Reworked the player class

Added player_animation.cpp and player_conditionals.cpp
Renamed conditions functions and moved them to player_conditionals.cpp
This commit is contained in:
smallmodel 2023-08-04 00:04:29 +02:00
parent 6eaf25ff80
commit ae5d51f2e9
No known key found for this signature in database
GPG key ID: 9F2D623CEDF08512
6 changed files with 9717 additions and 13035 deletions

File diff suppressed because it is too large Load diff

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@ -342,97 +342,114 @@ public:
str m_lastcommand;
public:
qboolean returnfalse( Conditional &condition );
qboolean returntrue( Conditional &condition );
qboolean checkturnleft( Conditional &condition );
qboolean checkturnright( Conditional &condition );
qboolean checkforward( Conditional &condition );
qboolean checkbackward( Conditional &condition );
qboolean checkstrafeleft( Conditional &condition );
qboolean checkstraferight( Conditional &condition );
qboolean checkjump( Conditional &condition );
qboolean checkcrouch( Conditional &condition );
qboolean checkjumpflip( Conditional &condition );
qboolean checkanimdone_legs( Conditional &condition );
qboolean checkanimdone_torso( Conditional &condition );
qboolean checkattackleft( Conditional &condition );
qboolean checkattackright( Conditional &condition );
qboolean checkattackbuttonleft( Conditional &condition );
qboolean checkattackbuttonright( Conditional &condition );
qboolean checksneak( Conditional &condition );
qboolean checkrun( Conditional &condition );
qboolean checkuse( Conditional &condition );
qboolean checkcanturn( Conditional &condition );
qboolean checkcanmoveright( Conditional &condition );
qboolean checkcanmoveleft( Conditional &condition );
qboolean checkcanmovebackward( Conditional &condition );
qboolean checkcanmoveforward( Conditional &condition );
qboolean checkcanwallhug( Conditional &condition );
qboolean checkblocked( Conditional &condition );
qboolean checkhasvelocity( Conditional &condition );
qboolean checkheight( Conditional &condition );
qboolean checkonground( Conditional &condition );
qboolean check22degreeslope( Conditional &condition );
qboolean check45degreeslope( Conditional &condition );
qboolean checklookingup( Conditional &condition );
qboolean checkrightleghigh( Conditional &condition );
qboolean checkleftleghigh( Conditional &condition );
qboolean checkcanfall( Conditional &condition );
qboolean checkatdoor( Conditional &condition );
qboolean checkfalling( Conditional &condition );
qboolean checkgroundentity( Conditional &condition );
qboolean checkhardimpact( Conditional &condition );
qboolean checkmediumimpact( Conditional &condition );
qboolean checkdead( Conditional &condition );
qboolean checkhealth( Conditional &condition );
qboolean checkpain( Conditional &condition );
qboolean checkpaindirection( Conditional &condition );
qboolean checkpainlocation( Conditional &condition );
qboolean checkpaintype( Conditional &condition );
qboolean checkpainthreshold( Conditional &condition );
qboolean checkknockdown( Conditional &condition );
qboolean checklegsstate( Conditional &condition );
qboolean checktorsostate( Conditional &condition );
qboolean checkatuseanim( Conditional &condition );
qboolean checktouchuseanim( Conditional &condition );
qboolean checkatuseobject( Conditional &condition );
qboolean checkloopuseobject( Conditional &condition );
qboolean checkuseweaponleft( Conditional &condition );
qboolean checknewweapon( Conditional &condition );
