Esempio n. 1
0
void CMomentumGameMovement::CheckForLadders(bool wasOnGround)
{
    if (!wasOnGround)
    {
        // If we're higher than the last place we were on the ground, bail - obviously we're not dropping
        // past a ladder we might want to grab.
        if (mv->GetAbsOrigin().z > player->m_lastStandingPos.z)
            return;

        Vector dir = -player->m_lastStandingPos + mv->GetAbsOrigin();
        if (!dir.x && !dir.y)
        {
            // If we're dropping straight down, we don't know which way to look for a ladder.  Oh well.
            return;
        }

        dir.z = 0.0f;
        float dist = dir.NormalizeInPlace();
        if (dist > 64.0f)
        {
            // Don't grab ladders too far behind us.
            return;
        }

        trace_t trace;

        TracePlayerBBox(
            mv->GetAbsOrigin(),
            player->m_lastStandingPos - dir*(5 + dist),
            (PlayerSolidMask() & (~CONTENTS_PLAYERCLIP)), COLLISION_GROUP_PLAYER_MOVEMENT, trace);

        if (trace.fraction != 1.0f && OnLadder(trace) && trace.plane.normal.z != 1.0f)
        {
            if (player->CanGrabLadder(trace.endpos, trace.plane.normal))
            {
                player->SetMoveType(MOVETYPE_LADDER);
                player->SetMoveCollide(MOVECOLLIDE_DEFAULT);

                player->SetLadderNormal(trace.plane.normal);
                mv->m_vecVelocity.Init();

                // The ladder check ignored playerclips, to fix a bug exposed by de_train, where a clipbrush is
                // flush with a ladder.  This causes the above tracehull to fail unless we ignore playerclips.
                // However, we have to check for playerclips before we snap to that pos, so we don't warp a
                // player into a clipbrush.
                TracePlayerBBox(
                    mv->GetAbsOrigin(),
                    player->m_lastStandingPos - dir*(5 + dist),
                    PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace);

                mv->SetAbsOrigin(trace.endpos);
            }
        }
    }
    else
    {
        player->m_lastStandingPos = mv->GetAbsOrigin();
    }
}
Esempio n. 2
0
bool CHL2GameMovement::CanUnduck()
{
	trace_t trace;
	Vector newOrigin;

	VectorCopy(mv->GetAbsOrigin(), newOrigin);

	if (player->GetGroundEntity() != NULL)
	{
		newOrigin += VEC_DUCK_HULL_MIN - VEC_HULL_MIN;
	}
	else
	{
		// If in air an letting go of croush, make sure we can offset origin to make
		//  up for uncrouching
		Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
		Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;

		newOrigin += -0.5f * (hullSizeNormal - hullSizeCrouch);
	}

	UTIL_TraceHull(mv->GetAbsOrigin(), newOrigin, VEC_HULL_MIN, VEC_HULL_MAX, PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace);

	if (trace.startsolid || (trace.fraction != 1.0f))
		return false;

	return true;
}
Esempio n. 3
0
void CMomentumGameMovement::PlayerMove()
{
    BaseClass::PlayerMove();

    if (player->IsAlive())
    {
        // Check if our eye height is too close to the ceiling and lower it.
        // This is needed because we have taller models with the old collision bounds.

        const float eyeClearance = 12.0f; // eye pos must be this far below the ceiling

        Vector offset = player->GetViewOffset();

        Vector vHullMin = GetPlayerMins(player->m_Local.m_bDucked);
        vHullMin.z = 0.0f;
        Vector vHullMax = GetPlayerMaxs(player->m_Local.m_bDucked);

        Vector start = player->GetAbsOrigin();
        start.z += vHullMax.z;
        Vector end = start;
        end.z += eyeClearance - vHullMax.z;
        end.z += player->m_Local.m_bDucked ? VEC_DUCK_VIEW.z : VEC_VIEW.z;

        vHullMax.z = 0.0f;

        Vector fudge(1, 1, 0);
        vHullMin += fudge;
        vHullMax -= fudge;

        trace_t trace;
        Ray_t ray;
        ray.Init(start, end, vHullMin, vHullMax);
        UTIL_TraceRay(ray, PlayerSolidMask(), mv->m_nPlayerHandle.Get(), COLLISION_GROUP_PLAYER_MOVEMENT, &trace);

        if (trace.fraction < 1.0f)
        {
            float est = start.z + trace.fraction * (end.z - start.z) - player->GetAbsOrigin().z - eyeClearance;
            if ((player->GetFlags() & FL_DUCKING) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked)
            {
                offset.z = est;
            }
            else
            {
                offset.z = min(est, offset.z);
            }
            player->SetViewOffset(offset);
        }
        else
        {
            if ((player->GetFlags() & FL_DUCKING) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked)
            {
                player->SetViewOffset(VEC_VIEW);
            }
            else if (player->m_Local.m_bDucked && !player->m_Local.m_bDucking)
            {
                player->SetViewOffset(VEC_DUCK_VIEW);
            }
        }
    }
}
Esempio n. 4
0
CBaseHandle CTFGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm )
{
	if( tf_solidobjects.GetBool() == false )
		return BaseClass::TestPlayerPosition( pos, collisionGroup, pm );

	Ray_t ray;
	ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() );
	
	CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup );
	enginetrace->TraceRay( ray, PlayerSolidMask(), &traceFilter, &pm );

	if ( (pm.contents & PlayerSolidMask()) && pm.m_pEnt )
	{
		return pm.m_pEnt->GetRefEHandle();
	}
	else
	{	
		return INVALID_EHANDLE_INDEX;
	}
}
Esempio n. 5
0
CBaseHandle CHL2WarsGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm )
{
	if( player->GetMoveType() != MOVETYPE_STRATEGIC )
	{
		return CGameMovement::TestPlayerPosition( pos, collisionGroup, pm );
	}


	Ray_t ray;
	ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() );

	CTraceFilterWars traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup );

	enginetrace->TraceRay( ray, PlayerSolidMask(), &traceFilter, &pm );

	if ( (pm.contents & PlayerSolidMask()) && pm.m_pEnt )
	{
		return pm.m_pEnt->GetRefEHandle();
	}
	else
	{	
		return INVALID_EHANDLE_INDEX;
	}
}
Esempio n. 6
0
void CSDKGameMovement::CategorizePosition( void )
{
	// Observer.
	if ( player->IsObserver() )
		return;

	// Reset this each time we-recategorize, otherwise we have bogus friction when we jump into water and plunge downward really quickly
	player->m_surfaceFriction = 1.0f;

