Ejemplo n.º 1
0
void PmoveSingle (pmove_t *pmove) {
	pm = pmove;

	// this counter lets us debug movement problems with a journal
	// by setting a conditional breakpoint fot the previous frame
	c_pmove++;

	// clear results
	pm->numtouch = 0;
	pm->watertype = 0;
	pm->waterlevel = 0;

	if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
		pm->tracemask &= ~CONTENTS_BODY;	// corpses can fly through bodies
	}

	// make sure walking button is clear if they are running, to avoid
	// proxy no-footsteps cheats
	if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
		pm->cmd.buttons &= ~BUTTON_WALKING;
	}

	// set the talk balloon flag
	if ( pm->cmd.buttons & BUTTON_TALK ) {
		pm->ps->eFlags |= EF_TALK;
	} else {
		pm->ps->eFlags &= ~EF_TALK;
	}

	// set the firing flag for continuous beam weapons
	if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && pm->ps->pm_type != PM_NOCLIP
		&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
		pm->ps->eFlags |= EF_FIRING;
	} else {
		pm->ps->eFlags &= ~EF_FIRING;
	}

	// clear the respawned flag if attack and use are cleared
	if ( pm->ps->stats[STAT_HEALTH] > 0 && 
		!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
		pm->ps->pm_flags &= ~PMF_RESPAWNED;
	}

	// if talk button is down, dissallow all other input
	// this is to prevent any possible intercept proxy from
	// adding fake talk balloons
	if ( pmove->cmd.buttons & BUTTON_TALK ) {
		// keep the talk button set tho for when the cmd.serverTime > 66 msec
		// and the same cmd is used multiple times in Pmove
		pmove->cmd.buttons = BUTTON_TALK;
		pmove->cmd.forwardmove = 0;
		pmove->cmd.rightmove = 0;
		pmove->cmd.upmove = 0;
	}

	// clear all pmove local vars
	memset (&pml, 0, sizeof(pml));

	// determine the time
	pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
	if ( pml.msec < 1 ) {
		pml.msec = 1;
	} else if ( pml.msec > 200 ) {
		pml.msec = 200;
	}
	pm->ps->commandTime = pmove->cmd.serverTime;

	// save old org in case we get stuck
	VectorCopy (pm->ps->origin, pml.previous_origin);

	// save old velocity for crashlanding
	VectorCopy (pm->ps->velocity, pml.previous_velocity);

	pml.frametime = pml.msec * 0.001;

	// update the viewangles
	PM_UpdateViewAngles( pm->ps, &pm->cmd );

	AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up);

	if ( pm->cmd.upmove < 10 ) {
		// not holding jump
		pm->ps->pm_flags &= ~PMF_JUMP_HELD;
	}

	// decide if backpedaling animations should be used
	if ( pm->cmd.forwardmove < 0 ) {
		pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
	} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
		pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
	}

	if ( pm->ps->pm_type >= PM_DEAD ) {
		pm->cmd.forwardmove = 0;
		pm->cmd.rightmove = 0;
		pm->cmd.upmove = 0;
	}

	if ( pm->ps->pm_type == PM_SPECTATOR ) {
		PM_CheckDuck ();
		PM_FlyMove ();
		PM_DropTimers ();
		return;
	}

	if ( pm->ps->pm_type == PM_NOCLIP ) {
		PM_NoclipMove ();
		PM_DropTimers ();
		return;
	}

	if (pm->ps->pm_type == PM_FREEZE) {
		return;		// no movement at all
	}

	if ( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION) {
		return;		// no movement at all
	}

	// set watertype, and waterlevel
	PM_SetWaterLevel();
	pml.previous_waterlevel = pmove->waterlevel;

	// set mins, maxs, and viewheight
	PM_CheckDuck ();

	// set groundentity
	PM_GroundTrace();

	if ( pm->ps->pm_type == PM_DEAD ) {
		PM_DeadMove ();
	}

	PM_DropTimers();

#ifdef MISSIONPACK
	if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
		PM_InvulnerabilityMove();
	} else
#endif
	if ( pm->ps->powerups[PW_FLIGHT] ) {
		// flight powerup doesn't allow jump and has different friction
		PM_FlyMove();
	} else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) {
		PM_GrappleMove();
		// We can wiggle a bit
		PM_AirMove();
	} else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
		PM_WaterJumpMove();
	} else if ( pm->waterlevel > 1 ) {
		// swimming
		PM_WaterMove();
	} else if ( pml.walking ) {
		// walking on ground
		PM_WalkMove();
	} else {
		// airborne
		PM_AirMove();
	}

	PM_Animate();

	// set groundentity, watertype, and waterlevel
	PM_GroundTrace();
	PM_SetWaterLevel();

	// weapons
	PM_Weapon();

	// torso animation
	PM_TorsoAnimation();

	// footstep events / legs animations
	PM_Footsteps();

	// entering / leaving water splashes
	PM_WaterEvents();