qboolean checkreload( Conditional &condition );
qboolean checkuseweapon( Conditional &condition );
qboolean checkuseweaponclass( Conditional &condition );
qboolean checkhasweapon( Conditional &condition );
qboolean checkweaponactive( Conditional &condition );
qboolean checkweaponclassactive( Conditional &condition );
qboolean checkweaponreadytofire( Conditional &condition );
qboolean checkweaponclassreadytofire( Conditional &condition );
qboolean checkweaponreadytofire_nosound( Conditional &condition );
qboolean checkweaponsemiauto( Conditional &condition );
qboolean checkmuzzleclear( Conditional &condition );
qboolean checkputawayleft( Conditional &condition );
qboolean checkputawayright( Conditional &condition );
qboolean checkanyweaponactive( Conditional &condition );
qboolean checkstatename( Conditional &condition );
qboolean checkattackblocked( Conditional &condition );
qboolean checkblockdelay( Conditional &condition );
qboolean checkcanstand( Conditional &condition );
qboolean checkpush( Conditional &condition );
qboolean checkpull( Conditional &condition );
qboolean checkladder( Conditional &condition );
qboolean checktopladder( Conditional &condition );
qboolean checkcangetoffladdertop( Conditional &condition );
qboolean checkcangetoffladderbottom( Conditional &condition );
qboolean checkfeetatladder( Conditional &condition );
qboolean checkcanclimbupladder( Conditional &condition );
qboolean checkcanclimbdownladder( Conditional &condition );
qboolean checkonladder( Conditional &condition );
qboolean checkuseanimfinished( Conditional &condition );
qboolean checkchance( Conditional &condition );
qboolean checkfacingupslope( Conditional &condition );
qboolean checkfacingdownslope( Conditional &condition );
qboolean checkinturret( Conditional &condition );
qboolean checkinvehicle(Conditional& condition);
qboolean CondTrue(Conditional& condition);
qboolean CondChance(Conditional& condition);
qboolean CondHealth(Conditional& condition);
qboolean CondPain(Conditional& condition);
qboolean CondBlocked(Conditional& condition);
qboolean CondOnGround(Conditional& condition);
qboolean CondHasWeapon(Conditional& condition);
qboolean CondNewWeapon(Conditional& condition);
qboolean CondImmediateSwitch(Conditional& condition);
qboolean CondUseWeapon(Conditional& condition);
qboolean CondUseWeaponClass(Conditional& condition);
qboolean CondWeaponActive(Conditional& condition);
qboolean CondWeaponClassActive(Conditional& condition);
qboolean CondWeaponReadyToFire(Conditional& condition);
qboolean CondWeaponClassReadyToFire(Conditional& condition);
qboolean CondUsingVehicle(Conditional& condition);
qboolean CondVehicleType(Conditional& condition);
qboolean CondIsPassenger(Conditional& condition);
qboolean CondIsDriver(Conditional& condition);
qboolean CondUsingTurret(Conditional& condition);
qboolean CondTurretType(Conditional& condition);
qboolean CondWeaponReadyToFireNoSound(Conditional& condition);
qboolean CondPutAwayMain(Conditional& condition);
qboolean CondPutAwayOffHand(Conditional& condition);
qboolean CondAnyWeaponActive(Conditional& condition);
qboolean CondAttackBlocked(Conditional& condition);
qboolean CondBlockDelay(Conditional& condition);
qboolean CondMuzzleClear(Conditional& condition);
qboolean CondWeaponHasAmmo(Conditional& condition);
qboolean CondWeaponHasAmmoInClip(Conditional& condition);
qboolean CondReload(Conditional& condition);
qboolean CondWeaponsHolstered(Conditional& condition);
