nuclide/src/shared/pmove.qc

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/*
* Copyright (c) 2016-2021 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.
*/
#define CUSTOMPLAYERPHYSICS
#ifdef CUSTOMPLAYERPHYSICS
void PMoveCustom_Init(void);
#ifdef SERVER
void PMoveCustom_StartFrame(void);
#endif
#endif
#ifndef PMOVE_STEPHEIGHT
#define PMOVE_STEPHEIGHT 18
#endif
#ifndef PMOVE_AIRSTEPHEIGHT
#define PMOVE_AIRSTEPHEIGHT 18
#endif
#ifndef PMOVE_FRICTION
#define PMOVE_FRICTION 4
#endif
#ifndef PMOVE_EDGEFRICTION
#define PMOVE_EDGEFRICTION 1
#endif
#ifndef PMOVE_STOPSPEED
#define PMOVE_STOPSPEED 75
#endif
#ifndef PMOVE_GRAVITY
#define PMOVE_GRAVITY 800
#endif
#ifndef PMOVE_AIRACCELERATE
#define PMOVE_AIRACCELERATE 10
#endif
#ifndef PMOVE_WATERACCELERATE
#define PMOVE_WATERACCELERATE 8
#endif
#ifndef PMOVE_ACCELERATE
#define PMOVE_ACCELERATE 8
#endif
#ifndef PMOVE_MAXSPEED
#define PMOVE_MAXSPEED 270
#endif
#ifndef PMOVE_STEP_WALKSPEED
#define PMOVE_STEP_WALKSPEED 135
#endif
#ifndef PMOVE_STEP_RUNSPEED
#define PMOVE_STEP_RUNSPEED 220
#endif
#ifndef PHY_VIEWPOS
#define PHY_VIEWPOS [0,0,24]
#endif
#ifndef PHY_VIEWPOS_CROUCHED
#define PHY_VIEWPOS_CROUCHED [0,0,12]
#endif
/* Those are constant for HL BSP and CANNOT be changed.
* Blame Valve for purchasing a Quake II license but not
* scrapping hull sizes for their .bsp format...
* however, you can offset them */
#ifndef PHY_HULL_MIN
#define PHY_HULL_MIN [-16,-16,-36]
#endif
#ifndef PHY_HULL_MAX
#define PHY_HULL_MAX [16,16,36]
#endif
#ifndef PHY_HULL_CROUCHED_MIN
#define PHY_HULL_CROUCHED_MIN [-16,-16,-18]
#endif
#ifndef PHY_HULL_CROUCHED_MAX
#define PHY_HULL_CROUCHED_MAX [16,16,18]
#endif
/* if they're undefined by a config, they'll be set by the game/mod default */
var float autocvar_sv_stepheight = PMOVE_STEPHEIGHT;
var float autocvar_sv_airstepheight = PMOVE_AIRSTEPHEIGHT;
var float autocvar_sv_friction = PMOVE_FRICTION;
var float autocvar_sv_edgefriction = PMOVE_EDGEFRICTION;
var float autocvar_sv_stopspeed = PMOVE_STOPSPEED;
var float autocvar_sv_gravity = PMOVE_GRAVITY;
var float autocvar_sv_airaccelerate = PMOVE_AIRACCELERATE;
var float autocvar_sv_wateraccelerate = PMOVE_WATERACCELERATE;
var float autocvar_sv_accelerate = PMOVE_ACCELERATE;
var float autocvar_sv_maxspeed = PMOVE_MAXSPEED;
void
PMove_Init(void)
{
#ifdef SERVER
cvar_set("sv_stepheight", ftos(PMOVE_STEPHEIGHT));
cvar_set("sv_airstepheight", ftos(PMOVE_AIRSTEPHEIGHT));
cvar_set("sv_friction", ftos(PMOVE_FRICTION));
cvar_set("sv_edgefrictio", ftos(PMOVE_EDGEFRICTION));
cvar_set("sv_stopspeed", ftos(PMOVE_STOPSPEED));
cvar_set("sv_gravity", ftos(PMOVE_GRAVITY));
cvar_set("sv_airaccelerate", ftos(PMOVE_AIRACCELERATE));
cvar_set("sv_wateraccelerate", ftos(PMOVE_WATERACCELERATE));
cvar_set("sv_accelerat", ftos(PMOVE_ACCELERATE));
cvar_set("sv_maxspeed", ftos(PMOVE_MAXSPEED));
#endif
#ifdef CUSTOMPLAYERPHYSICS
PMoveCustom_Init();
#endif
}
#ifdef SERVER
void
PMove_StartFrame(void)
{
#ifdef CUSTOMPLAYERPHYSICS
PMoveCustom_StartFrame();
#endif
}
#endif
/* simple bounds check */
int
PMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs)
{
vector bound;
if (eTarget.solid != SOLID_SLIDEBOX) {
return (0);
}
bound = eTarget.origin + vOffset;
tracebox(bound, vecMins, vecMaxs, bound, MOVE_NORMAL, eTarget);
return trace_startsolid;
}
/* it all starts here, this function is called by both CLIENT and SERVER for
obvious prediction purposes. The SERVER will usually do this in the
Game_RunClientCommand function and the CLIENT will do so in both the
prediction places of Predict_PreFrame and Player_ReceiveEntity */
void
PMove_Run(void)
{
player pl = (player)self;
pl.Physics_Run();
}