* remove roll * optimise for size * new protocol data type: unsigned integer with known size * highres yaw encoding * double resolution for pitch angles -30°..30° * half resolution for pitch angles -90°..-30° and 30°..90° * proper rounding for pitch and yaw values * same resolution for yaw and pitch for both pos packet types * restore transmission of the velocity vector
973 lines
38 KiB
C++
973 lines
38 KiB
C++
// physics.cpp: no physics books were hurt nor consulted in the construction of this code.
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// All physics computations and constants were invented on the fly and simply tweaked until
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// they "felt right", and have no basis in reality. Collision detection is simplistic but
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// very robust (uses discrete steps at fixed fps).
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#include "cube.h"
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float raycube(const vec &o, const vec &ray, vec &surface)
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{
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surface = vec(0, 0, 0);
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if(ray.iszero()) return -1;
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vec v = o;
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float dist = 0, dx = 0, dy = 0, dz = 0;
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int nr;
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for(nr=0;nr<512;nr++) // sam's suggestion :: I found no map which got nr > 350
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{
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int x = int(v.x), y = int(v.y);
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if(x < 0 || y < 0 || x >= ssize || y >= ssize) return -1;
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sqr *s = S(x, y);
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float floor = s->floor, ceil = s->ceil;
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if(s->type==FHF) floor -= s->vdelta/4.0f;
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if(s->type==CHF) ceil += s->vdelta/4.0f;
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if(SOLID(s) || v.z < floor || v.z > ceil)
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{
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if((!dx && !dy) || s->wtex==DEFAULT_SKY || (!SOLID(s) && v.z > ceil && s->ctex==DEFAULT_SKY)) return -1;
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if(s->type!=CORNER)// && s->type!=FHF && s->type!=CHF)
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{
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if(dx<dy) surface.x = ray.x>0 ? -1 : 1;
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else surface.y = ray.y>0 ? -1 : 1;
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sqr *n = S(x+(int)surface.x, y+(int)surface.y);
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if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil))
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{
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surface = dx<dy ? vec(0, ray.y>0 ? -1 : 1, 0) : vec(ray.x>0 ? -1 : 1, 0, 0);
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n = S(x+(int)surface.x, y+(int)surface.y);
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if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil))
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surface = vec(0, 0, ray.z>0 ? -1 : 1);
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}
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}
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dist = max(dist-0.1f, 0.0f);
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break;
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}
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dx = ray.x ? (x + (ray.x > 0 ? 1 : 0) - v.x)/ray.x : 1e16f;
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dy = ray.y ? (y + (ray.y > 0 ? 1 : 0) - v.y)/ray.y : 1e16f;
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dz = ray.z ? ((ray.z > 0 ? ceil : floor) - v.z)/ray.z : 1e16f;
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if(dz < dx && dz < dy)
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{
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if(ray.z>0 && s->ctex==DEFAULT_SKY) return -1;
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if(s->type!=FHF && s->type!=CHF) surface.z = ray.z>0 ? -1 : 1;
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dist += dz;
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break;
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}
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float disttonext = 0.1f + min(dx, dy);
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v.add(vec(ray).mul(disttonext));
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dist += disttonext;
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}
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if (nr == 512) return -1;
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return dist;
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}
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bool raycubelos(const vec &from, const vec &to, float margin)
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{
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vec dir(to);
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dir.sub(from);
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float limit = dir.magnitude();
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dir.mul(1.0f/limit);
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vec surface;
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float dist = raycube(from, dir, surface);
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return dist > max(limit - margin, 0.0f);
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}
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physent *hitplayer = NULL;
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bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with physent
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{
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if(o->state!=CS_ALIVE || !o->cancollide) return false;
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const float r = o->radius+d->radius;
