physics
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@857 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+158
-134
@@ -119,7 +119,7 @@ bool collide(physent *d, bool spawn, float drop, float rise)
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if(!plcollide(d, o, headspace, hi, lo)) return false;
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};
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if(d!=player1/*&& d->mtype!=M_NADE*/) if(!plcollide(d, player1, headspace, hi, lo)) return false;
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if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false;
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headspace -= 0.01f;
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mmcollide(d, hi, lo); // collide with map models
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@@ -131,25 +131,25 @@ bool collide(physent *d, bool spawn, float drop, float rise)
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}
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else
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{
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const float space = d->o.z-d->eyeheight-lo;
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if(space<0)
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const float spacetop = d->o.z-d->eyeheight-lo;
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if(spacetop<0)
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{
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if(space>-0.01)
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if(spacetop>-0.01)
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{
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d->o.z = lo+d->eyeheight; // stick on step
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}
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else if(space>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair
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else if(spacetop>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair
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else return false;
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}
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else
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{
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d->o.z -= min(min(drop, space), headspace); // gravity
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d->o.z -= min(min(drop, spacetop), headspace); // gravity
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};
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const float space2 = hi-(d->o.z+d->aboveeye);
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if(space2<0)
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const float spacebottom = hi-(d->o.z+d->aboveeye);
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if(spacebottom<0)
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{
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if(space2<-0.1) return false; // hack alert!
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if(spacebottom<-0.1) return false; // hack alert!
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d->o.z = hi-d->aboveeye; // glue to ceiling
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d->vel.z = 0; // cancel out jumping velocity
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};
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@@ -159,163 +159,186 @@ bool collide(physent *d, bool spawn, float drop, float rise)
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return true;
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}
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inline void detectcollision(physent *pl, vec &d, int moveres, float drop, float rise)
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{
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const float f = 1.0f/moveres;
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loopi(moveres) // discrete steps collision detection & sliding
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{
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// try move forward
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pl->o.x += f*d.x;
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pl->o.y += f*d.y;
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pl->o.z += f*d.z;
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if(collide(pl, false, drop, rise)) continue;
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if(pl->type==ENT_CAMERA) return;
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// player stuck, try slide along y axis
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pl->o.x -= f*d.x;
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if(collide(pl, false, drop, rise))
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{
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d.x = 0;
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if(pl->type==ENT_BOUNCE) { pl->vel.x = -pl->vel.x; pl->vel.mul(0.7f); }
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continue;
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};
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pl->o.x += f*d.x;
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// still stuck, try x axis
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pl->o.y -= f*d.y;
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if(collide(pl, false, drop, rise))
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{
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d.y = 0;
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if(pl->type==ENT_BOUNCE) { pl->vel.y = -pl->vel.y; pl->vel.mul(0.7f); }
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continue;
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};
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pl->o.y += f*d.y;
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// try just dropping down
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pl->o.x -= f*d.x;
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pl->o.y -= f*d.y;
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if(collide(pl, false, drop, rise))
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{
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d.y = d.x = 0;
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continue;
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};
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pl->o.z -= f*d.z;
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if(pl->type==ENT_BOUNCE) { pl->vel.z = -pl->vel.z; pl->vel.mul(0.5f); }
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break;
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};
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};
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VARP(maxroll, 0, 0, 20);
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// main physics routine, moves a player/monster for a curtime step
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// moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
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// local is false for multiplayer prediction
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//TESTME
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VAR(test12, 0, 0, 1);
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void moveplayer(physent *pl, int moveres, bool local, int curtime)
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{
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const bool water = hdr.waterlevel>pl->o.z-0.5f;
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const bool floating = (editmode && local) || pl->state==CS_EDITING;
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vec d; // vector of direction we ideally want to move in
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int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // fix movement on ladder
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d.x = (float)(move*cosf(RAD*(pl->yaw-90)));
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d.y = (float)(move*sinf(RAD*(pl->yaw-90)));
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d.z = (float)pl->type==ENT_BOUNCE ? pl->vel.z : 0;
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if(floating || water)
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{
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d.x *= (float)cosf(RAD*(pl->pitch));
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d.y *= (float)cosf(RAD*(pl->pitch));
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d.z = (float)(move*sinf(RAD*(pl->pitch)));
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};
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d.x += (float)(pl->strafe*cosf(RAD*(pl->yaw-180)));
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d.y += (float)(pl->strafe*sinf(RAD*(pl->yaw-180)));
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const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed;
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const float friction = water ? 20.0f : (pl->onfloor || floating ? 6.0f : (pl->onladder ? 1.5f : 30.0f));