qboolean CondWeaponIsItem(Conditional& condition);
qboolean CondNewWeaponIsItem(Conditional& condition);
qboolean CondSemiAuto(Conditional& condition);
qboolean CondMinChargeTime(Conditional& condition);
qboolean CondMaxChargeTime(Conditional& condition);
qboolean CondPositionType(Conditional& condition);
qboolean CondMovementType(Conditional& condition);
qboolean CondRun(Conditional& condition);
qboolean CondUse(Conditional& condition);
qboolean CondTurnLeft(Conditional& condition);
qboolean CondTurnRight(Conditional& condition);
qboolean CondForward(Conditional& condition);
qboolean CondBackward(Conditional& condition);
qboolean CondStrafeLeft(Conditional& condition);
qboolean CondStrafeRight(Conditional& condition);
qboolean CondJump(Conditional& condition);
qboolean CondCrouch(Conditional& condition);
qboolean CondJumpFlip(Conditional& condition);
qboolean CondAnimDoneLegs(Conditional& condition);
qboolean CondAnimDoneTorso(Conditional& condition);
qboolean CondActionAnimDone(Conditional& condition);
qboolean CondCanTurn(Conditional& condition);
qboolean CondLeftVelocity(Conditional& condition);
qboolean CondRightVelocity(Conditional& condition);
qboolean CondBackwardVelocity(Conditional& condition);
qboolean CondForwardVelocity(Conditional& condition);
qboolean CondUpVelocity(Conditional& condition);
qboolean CondDownVelocity(Conditional& condition);
qboolean CondHasVelocity(Conditional& condition);
qboolean Cond22DegreeSlope(Conditional& condition);
qboolean Cond45DegreeSlope(Conditional& condition);
qboolean CondRightLegHigh(Conditional& condition);
qboolean CondLeftLegHigh(Conditional& condition);
qboolean CondCanFall(Conditional& condition);
qboolean CondAtDoor(Conditional& condition);
qboolean CondFalling(Conditional& condition);
qboolean CondMediumImpact(Conditional& condition);
qboolean CondHardImpact(Conditional& condition);
qboolean CondDead(Conditional& condition);
qboolean CondPainType(Conditional& condition);
qboolean CondPainDirection(Conditional& condition);
qboolean CondPainLocation(Conditional& condition);
qboolean CondPainThreshold(Conditional& condition);
qboolean CondKnockDown(Conditional& condition);
qboolean CondLegsState(Conditional& condition);
qboolean CondTorsoState(Conditional& condition);
qboolean CondAtUseAnim(Conditional& condition);
qboolean CondTouchUseAnim(Conditional& condition);
qboolean CondUseAnimFinished(Conditional& condition);
qboolean CondAtUseObject(Conditional& condition);
qboolean CondLoopUseObject(Conditional& condition);
qboolean CondPush(Conditional& condition);
qboolean CondPull(Conditional& condition);
qboolean CondLadder(Conditional& condition);
qboolean CondLookingUp(Conditional& condition);
qboolean CondTopOfLadder(Conditional& condition);
qboolean CondOnLadder(Conditional& condition);
qboolean CondCanClimbUpLadder(Conditional& condition);
qboolean CondCanClimbDownLadder(Conditional& condition);
qboolean CondCanGetOffLadderTop(Conditional& condition);
qboolean CondCanGetOffLadderBottom(Conditional& condition);
qboolean CondCanStand(Conditional& condition);
qboolean CondFacingUpSlope(Conditional& condition);
qboolean CondFacingDownSlope(Conditional& condition);
qboolean CondSolidForward(Conditional& condition);
qboolean CondStateName(Conditional& condition);
qboolean CondGroundEntity(Conditional& condition);
qboolean CondCheckHeight(Conditional& condition);
qboolean CondViewInWater(Conditional& condition);
qboolean CondDuckedViewInWater(Conditional& condition);
