]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Cleanup and improve dodging code implementation
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 51d03fcb5235183023b7e22508b658e6b4da74ec..b41bb1d06110f9aedd67ab6ba17801398635a783 100644 (file)
@@ -541,9 +541,20 @@ float Client_customizeentityforclient()
        }\r
 \r
        Client_setmodel(setmodel_state());\r
-       self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_nodepthtestplayers"))\r
+               self.effects |= EF_NODEPTHTEST;\r
+       else\r
+               self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_fullbrightplayers"))\r
+               self.effects |= EF_FULLBRIGHT;\r
+\r
        if not(self.stat_eaten)\r
+       {\r
                self.alpha = default_player_alpha;\r
+               if(cvar("g_vore_swallowfade"))\r
+               if not(other == self && !chase)\r
+                       self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+       }\r
        else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
        {\r
                self.alpha = default_player_alpha; // allow seeing neighboring prey\r
@@ -580,7 +591,7 @@ void PutObserverInServer (void)
                WriteEntity(MSG_ONE, self);\r
        }\r
 \r
-       Vore_Disconnect();\r
+       Vore_Disconnect(TRUE);\r
 \r
        kh_Key_DropAll(self, TRUE);\r
 \r
@@ -616,7 +627,7 @@ void PutObserverInServer (void)
        self.health = -666;\r
        self.takedamage = DAMAGE_NO;\r
        self.solid = SOLID_NOT;\r
-       self.movetype = MOVETYPE_NOCLIP;\r
+       self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
        self.flags = FL_CLIENT | FL_NOTARGET;\r
        self.armorvalue = 666;\r
        self.effects = 0;\r
@@ -645,9 +656,9 @@ void PutObserverInServer (void)
        self.fixangle = TRUE;\r
        self.crouch = FALSE;\r
 \r
-       self.view_ofs = PL_VIEW_OFS;\r
+       self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
        setorigin (self, spot.origin);\r
-       setsize (self, '0 0 0', '0 0 0');\r
+       setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
        self.prevorigin = self.origin;\r
        self.items = 0;\r
        self.weapons = 0;\r
@@ -849,14 +860,8 @@ void PutClientInServer (void)
 \r
                RemoveGrabber(self); // Wazat's Grabber\r
 \r
-               Vore_Disconnect();\r
+               Vore_Disconnect(TRUE);\r
                self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
-               for(e = world; (e = find(e, classname, "consumable")); )\r
-               {\r
-                       // remove consumable items when we respawn\r
-                       if(e.predator == self)\r
-                               Item_Consumable_Remove(e, FALSE);\r
-               }\r
 \r
                self.classname = "player";\r
                self.wasplayer = TRUE;\r
@@ -1381,6 +1386,7 @@ void FixClientCvars(entity e)
        stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
+       stuffcmd(e, strcat("cl_movement_crouchvelocity ", ftos(cvar("sv_crouchvelocity")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
        stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
        stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
@@ -1625,7 +1631,7 @@ void ClientDisconnect (void)
                return;\r
        }\r
 \r
-       Vore_Disconnect();\r
+       Vore_Disconnect(TRUE);\r
 \r
        CheatShutdownClient();\r
 \r
@@ -1896,12 +1902,6 @@ void player_powerups (void)
                }\r
        }\r
 \r
-       if(cvar("g_nodepthtestplayers"))\r
-               self.effects = self.effects | EF_NODEPTHTEST;\r
-\r
-       if(cvar("g_fullbrightplayers"))\r
-               self.effects = self.effects | EF_FULLBRIGHT;\r
-\r
        // midair gamemode: damage only while in the air\r
        // if in midair mode, being on ground grants temporary invulnerability\r
        // (this is so that multishot weapon don't clear the ground flag on the\r
@@ -1961,7 +1961,7 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re
                                {\r
                                        msg_entity = self;\r
                                        if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
-                                               soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
+                                               soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE, 0);\r
                                }\r
                                self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
                        }\r
@@ -2027,7 +2027,92 @@ void SetZoomState(float z)
        zoomstate_set = 1;\r
 }\r
 \r
+// get pressed keys for PlayerDodge\r
+void PlayerDodge_GetPressedKeys()\r
+{\r
+       float length;\r
+       float tap_direction_x;\r
+       float tap_direction_y;\r
+       float dodge_detected;\r
+\r
+       // first check if the last dodge is far enough back in time so we can dodge again\r
+       if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))\r
+               return;\r
+\r
+       if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1 \r
+               && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)\r
