openmohaa/code/fgame/bg_pmove.cpp

1853 lines
38 KiB
C++
Raw Normal View History

2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate
#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
pmove_t *pm;
pml_t pml;
// movement parameters
float pm_stopspeed = 50.0f;
float pm_duckScale = 0.25f;
float pm_swimScale = 1.0f;
float pm_wadeScale = 0.70f;
float pm_accelerate = 8.0f;
float pm_airaccelerate = 1.0f;
float pm_wateraccelerate = 8.0f;
float pm_friction = 6.0f;
float pm_waterfriction = 2.0f;
float pm_slipperyfriction = 0.25f;
float pm_strafespeed = 0.85f;
float pm_backspeed = 0.80f;
float pm_flightfriction = 3.0f;
float PM_NOCLIPfriction = 5.0f;
int c_pmove = 0;
/*
===============
PM_AddEvent
===============
*/
void PM_AddEvent( int newEvent ) {
}
/*
===============
PM_AddTouchEnt
===============
*/
void PM_AddTouchEnt( int entityNum ) {
int i;
if ( entityNum == ENTITYNUM_WORLD ) {
return;
}
if ( pm->numtouch == MAXTOUCH ) {
return;
}
// see if it is already added
for ( i = 0 ; i < pm->numtouch ; i++ ) {
if ( pm->touchents[ i ] == entityNum ) {
return;
}
}
// add it
pm->touchents[pm->numtouch] = entityNum;
pm->numtouch++;
}
/*
===================
PM_StartTorsoAnim
===================
*/
static void PM_StartTorsoAnim( int anim ) {
}
static void PM_StartLegsAnim( int anim ) {
}
static void PM_ContinueLegsAnim( int anim ) {
}
static void PM_ContinueTorsoAnim( int anim ) {
}
static void PM_ForceLegsAnim( int anim ) {
}
/*
==================
PM_ClipVelocity
Slide off of the impacting surface
==================
*/
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce )
{
float backoff;
float dir_z;
float normal2[ 3 ];
if( normal[ 2 ] >= pm_wadeScale )
{
if( in[ 0 ] == 0.0f && in[ 1 ] == 0.0f )
{
VectorClear( out );
return;
}
normal2[ 0 ] = in[ 0 ] * DotProduct2D( in, normal );
normal2[ 1 ] = in[ 1 ] * DotProduct2D( in, normal );
normal2[ 2 ] = normal[ 2 ] * DotProduct2D( in, in );
VectorNormalize( normal2 );
dir_z = -normal2[ 2 ];
out[ 0 ] = in[ 0 ];
out[ 1 ] = in[ 1 ];
out[ 2 ] = DotProduct2D( in, normal2 ) / dir_z;
}
else
{
backoff = DotProduct( in, normal );
if( backoff < 0 )
backoff *= overbounce;
else
backoff /= overbounce;
out[ 0 ] = in[ 0 ] - normal[ 0 ] * backoff;
out[ 1 ] = in[ 1 ] - normal[ 1 ] * backoff;
out[ 2 ] = in[ 2 ] - normal[ 2 ] * backoff;
}
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
static void PM_Friction( void ) {
vec3_t vec;
float *vel;
float speed, newspeed, control;
float drop;
vel = pm->ps->velocity;
VectorCopy( vel, vec );
if( pml.walking )
{
// ignore slope movement
vec[ 2 ] = 0;
}
speed = VectorLength( vec );
if( speed < 1 )
{
// allow sinking underwater
vel[ 0 ] = 0;
vel[ 1 ] = 0;
return;
}
drop = 0;
if( pml.walking )
{
control = ( speed < pm_stopspeed ) ? pm_stopspeed : speed;
// if getting knocked back, no friction
if( pml.groundTrace.surfaceFlags & SURF_SLICK )
{
drop += control * pm_slipperyfriction * pml.frametime;
}
else
{
drop += control * pm_friction * pml.frametime;
}
}
// apply water friction even if just wading
if( pm->waterlevel )
{
if( pm->watertype & CONTENTS_SLIME )
{
drop += speed * pm_waterfriction * 5 * pm->waterlevel * pml.frametime;
}
else
{
drop += speed * pm_waterfriction * pm->waterlevel * pml.frametime;
}
}
// scale the velocity
newspeed = speed - drop;
if( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
vel[ 0 ] = vel[ 0 ] * newspeed;
vel[ 1 ] = vel[ 1 ] * newspeed;
vel[ 2 ] = vel[ 2 ] * newspeed;
}
/*
==============
PM_Accelerate
Handles user intended acceleration
==============
*/
static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel )
{
vec3_t wishVelocity;
vec3_t pushDir;
float pushLen;
float canPush;
VectorScale( wishdir, wishspeed, wishVelocity );
VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
pushLen = VectorNormalize( pushDir );
canPush = accel*pml.frametime*wishspeed;
if (canPush > pushLen) {
canPush = pushLen;
}
VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
}
/*
============
PM_CmdScale
Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
static float PM_CmdScale( usercmd_t *cmd ) {
int max;
float total;
float scale;
float fmove, smove;
PM_GetMove( &fmove, &smove );
2017-06-08 11:46:08 +02:00
max = fabs( fmove );
if(fabs( smove ) > max ) {
max = fabs( smove );