qboolean CondAttackPrimary(Conditional& condition);
qboolean CondAttackSecondary(Conditional& condition);
qboolean CondAttackButtonPrimary(Conditional& condition);
qboolean CondAttackButtonSecondary(Conditional& condition);
// mohaab
qboolean CondIsEscaping(Conditional& condition);
qboolean CondAbleToDefuse(Conditional& condition);
qboolean CondCanPlaceLandmine(Conditional& condition);
@ -440,25 +457,9 @@ public:
qboolean CondNearLandmine(Conditional& condition);
void MeasureLandmineDistances();
qboolean CondIsAssistingEscape(Conditional& condition);
qboolean checkturrettype( Conditional &condition );
qboolean checkduckedviewinwater( Conditional &condition );
qboolean checkviewinwater( Conditional &condition );
qboolean checkwaterlevel( Conditional &condition );
qboolean checksolidforward( Conditional &condition );
qboolean checkholstercomplete( Conditional &condition );
qboolean checkweaponhasammo( Conditional &condition );
qboolean checkweaponhasammoinclip( Conditional &condition );
qboolean checkrise( Conditional &condition );
qboolean checkweaponsholstered( Conditional &condition );
qboolean checkmovementtype( Conditional &condition );
qboolean checkpositiontype( Conditional &condition );
qboolean checkforwardvelocity( Conditional &condition );
qboolean checkminchargetimemet( Conditional &condition );
qboolean checkmaxchargetimemet( Conditional &condition );
qboolean checkimmediateswitch( Conditional &condition );
qboolean checkmovementspeed( Conditional &condition );
qboolean CondWeaponCurrentFireAnim( Conditional &condition );
qboolean CondVehicleType( Conditional &condition );
qboolean CondCheckMovementSpeed(Conditional& condition);
qboolean CondWeaponCurrentFireAnim(Conditional& condition);
qboolean CondAnimDoneVM( Conditional &condition );
qboolean CondClientCommand( Conditional &condition );
qboolean CondVMAnim( Conditional &condition );
@ -498,6 +499,7 @@ public:
void InitWaterPower( void );
void InitInventory( void );
void InitDeathmatch( void );
bool QueryLandminesAllowed() const;
void InitMaxAmmo( void );
void InitStats( void );
void ChooseSpawnPoint( void );
@ -563,6 +565,7 @@ public:
void SetPartAnim( const char *anim, bodypart_t slot = legs );
void StopPartAnimating( bodypart_t part );
void PausePartAnim( bodypart_t part );
int CurrentPartAnim(bodypart_t part) const;
void AdjustAnimBlends( void );
void PlayerAnimDelta( float *vDelta );
@ -652,6 +655,8 @@ public:
void KillClass( Event *ev );
void RemoveClass( Event *ev );
void addOrigin(Vector org) override;
void Jump( Event *ev );
void JumpXY( Event *ev );
@ -679,9 +684,6 @@ public:
void SetCurrentCombo( Event *ev );
qboolean GetTagPositionAndOrientation( str tagname, orientation_t *new_or );
qboolean GetTagPositionAndOrientation( int tagnum, orientation_t *new_or );
void DebugWeaponTags( int controller_tag, Weapon *weapon, str weapon_tagname );
void CheckReloadWeapons( void );
void NextPainTime( Event *ev );
@ -746,6 +748,7 @@ public:
void EventSetVoiceType( Event *ev );
void EventEnterIntermission( Event *ev );
bool BlocksAIMovement();
void EnterTurret( Event *ev );
void EnterTurret( TurretGun *ent );
@ -869,6 +872,8 @@ public:
void VisionGetNaked( Event *ev );
void VisionSetBlur( Event *ev );
void VisionSetNaked( Event *ev );
bool AllowTeamRespawn() const;
};
inline void Player::Archive

View file

@ -0,0 +1,288 @@
/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA 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.