	// snap some parts of playerstate to save network bandwidth
	trap_SnapVector( pm->ps->velocity );
}
Ejemplo n.º 2
0
/*
 * Can be called by either the server or the client
 */
void Pmove (pmove_t *pmove)
{
#if !defined(DEDICATED_ONLY) && defined(USE_OPENAL)
	static int underwater;
#endif

	pm = pmove;

	/* clear results */
	pm->numtouch = 0;
	VectorClear (pm->viewangles);
	pm->viewheight = 0;
	pm->groundentity = 0;
	pm->watertype = 0;
	pm->waterlevel = 0;

	/* clear all pmove local vars */
	memset (&pml, 0, sizeof(pml));

	/* convert origin and velocity to float values */
	pml.origin[0] = pm->s.origin[0]*0.125f;
	pml.origin[1] = pm->s.origin[1]*0.125f;
	pml.origin[2] = pm->s.origin[2]*0.125f;

	pml.velocity[0] = pm->s.velocity[0]*0.125f;
	pml.velocity[1] = pm->s.velocity[1]*0.125f;
	pml.velocity[2] = pm->s.velocity[2]*0.125f;

	/* save old org in case we get stuck */
	VectorCopy (pm->s.origin, pml.previous_origin);

	pml.frametime = pm->cmd.msec * 0.001f;

	PM_ClampAngles ();

	if (pm->s.pm_type == PM_SPECTATOR)
	{
		PM_FlyMove (false);
		PM_SnapPosition ();
		return;
	}

	if (pm->s.pm_type >= PM_DEAD)
	{
		pm->cmd.forwardmove = 0;
		pm->cmd.sidemove = 0;
		pm->cmd.upmove = 0;
	}

	if (pm->s.pm_type == PM_FREEZE)
		return;	/* no movement at all */

	/* set mins, maxs, and viewheight */
	PM_CheckDuck ();

	if (pm->snapinitial)
		PM_InitialSnapPosition ();

	/* set groundentity, watertype, and waterlevel */
	PM_CatagorizePosition ();

	if (pm->s.pm_type == PM_DEAD)
		PM_DeadMove ();

	PM_CheckSpecialMovement ();

	/* drop timing counter */
	if (pm->s.pm_time)
	{
		int		msec;

		msec = pm->cmd.msec >> 3;

		if (!msec)
			msec = 1;

		if ( msec >= pm->s.pm_time)
		{
			pm->s.pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_TELEPORT);
			pm->s.pm_time = 0;
		}

		else
			pm->s.pm_time -= msec;
	}
Ejemplo n.º 3
0
/*
================
Pmove

Can be called by either the server or the client
================
*/
void Pmove (pmove_t *pmove)
{
	pm = pmove;

	// clear results
	pm->numtouch = 0;
	VectorClear (pm->viewangles);
	pm->viewheight = 0;
	pm->groundentity = 0;
	pm->watertype = 0;
	pm->waterlevel = 0;

	// clear all pmove local vars
	memset (&pml, 0, sizeof(pml));

	// convert origin and velocity to float values
	pml.origin[0] = pm->s.origin[0]*0.125;
	pml.origin[1] = pm->s.origin[1]*0.125;
	pml.origin[2] = pm->s.origin[2]*0.125;

	pml.velocity[0] = pm->s.velocity[0]*0.125;
	pml.velocity[1] = pm->s.velocity[1]*0.125;
	pml.velocity[2] = pm->s.velocity[2]*0.125;

	// save old org in case we get stuck
	VectorCopy (pm->s.origin, pml.previous_origin);

	pml.frametime = pm->cmd.msec * 0.001;

	PM_ClampAngles ();

	if (pm->s.pm_type == PM_SPECTATOR)
	{
		PM_FlyMove (false);
		PM_SnapPosition ();
		return;
	}

	if (pm->s.pm_type >= PM_DEAD)
	{
		pm->cmd.forwardmove = 0;
		pm->cmd.sidemove = 0;
		pm->cmd.upmove = 0;
	}

	if (pm->s.pm_type == PM_FREEZE)
		return;		// no movement at all

	// set mins, maxs, and viewheight
	PM_CheckDuck ();

	if (pm->snapinitial)
		PM_InitialSnapPosition ();

	// set groundentity, watertype, and waterlevel
	PM_CatagorizePosition ();

	if (pm->s.pm_type == PM_DEAD)
		PM_DeadMove ();

	PM_CheckSpecialMovement ();

	// drop timing counter
	if (pm->s.pm_time)
	{
		int		msec;

		msec = pm->cmd.msec >> 3;
		if (!msec)
			msec = 1;
		if ( msec >= pm->s.pm_time) 
		{
//			pm->s.pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_TELEPORT);
//			pm->s.pm_time = 0;
			
			byte_write(&pm->s.pm_time, 0);
			byte_write(&pm->s.pm_flags,
					pm->s.pm_flags & ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_TELEPORT));
		}
		else
			pm->s.pm_time -= msec;
	}