2016-03-27 11:49:47 +02:00
}
2017-06-08 11:46:08 +02:00
if (fabs( cmd->upmove ) > max ) {
max = fabs( cmd->upmove );
2016-03-27 11:49:47 +02:00
}
if ( !max ) {
return 0;
}
total = sqrt( ( float )( fmove * fmove
+ smove * smove + cmd->upmove * cmd->upmove ) );
scale = ( float )pm->ps->speed * max / ( 127.0 * total );
return scale;
}
//============================================================================
/*
=============
PM_CheckTerminalVelocity
=============
*/
#define TERMINAL_VELOCITY 1200
void PM_CheckTerminalVelocity
(
void
)
{
float oldspeed;
float speed;
//
// how fast were we falling
//
oldspeed = -pml.previous_velocity[ 2 ];
//
// how fast are we falling
//
speed = -pm->ps->velocity[ 2 ];
if( speed <= 0 )
{
return;
}
if( ( oldspeed <= TERMINAL_VELOCITY ) && ( speed > TERMINAL_VELOCITY ) )
{
pm->pmoveEvent = EV_TERMINAL_VELOCITY;
}
}
/*
{
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[ 2 ] = 0;
pml.right[ 2 ] = 0;
VectorNormalize( pml.forward );
VectorNormalize( pml.right );
for( i = 0; i < 2; i++ ) {
wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove;
}
wishvel[ 2 ] = 0;
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
// not on ground, so little effect on velocity
PM_Accelerate( wishdir, wishspeed, pm_airaccelerate );
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
if( pml.groundPlane ) {
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
PM_StepSlideMove( qtrue );
}
*/
/*
===================
PM_GetMove
===================
*/
void PM_GetMove
(
float *pfForward,
float *pfRight
)
{
*pfForward = pm->cmd.forwardmove;
if( *pfForward < 0 )
{
*pfForward *= pm_backspeed;
}
*pfRight = pm->cmd.rightmove * pm_strafespeed;
}
/*
===================
PM_AirMove
===================
*/
static void PM_AirMove( void )
{
vec3_t wishvel;
float fmove;
float smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
PM_GetMove( &fmove, &smove );
pm->ps->pm_time = 0;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
wishvel[ 0 ] = pml.flat_forward[ 0 ] * fmove - pml.flat_left[ 0 ] * smove;
wishvel[ 1 ] = pml.flat_forward[ 1 ] * fmove - pml.flat_left[ 1 ] * smove;
wishvel[ 2 ] = 0;
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
// not on ground, so little effect on velocity
PM_Accelerate( wishdir, wishspeed, pm_airaccelerate );
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
if( pml.groundPlane )
{
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP );
}
PM_StepSlideMove( qtrue );
PM_CheckTerminalVelocity();
}
static vec3_t min3x3 = { -8, 0, 0 };
static vec3_t max3x3 = { 4, 4, 8 };
static vec3_t base_rightfoot_pos = { -5.25301f, -3.10885f, 0 };
static vec3_t base_leftfoot_pos = { -0.123711f, 10.4893f, 0 };
qboolean PM_FeetOnGround
(
vec3_t pos
)
{
vec3_t start;
vec3_t end;
trace_t trace;
VectorCopy( pos, start );
VectorCopy( pos, end );
end[ 2 ] -= 16.01f;
pm->trace( &trace, start, min3x3, max3x3, end, pm->ps->clientNum, pm->tracemask, true, false );
return trace.fraction != 1.0f;
}
qboolean PM_FindBestFallPos
(
vec3_t pos,
vec3_t bestdir
)
{
trace_t trace;
vec3_t ang;
vec3_t dir;
vec3_t start;
vec3_t end;
vec3_t move;
int i;
qboolean set;
float radius;
VectorClear( bestdir );
set = qfalse;
radius = pm->maxs[ 0 ] - pm->mins[ 0 ] + 1.0f;
VectorCopy( pos, start );
start[ 2 ] -= 16.1f;
VectorSet( ang, 0, pm->ps->viewangles[ 1 ], 0 );
for( i = 0; i < 16; i++, ang[ 1 ] += 22.5f )
{
AngleVectorsLeft( ang, dir, NULL, NULL );
VectorMA( pos, radius, dir, move );
pm->trace( &trace, pos, pm->mins, pm->maxs, move, pm->ps->clientNum, pm->tracemask, qtrue, qfalse );
VectorCopy( trace.endpos, end );
end[ 2 ] = start[ 2 ];
pm->trace( &trace, trace.endpos, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask, qtrue, qfalse );
if( trace.fraction == 1.0f )
{
VectorCopy( trace.endpos, end );
pm->trace( &trace, end, pm->mins, pm->maxs, start, pm->ps->clientNum, pm->tracemask, qtrue, qfalse );
if( trace.fraction < 1.0f )
{
VectorAdd( bestdir, trace.plane.normal, bestdir );
set = qtrue;
}
}
}
if( !set || !VectorNormalize( bestdir ) )
{
return qfalse;
}
return qtrue;
}
void PM_CheckFeet
(
vec3_t vWishdir
)
{
vec3_t temp;
trace_t trace;
if( pm->stepped )
{
pm->ps->feetfalling = 0;
return;
}
if( !pm->ps->walking )
{
return;
}
