]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_physics.qc
Add vore and size offsets to dodging speed. Needs testing
[voretournament/voretournament.git] / data / qcsrc / server / cl_physics.qc
index e3dbb61ab99903c10448a153220ceff425a17e65..068f7dbd7dbf330e99cd9aceafc3a772c36195bc 100644 (file)
@@ -507,14 +507,19 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
        if(speedclamp)\r
                accelqw = -accelqw;\r
 \r
-       if(cvar("g_balance_vore_load_pred_weight") > 0) // apply stomach weight\r
-               wishspeed *= 1 - bound(0, self.stomach_maxload / self.stomach_load * cvar("g_balance_vore_load_pred_speed"), 1);\r
-       if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster\r
-               wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
-       if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
-               wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
-       if(self.swallow_progress_pred) // cut speed based on swallow progress for preds\r
-               wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
+       if(self.classname == "player")\r
+       {\r
+               if(cvar("g_balance_vore_load_pred_weight") > 0) // apply stomach weight\r
+                       wishspeed /= 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_speed");\r
+               if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster\r
+                       wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
+               if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
+                       wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
+               if(self.swallow_progress_pred) // cut speed based on swallow progress for preds\r
+                       wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
+               if(self.grabber_stunned > time && random() <= cvar("g_balance_grabber_secondary_stun_rate")) // randomly cut speed while the player is stunned\r
+                       return;\r
+       }\r
 \r
        if(cvar("sv_gameplayfix_q2airaccelerate"))\r
                wishspeed0 = wishspeed;\r
@@ -648,6 +653,97 @@ void race_send_speedaward_alltimebest(float msg)
        WriteString(msg, speedaward_alltimebest_holder);\r
 }\r
 \r
+void dodging()\r
+{\r
+       float common_factor;\r
+       float new_velocity_gain;\r
+       float velocity_difference;\r
+       float clean_up_and_do_nothing;\r
+\r
+       new_velocity_gain = 0;\r
+       clean_up_and_do_nothing = 0;\r
+\r
+       if (cvar("g_dodging") == 0)\r
+               clean_up_and_do_nothing = 1;\r
+\r
+       // when swimming, no dodging allowed..\r
+       if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
+               clean_up_and_do_nothing = 1;\r
+\r
+       if (clean_up_and_do_nothing != 0) {\r
+               self.dodging_action = 0;\r
+               self.dodging_direction_x = 0;\r
+               self.dodging_direction_y = 0;\r
+               return;\r
+       }\r
+\r
+       // make sure v_up, v_right and v_forward are sane\r
+       makevectors(self.angles);\r
+\r
+       // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code \r
+       // will be called ramp_time/frametime times = 2 times. so, we need to \r
+       // add 0.5 * the total speed each frame until the dodge action is done..\r
+       common_factor = sys_frametime / cvar("sv_dodging_ramp_time");\r
+\r
+       // if ramp time is smaller than frametime we get problems ;D\r
+       if (common_factor > 1) \r
+               common_factor = 1;\r
+\r
+       new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));\r
+\r
+       if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
+               new_velocity_gain *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
+       if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
+               new_velocity_gain *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
+       if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
+               new_velocity_gain *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
+\r
+       if (new_velocity_gain < 0)\r
+               new_velocity_gain = 0;\r
+\r
+       velocity_difference = self.dodging_velocity_gain - new_velocity_gain;\r
+\r
+       // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D\r
+       if (self.dodging_action == 1) {\r
+               //disable jump key during dodge accel phase\r
+               if (self.movement_z > 0) self.movement_z = 0;\r
+\r
+               self.velocity = \r
+                         self.velocity \r
+                       + ((self.dodging_direction_y * velocity_difference) * v_right)\r
+                       + ((self.dodging_direction_x * velocity_difference) * v_forward);\r
+\r
+               self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;\r
+       }\r
+\r
+       // the up part of the dodge is a single shot action\r
+       if (self.dodging_single_action == 1) {\r
+               self.flags &~= FL_ONGROUND;\r
+\r
+               self.velocity = \r
+                         self.velocity \r
+                       + (cvar("sv_dodging_up_speed") * v_up);\r
+\r
+               if (cvar("sv_dodging_sound"))\r
+                       PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+\r
+               setanim(self, self.anim_jump, TRUE, FALSE, TRUE);\r
+\r
+               self.dodging_single_action = 0;\r
+       }\r
+\r
+       // are we done with the dodging ramp yet?\r
+       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))\r
+       {\r
+               // reset state so next dodge can be done correctly\r
+               self.dodging_action = 0;\r
+               self.dodging_direction_x = 0;\r
+               self.dodging_direction_y = 0;\r
+       }\r
+\r
+       return;\r
+}\r
+\r
 string GetMapname(void);\r
 float speedaward_lastupdate;\r
 float speedaward_lastsent;\r
@@ -733,7 +829,7 @@ void SV_PlayerPhysics()
 \r
        if (self.punchangle != '0 0 0')\r
        {\r
-               f = vlen(self.punchangle) - 15 * frametime;\r
+               f = vlen(self.punchangle) - cvar("sv_punchangle_speed") * frametime;\r
                if (f > 0)\r
                        self.punchangle = normalize(self.punchangle) * f;\r
                else\r
@@ -742,7 +838,7 @@ void SV_PlayerPhysics()
 \r
        if (self.punchvector != '0 0 0')\r
        {\r
-               f = vlen(self.punchvector) - 30 * frametime;\r
