void CASW_Drone_Movement::ProcessMovement( CAI_BaseNPC *pNPC, CMoveData *pMove, float flInterval)
{
	Assert( pMove && pNPC );

	m_pNPC = pNPC;
	mv = pMove;
	m_flInterval = flInterval;

	mv->m_outWishVel.Init();
	mv->m_outJumpVel.Init();

	Vector start = pMove->GetAbsOrigin();

	CategorizePosition();
	StartGravity();	
	WalkMove();
	FinishGravity();	// pushes him down by gravity
	CategorizePosition();		
}
Exemple #2
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void CMomentumGameMovement::FullWalkMove()
{
    if (!CheckWater())
    {
        StartGravity();
    }

    // If we are leaping out of the water, just update the counters.
    if (player->m_flWaterJumpTime)
    {
        WaterJump();
        TryPlayerMove();
        // See if we are still in water?
        CheckWater();
        return;
    }

    // If we are swimming in the water, see if we are nudging against a place we can jump up out
    //  of, and, if so, start out jump.  Otherwise, if we are not moving up, then reset jump timer to 0
    if (player->GetWaterLevel() >= WL_Waist)
    {
        if (player->GetWaterLevel() == WL_Waist)
        {
            CheckWaterJump();
        }

        // If we are falling again, then we must not trying to jump out of water any more.
        if (mv->m_vecVelocity[2] < 0 &&
            player->m_flWaterJumpTime)
        {
            player->m_flWaterJumpTime = 0;
        }

        // Was jump button pressed?
        if (mv->m_nButtons & IN_JUMP)
        {
            CheckJumpButton();
        }
        else
        {
            mv->m_nOldButtons &= ~IN_JUMP;
        }

        // Perform regular water movement
        WaterMove();

        // Redetermine position vars
        CategorizePosition();

        // If we are on ground, no downward velocity.
        if (player->GetGroundEntity() != NULL)
        {
            mv->m_vecVelocity[2] = 0;
        }
    }
    else
        // Not fully underwater
    {
        // Was jump button pressed?
        if (mv->m_nButtons & IN_JUMP)
        {
            CheckJumpButton();
        }
        else
        {
            mv->m_nOldButtons &= ~IN_JUMP;
        }

        // Fricion is handled before we add in any base velocity. That way, if we are on a conveyor, 
        //  we don't slow when standing still, relative to the conveyor.
        if (player->GetGroundEntity() != NULL)
        {
            mv->m_vecVelocity[2] = 0.0;
            Friction();
        }

        // Make sure velocity is valid.
        CheckVelocity();

        // By default assume we did the reflect for WalkMove()
        flReflectNormal = 1.0f;

        if (player->GetGroundEntity() != NULL)
        {
            WalkMove();
        }
        else
        {
            AirMove();  // Take into account movement when in air.
        }

        // Set final flags.
        CategorizePosition(flReflectNormal);

        // Make sure velocity is valid.
        CheckVelocity();

        // Add any remaining gravitational component.
        if (!CheckWater())
        {
            FinishGravity();
        }

        // If we are on ground, no downward velocity.
        if (player->GetGroundEntity() != NULL)
        {
            mv->m_vecVelocity[2] = 0;
        }
        CheckFalling();
    }

    if ((m_nOldWaterLevel == WL_NotInWater && player->GetWaterLevel() != WL_NotInWater) ||
        (m_nOldWaterLevel != WL_NotInWater && player->GetWaterLevel() == WL_NotInWater))
    {
        PlaySwimSound();
#if !defined( CLIENT_DLL )
        player->Splash();
#endif
    }
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFGameMovement::FullWalkMove()
{
	if ( !InWater() ) 
	{
		StartGravity();
	}

	// If we are leaping out of the water, just update the counters.
	if ( player->m_flWaterJumpTime )
	{
		// Try to jump out of the water (and check to see if we still are).
		WaterJump();
		TryPlayerMove();
		CheckWater();
		return;
	}

	// If we are swimming in the water, see if we are nudging against a place we can jump up out
	//  of, and, if so, start out jump.  Otherwise, if we are not moving up, then reset jump timer to 0
	if ( InWater() ) 
	{
		FullWalkMoveUnderwater();
		return;
	}

	if (mv->m_nButtons & IN_JUMP)
	{
		CheckJumpButton();
	}
	else
	{
		mv->m_nOldButtons &= ~IN_JUMP;
	}

	// Make sure velocity is valid.
	CheckVelocity();

	if (player->GetGroundEntity() != NULL)
	{
		mv->m_vecVelocity[2] = 0.0;
		Friction();
		WalkMove();
	}
	else
	{
		AirMove();
	}

	// Set final flags.
	CategorizePosition();

	// Add any remaining gravitational component if we are not in water.
	if ( !InWater() )
	{
		FinishGravity();
	}

	// If we are on ground, no downward velocity.
	if ( player->GetGroundEntity() != NULL )
	{
		mv->m_vecVelocity[2] = 0;
	}

	// Handling falling.
	CheckFalling();

	// Make sure velocity is valid.
	CheckVelocity();
}