X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fcl_client.qc;h=29f39be31fe7813c3d08754451ecbaf12547fb45;hb=bf7ed15977857de30addba2229da888cb425fef4;hp=41fef874ff3772bba2ceb51e78079d6200f3d4a5;hpb=8a733ac60a2f84b7cb27b34b7d75f4937457548e;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/cl_client.qc b/data/qcsrc/server/cl_client.qc index 41fef874..29f39be3 100644 --- a/data/qcsrc/server/cl_client.qc +++ b/data/qcsrc/server/cl_client.qc @@ -928,6 +928,7 @@ void PutClientInServer (void) self.angles_z = 0; // never spawn tilted even if the spot says to self.fixangle = TRUE; // turn this way immediately + self.leanangle_damage_force = '0 0 0'; self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; @@ -1019,7 +1020,7 @@ void PutClientInServer (void) entity e; e = get_weaponinfo(j); if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars - self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); + self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); } oldself = self; @@ -1052,7 +1053,10 @@ float ClientInit_SendEntity(entity to, float sf) WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0); WriteShort(MSG_ENTITY, cvar("g_vore")); - WriteShort(MSG_ENTITY, cvar("g_healthsize")); + if(cvar("g_healthsize")) + WriteShort(MSG_ENTITY, cvar("g_healthsize_center")); + else + WriteShort(MSG_ENTITY, -1); // healthsize is disabled WriteShort(MSG_ENTITY, cvar("g_healthsize_min")); WriteShort(MSG_ENTITY, cvar("g_healthsize_max")); @@ -2310,17 +2314,16 @@ float vercmp(string v1, string v2) return vercmp_recursive(v1, v2); } +.float last_alive_scale; void SetPlayerSize() { - // don't scale dead players who aren't prey - if(!self.stat_eaten && self.deadflag != DEAD_NO) + if(!cvar("g_healthsize")) return; - if(cvar("g_healthsize")) + if(self.deadflag == DEAD_NO) { // change player scale based on the amount of health we have - - self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize"); + self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize")); // The following code sets the bounding box to match the player's size. // It is currently disabled because of issues with engine movement prediction (cl_movement). @@ -2338,12 +2341,19 @@ void SetPlayerSize() if(!self.stat_eaten) self.view_ofs = PL_VIEW_OFS * self.scale; } + + self.last_alive_scale = self.scale; + } + else if(self.last_alive_scale) + { + // if the player is dead, use the last scale he had when he was alive + self.scale = self.last_alive_scale; } - if(cvar("g_balance_vore_digestion_limit") < 0 && self.deadflag != DEAD_NO && self.stat_eaten) + if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO) { - // dead prey must shrink toward zero as they digest, until they reach digestion limit - self.scale *= 1 - bound(0, self.health / cvar("g_balance_vore_digestion_limit"), 1); + // dead players shrink to zero as they head toward the health limit + self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1); } if(self.scale < 0.1) @@ -2432,6 +2442,7 @@ Called every frame for each client before the physics are run */ void() ctf_setstatus; .float items_added; +.vector avg_vel; void PlayerPreThink (void) { self.stat_game_starttime = game_starttime; @@ -2536,6 +2547,58 @@ void PlayerPreThink (void) self.fixangle = TRUE; } + if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs + { + // lean the player with damage and acceleration + // credits go to divVerent for these maths :) + vector L0, L1, LF, LA; + + LA = AnglesTransform_FromAngles(self.angles); + + // acceleration leaning + if(cvar("g_leanplayer_acceleration")) + { + // average velocity to obtain a smooth acceleration + float f; + f = frametime * cvar("g_leanplayer_acceleration_fade"); + self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f; + } + + vector accel; + accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration + + // bound angles to the specified limit + accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max")); + accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max")); + accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max")); + + L0_x = vlen(accel); + L0_y = L1_y = vectoyaw(accel); + + L0 = AnglesTransform_FromAngles(L0); + L1 = AnglesTransform_FromAngles(L1); + LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); + LA = AnglesTransform_Multiply(LA, LF); + // end of acceleration leaning + + // damage leaning + L0 = vectoangles(self.leanangle_damage_loc); + L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force); + + L0 = AnglesTransform_FromAngles(L0); + L1 = AnglesTransform_FromAngles(L1); + LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); + + LA = AnglesTransform_Multiply(LA, LF); + + // fade the player back to normal rotation each frame + if(self.leanangle_damage_force) // safety + self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade"); + // end of damage leaning + + self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE); + } + SetPlayerSize(); if(frametime)