	// Doing this before we move may introduce a potential latency in water detection, but
	// doing it after can get us stuck on the bottom in water if the amount we move up
	// is less than the 1 pixel 'threshold' we're about to snap to.	Also, we'll call
	// this several times per frame, so we really need to avoid sticking to the bottom of
	// water on each call, and the converse case will correct itself if called twice.
	CheckWater();

	// If standing on a ladder we are not on ground.
	if ( player->GetMoveType() == MOVETYPE_LADDER )
	{
		SetGroundEntity( NULL );
		return;
	}

	// Check for a jump.
	if ( mv->m_vecVelocity.z > 250.0f )
	{
		SetGroundEntity( NULL );
		return;
	}

	// Calculate the start and end position.
	Vector vecStartPos = mv->GetAbsOrigin();
	Vector vecEndPos( mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, ( mv->GetAbsOrigin().z - 2.0f ) );

	// NOTE YWB 7/5/07:  Since we're already doing a traceline here, we'll subsume the StayOnGround (stair debouncing) check into the main traceline we do here to see what we're standing on
	bool bUnderwater = ( player->GetWaterLevel() >= WL_Eyes );
	bool bMoveToEndPos = false;
	if ( player->GetMoveType() == MOVETYPE_WALK && 
		player->GetGroundEntity() != NULL && !bUnderwater )
	{
		// if walking and still think we're on ground, we'll extend trace down by stepsize so we don't bounce down slopes
		vecEndPos.z -= player->GetStepSize();
		bMoveToEndPos = true;
	}

	trace_t trace;
	TracePlayerBBox( vecStartPos, vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );

	// Steep plane, not on ground.
	if ( trace.plane.normal.z < 0.7f )
	{
		// Test four sub-boxes, to see if any of them would have found shallower slope we could actually stand on.
		TracePlayerBBoxForGround( vecStartPos, vecEndPos, GetPlayerMins(), GetPlayerMaxs(), mv->m_nPlayerHandle.Get(), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
		if ( trace.plane.normal[2] < 0.7f )
		{
			// Too steep.
			SetGroundEntity( NULL );
			if ( ( mv->m_vecVelocity.z > 0.0f ) && 
				( player->GetMoveType() != MOVETYPE_NOCLIP ) )
			{
				player->m_surfaceFriction = 0.25f;
			}
		}
		else
		{
			SetGroundEntity( &trace );
		}
	}
	else
	{
		// YWB:  This logic block essentially lifted from StayOnGround implementation
		if ( bMoveToEndPos &&
			!trace.startsolid &&				// not sure we need this check as fraction would == 0.0f?
			trace.fraction > 0.0f &&			// must go somewhere
			trace.fraction < 1.0f ) 			// must hit something
		{
			float flDelta = fabs( mv->GetAbsOrigin().z - trace.endpos.z );
			// HACK HACK:  The real problem is that trace returning that strange value 
			//  we can't network over based on bit precision of networking origins
			if ( flDelta > 0.5f * COORD_RESOLUTION )
			{
				Vector org = mv->GetAbsOrigin();
				org.z = trace.endpos.z;
				mv->SetAbsOrigin( org );
			}
		}
		SetGroundEntity( &trace );
	}
}
Esempio n. 7
0
void CSDKGameMovement::WalkMove( void )
{

#if defined ( SDK_USE_SPRINTING )
	float flSpeedCheck = m_pSDKPlayer->GetAbsVelocity().Length2D();

	bool bSprintButtonPressed = ( mv->m_nButtons & IN_SPEED ) > 0;

	if( bSprintButtonPressed && 
		( mv->m_nButtons & IN_FORWARD ) &&
#if defined ( SDK_USE_PRONE )
		!m_pSDKPlayer->m_Shared.IsProne() && 
#endif
		!m_pSDKPlayer->m_Shared.IsDucking() &&
		flSpeedCheck > 80 )
	{
		m_pSDKPlayer->SetSprinting( true );
	}
	else
	{
		m_pSDKPlayer->SetSprinting( false );
	}
#endif // SDK_USE_SPRINTING

	// Get the movement angles.
	Vector vecForward, vecRight, vecUp;
	AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp );
	vecForward.z = 0.0f;
	vecRight.z = 0.0f;		
	VectorNormalize( vecForward );
	VectorNormalize( vecRight );

	// Copy movement amounts
	float flForwardMove = mv->m_flForwardMove;
	float flSideMove = mv->m_flSideMove;

	// Find the direction,velocity in the x,y plane.
	Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ),
		( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ), 
		0.0f );

	// Calculate the speed and direction of movement, then clamp the speed.
	float flWishSpeed = VectorNormalize( vecWishDirection );
	flWishSpeed = clamp( flWishSpeed, 0.0f, mv->m_flMaxSpeed );

	// Accelerate in the x,y plane.
	mv->m_vecVelocity.z = 0;
	Accelerate( vecWishDirection, flWishSpeed, sv_accelerate.GetFloat() );
	Assert( mv->m_vecVelocity.z == 0.0f );

	// Clamp the players speed in x,y.
	float flNewSpeed = VectorLength( mv->m_vecVelocity );
	if ( flNewSpeed > mv->m_flMaxSpeed )
	{
		float flScale = ( mv->m_flMaxSpeed / flNewSpeed );
		mv->m_vecVelocity.x *= flScale;
		mv->m_vecVelocity.y *= flScale;
	}

	
	// Now reduce their backwards speed to some percent of max, if they are travelling backwards unless they are under some minimum
	if ( sdk_clamp_back_speed.GetFloat() < 1.0 && VectorLength( mv->m_vecVelocity ) > sdk_clamp_back_speed_min.GetFloat() )
	{
		float flDot = DotProduct( vecForward, mv->m_vecVelocity );

		// are we moving backwards at all?
		if ( flDot < 0 )
		{
			Vector vecBackMove = vecForward * flDot;
			Vector vecRightMove = vecRight * DotProduct( vecRight, mv->m_vecVelocity );

			// clamp the back move vector if it is faster than max
			float flBackSpeed = VectorLength( vecBackMove );
			float flMaxBackSpeed = ( mv->m_flMaxSpeed * sdk_clamp_back_speed.GetFloat() );

			if ( flBackSpeed > flMaxBackSpeed )
			{
				vecBackMove *= flMaxBackSpeed / flBackSpeed;
			}

			// reassemble velocity	
			mv->m_vecVelocity = vecBackMove + vecRightMove;
		}
	}

	// Add base velocity to the player's current velocity - base velocity = velocity from conveyors, etc.
	VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );

	// Calculate the current speed and return if we are not really moving.
	float flSpeed = VectorLength( mv->m_vecVelocity );
	if ( flSpeed < 1.0f )
	{
		// I didn't remove the base velocity here since it wasn't moving us in the first place.
		mv->m_vecVelocity.Init();
		return;
	}

	// Calculate the destination.
	Vector vecDestination;
	vecDestination.x = mv->GetAbsOrigin().x + ( mv->m_vecVelocity.x * gpGlobals->frametime );
	vecDestination.y = mv->GetAbsOrigin().y + ( mv->m_vecVelocity.y * gpGlobals->frametime );	
	vecDestination.z = mv->GetAbsOrigin().z;

	// Try moving to the destination.
	trace_t trace;
	TracePlayerBBox( mv->GetAbsOrigin(), vecDestination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
	if ( trace.fraction == 1.0f )
	{
		// Made it to the destination (remove the base velocity).
		mv->SetAbsOrigin( trace.endpos );
		VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );

		// Save the wish velocity.
		mv->m_outWishVel += ( vecWishDirection * flWishSpeed );

		// Try and keep the player on the ground.
		// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
		// StayOnGround();

		return;
	}

	// Now try and do a step move.
	StepMove( vecDestination, trace );

	// Remove base velocity.
	Vector baseVelocity = player->GetBaseVelocity();
	VectorSubtract( mv->m_vecVelocity, baseVelocity, mv->m_vecVelocity );

	// Save the wish velocity.
	mv->m_outWishVel += ( vecWishDirection * flWishSpeed );

	// Try and keep the player on the ground.
	// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
	// StayOnGround();
}
Esempio n. 8
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : int
//-----------------------------------------------------------------------------
int CHL2WarsGameMovement::TryStrategicMove( Vector *pFirstDest, trace_t *pFirstTrace )
{
	int			bumpcount, numbumps;
	Vector		dir;
	float		d;
	int			numplanes;
	Vector		planes[MAX_CLIP_PLANES];
	Vector		primal_velocity, original_velocity;
	Vector      new_velocity;
	int			i, j;
	trace_t	pm;
	Vector		end;
	float		time_left, allFraction;
	int			blocked;		
	
	numbumps  = 4;           // Bump up to four times
	
	blocked   = 0;           // Assume not blocked
	numplanes = 0;           //  and not sliding along any planes

	VectorCopy (mv->m_vecVelocity, original_velocity);  // Store original velocity
	VectorCopy (mv->m_vecVelocity, primal_velocity);
	
	allFraction = 0;
	time_left = gpGlobals->frametime;   // Total time for this movement operation.

	new_velocity.Init();

	for (bumpcount=0 ; bumpcount < numbumps; bumpcount++)
	{
		if ( mv->m_vecVelocity.Length() == 0.0 )
			break;

		// Assume we can move all the way from the current origin to the
		//  end point.
		VectorMA( mv->GetAbsOrigin(), time_left, mv->m_vecVelocity, end );

		// See if we can make it from origin to end point.
		TracePlayerBBox( mv->GetAbsOrigin(), end, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );

		allFraction += pm.fraction;

		// If we started in a solid object, or we were in solid space
		//  the whole way, zero out our velocity and return that we
		//  are blocked by floor and wall.
		if (pm.allsolid)
		{	
#if defined( PLAYER_GETTING_STUCK_TESTING )
			Msg( "Trapped!!! :(\n" );
#endif
			// entity is trapped in another solid
			VectorCopy (vec3_origin, mv->m_vecVelocity);
			return 4;
		}

		// If we moved some portion of the total distance, then
		//  copy the end position into the pmove.origin and 
		//  zero the plane counter.
		if( pm.fraction > 0 )
		{	
			if ( numbumps > 0 && pm.fraction == 1 )
			{
				// There's a precision issue with terrain tracing that can cause a swept box to successfully trace
				// when the end position is stuck in the triangle.  Re-run the test with an uswept box to catch that
				// case until the bug is fixed.
				// If we detect getting stuck, don't allow the movement
				trace_t stuck;
				TracePlayerBBox( pm.endpos, pm.endpos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, stuck );

				if ( stuck.startsolid || stuck.fraction != 1.0f )
				{
					//Msg( "Player will become stuck!!!\n" );
					VectorCopy (vec3_origin, mv->m_vecVelocity);
					break;
				}
			}

#if defined( PLAYER_GETTING_STUCK_TESTING )
			trace_t foo;
			TracePlayerBBox( pm.endpos, pm.endpos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, foo );
			if ( foo.startsolid || foo.fraction != 1.0f )
			{
				Msg( "Player will become stuck!!!\n" );
			}
#endif
			// actually covered some distance
			mv->SetAbsOrigin( pm.endpos);
			VectorCopy (mv->m_vecVelocity, original_velocity);
			numplanes = 0;
		}

		// If we covered the entire distance, we are done
		//  and can return.
		if (pm.fraction == 1)
		{
			 break;		// moved the entire distance
		}

		// Save entity that blocked us (since fraction was < 1.0)
		//  for contact
		// Add it if it's not already in the list!!!
		MoveHelper( )->AddToTouched( pm, mv->m_vecVelocity );

		// If the plane we hit has a high z component in the normal, then
		//  it's probably a floor
		if (pm.plane.normal[2] > 0.7)
		{
			blocked |= 1;		// floor
		}
		// If the plane has a zero z component in the normal, then it's a 
		//  step or wall
		if (!pm.plane.normal[2])
		{
			blocked |= 2;		// step / wall
		}

		// Reduce amount of m_flFrameTime left by total time left * fraction
		//  that we covered.
		time_left -= time_left * pm.fraction;

		// Did we run out of planes to clip against?
		if (numplanes >= MAX_CLIP_PLANES)
		{	
			// this shouldn't really happen
			//  Stop our movement if so.
			VectorCopy (vec3_origin, mv->m_vecVelocity);
			//Con_DPrintf("Too many planes 4\n");

			break;
		}

		// Set up next clipping plane
		VectorCopy (pm.plane.normal, planes[numplanes]);
		numplanes++;