VectorMA( pm->ps->origin, 0.2f, pm->ps->velocity, temp );
temp[ 2 ] = pm->ps->origin[ 2 ] + 2;
if( PM_FeetOnGround( pm->ps->origin ) || PM_FeetOnGround( temp ) )
{
pm->ps->feetfalling = 0;
return;
}
if( pm->ps->feetfalling > 0 )
{
pm->ps->feetfalling--;
}
if( !pm->ps->feetfalling )
{
if( !PM_FindBestFallPos( pm->ps->origin, pm->ps->falldir ) ) {
return;
}
pm->ps->feetfalling = 5;
}
VectorMA( pm->ps->origin, 15.0f * pml.frametime, pm->ps->falldir, temp );
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, temp, pm->ps->clientNum, pm->tracemask, qtrue, qfalse );
if( trace.fraction == 0 )
{
pm->ps->feetfalling = 0;
return;
}
if( ( vWishdir[ 0 ] == 0.0f && vWishdir[ 1 ] == 0.0f ) ||
DotProduct( vWishdir, pm->ps->falldir ) > 0.0f )
{
pm->ps->walking = qfalse;
VectorCopy( trace.endpos, pm->ps->origin );
}
}
/*
===================
PM_WalkMove
===================
*/
static void PM_WalkMove( void ) {
int i;
vec3_t wishvel;
float fmove, smove;
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float accelerate;
PM_Friction();
PM_GetMove( &fmove, &smove );
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
if( ( pm->cmd.buttons & BUTTON_RUN ) && fmove && !smove )
{
pm->ps->pm_time += pml.msec;
}
else
{
pm->ps->pm_time = 0;
}
// project the forward and right directions onto the ground plane
PM_ClipVelocity( pml.flat_forward, pml.groundTrace.plane.normal, pml.flat_forward, OVERCLIP );
PM_ClipVelocity( pml.flat_left, pml.groundTrace.plane.normal, pml.flat_left, OVERCLIP );
//
VectorNormalize( pml.flat_forward );
VectorNormalize( pml.flat_left );
for( i = 0; i < 3; i++ )
{
wishvel[ i ] = pml.flat_forward[ i ] * fmove - pml.flat_left[ i ] * smove;
}
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
// clamp the speed lower if wading or walking on the bottom
if( pm->waterlevel )
{
float waterScale;
if( pm->waterlevel == 1.0f )
{
waterScale = 0.80f;
}
else
{
waterScale = 0.5f;
}
if( wishspeed > pm->ps->speed * waterScale ) {
wishspeed = pm->ps->speed * waterScale;
}
}
if( pml.groundTrace.surfaceFlags & SURF_SLICK ) {
accelerate = pm_airaccelerate;
} else {
accelerate = pm_accelerate;
}
PM_Accelerate( wishdir, wishspeed, accelerate );
if( pml.groundTrace.surfaceFlags & SURF_SLICK ) {
pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime;
}
// slide along the ground plane
PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
// don't do anything if standing still
if( pm->ps->velocity[ 0 ] || pm->ps->velocity[ 1 ] )
{
PM_StepSlideMove( qtrue );
}
PM_CheckFeet( wishdir );
}
/*
==============
PM_DeadMove
==============
*/
static void PM_DeadMove( void ) {
float forward;
if ( !pml.walking ) {
return;
}
// extra friction
forward = VectorLength (pm->ps->velocity);
forward -= 20;
if ( forward <= 0 ) {
VectorClear (pm->ps->velocity);
} else {
VectorNormalize (pm->ps->velocity);
VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
}
}
/*
===============
PM_NoclipMove
===============
*/
static void PM_NoclipMove( void )
{
float speed;
float drop;
float friction;
float control;
float newspeed;
int i;
vec3_t wishvel;
float fmove;
float smove;
vec3_t wishdir;
float wishspeed;
float scale;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
// friction
speed = VectorLength( pm->ps->velocity );
if( speed < 1 )
{
VectorCopy( vec3_origin, pm->ps->velocity );
}
else
{
drop = 0;
// extra friction
friction = pm_friction * 1.5;
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control * friction * pml.frametime;
// scale the velocity
newspeed = speed - drop;
if( newspeed < 0 )
{
newspeed = 0;
}
newspeed /= speed;
VectorScale( pm->ps->velocity, newspeed, pm->ps->velocity );
}
// accelerate
// allow the player to move twice as fast in noclip
scale = PM_CmdScale( &pm->cmd ) * 2;
PM_GetMove( &fmove, &smove );
pm->ps->pm_time = 0;
for( i = 0; i < 3; i++ )
{
wishvel[ i ] = pml.flat_forward[ i ] * fmove - pml.flat_left[ i ] * smove;
}
wishvel[ 2 ] += pm->cmd.upmove;
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
wishspeed *= scale;
PM_Accelerate( wishdir, wishspeed, pm_accelerate );
// move
VectorMA( pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin );
}
//============================================================================
/*
=================
PM_CrashLand