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const vec dr = vec(o->o.x-d->o.x,o->o.y-d->o.y,0);
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const float deyeheight = d->eyeheight, oeyeheight = o->eyeheight;
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if((d->type==ENT_PLAYER && o->type==ENT_PLAYER ? dr.sqrxy() < r*r : fabs(dr.x)<r && fabs(dr.y)<r) && dr.dotxy(d->vel) >= 0.0f)
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{
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if(d->o.z-deyeheight<o->o.z-oeyeheight) { if(o->o.z-oeyeheight<hi) hi = o->o.z-oeyeheight-1; }
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else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1;
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if(fabs(o->o.z-d->o.z)<o->aboveeye+deyeheight) { hitplayer = o; return true; }
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headspace = d->o.z-o->o.z-o->aboveeye-deyeheight;
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if(headspace<0) headspace = 10;
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}
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return false;
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}
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int cornertest(int x, int y, int &bx, int &by, int &bs, sqr *&s, sqr *&h) // iteratively collide with a mipmapped corner cube
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{
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int mip = 1, res = -1;
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while(SWS(wmip[mip], x>>mip, y>>mip, sfactor-mip)->type==CORNER) mip++;
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mip--;
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x >>= mip;
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y >>= mip;
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int mfactor = sfactor - mip;
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bx = x<<mip; // bx, by and bs are the real-world coordinates and size of the corner mip
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by = y<<mip; // s is the corner mip and h is the companion mip of a corner between non-solids (to get floor and ceil from)
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bs = 1<<mip;
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sqr *z = SWS(wmip[mip],x - 1, y,mfactor);
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sqr *t = SWS(z,2,0,mfactor); // w
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sqr *w = SWS(z,1,-1,mfactor); // zst
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sqr *v = SWS(z,1,1,mfactor); // v
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s = SWS(z,1,0,mfactor);
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// now, this is _exactly_ how the renderer interprets map geometry...
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if(SOLID(z))
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{
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if(SOLID(w)) res = 2; // corners between solids are solid behind the wall or SPACE in front of it
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else if(SOLID(v)) res = 3;
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}
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else if(SOLID(t))
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{
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if(SOLID(w)) res = 1;
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else if(SOLID(v)) res = 0;
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}
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else
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{ // not a corner between solids
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bool wv = w->ceil-w->floor < v->ceil-v->floor;
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h = wv ? v : w; // in front of the corner, use floor and ceil from h
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if(z->ceil-z->floor < t->ceil-t->floor) res = wv ? 2 : 3;
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else res = wv ? 1 : 0;
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} // 03
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return res; // 12
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}
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static int cornersurface = 0;
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bool mmcollide(physent *d, float &hi, float &lo) // collide with a mapmodel
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{
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const float eyeheight = d->eyeheight, SQRT2HALF = SQRT2 / 2.0f;
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const float playerheight = eyeheight + d->aboveeye;
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if(editmode) clentstats.firstclip = 0;
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for(int i = clentstats.firstclip; i < ents.length(); i++)
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{
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entity &e = ents[i];
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// if(e.type==CLIP || (e.type == PLCLIP && d->type == ENT_PLAYER))
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if (e.type==CLIP || (e.type == PLCLIP && (d->type == ENT_BOT || d->type == ENT_PLAYER || (d->type == ENT_BOUNCE && ((bounceent *)d)->plclipped)))) // don't allow bots to hack themselves into plclips - Bukz 2011/04/14
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{
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bool hitarea = false;
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switch(e.attr7 & 3)
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{
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default: // classic unrotated clip, possibly tilted
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hitarea = fabs(e.x - d->o.x) < float(e.attr2) / ENTSCALE5 + d->radius && fabs(e.y - d->o.y) < float(e.attr3) / ENTSCALE5 + d->radius;
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break;
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case 3: // clip rotated 45°
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{
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float rx = (e.x - d->o.x) * SQRT2HALF, ry = (e.y - d->o.y) * SQRT2HALF, rr = d->radius * SQRT2; // rotate player instead of clip (adjust player radius to compensate)