		// modify original_velocity so it parallels all of the clip planes
		//

		// reflect player velocity 
		// Only give this a try for first impact plane because you can get yourself stuck in an acute corner by jumping in place
		//  and pressing forward and nobody was really using this bounce/reflection feature anyway...
		if ( numplanes == 1 &&
			player->GetMoveType() == MOVETYPE_WALK &&
			player->GetGroundEntity() == NULL )	
		{
			for ( i = 0; i < numplanes; i++ )
			{
				if ( planes[i][2] > 0.7  )
				{
					// floor or slope
					ClipVelocity( original_velocity, planes[i], new_velocity, 1 );
					VectorCopy( new_velocity, original_velocity );
				}
				else
				{
					ClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + sv_bounce.GetFloat() * (1 - player->m_surfaceFriction) );
				}
			}

			VectorCopy( new_velocity, mv->m_vecVelocity );
			VectorCopy( new_velocity, original_velocity );
		}
		else
		{
			for (i=0 ; i < numplanes ; i++)
			{
				ClipVelocity (
					original_velocity,
					planes[i],
					mv->m_vecVelocity,
					1);

				for (j=0 ; j<numplanes ; j++)
					if (j != i)
					{
						// Are we now moving against this plane?
						if (mv->m_vecVelocity.Dot(planes[j]) < 0)
							break;	// not ok
					}
				if (j == numplanes)  // Didn't have to clip, so we're ok
					break;
			}
			
			// Did we go all the way through plane set
			if (i != numplanes)
			{	// go along this plane
				// pmove.velocity is set in clipping call, no need to set again.
				;  
			}
			else
			{	// go along the crease
				if (numplanes != 2)
				{
					VectorCopy (vec3_origin, mv->m_vecVelocity);
					break;
				}
				CrossProduct (planes[0], planes[1], dir);
				dir.NormalizeInPlace();
				d = dir.Dot(mv->m_vecVelocity);
				VectorScale (dir, d, mv->m_vecVelocity );
			}

			//
			// if original velocity is against the original velocity, stop dead
			// to avoid tiny occilations in sloping corners
			//
			d = mv->m_vecVelocity.Dot(primal_velocity);
			if (d <= 0)
			{
				//Con_DPrintf("Back\n");
				VectorCopy (vec3_origin, mv->m_vecVelocity);
				break;
			}
		}
	}

	if ( allFraction == 0 )
	{
		VectorCopy (vec3_origin, mv->m_vecVelocity);
	}

#if 0
	// Check if they slammed into a wall
	float fSlamVol = 0.0f;

	float fLateralStoppingAmount = primal_velocity.Length2D() - mv->m_vecVelocity.Length2D();
	if ( fLateralStoppingAmount > PLAYER_MAX_SAFE_FALL_SPEED * 2.0f )
	{
		fSlamVol = 1.0f;
	}
	else if ( fLateralStoppingAmount > PLAYER_MAX_SAFE_FALL_SPEED )
	{
		fSlamVol = 0.85f;
	}

	PlayerRoughLandingEffects( fSlamVol );
#endif // 0

	return blocked;
}
Esempio n. 9
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2WarsGameMovement::StrategicPlayerMove()
{
	trace_t pm;
	Vector move;
	Vector forward, right, up;

	Vector wishvel;
	Vector wishdir;
	float wishspeed, heightchange;
	float maxspeed = strategic_cam_maxspeed.GetFloat(); // Server defined max speed

	CHL2WarsPlayer *warsplayer = dynamic_cast<CHL2WarsPlayer *>( player );
	if( !warsplayer )
		return;

	float speed = warsplayer->GetCamSpeed();
	float maxacceleration = warsplayer->GetCamAcceleration();
	float friction = warsplayer->GetCamFriction();
	float stopspeed = warsplayer->GetCamStopSpeed();

	// Determine our current height
	warsplayer->CalculateHeight( mv->GetAbsOrigin() );

	// Determine movement angles
	AngleVectors (mv->m_vecViewAngles, &forward, &right, &up);  

	up.z = 0.0f;
	right.z = 0.0f;

	VectorNormalize (up); 
	VectorNormalize (right);

	VectorNormalize (forward); // Zoom direction

	// Copy movement amounts
	// Assume max move is 450.0, so we can scale it to the correct speed value
	// NOTE: Swapped fmove and umove in terms of usage.
	float smove = (mv->m_flSideMove/450.0f) * speed; 
	float fmove = (mv->m_flForwardMove/450.0f) * speed; 
	float umove = (mv->m_flUpMove/450.0f) * speed; // Zoom when there is no map boundary

	for (int i=0 ; i<2 ; i++)       // Determine x and y parts of velocity
		wishvel[i] = up[i]*fmove + right[i]*smove;
	wishvel[2] = 0.0f;

	if( warsplayer->GetCamHeight() != -1 && warsplayer->GetCamHeight() > 2.0f )
		;//wishvel[2] = -warsplayer->GetCamHeight() * 4.0f; // Force player origin down
	else
		wishvel = wishvel + forward*umove*4.0;		// Zooming is forward

	VectorCopy (wishvel, wishdir);   // Determine maginitude of speed of move
	wishspeed = VectorNormalize(wishdir);

	//
	// Clamp to user defined wish speed
	//
	if (wishspeed > speed )
	{
		VectorScale (wishvel, speed/wishspeed, wishvel);
		wishspeed = speed;
	}

	//
	// Clamp to server defined max speed
	//
	if (wishspeed > maxspeed )
	{
		VectorScale (wishvel, maxspeed/wishspeed, wishvel);
		wishspeed = maxspeed;
	}

	if ( maxacceleration > 0.0 )
	{
		// Set pmove velocity
		Accelerate ( wishdir, wishspeed, maxacceleration );

		float spd = VectorLength( mv->m_vecVelocity );
		if (spd < 1.0f)
		{
			mv->m_vecVelocity.Init();
			return;
		}

		// Bleed off some speed, but if we have less than the bleed
		//  threshhold, bleed the theshold amount.
		float control = (spd < stopspeed) ? stopspeed : spd;

		// Add the amount to the drop amount.
		float drop = control * friction * gpGlobals->frametime;

		// scale the velocity
		float newspeed = spd - drop;
		if (newspeed < 0)
			newspeed = 0;

		// Determine proportion of old speed we are using.
		newspeed /= spd;
		VectorScale( mv->m_vecVelocity, newspeed, mv->m_vecVelocity );
	}
	else
	{
		VectorCopy( wishvel, mv->m_vecVelocity );
	}