Check for hard landings that generate sound events
=================
*/
static void PM_CrashLand( void )
{
float delta;
float dist;
float vel;
float acc;
float t;
float a, b, c, den;
// calculate the exact velocity on landing
dist = pm->ps->origin[ 2 ] - pml.previous_origin[ 2 ];
vel = pml.previous_velocity[ 2 ];
acc = -pm->ps->gravity;
a = acc / 2;
b = vel;
c = -dist;
den = b * b - 4 * a * c;
if( den < 0 )
{
return;
}
//t = ( -b - sqrt( den ) ) / ( 2 * a );
t = sqrt( den ) + vel;
//delta = vel + t * acc;
delta = vel - t;
delta = delta * delta * 0.0001;
// reduce falling damage if there is standing water
if( pm->waterlevel == 2 )
{
delta *= 0.25f;
}
if( pm->waterlevel == 1 )
{
delta *= 0.5f;
}
if( delta < 1 )
{
return;
}
// SURF_NODAMAGE is used for bounce pads where you don't ever
// want to take damage or play a crunch sound
if( !( pml.groundTrace.surfaceFlags & SURF_NODAMAGE ) )
{
if( delta > 100 )
{
pm->pmoveEvent = EV_FALL_FATAL;
}
else if( delta > 80 )
{
pm->pmoveEvent = EV_FALL_FAR;
}
else if( delta > 40 )
{
pm->pmoveEvent = EV_FALL_MEDIUM;
}
else if( delta > 20 )
{
pm->pmoveEvent = EV_FALL_SHORT;
}
}
}
/*
=============
PM_CheckStuck
=============
*/
/*
void PM_CheckStuck(void) {
trace_t trace;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
//int shit = qtrue;
}
}
*/
/*
=============
PM_CorrectAllSolid
=============
*/
static int PM_CorrectAllSolid( trace_t *trace )
{
int i, j, k;
vec3_t point;
if ( pm->debugLevel ) {
Com_Printf("%i:allsolid\n", c_pmove);
}
// jitter around
for (i = -1; i <= 1; i++) {
for (j = -1; j <= 1; j++) {
for (k = -1; k <= 1; k++) {
VectorCopy(pm->ps->origin, point);
point[0] += (float) i;
point[1] += (float) j;
point[2] += (float) k;
pm->trace( trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue, false );
if ( !trace->allsolid && !trace->startsolid ) {
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
pm->trace( trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue, false );
pml.groundTrace = *trace;
pm->ps->groundTrace = *trace;
return qtrue;
}
}
}
}
//pm->ps->groundEntityNum = ENTITYNUM_NONE;
//pml.groundPlane = qfalse;
//pml.walking = qfalse;
return qfalse;
}
/*
=============
PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
vec3_t point;
trace_t trace;
point[ 0 ] = pm->ps->origin[ 0 ];
point[ 1 ] = pm->ps->origin[ 1 ];
point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue, qfalse );
pml.groundTrace = trace;
pm->ps->groundTrace = trace;
// do something corrective if the trace starts in a solid...
if ( trace.allsolid || trace.startsolid )
{
if( !PM_CorrectAllSolid( &trace ) ) {
trace.fraction = 1.0f;
}
}
// if the trace didn't hit anything, we are in free fall
if ( trace.fraction == 1.0 )
{
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
return;
}
// check if getting thrown off the ground
if( pm->ps->velocity[ 2 ] > 0.0f && DotProduct( pm->ps->velocity, trace.plane.normal ) > 150.0f )
{
if ( pm->debugLevel ) {
Com_Printf("%i:kickoff\n", c_pmove);
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
return;
}
// slopes that are too steep will not be considered onground
if( trace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
{
vec3_t oldvel;
float d;
if ( pm->debugLevel ) {
Com_Printf("%i:steep\n", c_pmove);
}
VectorCopy( pm->ps->velocity, oldvel );
VectorSet( pm->ps->velocity, 0, 0, -1.0f / pml.frametime );
PM_SlideMove( qfalse );
d = VectorLength( pm->ps->velocity );
VectorCopy( oldvel, pm->ps->velocity );
if( d > ( 0.1f / pml.frametime ) )
{
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qtrue;
pml.walking = qfalse;
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
return;
}
}
pml.groundPlane = qtrue;
pml.walking = qtrue;
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{
// just hit the ground
if ( pm->debugLevel ) {
Com_Printf( "%i:Land\n", c_pmove );
}
PM_CrashLand();
}
pm->ps->groundEntityNum = trace.entityNum;
PM_AddTouchEnt( trace.entityNum );
pm->ps->walking = pml.walking;
pm->ps->groundPlane = pml.groundPlane;
}
/*
=============
PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving
=============
*/
static void PM_SetWaterLevel( void ) {
vec3_t point;
int cont;
int sample1;
int sample2;
//
// get waterlevel, accounting for ducking
//
pm->waterlevel = 0;
