & INPUT_BUTTON2) {
input_movevalues[2] *= 0.7;
}
if (input_buttons & INPUT_BUTTON8) {
input_movevalues[2] *= 0.7;
}
}
if(this.movetype == MOVETYPE_NOCLIP){
// also, reduce the up/down noclip movement a bit, no need to be that quite that fast in
// most cases
if (input_buttons & INPUT_BUTTON2) {
input_movevalues[2] *= 0.7;
}
if (input_buttons & INPUT_BUTTON8) {
input_movevalues[2] *= 0.7;
}
}else{
#ifndef UNCROUCHBLOCK_FORKED
if(this.fUncrouchBlockDelay > 0 && (flags & FL_CROUCHING)){
// still crouched while the time hasn't expired? Keep the crouch
input_buttons |= INPUT_BUTTON8;
}
#endif
}// noclip check
}// Physics_InputPreMove
void
player::Physics_InputPostMove(void)
@ -372,6 +387,13 @@ player::Physics_Run(void)
// This call is pretty damn important
base_player::Physics_Run();
if(this.movetype == MOVETYPE_NOCLIP){
// no custom logic below makes sense for noclip
return;
}
// !!!
// Copied from PMoveCustom_Categorize / PMove_Categorize, whatever we're calling it,
// from Nuclide.
@ -460,3 +482,95 @@ player::Physics_Run(void)
}// Physics_Run
// !!!
// New methods for physics to tap into, helper methods not called by Nuclide
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// WARNING: Far, far too many edits into pmove for this to be feasible yet,
// but needed for local slowdown (slow-mo / slow-pause effects) to be effective.
float Game_MoveModMulti(player eTarget){
return autocvar_movemodmulti;
}
float GamePMove_MaxspeedRaw(player target){
return ( serverkeyfloat("phy_maxspeed") * 1.0 );
}
// Don't involve phy_friction anymore! This gives a divisor for that instead.
// (returning 0 means nothing happens, just like giving 1 to divide by)
// Noclip doesn't pay attention to friction so don't bother with a check for that
float Game_GetFriction(player eTarget){
if(eTarget.fMoveBlockDelay > 0){
// don't move much until this has passed. Further slowdowns need not apply.
//return serverkeyfloat("phy_friction") * 3.6;
return 0.2777777778;
}
// default, nothing special
//return serverkeyfloat("phy_friction");
return 0;
}
// used to be called GamePMove_JumpPressed
// Check to see if the player can ascend up a nearby surface interpreted
// as a "ledge". At least I think that's what the original TS was going for.
// This may even be a little more likely to work than in the original, I don't
// think that's too bad.
void TS_Physics_LedgeCheck(player pl){
//if(pl.velocity.z != 0 && !(pl.velocity.z >= -45 && pl.velocity.z <= 50)){
// printfline("that VELOCITY is bad %.2f", pl.velocity.z);
//}
//&& pl.velocity.z >= -45 && pl.velocity.z <= 50
if(
!(pl.flags & FL_ONGROUND) &&
GET_VIEW_ANGLES.x >= -70 && GET_VIEW_ANGLES.x <= 80
&& (pl.velocity.z >= -90 && pl.velocity.z <= 160)
){
makevectors(GET_VIEW_ANGLES);
vector v_forward_proj = normalize([v_forward.x, v_forward.y, 0]);
// Does a line from the bottom of the player model to a little further below
// find anything?
vector vBottomStart = pl.origin + [0,0,pl.mins.z + 2];
vector vBottomDown = pl.origin + [0,0,pl.mins.z - 2];
traceline(vBottomStart, vBottomDown, FALSE, pl);
if(trace_fraction == 1.0){
//printfline("tracetest A");
// If not, proceed. Does a line from a little below the player outward
// find something?
vector vBottomDownForward = vBottomDown + v_forward_proj * (pl.maxs.x * 1.7);
traceline(vBottomDown, vBottomDownForward, FALSE, pl);
if(trace_fraction < 1.0){
//ok. And does a line from the top of the model going forwards work?
vector vTopStart = pl.origin + [0,0,pl.maxs.z + 1];
vector vTopForward = vTopStart + v_forward_proj * (pl.maxs.x * 1.7);
traceline(vTopStart, vTopForward, FALSE, pl);
//printfline("tracetest B trace: %.2f", trace_fraction);
if(trace_fraction == 1.0){
//printfline("tracetest C");
//ok! do it
pl.velocity.z += 10;
}
}
}
}
}

