]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Fix compile issues with latest fteqcc
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 41fef874ff3772bba2ceb51e78079d6200f3d4a5..29f39be31fe7813c3d08754451ecbaf12547fb45 100644 (file)
@@ -928,6 +928,7 @@ void PutClientInServer (void)
 \r
                self.angles_z = 0; // never spawn tilted even if the spot says to\r
                self.fixangle = TRUE; // turn this way immediately\r
+               self.leanangle_damage_force = '0 0 0';\r
                self.velocity = '0 0 0';\r
                self.avelocity = '0 0 0';\r
                self.punchangle = '0 0 0';\r
@@ -1019,7 +1020,7 @@ void PutClientInServer (void)
                        entity e;\r
                        e = get_weaponinfo(j);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
-                               self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+                               self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
                }\r
 \r
                oldself = self;\r
@@ -1052,7 +1053,10 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
 \r
        WriteShort(MSG_ENTITY, cvar("g_vore"));\r
-       WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
+       if(cvar("g_healthsize"))\r
+               WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
+       else\r
+               WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
        WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
        WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
 \r
@@ -2310,17 +2314,16 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
+.float last_alive_scale;\r
 void SetPlayerSize()\r
 {\r
-       // don't scale dead players who aren't prey\r
-       if(!self.stat_eaten && self.deadflag != DEAD_NO)\r
+       if(!cvar("g_healthsize"))\r
                return;\r
 \r
-       if(cvar("g_healthsize"))\r
+       if(self.deadflag == DEAD_NO)\r
        {\r
                // change player scale based on the amount of health we have\r
-\r
-               self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+               self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
 \r
                // The following code sets the bounding box to match the player's size.\r
                // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
@@ -2338,12 +2341,19 @@ void SetPlayerSize()
                        if(!self.stat_eaten)\r
                                self.view_ofs = PL_VIEW_OFS * self.scale;\r
                }\r
+\r
+               self.last_alive_scale = self.scale;\r
+       }\r
+       else if(self.last_alive_scale)\r
+       {\r
+               // if the player is dead, use the last scale he had when he was alive\r
+               self.scale = self.last_alive_scale;\r
        }\r
 \r
-       if(cvar("g_balance_vore_digestion_limit") < 0 && self.deadflag != DEAD_NO && self.stat_eaten)\r
+       if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
        {\r
-               // dead prey must shrink toward zero as they digest, until they reach digestion limit\r
-               self.scale *= 1 - bound(0, self.health / cvar("g_balance_vore_digestion_limit"), 1);\r
+               // dead players shrink to zero as they head toward the health limit\r
+               self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
        }\r
 \r
        if(self.scale < 0.1)\r
@@ -2432,6 +2442,7 @@ Called every frame for each client before the physics are run
 */\r
 void() ctf_setstatus;\r
 .float items_added;\r
+.vector avg_vel;\r
 void PlayerPreThink (void)\r
 {\r
        self.stat_game_starttime = game_starttime;\r
@@ -2536,6 +2547,58 @@ void PlayerPreThink (void)
                        self.fixangle = TRUE;\r
                }\r
 \r
+               if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
+               {\r
+                       // lean the player with damage and acceleration\r
+                       // credits go to divVerent for these maths :)\r
+                       vector L0, L1, LF, LA;\r
+\r
+                       LA = AnglesTransform_FromAngles(self.angles);\r
+\r
+                       // acceleration leaning\r
+                       if(cvar("g_leanplayer_acceleration"))\r
+                       {\r
+                               // average velocity to obtain a smooth acceleration\r
+                               float f;\r
+                               f = frametime * cvar("g_leanplayer_acceleration_fade");\r
+                               self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
+                       }\r
+\r
+                       vector accel;\r
+                       accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
+\r
+                       // bound angles to the specified limit\r
+                       accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
+                       accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
+                       accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
+\r
+                       L0_x = vlen(accel);\r
+                       L0_y = L1_y = vectoyaw(accel);\r
+\r
+                       L0 = AnglesTransform_FromAngles(L0);\r
+                       L1 = AnglesTransform_FromAngles(L1);\r
+                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+                       LA = AnglesTransform_Multiply(LA, LF);\r
+                       // end of acceleration leaning\r
+\r
+                       // damage leaning\r
+                       L0 = vectoangles(self.leanangle_damage_loc);\r
+                       L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
+\r
+                       L0 = AnglesTransform_FromAngles(L0);\r
+                       L1 = AnglesTransform_FromAngles(L1);\r
+                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+\r
+                       LA = AnglesTransform_Multiply(LA, LF);\r
+\r
+                       // fade the player back to normal rotation each frame\r
+                       if(self.leanangle_damage_force) // safety\r
+                               self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
+                       // end of damage leaning\r
+\r
+                       self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
+               }\r
+\r
                SetPlayerSize();\r
 \r
                if(frametime)\r