pm->watertype = 0;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] + MINS_Z + 1;
cont = pm->pointcontents( point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
sample2 = pm->ps->viewheight - MINS_Z;
sample1 = sample2 / 2;
pm->watertype = cont;
pm->waterlevel = 1;
point[2] = pm->ps->origin[2] + MINS_Z + sample1;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ) {
pm->waterlevel = 2;
point[2] = pm->ps->origin[2] + MINS_Z + sample2;
cont = pm->pointcontents (point, pm->ps->clientNum );
if ( cont & MASK_WATER ){
pm->waterlevel = 3;
}
}
}
}
/*
==============
PM_CheckDuck
Sets mins, maxs, and pm->ps->viewheight
==============
*/
static void PM_CheckDuck( void )
{
pm->mins[ 0 ] = -15.0f;
pm->mins[ 1 ] = -15.0f;
pm->maxs[ 0 ] = 15.0f;
pm->maxs[ 1 ] = 15.0f;
pm->mins[ 2 ] = MINS_Z;
if( pm->ps->pm_type == PM_DEAD )
{
pm->maxs[ 2 ] = DEAD_MINS_Z;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
return;
}
if( ( pm->ps->pm_flags & ( PMF_DUCKED | PMF_VIEW_PRONE ) ) == ( PMF_DUCKED | PMF_VIEW_PRONE ) )
{
pm->maxs[ 2 ] = 54.0f;
}
else if( pm->ps->pm_flags & PMF_DUCKED )
{
pm->maxs[ 2 ] = 60.0f;
pm->ps->viewheight = CROUCH_VIEWHEIGHT;
}
else if( pm->ps->pm_flags & PMF_VIEW_PRONE )
{
pm->maxs[ 2 ] = 20.0f;
pm->ps->viewheight = PRONE_VIEWHEIGHT;
}
else if( pm->ps->pm_flags & PMF_VIEW_DUCK_RUN )
{
pm->maxs[ 2 ] = 94.0f;
pm->mins[ 2 ] = 54.0f;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
}
else if( pm->ps->pm_flags & PMF_VIEW_JUMP_START )
{
pm->maxs[ 2 ] = 94.0f;
pm->ps->viewheight = JUMP_START_VIEWHEIGHT;
}
else
{
pm->maxs[ 2 ] = 94.0f;
pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
}
}
//===================================================================
/*
===============
PM_Footsteps
===============
*/
static void PM_Footsteps( void ) {
float bobmove;
int old;
qboolean footstep;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
+ pm->ps->velocity[1] * pm->ps->velocity[1] );
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
// if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
// PM_ContinueLegsAnim( LEGS_IDLECR );
// }
// airborne leaves position in cycle intact, but doesn't advance
if ( pm->waterlevel > 1 ) {
// PM_ContinueLegsAnim( LEGS_SWIM );
}
return;
}
// if not trying to move
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
if ( pm->xyspeed < 5 ) {
pm->ps->bobCycle = 0; // start at beginning of cycle again
if ( pm->ps->pm_flags & PMF_DUCKED ) {
// PM_ContinueLegsAnim( LEGS_IDLECR );
} else {
// PM_ContinueLegsAnim( LEGS_IDLE );
}
}
return;
}
footstep = qfalse;
if( !( pm->cmd.buttons & BUTTON_RUN ) )
{
bobmove = 0.4f; // faster speeds bob faster
footstep = qtrue;
} else {
bobmove = 0.3f; // walking bobs slow
}
// check for footstep / splash sounds
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
if ( pm->waterlevel == 0 ) {
// on ground will only play sounds if running
if ( footstep && !pm->noFootsteps ) {
// PM_AddEvent( PM_FootstepForSurface() );
}
} else if ( pm->waterlevel == 1 ) {
// splashing
// PM_AddEvent( EV_FOOTSPLASH );
} else if ( pm->waterlevel == 2 ) {
// wading / swimming at surface
// PM_AddEvent( EV_SWIM );
} else if ( pm->waterlevel == 3 ) {
// no sound when completely underwater
}
}
}
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void )
{
// FIXME?
//
// if just entered a water volume, play a sound
//
if( !pml.previous_waterlevel && pm->waterlevel )
{
pm->pmoveEvent = EV_WATER_TOUCH;
}
//
// if just completely exited a water volume, play a sound
//
if( pml.previous_waterlevel && !pm->waterlevel )
{
pm->pmoveEvent = EV_WATER_LEAVE;
}
//
// check for head just going under water
//
if( ( pml.previous_waterlevel != 3 ) && ( pm->waterlevel == 3 ) )
{
pm->pmoveEvent = EV_WATER_UNDER;
}
//
// check for head just coming out of water
//
if( ( pml.previous_waterlevel == 3 ) && ( pm->waterlevel != 3 ) )
{
pm->pmoveEvent = EV_WATER_CLEAR;
}
}
/*
===============
PM_BeginWeaponChange
===============
*/
static void PM_BeginWeaponChange( int weapon ) {
}
/*
===============
PM_FinishWeaponChange
===============
*/
static void PM_FinishWeaponChange( void ) {
}
/*
==============
PM_TorsoAnimation
==============
*/
static void PM_TorsoAnimation( void ) {
//if ( pm->ps->weaponstate == WEAPON_READY ) {