View File

@ -67,6 +67,7 @@
#undef printf
#endif
#ifdef CLIENT
#define printf_starter print("CL")
#define printf(s1, ...) print(sprintf(s1, ##__VA_ARGS__))
@ -79,7 +80,13 @@
#define printlinef(s1, ...) print(sprintf("SV: "s1"\n", ##__VA_ARGS__))
#endif
// could dummy printouts by enabling this block instead of the above
/*
#define printf_starter
#define printf(s1, ...)
#define printfline(s1, ...)
#define printlinef(s1, ...)
*/
// Safe way to declare an entity seen in FreeHL. Think of it as:
// arg_dest = spawnfunc_ClassNameHere;

View File

@ -157,9 +157,6 @@ weapon_base_onPrimaryAttack_melee_fromCustomDirection(
vSource = ( pl.origin + pl.view_ofs );
traceline( vSource, vSource + ( vTraceDirection * range ), MOVE_HITMODEL, pl );
// regardless of hitting, delay is set all the same
weapon_base_setWholeAttackDelay(pl, baseRef.fAttackDelay);
if ( trace_fraction == 1.0 ) {
// did not hit anything
@ -305,10 +302,6 @@ weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynami
float angleRange = 115;
float finalAng = ( 90 - (angleRange/2) + randoAngFactor*( angleRange ) ) *(M_PI/180);
// OLD LOC OF setWholeAttackDelay
//TODO - factor in 'fAccuracyKickback' too. Or a cumulative var really in this case.
float baseAcc = baseRef.firestats.fAccuracy;
float kickbackToApply = pl.fAccuracyKickback;
@ -391,7 +384,7 @@ weapon_base_onAttack_multi(player pl, weapondata_basic_t* basePRef, weapondynami
// Properly predicted shotgun firing would be a good demonstration of that too,
// so what happens instantly (client sees) and what actually happened (server sees; everyone
// else sees) line up.
pl.fAccuracyKickbackStartCooldown = time + 0.14;
pl.fAccuracyKickbackStartCooldown = 0.14;
pl.fAccuracyKickback += baseRef.firestats.fAccuracyKickback;
if(pl.fAccuracyKickback >= 0.1){
//cap it.
@ -1559,6 +1552,7 @@ weapon_base_onEquip(
printfline("weapon_base_onEquip: activeweap:%d sName:%s sName2:%s", pl.activeweapon, baseRef.sDisplayName, g_weapons[pl.activeweapon].name);
#ifdef CLIENT
TS_View_SetViewModelFromStats();
//sound(pl, CHAN_ITEM, "weapons/draw.wav", 1, ATTN_NORM, 100, SOUNDFLAG_PLAYER_COMMON);

View File

@ -129,6 +129,8 @@ w_combatknife_primary(void)
weapondata_basic_t baseRef = *ary_weaponData[WEAPON_ID::COMBATKNIFE];
MELEE_HIT_RESPONSE hitRep = weapon_base_onPrimaryAttack_melee(pl, ary_weaponData[WEAPON_ID::COMBATKNIFE], arg_thisWeapon, baseRef.fAttackDamage, 58);
weapon_base_setWholeAttackDelay(pl, (ary_weaponData[WEAPON_ID::COMBATKNIFE])->fAttackDelay);
// Only the server is doing traces so far to get results for this to be worth checking.
#ifdef SERVER
//printfline("melee hit reponse: %d soft? %d", hitRep, (hitRep==MELEE_HIT_RESPONSE::SOFT));

