func_friction: Added implementation of a friction modifier for player entities. This affects pmove.c as well.

This commit is contained in:
Marco Cawthorne 2020-06-12 13:37:37 +02:00
parent a3ade0deab
commit 1b27e26582
3 changed files with 106 additions and 5 deletions

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@ -5,5 +5,6 @@
#includelist
shared/decals.cpp
shared/spraylogo.cpp
shared/func_friction.cpp
shared/trigger_gravity.cpp
#endlist

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@ -0,0 +1,90 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <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.
*/
/*QUAKED func_friction (0 .5 .8) ?
"targetname" Name
"modifier" Friction modifier.
Volume that permanently adds a modifier that affects an entities' friction.
Higher value = less friction.
*/
#ifdef CLIENT
class func_friction:CBaseEntity
#else
class func_friction:CBaseTrigger
#endif
{
float m_flFriction;
void(void) func_friction;
virtual void(void) touch;
virtual void(void) Respawn;
#ifdef CLIENT
virtual void(void) Initialized;
virtual void(string, string) SpawnKey;
#endif
};
void func_friction::touch(void)
{
other.friction = m_flFriction;
}
/* TODO: Make this redundant */
void func_friction::Respawn(void)
{
solid = SOLID_BSPTRIGGER;
#ifdef GS_DEVELOPER
alpha = 0.5f;
#endif
}
void func_friction::func_friction(void)
{
#ifdef SERVER
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "modifier":
m_flFriction = stof(argv(i+1));
break;
default:
break;
}
}
CBaseEntity::CBaseEntity();
CBaseTrigger::InitBrushTrigger();
#endif
}
#ifdef CLIENT
void func_friction::Initialized (void)
{
setmodel(this, model);
movetype = MOVETYPE_NONE;
solid = SOLID_BSPTRIGGER;
}
void func_friction::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "modifier":
m_flFriction = stof(strKey);
break;
default:
CBaseEntity::SpawnKey(strField, strKey);
}
}
#endif

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@ -382,10 +382,19 @@ PMove_AccelLadder(float move_time, float premove, vector wish_dir, float wish_sp
void
PMove_AccelFriction(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flApplyFriction;
float flFriction;
vector vecTemp;
// friction
flApplyFriction = serverkeyfloat("phy_friction");
/* per frame basis friction modifier */
if (self.friction != 0.0f) {
flApplyFriction /= self.friction;
self.friction = 0.0f;
}
/* apply friction */
if (self.velocity[0] || self.velocity[1]) {
vecTemp = self.velocity;
vecTemp[2] = 0;
@ -398,15 +407,16 @@ PMove_AccelFriction(float move_time, float premove, vector wish_dir, float wish_
// apply friction
if (trace_fraction == 1.0) {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * serverkeyfloat("phy_friction") * serverkeyfloat("phy_edgefriction");
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction * serverkeyfloat("phy_edgefriction");
} else {
flFriction = 1 - move_time * serverkeyfloat("phy_friction") * serverkeyfloat("phy_edgefriction");
flFriction = 1 - move_time * flApplyFriction * serverkeyfloat("phy_edgefriction");
}
} else {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * serverkeyfloat("phy_friction");
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction;
} else {
flFriction = 1 - move_time * serverkeyfloat("phy_friction");
flFriction = 1 - move_time * flApplyFriction;
}
}