OpenMoHAA 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// player_animation.cpp: Animation utility functions
//
#include "player.h"
#include "g_phys.h"
extern Event EV_Player_AnimLoop_Torso;
extern Event EV_Player_AnimLoop_Legs;
void Player::EndAnim_Legs(Event *ev)
{
animdone_Legs = true;
if ((animFlags[m_iPartSlot[legs]] & ANIM_LOOP)) {
SetAnimDoneEvent(EV_Player_AnimLoop_Legs, m_iPartSlot[legs]);
}
EvaluateState();
}
void Player::EndAnim_Torso(Event *ev)
{
animdone_Torso = true;
if ((animFlags[m_iPartSlot[torso]] & ANIM_LOOP)) {
SetAnimDoneEvent(EV_Player_AnimLoop_Torso, m_iPartSlot[torso]);
}
EvaluateState();
}
void Player::SetPartAnim(const char *anim, bodypart_t slot)
{
int animnum;
if (getMoveType() == MOVETYPE_NOCLIP && slot) {
StopPartAnimating(torso);
return;
}
animnum = gi.Anim_NumForName(edict->tiki, anim);
if (animnum == CurrentAnim() && partAnim[slot] == anim) {
return;
}
if (animnum == -1) {
Event *ev;
if (slot) {
ev = new Event(EV_Player_AnimLoop_Torso);
} else {
ev = new Event(EV_Player_AnimLoop_Legs);
}
PostEvent(ev, level.frametime);
gi.DPrintf("^~^~^ Warning: Can't find player animation '%s'.\n", anim);
return;
}
if (m_fPartBlends[slot] < 0.5f) {
SetAnimDoneEvent(NULL, m_iPartSlot[slot]);
float m_fCrossTime = gi.Anim_CrossTime(edict->tiki, animnum);
partBlendMult[slot] = m_fCrossTime;
if (m_fCrossTime <= 0.0f) {
partOldAnim[slot] = "";
m_fPartBlends[slot] = 0.0f;
} else {
m_iPartSlot[slot] ^= 1;
partBlendMult[slot] = 1.0f / m_fCrossTime;
partOldAnim[slot] = partAnim[slot];
m_fPartBlends[slot] = 1.0f;
}
}
if (slot) {
animdone_Torso = false;
} else {
animdone_Legs = false;
}
edict->s.frameInfo[m_iPartSlot[slot]].index = gi.Anim_NumForName(edict->tiki, "idle");
partAnim[slot] = anim;
if (slot) {
NewAnim(animnum, EV_Player_AnimLoop_Torso, m_iPartSlot[slot]);
} else {
NewAnim(animnum, EV_Player_AnimLoop_Legs, m_iPartSlot[legs]);
}
SetTime(m_iPartSlot[slot]);
}
static float m_fPartMult[2] = {0.2f, 0.2f};
void Player::StopPartAnimating(bodypart_t part)
{
if (partAnim[part] == "") {
return;
}
if (m_fPartBlends[part] < 0.5f) {
SetAnimDoneEvent(NULL, m_iPartSlot[part]);
m_iPartSlot[part] ^= 1;
partOldAnim[part] = partAnim[part];
m_fPartBlends[part] = 1.0f;
}
partAnim[part] = "";
partBlendMult[part] = 1.0f / m_fPartMult[part];
StopAnimating(m_iPartSlot[part]);
if (part) {
animdone_Torso = false;
} else {
animdone_Legs = false;
}
}
void Player::PausePartAnim(bodypart_t part)
{
Pause(m_iPartSlot[part], 1);
Pause(m_iPartSlot[part] ^ 1, 1);
}
int Player::CurrentPartAnim(bodypart_t part) const
{
if (!*partAnim[part]) {
return -1;
}
return CurrentAnim(m_iPartSlot[part]);
}
void Player::AdjustAnimBlends(void)
{
int iPartSlot;
int iOldPartSlot;
float fWeightTotal;
iPartSlot = m_iPartSlot[legs];
iOldPartSlot = m_iPartSlot[legs] ^ 1;
if (m_fPartBlends[legs] <= 0.0f) {
if (partOldAnim[legs] == "") {