View File

@ -135,8 +135,8 @@ w_karate_primary(void)
weapon_base_setWholeAttackDelay(pl, 0.175f);
pl.fMoveBlockDelay = time + 0.09f;
//pl.fUncrouchBlockDelay = time + 1.0f;
pl.fMoveBlockDelay = 0.09;
//pl.fUncrouchBlockDelay = 1.0f;
#ifdef SERVER
@ -188,13 +188,13 @@ void w_karate_determineSecondaryAttack(MELEE_HIT_RESPONSE& hitRep, int& meleeAni
curSpeed = vlen(pl.velocity);
if(input_buttons & INPUT_BUTTON8){
if(pl.flags & FL_CROUCHING){
//crouching?
//spin kick
meleeAnimToPlay = 1;
hitRep = weapon_base_onPrimaryAttack_melee(pl, ary_weaponData[WEAPON_ID::KARATE], arg_thisWeapon, 40 * pl.fKarateStamina, 72);
weapon_base_setWholeAttackDelay(pl, 1);
pl.fMoveBlockDelay = time + 1;
pl.fMoveBlockDelay = 1.0;
pl.fKarateStamina = bound(0, pl.fKarateStamina - 0.25, 1);
// curSpeed > 160
@ -215,7 +215,7 @@ void w_karate_determineSecondaryAttack(MELEE_HIT_RESPONSE& hitRep, int& meleeAni
meleeAnimToPlay = 2;
hitRep = weapon_base_onPrimaryAttack_melee_fromCustomDirection(pl, ary_weaponData[WEAPON_ID::KARATE], arg_thisWeapon, 30 * pl.fKarateStamina, 76, -v_forward);
weapon_base_setWholeAttackDelay(pl, 1);
pl.fMoveBlockDelay = time + 1;
pl.fMoveBlockDelay = 1.0;
//TAGGG - NOTE. Why is this stamina-loss in original TS so high?
// Changing. Original was 67%, but really now? 40% is plenty.
// Original TS behavior seesm to scale the stamina lost with the player speed,
@ -226,7 +226,7 @@ void w_karate_determineSecondaryAttack(MELEE_HIT_RESPONSE& hitRep, int& meleeAni
meleeAnimToPlay = 0;
hitRep = weapon_base_onPrimaryAttack_melee_fromCustomDirection(pl, ary_weaponData[WEAPON_ID::KARATE], arg_thisWeapon, 30 * pl.fKarateStamina, 74, v_forward);
weapon_base_setWholeAttackDelay(pl, 0.53);
pl.fMoveBlockDelay = time + 0.46;
pl.fMoveBlockDelay = 0.46;
pl.fKarateStamina = bound(0, pl.fKarateStamina - 0.16, 1);
}
@ -239,7 +239,7 @@ void w_karate_determineSecondaryAttack(MELEE_HIT_RESPONSE& hitRep, int& meleeAni
meleeAnimToPlay = 2;
hitRep = weapon_base_onPrimaryAttack_melee_fromCustomDirection(pl, ary_weaponData[WEAPON_ID::KARATE], arg_thisWeapon, 30 * pl.fKarateStamina, 74, -v_forward);
weapon_base_setWholeAttackDelay(pl, 1);
pl.fMoveBlockDelay = time + 1;
pl.fMoveBlockDelay = 1.0;
pl.fKarateStamina = bound(0, pl.fKarateStamina - 0.3, 1);
return;
}
@ -249,7 +249,7 @@ void w_karate_determineSecondaryAttack(MELEE_HIT_RESPONSE& hitRep, int& meleeAni
meleeAnimToPlay = 0;
hitRep = weapon_base_onPrimaryAttack_melee(pl, ary_weaponData[WEAPON_ID::KARATE], arg_thisWeapon, 30 * pl.fKarateStamina, 66);
weapon_base_setWholeAttackDelay(pl, 0.53);
pl.fMoveBlockDelay = time + 0.46;
pl.fMoveBlockDelay = 0.46;
// Original behavior was this has the same stamina drain as a punch, but does that really make sense?
// A kick has a longer cooldown so it's impossible to run out of stamina just from doing standing kicks.
@ -282,7 +282,7 @@ w_karate_secondary(void)
w_karate_determineSecondaryAttack(hitRep, meleeAnimToPlay);
//pl.fUncrouchBlockDelay = time + 1.0f;
pl.fUncrouchBlockDelay = 1.0f;
//Animation_ShootWeapon( self );
#ifdef SERVER

