NSView: Don't run stair smoothing code when we're going up on elevators/platforms.

Change some type names around for consistency.
This commit is contained in:
Marco Cawthorne 2022-08-10 16:51:26 -07:00
parent 2526751db1
commit bc2f56b6d1
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
11 changed files with 44 additions and 40 deletions

View File

@ -26,8 +26,8 @@ typedef enum
BOTSKILL_EASY = 1,
BOTSKILL_MEDIUM,
BOTSKILL_HARD
} botskill_e;
} botskill_t;
var botskill_e autocvar_bot_skill = 2;
var botskill_t autocvar_bot_skill = 2;
var string autocvar_bot_prefix = "";

View File

@ -28,7 +28,7 @@ typedef enum
VIEWMODE_FPS, /* uses view target position + view offset */
VIEWMODE_THIRDPERSON, /* third person view, fixed */
VIEWMODE_SPECTATING /* spectating, mixed viewmodes inside */
} viewmode_e;
} viewmode_t;
class
NSView
@ -39,7 +39,7 @@ NSView
vector m_vecPosition;
vector m_vecSize;
float m_flFieldOfView;
viewmode_e m_viewmode;
viewmode_t m_viewmode;
vector m_vecLastOrigin;
@ -68,8 +68,8 @@ NSView
virtual void(void) UpdateView;
/* set/get */
virtual void(viewmode_e) SetViewMode;
virtual viewmode_e(void) GetViewMode;
virtual void(viewmode_t) SetViewMode;
virtual viewmode_t(void) GetViewMode;
virtual void(vector) SetViewPosition;
virtual void(vector) SetViewSize;

View File

@ -59,6 +59,10 @@ NSView::RenderView(void)
void
NSView::StairSmooth(void)
{
/* don't run this on anything going up or down... */
if (fabs(m_viewTarget.groundentity.velocity[2]))
return;
/* handle stair stepping */
if (GetViewMode() == VIEWMODE_FPS) {
vector endpos = origin;
@ -134,12 +138,12 @@ NSView::SetClientAngle(vector new_angle)
}
void
NSView::SetViewMode(viewmode_e new_mode)
NSView::SetViewMode(viewmode_t new_mode)
{
m_viewmode = new_mode;
}
viewmode_e
viewmode_t
NSView::GetViewMode(void)
{
return m_viewmode;

View File

@ -118,14 +118,14 @@ typedef enum
HINT_WORLD_BLINKING_LIGHT = 1001,
HINT_WORLD_HUMAN_BLOOD = 1002,
HINT_WORLD_ALIEN_BLOOD = 1003,
} hinttype_e;
} hinttype_t;
typedef enum
{
IGNORE_NO,
IGNORE_YES,
IGNORE_DEFAULT
} ignorefacing_e;
} ignorefacing_t;
/* TODO: Make this match NSMonster more */
typedef enum
@ -133,21 +133,21 @@ typedef enum
AISTATE_IDLE,
AISTATE_ALERT,
AISTATE_COMBAT
} aistate_e;
} aistate_t;
#define HINTSF_ALLOWJUMPUP 65536
class
info_hint:NSPointTrigger
{
hinttype_e m_hintType;
hinttype_t m_hintType;
string m_strHintActivity;
float m_flNodeFOV;
bool m_bStartDisabled;
string m_strHintGroup;
ignorefacing_e m_ignoreFacing;
aistate_e m_minState;
aistate_e m_maxState;
ignorefacing_t m_ignoreFacing;
aistate_t m_minState;
aistate_t m_maxState;
void(void) info_hint;

View File

@ -22,7 +22,7 @@ typedef enum
{
RICHPRES_STATUS,
RICHPRES_CONNECT
} richpresence_e;
} richpresence_t;
string g_richpres[RICHPRESENCE_KEYS];
var bool g_richpresence_set = false;