goto __blend_torso;
}
StopAnimating(iOldPartSlot);
} else {
m_fPartBlends[legs] = m_fPartBlends[legs] - level.frametime * partBlendMult[legs];
if (m_fPartBlends[legs] >= 0.01f) {
if (partOldAnim[legs] != "") {
edict->s.frameInfo[iOldPartSlot].weight = m_fPartBlends[legs];
}
if (partAnim[legs] != "") {
edict->s.frameInfo[iPartSlot].weight = 1.0f - m_fPartBlends[legs];
}
goto __blend_torso;
}
m_fPartBlends[legs] = 0.0f;
StopAnimating(iOldPartSlot);
partOldAnim[legs] = "";
}
if (partAnim[legs] != "") {
edict->s.frameInfo[iPartSlot].weight = 1.0f;
} else {
edict->s.frameInfo[iPartSlot].weight = 0.0f;
}
__blend_torso:
iPartSlot = m_iPartSlot[torso];
iOldPartSlot = m_iPartSlot[torso] ^ 1;
if (m_fPartBlends[torso] <= 0.0f) {
if (partOldAnim[torso] != "") {
StopAnimating(iOldPartSlot);
partOldAnim[torso] = "";
}
} else {
m_fPartBlends[torso] = m_fPartBlends[torso] - level.frametime * partBlendMult[torso];
if (m_fPartBlends[torso] >= 0.01f) {
fWeightTotal = 0.0f;
if (partOldAnim[torso] != "") {
edict->s.frameInfo[iOldPartSlot].weight = m_fPartBlends[torso];
fWeightTotal += m_fPartBlends[torso];
}
if (partAnim[torso] != "") {
edict->s.frameInfo[iPartSlot].weight = 1.0f - m_fPartBlends[torso];
fWeightTotal += 1.0f - m_fPartBlends[torso];
}
edict->s.actionWeight = fWeightTotal;
} else {
m_fPartBlends[torso] = 0.0f;
StopAnimating(iOldPartSlot);
partOldAnim[torso] = "";
edict->s.frameInfo[iPartSlot].weight = partAnim[torso] != "" ? 1.0f : 0.0f;
edict->s.actionWeight = partAnim[torso] != "" ? 1.0f : 0.0f;
}
}
}
void Player::PlayerAnimDelta(float *vDelta)
{
float fTimeDelta;
float fBackTime;
float vNewDelta[3];
int animnum;
VectorClear(vDelta);
if (m_fLastDeltaTime >= level.time) {
return;
}
fTimeDelta = level.time - m_fLastDeltaTime;
animnum = -1;
if (partAnim[legs] != "") {
animnum = CurrentAnim(m_iPartSlot[legs]);
}
if (animnum != -1) {
fBackTime = GetTime(m_iPartSlot[legs]) - fTimeDelta;
if (fBackTime < 0.0f) {
fBackTime = 0.0f;
}
float fTime = GetTime(m_iPartSlot[legs]);
// get the anim delta
gi.Anim_DeltaOverTime(edict->tiki, animnum, fBackTime, fTime, vNewDelta);
VectorMA(vDelta, edict->s.frameInfo[m_iPartSlot[legs]].weight, vNewDelta, vDelta);
}
animnum = -1;
if (partAnim[torso] != "") {
animnum = CurrentAnim(m_iPartSlot[torso]);
}
if (animnum != -1) {
fBackTime = GetTime(m_iPartSlot[torso]) - fTimeDelta;
if (fBackTime < 0.0f) {
fBackTime = 0.0f;
}
float fTime = GetTime(m_iPartSlot[torso]);
gi.Anim_DeltaOverTime(edict->tiki, animnum, fBackTime, fTime, vNewDelta);
VectorMA(vDelta, edict->s.frameInfo[m_iPartSlot[torso]].weight, vNewDelta, vDelta);
}
}

View file

@ -222,3 +222,118 @@ void Player::AcquireHeadTarget
{
}
Vector Player::GunTarget(bool bNoCollision)
{
Vector vForward;
Vector vOut;
Vector vDest;
trace_t trace;
solid_t prev_solid = SOLID_BBOX;
if (bNoCollision) {
AngleVectors(m_vViewAng, vForward, NULL, NULL);