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const float fpsfric = friction/curtime*20.0f;
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pl->vel.mul(fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement
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pl->vel.add(d);
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pl->vel.div(fpsfric);
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d = pl->vel;
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d.mul(speed); // d is now frametime based velocity vector
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vec d; // vector of direction we ideally want to move in
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float drop, rise;
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if(pl->type==ENT_BOUNCE)
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{
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float dist = d.magnitude(), rotspeed = ((bounceent *)pl)->rotspeed;
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pl->pitch += dist*rotspeed*5.0f;
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if(pl->pitch>360.0f) pl->pitch = 0.0f;
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pl->yaw += dist*rotspeed*5.0f;
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if(pl->yaw>360.0f) pl->yaw = 0.0f;
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};
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bounceent* bounce = (bounceent *) pl;
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drop = rise = 0;
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if(floating) // just apply velocity
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{
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pl->o.add(d);
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if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; }
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}
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else // apply velocity with collision
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{
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if(pl->onladder)
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if(pl->onfloor) // apply friction
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{
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const float climbspeed = 1.0f;
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if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only
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else if(pl->type==ENT_PLAYER)
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{
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if(((playerent *)pl)->k_up) pl->vel.z = climbspeed;
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else if(((playerent *)pl)->k_down) pl->vel.z = -climbspeed;
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};
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pl->timeinair = 0;
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pl->vel.mul(fpsfric-1);
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pl->vel.div(fpsfric);
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}
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else
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else // apply gravity
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{
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if(pl->onfloor || water)
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{
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if(pl->jumpnext)
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const float gravity = 9.81f/1000.0f*bounce->maxspeed;
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const float heightvel = (gravity)*pow(speed, 2.0f);
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bounce->vel.z -= heightvel;
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};
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d = bounce->vel;
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d.mul(speed);
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// rotate
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float rotspeed = bounce->rotspeed*d.magnitude();
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pl->yaw = fmod(pl->yaw+rotspeed, 360.0f);
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pl->pitch = fmod(pl->pitch+rotspeed, 360.0f);
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}
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else // fake physics for player ents to create the great cube movement(TM)
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{
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int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // fix movement on ladder
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d.x = (float)(move*cosf(RAD*(pl->yaw-90)));
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d.y = (float)(move*sinf(RAD*(pl->yaw-90)));
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d.z = (float)pl->type==ENT_BOUNCE ? pl->vel.z : 0;
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if(floating || water)
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{
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d.x *= (float)cosf(RAD*(pl->pitch));
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d.y *= (float)cosf(RAD*(pl->pitch));
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d.z = (float)(move*sinf(RAD*(pl->pitch)));
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};
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d.x += (float)(pl->strafe*cosf(RAD*(pl->yaw-180)));
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d.y += (float)(pl->strafe*sinf(RAD*(pl->yaw-180)));
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pl->vel.mul(fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement
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pl->vel.add(d);
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pl->vel.div(fpsfric);
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d = pl->vel;
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d.mul(speed);
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if(floating) // just apply velocity
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{
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pl->o.add(d);
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if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; }
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}
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else // apply velocity with collisions
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{
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if(pl->onladder)
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{
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const float climbspeed = 1.0f;
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if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only
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else if(pl->type==ENT_PLAYER)
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{
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pl->jumpnext = false;
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pl->vel.z = 2.0f; //1.7f; // physics impulse upwards
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if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel
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if(local) playsoundc(S_JUMP);
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else if(pl->type==ENT_BOT) playsound(S_JUMP, &pl->o); // Added by Rick
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}
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if(((playerent *)pl)->k_up) pl->vel.z = climbspeed;
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else if(((playerent *)pl)->k_down) pl->vel.z = -climbspeed;
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};
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pl->timeinair = 0;
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if(pl->type==ENT_BOUNCE) pl->vel.z *= 0.7f;
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}
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else
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{
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pl->timeinair += curtime;
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if(pl->onfloor || water)
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{
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if(pl->jumpnext)
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{
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pl->jumpnext = false;
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pl->vel.z = 2.0f; //1.7f; // physics impulse upwards
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if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel
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if(local) playsoundc(S_JUMP);
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else if(pl->type==ENT_BOT) playsound(S_JUMP, &pl->o); // Added by Rick
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}