#ifdef CLIENT_DLL
	if( cl_showmovementspeed.GetInt() == player->entindex() )
	{
		engine->Con_NPrintf( 1, "CLIENT Movement speed: %6.1f | maxspeed: %6.1f | userspeed: %6.1f | pos:  %6.1f %6.1f %6.1f | mins: %6.1f %6.1f %6.1f | maxs: %6.1f %6.1f %6.1f", 
			mv->m_vecVelocity.Length(), maxspeed, speed, mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, mv->GetAbsOrigin().z,
			GetPlayerMins().x, GetPlayerMins().y, GetPlayerMins().z, GetPlayerMaxs().x, GetPlayerMaxs().y, GetPlayerMaxs().z );
	}
#else
	if( sv_showmovementspeed.GetInt() == player->entindex() )
	{
		engine->Con_NPrintf( 3, "SERVER Movement speed: %6.1f | maxspeed: %6.1f | userspeed: %6.1f | pos:  %6.1f %6.1f %6.1f | mins: %6.1f %6.1f %6.1f | maxs: %6.1f %6.1f %6.1f", 
			mv->m_vecVelocity.Length(), maxspeed, speed, mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, mv->GetAbsOrigin().z,
			GetPlayerMins().x, GetPlayerMins().y, GetPlayerMins().z, GetPlayerMaxs().x, GetPlayerMaxs().y, GetPlayerMaxs().z );
	}
#endif // CLIENT_DLL

	//CheckVelocity();

	// Store current height
	heightchange = mv->GetAbsOrigin().z;

	if( warsplayer->GetCamHeight() != -1 )
	{
		//Vector vCamOffsetZ = Vector(0.0f, 0.0f, warsplayer->GetCameraOffset().z);
		//TracePlayerBBox( mv->GetAbsOrigin(), warsplayer->GetCamGroundPos()+vCamOffsetZ, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
		TracePlayerBBox( mv->GetAbsOrigin(), warsplayer->GetCamGroundPos()+Vector(0, 0, warsplayer->GetCamMaxHeight()-48.0f), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
		mv->SetAbsOrigin( pm.endpos );
		//NDebugOverlay::Box( warsplayer->GetCamGroundPos()+vCamOffsetZ, -Vector(16, 16, 16), Vector(16, 16, 16), 255, 0, 0, 255, gpGlobals->frametime );
	}

	// Try moving, only obstructed by the map boundaries.
	Vector destination;
	VectorMA( mv->GetAbsOrigin(), gpGlobals->frametime, mv->m_vecVelocity, destination );

	TracePlayerBBox( mv->GetAbsOrigin(), destination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
	if (pm.fraction == 1)
	{

		mv->SetAbsOrigin( pm.endpos );
	}
	else
	{
		// Try moving straight along out normal path.
		TryStrategicMove();
	}

	// Determine new height and return player to the ground
	warsplayer->CalculateHeight( mv->GetAbsOrigin() );

	if( warsplayer->GetCamHeight() != -1 )
	{
		TracePlayerBBox( mv->GetAbsOrigin(), warsplayer->GetCamGroundPos(), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
		mv->SetAbsOrigin( pm.endpos );
		//NDebugOverlay::Box( pm.endpos, -Vector(16, 16, 16), Vector(16, 16, 16), 0, 255, 0, 255, gpGlobals->frametime );

		// Determine new height again :)
		warsplayer->CalculateHeight( mv->GetAbsOrigin() );
	}

	// Determine height change and notify input
	heightchange = mv->GetAbsOrigin().z - heightchange;
#ifdef CLIENT_DLL
	if( heightchange > 0.1f )
	{

	}
#endif // CLIENT_DLL

	//CheckVelocity();

	// Zero out velocity if in noaccel mode
	if ( maxacceleration < 0.0f )
	{
		mv->m_vecVelocity.Init();
	}
}
Esempio n. 10
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFGameMovement::WalkMove( void )
{
	// Get the movement angles.
	Vector vecForward, vecRight, vecUp;
	AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp );
	vecForward.z = 0.0f;
	vecRight.z = 0.0f;		
	VectorNormalize( vecForward );
	VectorNormalize( vecRight );

	// Copy movement amounts
	float flForwardMove = mv->m_flForwardMove;
	float flSideMove = mv->m_flSideMove;
	
	// Find the direction,velocity in the x,y plane.
	Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ),
		                     ( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ), 
							 0.0f );

	// Calculate the speed and direction of movement, then clamp the speed.
	float flWishSpeed = VectorNormalize( vecWishDirection );
	flWishSpeed = clamp( flWishSpeed, 0.0f, mv->m_flMaxSpeed );

	// Accelerate in the x,y plane.
	mv->m_vecVelocity.z = 0;
	Accelerate( vecWishDirection, flWishSpeed, sv_accelerate.GetFloat() );
	Assert( mv->m_vecVelocity.z == 0.0f );

	// Clamp the players speed in x,y.
	if ( tf2c_groundspeed_cap.GetBool() )
	{
		float flNewSpeed = VectorLength(mv->m_vecVelocity);
		if (flNewSpeed > mv->m_flMaxSpeed)
		{
			float flScale = (mv->m_flMaxSpeed / flNewSpeed);
			mv->m_vecVelocity.x *= flScale;
			mv->m_vecVelocity.y *= flScale;
		}
	}

	// Now reduce their backwards speed to some percent of max, if they are travelling backwards
	// unless they are under some minimum, to not penalize deployed snipers or heavies
	if ( tf_clamp_back_speed.GetFloat() < 1.0 && VectorLength( mv->m_vecVelocity ) > tf_clamp_back_speed_min.GetFloat() )
	{
		float flDot = DotProduct( vecForward, mv->m_vecVelocity );

		// are we moving backwards at all?
		if ( flDot < 0 )
		{
			Vector vecBackMove = vecForward * flDot;
			Vector vecRightMove = vecRight * DotProduct( vecRight, mv->m_vecVelocity );

			// clamp the back move vector if it is faster than max
			float flBackSpeed = VectorLength( vecBackMove );
			float flMaxBackSpeed = ( mv->m_flMaxSpeed * tf_clamp_back_speed.GetFloat() );

			if ( flBackSpeed > flMaxBackSpeed )
			{
				vecBackMove *= flMaxBackSpeed / flBackSpeed;
			}
			
			// reassemble velocity	
			mv->m_vecVelocity = vecBackMove + vecRightMove;
		}
	}

	// Add base velocity to the player's current velocity - base velocity = velocity from conveyors, etc.
	VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );

	// Calculate the current speed and return if we are not really moving.
	float flSpeed = VectorLength( mv->m_vecVelocity );
	if ( flSpeed < 1.0f )
	{
		// I didn't remove the base velocity here since it wasn't moving us in the first place.
		mv->m_vecVelocity.Init();
		return;
	}