vOut = m_vViewPos + vForward * 1024.0f;
return vOut;
} else if (m_pVehicle) {
AngleVectors(m_vViewAng, vForward, NULL, NULL);
vDest = m_vViewPos + vForward * 4096.0f;
prev_solid = m_pVehicle->edict->solid;
m_pVehicle->setSolidType(SOLID_NOT);
if (m_pVehicle->IsSubclassOfVehicle()) {
m_pVehicle->SetSlotsNonSolid();
}
trace = G_Trace(m_vViewPos, vec_zero, vec_zero, vDest, this, MASK_OPAQUE, qfalse, "Player::GunTarget");
vOut = trace.endpos;
} else {
AngleVectors(m_vViewAng, vForward, NULL, NULL);
vDest = m_vViewPos + vForward * 1024.0f;
trace = G_Trace(m_vViewPos, vec_zero, vec_zero, vDest, this, MASK_PLAYERSOLID, qfalse, "Player::GunTarget");
if (!m_pTurret || (Vector(trace.endpos) - m_vViewPos).lengthSquared() >= 16384.0f) {
vOut = trace.endpos;
} else {
vOut = vDest;
}
}
if (m_pVehicle) {
m_pVehicle->setSolidType(prev_solid);
if (m_pVehicle->IsSubclassOfVehicle()) {
m_pVehicle->SetSlotsSolid();
}
}
return vOut;
}
void Player::PlayerReload(Event *ev)
{
Weapon *weapon;
if (deadflag) {
return;
}
weapon = GetActiveWeapon(WEAPON_MAIN);
if (!weapon) {
return;
}
if (weapon->CheckReload(FIRE_PRIMARY)) {
weapon->SetShouldReload(true);
}
}
void Player::EventCorrectWeaponAttachments(Event *ev)
{
int iChild;
int iNumChildren;
int iTagRight;
int iTagLeft;
qboolean iUseAngles;
Vector vOffset;
Entity *pChild;
iTagRight = gi.Tag_NumForName(edict->tiki, "tag_weapon_right");
iTagLeft = gi.Tag_NumForName(edict->tiki, "tag_weapon_left");
iNumChildren = numchildren;
for (int i = 0; i < iNumChildren; i++) {
iChild = children[i];
if (iChild == ENTITYNUM_NONE) {
continue;
}
pChild = G_GetEntity(iChild);
if (!pChild) {
continue;
}
if (pChild->edict->s.tag_num == iTagLeft || pChild->edict->s.tag_num == iTagRight) {
if (pChild->IsSubclassOfWeapon()) {
if (pChild->edict->s.tag_num == iTagLeft) {
iUseAngles = edict->s.attach_use_angles;
vOffset = edict->s.attach_offset;
// reattach to the right tag
detach();
attach(entnum, iTagRight, iUseAngles, vOffset);
}
} else {
// Remove entities like ammoclip
pChild->PostEvent(EV_Remove, 0);
}
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -542,11 +542,6 @@ void Player::LogStats(Event *ev)
PostEvent(ev1, 1);
}
void Player::Stats(Event *ev)
{
// FIXME: stub
}
void ClosePlayerLogFile(void)
{
if (logfile) {
@ -568,3 +563,32 @@ void Player::SkipCinematic(Event *ev)
SetViewAngles(v_angle);
}
}
void Player::EventTeleport(Event *ev)
{
if (ev->NumArgs() == 1) {
setOrigin(ev->GetVector(1));
} else {
setOrigin(Vector(ev->GetFloat(1), ev->GetFloat(2), ev->GetFloat(3)));
}
}
void Player::EventFace(Event* ev)
{
SetViewAngles(Vector(ev->GetFloat(1), ev->GetFloat(2), ev->GetFloat(3)));
}
void Player::EventCoord(Event* ev)
{
const char* s =
va("location: %.2f %.2f %.2f\nangles: %.2f %.2f %.2f\n(use 'tele' or 'face' to set)\n",
origin[0],
origin[1],
origin[2],
v_angle[0],
v_angle[1],
v_angle[2]);
HUDPrint(s);
gi.Printf(s);
}