+               f = vlen(self.punchvector) - cvar("sv_punchvector_speed") * frametime;\r
                if (f > 0)\r
                        self.punchvector = normalize(self.punchvector) * f;\r
                else\r
@@ -851,6 +947,7 @@ void SV_PlayerPhysics()
        {\r
                self.wasFlying = 0;\r
 \r
+               if(self.classname == "player")\r
                if(self.waterlevel < WATERLEVEL_SWIMMING)\r
                if(time >= self.ladder_time)\r
                if not(self.grabber)\r
@@ -860,10 +957,60 @@ void SV_PlayerPhysics()
                        tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);\r
                        if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)\r
                        {\r
-                               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
-                                       GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+                               if(cvar("g_healthsize"))\r
+                               {\r
+                                       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
+                                       {\r
+                                               GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
+                                               pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
+                                               pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
+                                       }\r
+                                       sound(self, CHAN_AUTO, "misc/macro_hitground.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);\r
+\r
+                                       // earthquake effect for nearby players when a macro falls\r
+                                       if(cvar("g_healthsize_quake_fall"))\r
+                                       {\r
+                                               entity head;\r
+                                               for(head = findradius(self.origin, cvar("g_healthsize_quake_fall_radius")); head; head = head.chain)\r
+                                               {\r
+                                                       if not(head.classname == "player" || head.classname == "spectator")\r
+                                                               continue;\r
+                                                       if(head == self || head.spectatee_status == num_for_edict(self))\r
+                                                               continue; // not for self\r
+                                                       if not(head.flags & FL_ONGROUND)\r
+                                                               continue; // we only feel the ground shaking if we are sitting on it\r
+                                                       if(head.stat_eaten)\r
+                                                               continue; // not for prey\r
+\r
+                                                       float shake;\r
+                                                       shake = vlen(head.origin - self.origin);\r
+                                                       if(shake)\r
+                                                               shake = 1 - bound(0, shake / cvar("g_healthsize_quake_fall_radius"), 1);\r
+                                                       shake *= playersize_macro(self) * cvar("g_healthsize_quake_fall");\r
+\r
+                                                       head.punchvector_x += crandom() * shake;\r
+                                                       head.punchvector_y += crandom() * shake;\r
+                                                       head.punchvector_z += crandom() * shake;\r
+                                               }\r
+                                       }\r
+                               }\r
                                else\r
-                                       GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+                               {\r
+                                       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
+                                       {\r
+                                               GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
+                                               pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);\r
+                                       }\r
+                                       else\r
+                                       {\r
+                                               GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
+                                               pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);\r
+                                       }\r
+                               }\r
                        }\r
                }\r
        }\r
@@ -905,7 +1052,7 @@ void SV_PlayerPhysics()
        {\r
                RaceCarPhysics();\r
        }\r
-       else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)\r
+       else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)\r
        {\r
                // noclipping or flying\r
                self.flags &~= FL_ONGROUND;\r
@@ -1144,7 +1291,7 @@ void SV_PlayerPhysics()
                if (wishspeed > sv_maxspeed*maxspd_mod)\r
                        wishspeed = sv_maxspeed*maxspd_mod;\r
                if (self.crouch)\r
-                       wishspeed = wishspeed * 0.5;\r
+                       wishspeed = wishspeed * cvar("sv_crouchvelocity");\r
                if (time >= self.teleport_time)\r
                        PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
        }\r
@@ -1176,7 +1323,7 @@ void SV_PlayerPhysics()
                if (wishspeed > maxairspd)\r
                        wishspeed = maxairspd;\r
                if (self.crouch)\r
-                       wishspeed = wishspeed * 0.5;\r
+                       wishspeed = wishspeed * cvar("sv_crouchvelocity");\r
                if (time >= self.teleport_time)\r
                {\r
                        float accelerating;\r
@@ -1221,6 +1368,9 @@ void SV_PlayerPhysics()
                }\r
        }\r
 \r
+       // execute dodging code\r
+       dodging();\r
+\r
        if((g_cts || g_race) && self.classname != "observer") {\r
                if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {\r
                        speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');\r