+               return;\r
+\r
+       if (self.movement_x > 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_FORWARD)) {\r
+                       if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { \r
+                               tap_direction_x = 1.0;\r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_FORWARD_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_x < 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_BACKWARD)) {\r
+                       tap_direction_x = -1.0;\r
+                       if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_BACKWARD_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_y > 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_RIGHT)) {\r
+                       tap_direction_y = 1.0;\r
+                       if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_RIGHT_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_y < 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_LEFT)) {\r
+                       tap_direction_y = -1.0;\r
+                       if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_LEFT_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (dodge_detected == 1) {\r
+               self.last_dodging_time = time;\r
+\r
+               self.dodging_action = 1;\r
+               self.dodging_single_action = 1;\r
+\r
+               self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");\r
+\r
+               self.dodging_direction_x = tap_direction_x;\r
+               self.dodging_direction_y = tap_direction_y;\r
+\r
+               // normalize the dodging_direction vector.. (unlike UT99) XD\r
+               length =          self.dodging_direction_x * self.dodging_direction_x;\r
+               length = length + self.dodging_direction_y * self.dodging_direction_y;\r
+               length = sqrt(length);\r
+\r
+               self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;\r
+               self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;\r
+       }\r
+}\r
+\r
 void GetPressedKeys(void) {\r
+       // get keys for dodging\r
+       if(cvar("g_dodging"))\r
+               PlayerDodge_GetPressedKeys();\r
+\r
        if (self.movement_x > 0) // get if movement keys are pressed\r
        {       // forward key pressed\r
                self.pressedkeys |= KEY_FORWARD;\r
@@ -2129,7 +2214,7 @@ void SpectateCopy(entity spectatee) {
        self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
        self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
        self.stat_stomachload = spectatee.stat_stomachload;\r
-       self.stat_stomachmaxload = spectatee.stomach_maxload;\r
+       self.stat_stomachmaxload = spectatee.stat_stomachmaxload;\r
        self.stat_digesting = spectatee.stat_digesting;\r
        self.stat_canleave = spectatee.stat_canleave;\r
        self.stat_canswallow = spectatee.stat_canswallow;\r
@@ -2141,6 +2226,9 @@ void SpectateCopy(entity spectatee) {
        setsize(self, spectatee.mins, spectatee.maxs);\r
        SetZoomState(spectatee.zoomstate);\r
 \r
+       // copy necessary flags\r
+       if(spectatee.flags & FL_ONGROUND)       self.flags |= FL_ONGROUND;      else    self.flags &~= FL_ONGROUND;\r
+\r
        anticheat_spectatecopy(spectatee);\r
 }\r
 \r
@@ -2353,7 +2441,7 @@ void SetPlayerSize()
                {\r
                        //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
                        if(!self.stat_eaten)\r
-                               self.view_ofs = PL_VIEW_OFS * self.scale;\r
+                               self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
                }\r
 \r
                self.last_alive_scale = self.scale;\r
@@ -2376,17 +2464,20 @@ void SetPlayerSize()
 \r
 void ObserverThink()\r
 {\r
+       float prefered_movetype;\r
        if (self.flags & FL_JUMPRELEASED) {\r
                if (self.BUTTON_JUMP && !self.version_mismatch) {\r
-                       self.welcomemessage_time = 0;\r
                        self.flags &~= FL_JUMPRELEASED;\r
                        self.flags |= FL_SPAWNING;\r
                } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
-                       self.welcomemessage_time = 0;\r
                        self.flags &~= FL_JUMPRELEASED;\r
                        if(SpectateNext() == 1) {\r
                                self.classname = "spectator";\r
                        }\r
+               } else {\r
+                       prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
+                       if (self.movetype != prefered_movetype)\r
+                               self.movetype = prefered_movetype;\r
                }\r
        } else {\r
                if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
@@ -2399,6 +2490,7 @@ void ObserverThink()
                        }\r
                }\r
        }\r
+\r
        PrintWelcomeMessage(self);\r
 }\r
 \r
@@ -2599,7 +2691,7 @@ void PlayerPreThink (void)
                        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_x = vlen(accel) * -1;\r
                        L0_y = L1_y = vectoyaw(accel);\r
 \r
                        L0 = AnglesTransform_FromAngles(L0);\r