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pl->timeinair = 0;
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}
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else
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{
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pl->timeinair += curtime;
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};
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};
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};
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const float gravity = pl->type==ENT_BOUNCE ? pl->gravity : 20;
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const float f = 1.0f/moveres;
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float dropf = pl->type==ENT_BOUNCE ? ((gravity-1)+pl->timeinair/14.0f) : ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine
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const float gravity = 20.0f;
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float dropf = (gravity-1)+pl->timeinair/15.0f; // incorrect, but works fine
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if(water) { dropf = 5; pl->timeinair = 0; }; // float slowly down in water
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if(pl->onladder) { dropf = 0; pl->timeinair = 0; };
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float drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast
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const float rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs
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loopi(moveres) // discrete steps collision detection & sliding
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drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast
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rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs
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};
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detectcollision(pl, d, moveres, drop, rise);
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if(pl->type==ENT_CAMERA) return;
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else if(pl->type!=ENT_BOUNCE)
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{
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// automatically apply smooth roll when strafing
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if(pl->strafe==0)
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{
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// try move forward
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pl->o.x += f*d.x;
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pl->o.y += f*d.y;
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pl->o.z += f*d.z;
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if(collide(pl, false, drop, rise)) continue;
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if(pl->type==ENT_CAMERA) return;
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// player stuck, try slide along y axis
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pl->o.x -= f*d.x;
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if(collide(pl, false, drop, rise))
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{
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d.x = 0;
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if(pl->type==ENT_BOUNCE) pl->vel.x = -pl->vel.x;
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continue;
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};
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pl->o.x += f*d.x;
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// still stuck, try x axis
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pl->o.y -= f*d.y;
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if(collide(pl, false, drop, rise))
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{
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d.y = 0;
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if(pl->type==ENT_BOUNCE) pl->vel.y = -pl->vel.y;
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continue;
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};
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pl->o.y += f*d.y;
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// try just dropping down
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pl->o.x -= f*d.x;
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pl->o.y -= f*d.y;
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if(collide(pl, false, drop, rise))
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{
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d.y = d.x = 0;
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continue;
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};
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pl->o.z -= f*d.z;
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break;
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pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25);
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}
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else
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{
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pl->roll += pl->strafe*curtime/-30.0f;
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if(pl->roll>maxroll) pl->roll = (float)maxroll;
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if(pl->roll<-maxroll) pl->roll = (float)-maxroll;
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};
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};
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// automatically apply smooth roll when strafing
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if(pl->strafe==0)
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{
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pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25);
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}
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else
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{
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pl->roll += pl->strafe*curtime/-30.0f;
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if(pl->roll>maxroll) pl->roll = (float)maxroll;
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if(pl->roll<-maxroll) pl->roll = (float)-maxroll;
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};
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if(pl->type==ENT_CAMERA) return;
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// play sounds on water transitions
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if(!pl->inwater && water) { playsound(S_SPLASH2, &pl->o); pl->vel.z = 0; }
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else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
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pl->inwater = water;
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@@ -342,9 +365,9 @@ void physicsframe() // optimally schedule physics frames inside the gra
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};
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};
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void moveplayer(physent *pl, int moveres, bool local)
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void moveplayer(physent *p, int moveres, bool local)
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{
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loopi(physicsrepeat) moveplayer(pl, moveres, local, min(curtime, minframetime));
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loopi(physicsrepeat) moveplayer(p, moveres, local, min(curtime, minframetime));
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};
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vector<bounceent *> bounceents;
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@@ -363,7 +386,8 @@ void mbounceents()
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loopv(bounceents) if(bounceents[i])
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{
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bounceent *p = bounceents[i];
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if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, false);
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if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) //moveplayer(p, 2, false);
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loopi(physicsrepeat) moveplayer(p, 5, false, min(curtime, minframetime));
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if(lastmillis - p->millis >= p->timetolife)
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{
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@@ -378,5 +402,5 @@ void mbounceents()
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void clearbounceents()
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{
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loopv(bounceents) if(bounceents[i]) { delete bounceents[i]; bounceents.remove(i); };
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}
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};
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