View File

@ -128,7 +128,8 @@ w_katana_primary(void)
pl.fMoveBlockCapSpeed = 4;
if(input_buttons & INPUT_BUTTON8){
// probably better than an input (input_buttons & INPUT_BUTTON8) check
if(pl.flags & FL_CROUCHING){
//okay, do the crouch attack! Always use slash1 for it, resets cycler.
// TODO - the duration of a crouch attack locks the player in crouch, let pmove.c know sometime!!
pl.iMeleeCycler = 0;
@ -137,10 +138,16 @@ w_katana_primary(void)
hitRep = weapon_base_onPrimaryAttack_melee(pl, ary_weaponData[WEAPON_ID::KATANA], arg_thisWeapon, 80, 72);
weapon_base_setWholeAttackDelay(pl, 0.70);
pl.fMoveBlockDelay = time + 1.0f;
pl.fUncrouchBlockDelay = time + 1.0f;
pl.fMoveBlockDelay = 1.0f;
pl.fUncrouchBlockDelay = 1.0f;
// So this works now? Or not.
#ifdef CLIENT
//SAVE_STATE(pl.fUncrouchBlockDelay);
#endif
}else{
//Check. Are we moving backwards, enough?? And not looking up/down too far?
// Check. Are we moving backwards, enough?? And not looking up/down too far?
if(input_movevalues.x < -40 && GET_VIEW_ANGLES.x >= -55 && GET_VIEW_ANGLES.x <= 55){
//okay!
pl.iMeleeCycler = 0;
@ -150,16 +157,18 @@ w_katana_primary(void)
hitRep = weapon_base_onPrimaryAttack_melee_fromCustomDirection(pl, ary_weaponData[WEAPON_ID::KATANA], arg_thisWeapon, 80, 74, -v_forward);
weapon_base_setWholeAttackDelay(pl, 0.75);
pl.fMoveBlockDelay = time + 1.0f;
//pl.fUncrouchBlockDelay = time + 1.0f;
pl.fMoveBlockDelay = 1.0f;
//pl.fUncrouchBlockDelay = 1.0f;
}else{
//nothin special
// nothin special
meleeAnimToPlay = pl.iMeleeCycler;
pl.iMeleeCycler++;
if(pl.iMeleeCycler >= 2 || pl.iMeleeCycler < 0){
pl.iMeleeCycler = 0;
}
hitRep = weapon_base_onPrimaryAttack_melee(pl, ary_weaponData[WEAPON_ID::KATANA], arg_thisWeapon, 80, 66);
weapon_base_setWholeAttackDelay(pl, (ary_weaponData[WEAPON_ID::KATANA])->fAttackDelay);
}
}

View File

@ -121,6 +121,8 @@ w_sealknife_primary(void)
weapondata_basic_t baseRef = *ary_weaponData[WEAPON_ID::SEALKNIFE];
MELEE_HIT_RESPONSE hitRep = weapon_base_onPrimaryAttack_melee(pl, ary_weaponData[WEAPON_ID::SEALKNIFE], arg_thisWeapon, baseRef.fAttackDamage, 55);
weapon_base_setWholeAttackDelay(pl, (ary_weaponData[WEAPON_ID::SEALKNIFE])->fAttackDelay);
// Only the server is doing traces so far to get results for this to be worth checking.
#ifdef SERVER
//printfline("melee hit reponse: %d soft? %d", hitRep, (hitRep==MELEE_HIT_RESPONSE::SOFT));
@ -152,7 +154,6 @@ w_sealknife_primary(void)
}
void
w_sealknife_secondary(void)
{