self.think1 ();
}
-.float bezier_turn;
+.float platmovetype_turn;
void SUB_CalcMove_controller_think (void)
{
entity oldself;
traveltime = self.animstate_endtime - self.animstate_starttime;
phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
- if(!self.platmovetype)
- self.platmovetype = 2; // default
- switch(self.platmovetype)
- {
- case 1: // linear
- break;
- case 2: // cosine
- phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
- phasepos = cos(phasepos); // cos [pi, 2pi] is in [-1, 1]
- phasepos = phasepos + 1; // correct range to [0, 2]
- phasepos = phasepos / 2; // correct range to [0, 1]
- break;
- case 3: // sine
- phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
- phasepos = sin(phasepos); // sin [pi, 2pi] is in [-1, 1]
- phasepos = phasepos + 1; // correct range to [0, 2]
- phasepos = phasepos / 2; // correct range to [0, 1]
- break;
- }
+ phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
// derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
}
self.owner.velocity = veloc;
- if(self.owner.bezier_turn)
+ if(self.owner.platmovetype_turn)
{
vector vel;
vel = delta + 2 * delta2 * phasepos;
controller.classname = "SUB_CalcMove_controller";
controller.owner = self;
controller.platmovetype = self.platmovetype;
+ controller.platmovetype_start = self.platmovetype_start;
+ controller.platmovetype_end = self.platmovetype_end;
SUB_CalcMove_controller_setbezier(controller, self.origin, tcontrol, tdest);
controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
controller.animstate_starttime = time;
// of controlled animation, so let's just use linear movement.
// Alternatively entities can choose to specify non-controlled movement.
// The only currently implemented alternative movement is linear (value 1)
- if (traveltime < 0.15 || self.platmovetype < 2)
+ if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
{
self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
self.nextthink = self.ltime + traveltime;
tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, TRUE);
}
-float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent) // returns the number of traces done, for benchmarking
+float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity) // returns the number of traces done, for benchmarking
{
vector pos, dir, t;
float nudge;
+ entity stopentity;
//nudge = 2 * cvar("collision_impactnudge"); // why not?
nudge = 0.5;
dprint(" trace distance is ", ftos(vlen(pos - trace_endpos)), "\n");
}
+ stopentity = trace_ent;
+
if(trace_startsolid)
{
// we started inside solid.
// t is still inside solid? bad
// force advance, then, and retry
pos = t + dir * nudge;
+
+ // but if we hit an entity, stop RIGHT before it
+ if(stopatentity && stopentity)
+ {
+ trace_ent = stopentity;
+ trace_endpos = t;
+ trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
+ return c;
+ }
}
else
{
}
}
-void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent)
+void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity)
{
-#if 0
- vector pos, dir, t;
- float nudge;
-
- //nudge = 2 * cvar("collision_impactnudge"); // why not?
- nudge = 0.5;
-
- dir = normalize(v2 - v1);
-
- pos = v1 + dir * nudge;
-
- for(;;)
- {
- if((pos - v1) * dir >= (v2 - v1) * dir)
- {
- // went too far
- trace_fraction = 1;
- return;
- }
-
- traceline(pos, v2, nomonsters, forent);
-
- if(trace_startsolid)
- {
- // we started inside solid.
- // then trace from endpos to pos
- t = trace_endpos;
- traceline(t, pos, nomonsters, forent);
- if(trace_startsolid)
- {
- // t is inside solid? bad
- // force advance, then
- pos = pos + dir * nudge;
- }
- else
- {
- // we actually LEFT solid!
- trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
- return;
- }
- }
- else
- {
- // pos is outside solid?!? but why?!? never mind, just return it.
- trace_endpos = pos;
- trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
- return;
- }
- }
-#else
- tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent);
+ tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent, stopatentity);
}
/*