// if ( pm->ps->weapon == WP_GAUNTLET ) {
// PM_ContinueTorsoAnim( TORSO_STAND2 );
// } else {
// PM_ContinueTorsoAnim( TORSO_STAND );
// }
// return;
//}
}
/*
==============
PM_Weapon
Generates weapon events and modifes the weapon counter
==============
*/
static void PM_Weapon( void ) {
}
/*
================
PM_Animate
================
*/
static void PM_Animate( void ) {
}
/*
================
PM_DropTimers
================
*/
static void PM_DropTimers( void )
{
pm->ps->pm_flags &= ~PMF_RESPAWNED;
}
/*
================
PM_UpdateViewAngles
This can be used as another entry point when only the viewangles
are being updated isntead of a full move
================
*/
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd )
{
short temp;
int i;
if( ps->pm_flags & PMF_FROZEN )
{
// no view changes at all
return;
}
if( ps->stats[ STAT_HEALTH ] <= 0 )
{
// no view changes at all
return;
}
// circularly clamp the angles with deltas
for( i = 0; i < 3; i++ )
{
temp = cmd->angles[ i ] + ps->delta_angles[ i ];
if( i == PITCH )
{
// don't let the player look up or down more than 90 degrees
if( temp > 16000 )
{
ps->delta_angles[ i ] = 16000 - cmd->angles[ i ];
temp = 16000;
}
else if( temp < -16000 )
{
ps->delta_angles[ i ] = -16000 - cmd->angles[ i ];
temp = -16000;
}
}
ps->viewangles[ i ] = SHORT2ANGLE( temp );
}
}
/*
================
PmoveSingle
================
*/
void PmoveSingle( pmove_t *pmove )
{
vec3_t tempVec;
qboolean walking;
pm = pmove;
// this counter lets us debug movement problems with a journal
// by setting a conditional breakpoint fot the previous frame
c_pmove++;
// clear results
pm->numtouch = 0;
pm->watertype = 0;
pm->waterlevel = 0;
if( pm->ps->stats[ STAT_HEALTH ] <= 0 ) {
pm->tracemask &= ~( CONTENTS_BODY | CONTENTS_NOBOTCLIP ); // corpses can fly through bodies
}
if( pmove->cmd.buttons & BUTTON_TALK )
{
pmove->cmd.forwardmove = 0;
pmove->cmd.rightmove = 0;
pmove->cmd.upmove = 0;
pmove->cmd.buttons = BUTTON_TALK;
pm->ps->fLeanAngle = 0.0f;
}
if( pm->ps->pm_type == PM_CLIMBWALL )
{
pm->ps->fLeanAngle = 0.0f;
2023-05-19 22:56:25 +02:00
pm->cmd.buttons &= ~( BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT );
2016-03-27 11:49:47 +02:00
}
// clear all pmove local vars
memset( &pml, 0, sizeof( pml ) );
// determine the time
pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
if ( pml.msec < 1 ) {
pml.msec = 1;
} else if ( pml.msec > 200 ) {
pml.msec = 200;
}
pm->ps->commandTime = pmove->cmd.serverTime;
// save old org in case we get stuck
VectorCopy( pm->ps->origin, pml.previous_origin );
// save old velocity for crashlanding
VectorCopy( pm->ps->velocity, pml.previous_velocity );
pml.frametime = pml.msec * 0.001;
2023-05-19 22:56:25 +02:00
if( ( pm->cmd.buttons & ( BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT ) &&
( pm->cmd.buttons & ( BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT ) ) != ( BUTTON_LEAN_LEFT | BUTTON_LEAN_RIGHT ) ) )
2016-03-27 11:49:47 +02:00
{
2023-05-19 22:56:25 +02:00
if( pm->cmd.buttons & BUTTON_LEAN_LEFT )
2016-03-27 11:49:47 +02:00
{
if( pm->ps->fLeanAngle <= -40.0f )
{
pm->ps->fLeanAngle = -40.0f;
}
else
{
float fAngle = pml.frametime * ( -40.0f - pm->ps->fLeanAngle );
float fLeanAngle = pml.frametime * -4.0f;
if( fAngle * 10.0f <= fLeanAngle ) {
fLeanAngle = fAngle * 10.0f;
}
pm->ps->fLeanAngle += fLeanAngle;
}
}
else
{
if( pm->ps->fLeanAngle >= 40.0f )
{
pm->ps->fLeanAngle = 40.0f;
}
else
{
float fAngle = 40.0f - pm->ps->fLeanAngle;
float fLeanAngle = pml.frametime * 4.0f;
float fMult = pml.frametime * fAngle;
if( fLeanAngle <= fMult * 10.0f )
{
fLeanAngle = fMult * 10.0f;
}
else
{
fLeanAngle = fMult;
}
pm->ps->fLeanAngle += fLeanAngle;
}
}
}
else if( pm->ps->fLeanAngle )
{
float fAngle = pm->ps->fLeanAngle * pml.frametime * 15.0f;
if( pm->ps->fLeanAngle <= 0.0f )
{
float fLeanAngle = -4.0f * pml.frametime;
if( fAngle <= fLeanAngle )
{
fLeanAngle = fAngle;
}
pm->ps->fLeanAngle -= fLeanAngle;
}
else
{
float fLeanAngle = pml.frametime * 4.0f;
if( fLeanAngle <= fAngle ) {
fLeanAngle = fAngle;
}
pm->ps->fLeanAngle -= fLeanAngle;
}
}
// update the viewangles
PM_UpdateViewAngles( pm->ps, &pm->cmd );
AngleVectorsLeft( pm->ps->viewangles, pml.forward, pml.left, pml.up );
VectorClear( tempVec );
tempVec[ YAW ] = pm->ps->viewangles[ YAW ];