	// Calculate the destination.
	Vector vecDestination;
	vecDestination.x = mv->GetAbsOrigin().x + ( mv->m_vecVelocity.x * gpGlobals->frametime );
	vecDestination.y = mv->GetAbsOrigin().y + ( mv->m_vecVelocity.y * gpGlobals->frametime );	
	vecDestination.z = mv->GetAbsOrigin().z;

	// Try moving to the destination.
	trace_t trace;
	TracePlayerBBox( mv->GetAbsOrigin(), vecDestination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
	if ( trace.fraction == 1.0f )
	{
		// Made it to the destination (remove the base velocity).
		mv->SetAbsOrigin( trace.endpos );
		VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );

		// Save the wish velocity.
		mv->m_outWishVel += ( vecWishDirection * flWishSpeed );

		// Try and keep the player on the ground.
		// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
		// StayOnGround();

		return;
	}

	// Now try and do a step move.
	StepMove( vecDestination, trace );

	// Remove base velocity.
	Vector baseVelocity = player->GetBaseVelocity();
	VectorSubtract( mv->m_vecVelocity, baseVelocity, mv->m_vecVelocity );

	// Save the wish velocity.
	mv->m_outWishVel += ( vecWishDirection * flWishSpeed );

	// Try and keep the player on the ground.
	// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
	// StayOnGround();

#if 0
	// Debugging!!!
	Vector vecTestVelocity = mv->m_vecVelocity;
	vecTestVelocity.z = 0.0f;
	float flTestSpeed = VectorLength( vecTestVelocity );
	if ( baseVelocity.IsZero() && ( flTestSpeed > ( mv->m_flMaxSpeed + 1.0f ) ) )
	{
		Msg( "Step Max Speed < %f\n", flTestSpeed );
	}

	if ( tf_showspeed.GetBool() )
	{
		Msg( "Speed=%f\n", flTestSpeed );
	}

#endif
}
Esempio n. 11
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFGameMovement::WaterMove( void )
{
	int i;
	float	wishspeed;
	Vector	wishdir;
	Vector	start, dest;
	Vector  temp;
	trace_t	pm;
	float speed, newspeed, addspeed, accelspeed;

	// Determine movement angles.
	Vector vecForward, vecRight, vecUp;
	AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp );

	// Calculate the desired direction and speed.
	Vector vecWishVelocity;
	int iAxis;
	for ( iAxis = 0 ; iAxis < 3; ++iAxis )
	{
		vecWishVelocity[iAxis] = ( vecForward[iAxis] * mv->m_flForwardMove ) + ( vecRight[iAxis] * mv->m_flSideMove );
	}

	// Check for upward velocity (JUMP).
	if ( mv->m_nButtons & IN_JUMP )
	{
		if ( player->GetWaterLevel() == WL_Eyes )
		{
			vecWishVelocity[2] += mv->m_flClientMaxSpeed;
		}
	}
	// Sinking if not moving.
	else if ( !mv->m_flForwardMove && !mv->m_flSideMove && !mv->m_flUpMove )
	{
		vecWishVelocity[2] -= 60;
	}
	// Move up based on view angle.
	else
	{
		vecWishVelocity[2] += mv->m_flUpMove;
	}

	// Copy it over and determine speed
	VectorCopy( vecWishVelocity, wishdir );
	wishspeed = VectorNormalize( wishdir );

	// Cap speed.
	if (wishspeed > mv->m_flMaxSpeed)
	{
		VectorScale( vecWishVelocity, mv->m_flMaxSpeed/wishspeed, vecWishVelocity );
		wishspeed = mv->m_flMaxSpeed;
	}

	// Slow us down a bit.
	wishspeed *= 0.8;
	
	// Water friction
	VectorCopy( mv->m_vecVelocity, temp );
	speed = VectorNormalize( temp );
	if ( speed )
	{
		newspeed = speed - gpGlobals->frametime * speed * sv_friction.GetFloat() * player->m_surfaceFriction;
		if ( newspeed < 0.1f )
		{
			newspeed = 0;
		}

		VectorScale (mv->m_vecVelocity, newspeed/speed, mv->m_vecVelocity);
	}
	else
	{
		newspeed = 0;
	}

	// water acceleration
	if (wishspeed >= 0.1f)  // old !
	{
		addspeed = wishspeed - newspeed;
		if (addspeed > 0)
		{
			VectorNormalize(vecWishVelocity);
			accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
			if (accelspeed > addspeed)
			{
				accelspeed = addspeed;
			}

			for (i = 0; i < 3; i++)
			{
				float deltaSpeed = accelspeed * vecWishVelocity[i];
				mv->m_vecVelocity[i] += deltaSpeed;
				mv->m_outWishVel[i] += deltaSpeed;
			}
		}
	}

	VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);

	// Now move
	// assume it is a stair or a slope, so press down from stepheight above
	VectorMA (mv->GetAbsOrigin(), gpGlobals->frametime, mv->m_vecVelocity, dest);
	
	TracePlayerBBox( mv->GetAbsOrigin(), dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
	if ( pm.fraction == 1.0f )
	{
		VectorCopy( dest, start );
		if ( player->m_Local.m_bAllowAutoMovement )
		{
			start[2] += player->m_Local.m_flStepSize + 1;
		}
		
		TracePlayerBBox( start, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );

		if (!pm.startsolid && !pm.allsolid)
		{	
#if 0
			float stepDist = pm.endpos.z - mv->GetAbsOrigin().z;
			mv->m_outStepHeight += stepDist;
			// walked up the step, so just keep result and exit

			Vector vecNewWaterPoint;
			VectorCopy( m_vecWaterPoint, vecNewWaterPoint );
			vecNewWaterPoint.z += ( dest.z - mv->GetAbsOrigin().z );
			bool bOutOfWater = !( enginetrace->GetPointContents( vecNewWaterPoint ) & MASK_WATER );
			if ( bOutOfWater && ( mv->m_vecVelocity.z > 0.0f ) && ( pm.fraction == 1.0f )  )
			{
				// Check the waist level water positions.
				trace_t traceWater;
				UTIL_TraceLine( vecNewWaterPoint, m_vecWaterPoint, CONTENTS_WATER, player, COLLISION_GROUP_NONE, &traceWater );
				if( traceWater.fraction < 1.0f )
				{
					float flFraction = 1.0f - traceWater.fraction;

//					Vector vecSegment;
//					VectorSubtract( mv->GetAbsOrigin(), dest, vecSegment );
//					VectorMA( mv->GetAbsOrigin(), flFraction, vecSegment, mv->GetAbsOrigin() );
					float flZDiff = dest.z - mv->GetAbsOrigin().z;
					float flSetZ = mv->GetAbsOrigin().z + ( flFraction * flZDiff );
					flSetZ -= 0.0325f;

