ts/src/server/player.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
====================
UseWorkaround
====================
*/
void UseWorkaround(entity eTarget)
{
eActivator = self;
entity eOldSelf = self;
self = eTarget;
self.PlayerUse();
self = eOldSelf;
}
/*
====================
Player_UseDown
====================
*/
void Player_UseDown(void)
{
vector vecSrc;
//TAGGG - CHECK. Does the "self.flags & FL_USE_RELEASED" check need to be commented out?
// Old way has it that way
if (self.health <= 0) {
return;
} else if (!(self.flags & FL_USE_RELEASED)) {
return;
}
makevectors(self.v_angle);
vecSrc = self.origin + self.view_ofs;
player pl = (player)self;
//TAGGG - modern FreeHL way. Replacing it with my own completely for now
/*
self.hitcontentsmaski = CONTENTBITS_POINTSOLID;
traceline(vecSrc, vecSrc + (v_forward * 64), MOVE_HITMODEL, self);
if (trace_ent.PlayerUse) {
self.flags &= ~FL_USE_RELEASED;
UseWorkaround(trace_ent);
// Some entities want to support Use spamming
if (!(self.flags & FL_USE_RELEASED)) {
sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
}
} else {
sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
self.flags &= ~FL_USE_RELEASED;
}
*/
BOOLEAN isPickup;
//TAGGG - point of interest!
// Old way for the 2nd to last param here was MOVE_NOMONSTERS (1).
// FreeHL's way is now MOVE_HITMODEL. Trying that out, revert if needed
traceline ( vecSrc, vecSrc + ( v_forward * 36 ), MOVE_HITMODEL, self );
entity ef = findradius(trace_endpos, 40);
while (ef) {
//printfline("An entity found: %s has use? %d", ef.classname, (ef.PlayerUse!=NULL) );
if (ef.PlayerUse != NULL) {
vector dirTowards = normalize(ef.origin - self.origin);
//TODO - how do we obtain this. v_forward from make angles??
vector dirFacing = v_forward;
// cheap check for now, this is the only combo that has both
// a class of "remove_me" and a 'PlayerUse' method set.
isPickup = (ef.classname == "remove_me");
//isPickup = FALSE;
if(isPickup){
//woohoo.
//just keep trying use on anything we can.
UseWorkaround(ef);
//return;
}else{
float prod = dotproduct(dirTowards, dirFacing);
float dist = vlen(ef.origin - self.origin);
//printfline("use dotprod:%.2f dist:%.2f", prod, dist);
if(prod >= 0.97 && dist < 52){
UseWorkaround(ef);
}
}
}
ef = ef.chain;
}
//printfline("self.mins.z? %.2f", self.mins.z);
//search around where the player is standing too.
ef = findradius(self.origin + [0,0,self.mins.z], 30);
while (ef) {
if (ef.PlayerUse != NULL) {
isPickup = (ef.classname == "remove_me");
//isPickup = FALSE;
if(isPickup){
UseWorkaround(ef);
}
//return;
}
ef = ef.chain;
}
self.flags &= ~FL_USE_RELEASED;
}
/*
====================
Player_UseUp
====================
*/
void Player_UseUp(void) {
if (!(self.flags & FL_USE_RELEASED)) {
self.flags |= FL_USE_RELEASED;
}
}
// check out TS_playerEquippedWeapon, it already does this
/*
//TAGGG - CRITICAL! Make this work better with the inventory system.
// Changing activeweapon directly is meaningless to us, changing
/// inventoryEquippedIndex makes more sense, then activeweapon from that
// ...unless we trust that is handled anyway, but I doubt that.
void CSEv_PlayerSwitchWeapon_i(int w)
{
player pl = (player)self;
//pl.activeweapon = w;
pl.setInventoryEquippedIndex(w);
Weapons_Draw(pl);
}
*/
void
Player_Precache(void)
{
searchhandle pm;
pm = search_begin("models/player/*/*.mdl", TRUE, TRUE);
for (int i = 0; i < search_getsize(pm); i++) {
precache_model(search_getfilename(pm, i));
}
search_end(pm);
}