AngleVectorsLeft( tempVec, pml.flat_forward, pml.flat_left, pml.flat_up );
if ( pm->ps->pm_type >= PM_DEAD )
{
pm->cmd.forwardmove = 0;
pm->cmd.rightmove = 0;
pm->cmd.upmove = 0;
pm->ps->fLeanAngle = 0.0f;
}
if ( pm->ps->pm_type == PM_NOCLIP )
{
PM_NoclipMove();
PM_DropTimers();
return;
}
if( ( pm->ps->pm_flags & PMF_NO_MOVE ) || ( pm->ps->pm_flags & PMF_FROZEN ) )
{
return;
}
// set watertype, and waterlevel
PM_SetWaterLevel();
pml.previous_waterlevel = pmove->waterlevel;
// set mins, maxs, and viewheight
PM_CheckDuck();
// set groundentity
PM_GroundTrace();
if ( pm->ps->pm_type == PM_DEAD ) {
PM_DeadMove();
}
PM_DropTimers();
if ( pml.walking ) {
// walking on ground
PM_WalkMove();
} else {
// airborne
PM_AirMove();
}
walking = pml.walking;
// set groundentity, watertype, and waterlevel
PM_GroundTrace();
PM_SetWaterLevel();
// don't fall down stairs or do really short falls
if( !pml.walking && ( walking || ( ( pml.previous_velocity[ 2 ] >= 0 ) && ( pm->ps->velocity[ 2 ] <= 0 ) ) ) )
{
vec3_t point;
trace_t trace;
point[ 0 ] = pm->ps->origin[ 0 ];
point[ 1 ] = pm->ps->origin[ 1 ];
point[ 2 ] = pm->ps->origin[ 2 ] - STEPSIZE;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask, qtrue, qfalse );
if( ( trace.fraction < 1.0f ) && ( !trace.allsolid ) )
{
VectorCopy( trace.endpos, pm->ps->origin );
// allow client to smooth out the step
pm->stepped = qtrue;
// requantify the player's position
PM_GroundTrace();
PM_SetWaterLevel();
}
}
// entering / leaving water splashes
PM_WaterEvents();
}
void Pmove_GroundTrace( pmove_t *pmove )
{
memset( &pml, 0, sizeof( pml ) );
pml.msec = 1;
pml.frametime = 0.001f;
pm = pmove;
PM_CheckDuck();
PM_GroundTrace();
}
/*
================
Pmove
Can be called by either the server or the client
================
*/
void Pmove( pmove_t *pmove ) {
int finalTime;
finalTime = pmove->cmd.serverTime;
if( finalTime < pmove->ps->commandTime ) {
return; // should not happen
}
if( finalTime > pmove->ps->commandTime + 1000 ) {
pmove->ps->commandTime = finalTime - 1000;
}
// chop the move up if it is too long, to prevent framerate
// dependent behavior
while( pmove->ps->commandTime != finalTime ) {
int msec;
msec = finalTime - pmove->ps->commandTime;
if( pmove->pmove_fixed )
{
if( msec > pmove->pmove_msec )
{
msec = pmove->pmove_msec;
}
}
else if( msec > 66 ) {
msec = 66;
}
pmove->cmd.serverTime = pmove->ps->commandTime + msec;
PmoveSingle( pmove );
}
}
static void PmoveAdjustViewAngleSettings_OnLadder( vec_t *vViewAngles, vec_t *vAngles, playerState_t *pPlayerState, entityState_t *pEntState )
{
float fDelta;
float deltayaw;
float yawAngle;
float temp;
vAngles[ 0 ] = 0.0f;
vAngles[ 2 ] = 0.0f;
if( vViewAngles[ 0 ] > 73.0f ) {
vViewAngles[ 0 ] = 73.0f;
}
deltayaw = AngleSubtract( vViewAngles[ 1 ], vAngles[ 1 ] );
yawAngle = 70.0f;
if( deltayaw <= 70.0f )
{
yawAngle = deltayaw;
if( deltayaw < -70.0f )
{
yawAngle = -70.0f;
}
}
vViewAngles[ 1 ] = vAngles[ 1 ] + yawAngle;
fDelta = sqrt( yawAngle * yawAngle + vViewAngles[ 0 ] * vViewAngles[ 0 ] );
if( vViewAngles[ 0 ] <= 0.0f ) {
temp = 80.0f;
} else {
temp = 73.0f;
}
if( fDelta > temp )
{
float deltalimit = temp * 1.0f / fDelta;
vViewAngles[ 0 ] *= deltalimit;
vViewAngles[ 1 ] = yawAngle * deltalimit + vAngles[ 1 ];
}
}
void PmoveAdjustAngleSettings( vec_t *vViewAngles, vec_t *vAngles, playerState_t *pPlayerState, entityState_t *pEntState )
{
vec3_t temp, temp2;
vec3_t armsAngles, torsoAngles, headAngles;
float fTmp;
if( pPlayerState->pm_type == PM_CLIMBWALL )
{
PmoveAdjustViewAngleSettings_OnLadder( vViewAngles, vAngles, pPlayerState, pEntState );
VectorSet( pEntState->bone_angles[ TORSO_TAG ], 0, 0, 0 );
VectorSet( pEntState->bone_angles[ ARMS_TAG ], 0, 0, 0 );
VectorSet( pEntState->bone_angles[ PELVIS_TAG ], 0, 0, 0 );
QuatSet( pEntState->bone_quat[ TORSO_TAG ], 0, 0, 0, 1 );
QuatSet( pEntState->bone_quat[ ARMS_TAG ], 0, 0, 0, 1 );
QuatSet( pEntState->bone_quat[ PELVIS_TAG ], 0, 0, 0, 1 );
AnglesSubtract( vViewAngles, vAngles, headAngles );
VectorScale( headAngles, 0.5f, pEntState->bone_angles[ HEAD_TAG ] );
EulerToQuat( headAngles, pEntState->bone_quat[ HEAD_TAG ] );
return;
}
if( pPlayerState->pm_type != PM_DEAD )
{
fTmp = AngleMod( vViewAngles[ 1 ] );
VectorSet( vAngles, 0, fTmp, 0 );