View File

@ -116,7 +116,7 @@ typedef enum {
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
} monster_activity_e;
} monster_activity_t;
/* monster flags, these are defined by the level designers */
typedef enumflags
@ -134,7 +134,7 @@ typedef enumflags
MSF_MULTIPLAYER,
MSF_FALLING,
MSF_HORDE
} monsterFlag_e;
} monsterFlag_t;
/* movement states */
typedef enum
@ -146,7 +146,7 @@ typedef enum
MONSTER_AIMING,
MONSTER_DEAD,
MONSTER_GIBBED
} monsterState_e;
} monsterState_t;
/* scripted sequence states */
typedef enum
@ -155,7 +155,7 @@ typedef enum
SEQUENCESTATE_IDLE,
SEQUENCESTATE_ACTIVE,
SEQUENCESTATE_ENDING
} sequenceState_e;
} sequenceState_t;
/* alliance state */
typedef enum
@ -164,14 +164,14 @@ typedef enum
MAL_ENEMY, /* unfriendly towards the player */
MAL_ALIEN, /* unfriendly towards anyone but themselves */
MAL_ROGUE /* no allies, not even amongst themselves */
} allianceState_e;
} allianceState_t;
typedef enum
{
MOVESTATE_IDLE,
MOVESTATE_WALK,
MOVESTATE_RUN
} movementState_e;
} movementState_t;
/* These numerations involve the m_iTriggerCondition attribute.
* Basically these conditions are being checked and triggered depending on what
@ -191,7 +191,7 @@ typedef enum
MTRIG_HEARWEAPONS, /* we hear weapons being fired */
MTRIG_SEEPLAYER, /* we see a player, don't have to be angry at him. */
MTRIG_SEEPLAYER_RELAXED, /* we see a player and we're currently attacking anything */
} triggerCondition_e;
} triggerCondition_t;
/* FIXME: I'd like to move this into NSMonster, but our current IsFriend()
* check is currently only checking on a .takedamage basis. */
@ -216,7 +216,7 @@ class NSMonster:NSNavAI
float m_flSequenceSpeed;
vector m_vecSequenceAngle;
int m_iSequenceFlags;
movementState_e m_iMoveState;
movementState_t m_iMoveState;
int m_iTriggerCondition;
string m_strTriggerTarget;
@ -227,8 +227,8 @@ class NSMonster:NSNavAI
/* attack/alliance system */
entity m_eEnemy;
float m_flAttackThink;
monsterState_e m_iMState;
monsterState_e m_iOldMState;
monsterState_t m_iMState;
monsterState_t m_iOldMState;
vector m_vecLKPos; /* last-known pos */
#endif
@ -299,9 +299,9 @@ class NSMonster:NSNavAI
virtual bool(void) InAnimation;
/* states */
virtual void(monsterState_e, monsterState_e) StateChanged;
virtual void(monsterState_e) SetState;
virtual monsterState_e(void) GetState;
virtual void(monsterState_t, monsterState_t) StateChanged;
virtual void(monsterState_t) SetState;
virtual monsterState_t(void) GetState;
/* TriggerTarget/Condition */
virtual int(void) GetTriggerCondition;

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@ -628,14 +628,14 @@ NSMonster::IsAlive(void)
}
void
NSMonster::StateChanged(monsterState_e oldState, monsterState_e newState)
NSMonster::StateChanged(monsterState_t oldState, monsterState_t newState)
{
NSLog("^2%s::^3StateChanged^7: state changed from %d to %d", \
classname, oldState, newState);
}
void
NSMonster::SetState(monsterState_e newState)
NSMonster::SetState(monsterState_t newState)
{
if (newState == m_iMState)
return;
@ -645,7 +645,7 @@ NSMonster::SetState(monsterState_e newState)
StateChanged(m_iOldMState, m_iMState);
}
monsterState_e
monsterState_t
NSMonster::GetState(void)
{
return m_iMState;

View File

@ -75,7 +75,7 @@ typedef enum
NETFIELD_ANGLE,
NETFIELD_ENTITY,
NETFIELD_STRING
} nettype_e;
} nettype_t;
typedef struct
{

View File

@ -28,7 +28,7 @@ typedef enum
WATERLEVEL_KNEE,
WATERLEVEL_CHEST,
WATERLEVEL_SUBMERGED
} waterlevel_e;
} waterlevel_t;
#ifdef SERVER
void PMove_StartFrame(void);

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@ -20,7 +20,7 @@ typedef enum
XR_INPUT_HEAD,
XR_INPUT_LEFT,
XR_INPUT_RIGHT
} xrinput_e;
} xrinput_t;
#define XR_STATUS_ORG (1u<<0)
#define XR_STATUS_ANG (1u<<1)
@ -38,10 +38,10 @@ NSXRInput
unsigned int m_iStatus;
unsigned int m_iWeapon;
xrinput_e m_inputType;
xrinput_t m_inputType;
void(void) NSXRInput;
virtual void(xrinput_e) SetType;
virtual void(xrinput_t) SetType;
virtual void(NSXRSpace) SetParentSpace;
virtual vector(void) GetOrigin;
@ -50,7 +50,7 @@ NSXRInput
virtual vector(void) GetAngularVelocity;
virtual unsigned int(void) GetStatus;
virtual unsigned int(void) GetWeapon;
virtual xrinput_e (void) GetType;
virtual xrinput_t(void) GetType;
virtual bool(void) IsAvailable;
virtual void(void) InputFrame;

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@ -64,7 +64,7 @@ NSXRInput::GetWeapon(void)
return m_iWeapon;
}
xrinput_e
xrinput_t
NSXRInput::GetType(void)
{
return m_inputType;
@ -126,7 +126,7 @@ NSXRInput::IsAvailable(void)
}
void
NSXRInput::SetType(xrinput_e type)
NSXRInput::SetType(xrinput_t type)
{
m_inputType = type;
}