					VectorCopy (pm.endpos, mv->GetAbsOrigin());
					mv->GetAbsOrigin().z = flSetZ;
					VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
					mv->m_vecVelocity.z = 0.0f;
				}

			}
			else
			{
				VectorCopy (pm.endpos, mv->GetAbsOrigin());
				VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
			}

			return;
#endif
			float stepDist = pm.endpos.z - mv->GetAbsOrigin().z;
			mv->m_outStepHeight += stepDist;
			// walked up the step, so just keep result and exit
			mv->SetAbsOrigin( pm.endpos );
			VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
			return;
		}

		// Try moving straight along out normal path.
		TryPlayerMove();
	}
	else
	{
		if ( !player->GetGroundEntity() )
		{
			TryPlayerMove();
			VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
			return;
		}

		StepMove( dest, pm );
	}
	
	VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
}
Esempio n. 12
0
//-----------------------------------------------------------------------------
// Purpose: Does the basic move attempting to climb up step heights.  It uses
//          the mv->GetAbsOrigin() and mv->m_vecVelocity.  It returns a new
//          new mv->GetAbsOrigin(), mv->m_vecVelocity, and mv->m_outStepHeight.
//-----------------------------------------------------------------------------
void CTFGameMovement::StepMove( Vector &vecDestination, trace_t &trace )
{
	trace_t saveTrace;
	saveTrace = trace;

	Vector vecEndPos;
	VectorCopy( vecDestination, vecEndPos );

	Vector vecPos, vecVel;
	VectorCopy( mv->GetAbsOrigin(), vecPos );
	VectorCopy( mv->m_vecVelocity, vecVel );

	bool bLowRoad = false;
	bool bUpRoad = true;

	// First try the "high road" where we move up and over obstacles
	if ( player->m_Local.m_bAllowAutoMovement )
	{
		// Trace up by step height
		VectorCopy( mv->GetAbsOrigin(), vecEndPos );
		vecEndPos.z += player->m_Local.m_flStepSize + DIST_EPSILON;
		TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
		if ( !trace.startsolid && !trace.allsolid )
		{
			mv->SetAbsOrigin( trace.endpos );
		}

		// Trace over from there
		TryPlayerMove();

		// Then trace back down by step height to get final position
		VectorCopy( mv->GetAbsOrigin(), vecEndPos );
		vecEndPos.z -= player->m_Local.m_flStepSize + DIST_EPSILON;
		TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
		// If the trace ended up in empty space, copy the end over to the origin.
		if ( !trace.startsolid && !trace.allsolid )
		{
			mv->SetAbsOrigin( trace.endpos );
		}

		// If we are not on the standable ground any more or going the "high road" didn't move us at all, then we'll also want to check the "low road"
		if ( ( trace.fraction != 1.0f && 
			trace.plane.normal[2] < 0.7 ) || VectorCompare( mv->GetAbsOrigin(), vecPos ) )
		{
			bLowRoad = true;
			bUpRoad = false;
		}
	}
	else
	{
		bLowRoad = true;
		bUpRoad = false;
	}

	if ( bLowRoad )
	{
		// Save off upward results
		Vector vecUpPos, vecUpVel;
		if ( bUpRoad )
		{
			VectorCopy( mv->GetAbsOrigin(), vecUpPos );
			VectorCopy( mv->m_vecVelocity, vecUpVel );
		}

		// Take the "low" road
		mv->SetAbsOrigin( vecPos );
		VectorCopy( vecVel, mv->m_vecVelocity );
		VectorCopy( vecDestination, vecEndPos );
		TryPlayerMove( &vecEndPos, &saveTrace );

		// Down results.
		Vector vecDownPos, vecDownVel;
		VectorCopy( mv->GetAbsOrigin(), vecDownPos );
		VectorCopy( mv->m_vecVelocity, vecDownVel );

		if ( bUpRoad )
		{
			float flUpDist = ( vecUpPos.x - vecPos.x ) * ( vecUpPos.x - vecPos.x ) + ( vecUpPos.y - vecPos.y ) * ( vecUpPos.y - vecPos.y );
			float flDownDist = ( vecDownPos.x - vecPos.x ) * ( vecDownPos.x - vecPos.x ) + ( vecDownPos.y - vecPos.y ) * ( vecDownPos.y - vecPos.y );
	
			// decide which one went farther
			if ( flUpDist >= flDownDist )
			{
				mv->SetAbsOrigin( vecUpPos );
				VectorCopy( vecUpVel, mv->m_vecVelocity );

				// copy z value from the Low Road move
				mv->m_vecVelocity.z = vecDownVel.z;
			}
		}
	}

	float flStepDist = mv->GetAbsOrigin().z - vecPos.z;
	if ( flStepDist > 0 )
	{
		mv->m_outStepHeight += flStepDist;
	}
}
Esempio n. 13
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFGameMovement::CheckWaterJump( void )
{
	Vector	flatforward;
	Vector	flatvelocity;
	float curspeed;

	// Jump button down?
	bool bJump = ( ( mv->m_nButtons & IN_JUMP ) != 0 );

	Vector forward, right;
	AngleVectors( mv->m_vecViewAngles, &forward, &right, NULL );  // Determine movement angles

	// Already water jumping.
	if (player->m_flWaterJumpTime)
		return;

	// Don't hop out if we just jumped in
	if (mv->m_vecVelocity[2] < -180)
		return; // only hop out if we are moving up

	// See if we are backing up
	flatvelocity[0] = mv->m_vecVelocity[0];
	flatvelocity[1] = mv->m_vecVelocity[1];
	flatvelocity[2] = 0;

	// Must be moving
	curspeed = VectorNormalize( flatvelocity );
	
#if 1
	// Copy movement amounts
	float fmove = mv->m_flForwardMove;
	float smove = mv->m_flSideMove;

	for ( int iAxis = 0; iAxis < 2; ++iAxis )
	{
		flatforward[iAxis] = forward[iAxis] * fmove + right[iAxis] * smove;
	}
#else
	// see if near an edge
	flatforward[0] = forward[0];
	flatforward[1] = forward[1];
#endif
	flatforward[2] = 0;
	VectorNormalize( flatforward );

	// Are we backing into water from steps or something?  If so, don't pop forward
	if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) && !bJump )
		return;