if( !( pPlayerState->pm_flags & PMF_VIEW_PRONE ) || ( pPlayerState->pm_flags & PMF_DUCKED ) )
{
fTmp = AngleMod( vViewAngles[ 0 ] );
VectorSet( temp, fTmp, 0, pPlayerState->fLeanAngle * 0.60f );
VectorSet( temp2, fTmp, 0, pPlayerState->fLeanAngle );
if( fTmp > 180.0f ) {
temp2[ 0 ] = fTmp - 360.0f;
}
temp2[ 0 ] = 0.90f * temp2[ 0 ] * 0.70f;
AnglesSubtract( temp, temp2, headAngles );
VectorCopy( headAngles, pEntState->bone_angles[ HEAD_TAG ] );
EulerToQuat( pEntState->bone_angles[ HEAD_TAG ], pEntState->bone_quat[ HEAD_TAG ] );
if( temp2[ 0 ] <= 0.0f )
{
fTmp = -0.1f;
}
else{
fTmp = 0.3f;
}
VectorSet( temp, fTmp * temp2[ 0 ], 0, pPlayerState->fLeanAngle * 0.8f );
VectorCopy( temp, pEntState->bone_angles[ PELVIS_TAG ] );
EulerToQuat( pEntState->bone_angles[ PELVIS_TAG ], pEntState->bone_quat[ PELVIS_TAG ] );
float fDelta = ( 1.0f - fTmp ) * temp2[ 0 ];
if( vViewAngles[ 0 ] <= 0.0f )
{
VectorSet( torsoAngles, fDelta * 0.60f, 0, pPlayerState->fLeanAngle * 0.2f * -0.1f );
VectorSet( armsAngles, fDelta * 0.40f, 0, pPlayerState->fLeanAngle * 0.2f * 1.1f );
}
else
{
VectorSet( torsoAngles, fDelta * 0.70f, 0, pPlayerState->fLeanAngle * 0.2f * -0.1f );
VectorSet( armsAngles, fDelta * 0.30f, 0, pPlayerState->fLeanAngle * 0.2f * 1.1f );
}
VectorCopy( torsoAngles, pEntState->bone_angles[ TORSO_TAG ] );
EulerToQuat( pEntState->bone_angles[ TORSO_TAG ], pEntState->bone_quat[ TORSO_TAG ] );
VectorCopy( armsAngles, pEntState->bone_angles[ ARMS_TAG ] );
EulerToQuat( pEntState->bone_angles[ ARMS_TAG ], pEntState->bone_quat[ ARMS_TAG ] );
return;
}
}
// set the default angles
VectorSet( pEntState->bone_angles[ HEAD_TAG ], 0, 0, 0 );
VectorSet( pEntState->bone_angles[ TORSO_TAG ], 0, 0, 0 );
VectorSet( pEntState->bone_angles[ ARMS_TAG ], 0, 0, 0 );
VectorSet( pEntState->bone_angles[ PELVIS_TAG ], 0, 0, 0 );
QuatSet( pEntState->bone_quat[ HEAD_TAG ], 0, 0, 0, 1 );
QuatSet( pEntState->bone_quat[ TORSO_TAG ], 0, 0, 0, 1 );
QuatSet( pEntState->bone_quat[ ARMS_TAG ], 0, 0, 0, 1 );
QuatSet( pEntState->bone_quat[ PELVIS_TAG ], 0, 0, 0, 1 );
}
2023-05-03 21:31:34 +02:00
// Used to set arms angles accordingly, calculated client-side
// Without it, the arms will look like it has latency
2016-03-27 11:49:47 +02:00
void PmoveAdjustAngleSettings_Client( vec_t *vViewAngles, vec_t *vAngles, playerState_t *pPlayerState, entityState_t *pEntState )
{
vec3_t torsoAngles;
int i;
2016-03-27 11:49:47 +02:00
if (pPlayerState->pm_type == PM_DEAD)
{
for (i = 0; i < NUM_BONE_CONTROLLERS; i++) {
VectorClear(pEntState->bone_angles[i]);
QuatClear(pEntState->bone_quat[i]);
}
}
else if (pPlayerState->pm_type == PM_CLIMBWALL)
{
vec3_t headAngles;
PmoveAdjustViewAngleSettings_OnLadder(vViewAngles, vAngles, pPlayerState, pEntState);
VectorSet(torsoAngles, AngleMod(vViewAngles[0]), 0.0, pPlayerState->fLeanAngle * 0.7);
if (torsoAngles[0] > 180.0) {
torsoAngles[0] -= 180.0;
}
torsoAngles[0] += 8.0;
VectorClear(pEntState->bone_angles[TORSO_TAG]);
QuatClear(pEntState->bone_quat[TORSO_TAG]);
VectorClear(pEntState->bone_angles[PELVIS_TAG]);
QuatClear(pEntState->bone_quat[PELVIS_TAG]);
VectorCopy(torsoAngles, pEntState->bone_angles[ARMS_TAG]);
EulerToQuat(pEntState->bone_angles[ARMS_TAG], pEntState->bone_quat[ARMS_TAG]);
// head angles
AnglesSubtract(vViewAngles, vAngles, headAngles);
headAngles[0] *= 0.5;
AnglesSubtract(headAngles, torsoAngles, headAngles);
VectorCopy(headAngles, pEntState->bone_angles[HEAD_TAG]);
EulerToQuat(pEntState->bone_angles[HEAD_TAG], pEntState->bone_quat[HEAD_TAG]);
}
else {
// Clear the head, torso and pelvis
VectorClear(pEntState->bone_angles[HEAD_TAG]);
QuatClear(pEntState->bone_quat[HEAD_TAG]);
VectorClear(pEntState->bone_angles[TORSO_TAG]);
QuatClear(pEntState->bone_quat[TORSO_TAG]);
VectorClear(pEntState->bone_angles[PELVIS_TAG]);
QuatClear(pEntState->bone_quat[PELVIS_TAG]);
VectorSet(vAngles, 0, AngleMod(vViewAngles[1]), 0);
VectorSet(torsoAngles, AngleMod(vViewAngles[0]), 0, pPlayerState->fLeanAngle * 0.7);
if (torsoAngles[0] > 180.0) {
2023-05-03 23:09:47 +02:00
torsoAngles[0] -= 360.0;
}
torsoAngles[0] += 8.0;
VectorCopy(torsoAngles, pEntState->bone_angles[ARMS_TAG]);
EulerToQuat(pEntState->bone_angles[ARMS_TAG], pEntState->bone_quat[ARMS_TAG]);
}
2016-03-27 11:49:47 +02:00
}