	Vector vecStart;
	// Start line trace at waist height (using the center of the player for this here)
 	vecStart= mv->GetAbsOrigin() + (GetPlayerMins() + GetPlayerMaxs() ) * 0.5;

	Vector vecEnd;
	VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd );
	
	trace_t tr;
	TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
	if ( tr.fraction < 1.0 )		// solid at waist
	{
		IPhysicsObject *pPhysObj = tr.m_pEnt->VPhysicsGetObject();
		if ( pPhysObj )
		{
			if ( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
				return;
		}

		vecStart.z = mv->GetAbsOrigin().z + player->GetViewOffset().z + WATERJUMP_HEIGHT; 
		VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd );
		VectorMA( vec3_origin, -50.0f, tr.plane.normal, player->m_vecWaterJumpVel );

		TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
		if ( tr.fraction == 1.0 )		// open at eye level
		{
			// Now trace down to see if we would actually land on a standable surface.
			VectorCopy( vecEnd, vecStart );
			vecEnd.z -= 1024.0f;
			TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
			if ( ( tr.fraction < 1.0f ) && ( tr.plane.normal.z >= 0.7 ) )
			{
				mv->m_vecVelocity[2] = TF_WATERJUMP_UP/*tf_waterjump_up.GetFloat()*/;		// Push up
				mv->m_nOldButtons |= IN_JUMP;		// Don't jump again until released
				player->AddFlag( FL_WATERJUMP );
				player->m_flWaterJumpTime = 2000.0f;	// Do this for 2 seconds
			}
		}
	}
}
Esempio n. 14
0
void CMomentumGameMovement::Duck(void)
{
    int buttonsChanged = (mv->m_nOldButtons ^ mv->m_nButtons);	// These buttons have changed this frame
    int buttonsPressed = buttonsChanged & mv->m_nButtons;			// The changed ones still down are "pressed"
    int buttonsReleased = buttonsChanged & mv->m_nOldButtons;		// The changed ones which were previously down are "released"

    // Check to see if we are in the air.
    bool bInAir = player->GetGroundEntity() == NULL && player->GetMoveType() != MOVETYPE_LADDER;

    if (mv->m_nButtons & IN_DUCK)
    {
        mv->m_nOldButtons |= IN_DUCK;
    }
    else
    {
        mv->m_nOldButtons &= ~IN_DUCK;
    }

    if (IsDead())
    {
        // Unduck
        if (player->GetFlags() & FL_DUCKING)
        {
            FinishUnDuck();
        }
        return;
    }

    HandleDuckingSpeedCrop();

    if (player->m_duckUntilOnGround)
    {
        if (!bInAir)
        {
            player->m_duckUntilOnGround = false;
            if (CanUnduck())
            {
                FinishUnDuck();
            }
            return;
        }
        else
        {
            if (mv->m_vecVelocity.z > 0.0f)
                return;

            // Check if we can un-duck.  We want to unduck if we have space for the standing hull, and
            // if it is less than 2 inches off the ground.
            trace_t trace;
            Vector newOrigin;
            Vector groundCheck;

            VectorCopy(mv->GetAbsOrigin(), newOrigin);
            Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
            Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
            newOrigin -= (hullSizeNormal - hullSizeCrouch);
            groundCheck = newOrigin;
            groundCheck.z -= player->GetStepSize();

            UTIL_TraceHull(newOrigin, groundCheck, VEC_HULL_MIN, VEC_HULL_MAX, PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace);

            if (trace.startsolid || trace.fraction == 1.0f)
                return; // Can't even stand up, or there's no ground underneath us

            player->m_duckUntilOnGround = false;
            if (CanUnduck())
            {
                FinishUnDuck();
            }
            return;
        }
    }

    // Holding duck, in process of ducking or fully ducked?
    if ((mv->m_nButtons & IN_DUCK) || (player->m_Local.m_bDucking) || (player->GetFlags() & FL_DUCKING))
    {
        if (mv->m_nButtons & IN_DUCK)
        {
            bool alreadyDucked = (player->GetFlags() & FL_DUCKING) ? true : false;

            if ((buttonsPressed & IN_DUCK) && !(player->GetFlags() & FL_DUCKING))
            {
                // Use 1 second so super long jump will work
                player->m_Local.m_flDucktime = 1000;
                player->m_Local.m_bDucking = true;
            }

            float duckmilliseconds = max(0.0f, 1000.0f - (float)player->m_Local.m_flDucktime);
            float duckseconds = duckmilliseconds / 1000.0f;

            //time = max( 0.0, ( 1.0 - (float)player->m_Local.m_flDucktime / 1000.0 ) );

            if (player->m_Local.m_bDucking)
            {
                // Finish ducking immediately if duck time is over or not on ground
                if ((duckseconds > TIME_TO_DUCK) ||
                    (player->GetGroundEntity() == NULL) ||
                    alreadyDucked)
                {
                    FinishDuck();
                }
                else
                {
                    // Calc parametric time
                    float duckFraction = SimpleSpline(duckseconds / TIME_TO_DUCK);
                    SetDuckedEyeOffset(duckFraction);
                }
            }
        }
        else
        {
            // Try to unduck unless automovement is not allowed
            // NOTE: When not onground, you can always unduck
            if (player->m_Local.m_bAllowAutoMovement || player->GetGroundEntity() == NULL)
            {
                if ((buttonsReleased & IN_DUCK) && (player->GetFlags() & FL_DUCKING))
                {
                    // Use 1 second so super long jump will work
                    player->m_Local.m_flDucktime = 1000;
                    player->m_Local.m_bDucking = true;  // or unducking
                }

                float duckmilliseconds = max(0.0f, 1000.0f - (float)player->m_Local.m_flDucktime);
                float duckseconds = duckmilliseconds / 1000.0f;

                if (CanUnduck())
                {
                    if (player->m_Local.m_bDucking ||
                        player->m_Local.m_bDucked) // or unducking
                    {
                        // Finish ducking immediately if duck time is over or not on ground
                        if ((duckseconds > TIME_TO_UNDUCK) ||
                            (player->GetGroundEntity() == NULL))
                        {
                            FinishUnDuck();
                        }
                        else
                        {
                            // Calc parametric time
                            float duckFraction = SimpleSpline(1.0f - (duckseconds / TIME_TO_UNDUCK));
                            SetDuckedEyeOffset(duckFraction);
                        }
                    }
                }
                else
                {
                    // Still under something where we can't unduck, so make sure we reset this timer so
                    //  that we'll unduck once we exit the tunnel, etc.
                    player->m_Local.m_flDucktime = 1000;
                }
            }
        }
    }
}