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float a1 = fabs(rx - ry) - float(e.attr3) / ENTSCALE5 - rr, a2 = fabs(rx + ry) - float(e.attr2) / ENTSCALE5 - rr;
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if(a1 < 0 && a2 < 0)
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{
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float a3 = a1 + a2 + rr;
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if(a3 < 0) hitarea = true;
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if(a3 < -1e-2 && (a3 < -rr || a1 * a2 < 0.42f)) cornersurface = a1 > a2 ? 1 : 2;
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}
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break;
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}
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}
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if(hitarea)
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{
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float cz = float(S(e.x, e.y)->floor + float(e.attr1) / ENTSCALE10), ch = float(e.attr4) / ENTSCALE5;
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if(e.attr6) switch(e.attr7 & 3)
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{ // incredibly ugly solution - but it only applies on the one tilted clip we stand on
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case 1: cz += (floor(0.5f + clamp(d->o.x - e.x + d->radius * (e.attr6 > 0 ? 1 : -1), -float(e.attr2) / ENTSCALE5, float(e.attr2) / ENTSCALE5))) * float(e.attr6) / (4 * ENTSCALE10); break; // tilt x
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case 2: cz += (floor(0.5f + clamp(d->o.y - e.y + d->radius * (e.attr6 > 0 ? 1 : -1), -float(e.attr3) / ENTSCALE5, float(e.attr3) / ENTSCALE5))) * float(e.attr6) / (4 * ENTSCALE10); break; // tilt y
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}
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const float dz = d->o.z - d->eyeheight;
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if(dz < cz - 0.42) { if(cz<hi) hi = cz; }
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else if(cz+ch>lo) lo = cz+ch;
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if(hi-lo < playerheight) return true;
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if(dz + (d->type != ENT_BOUNCE ? 1.26 : 0) > cz + ch || dz + playerheight < cz) cornersurface = 0;
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}
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}
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else if(e.type==MAPMODEL)
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{
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mapmodelinfo *mmi = getmminfo(e.attr2);
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if(!mmi || !mmi->h) continue;
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const float r = mmi->rad + d->radius;
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if(fabs(e.x-d->o.x)<r && fabs(e.y-d->o.y)<r)
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{
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const float mmz = float(S(e.x, e.y)->floor + mmi->zoff + float(e.attr3) / ENTSCALE5);
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const float dz = d->o.z-eyeheight;
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if(dz < mmz - 0.42) { if(mmz < hi) hi = mmz; }
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else if(mmz + mmi->h > lo) lo = mmz + mmi->h;
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if(hi-lo < playerheight) return true;
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}
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}
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}
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return false;
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}
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bool objcollide(physent *d, const vec &objpos, float objrad, float objheight) // collide with custom/typeless objects
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{
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const float r = d->radius+objrad;
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if(fabs(objpos.x-d->o.x)<r && fabs(objpos.y-d->o.y)<r)
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{
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const float maxdist = (d->eyeheight+d->aboveeye+objheight)/2.0f;
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const float dz = d->o.z+(-d->eyeheight+d->aboveeye)/2.0f;
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const float objz = objpos.z+objheight/2.0f;
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return dz-objz <= maxdist && dz-objz >= -maxdist;
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}
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return false;
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}
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// all collision happens here
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// spawn is a dirty side effect used in spawning
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// drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep
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bool collide(physent *d, bool spawn, float drop, float rise)
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{
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cornersurface = 0;
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const float fx1 = d->o.x-d->radius; // figure out integer cube rectangle this entity covers in map
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const float fy1 = d->o.y-d->radius;
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const float fx2 = d->o.x+d->radius;
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const float fy2 = d->o.y+d->radius;
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const int x1 = int(fx1);
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const int y1 = int(fy1);
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const int x2 = int(fx2);
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const int y2 = int(fy2);
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float hi = 127, lo = -128;
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const float eyeheight = d->eyeheight;
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const float playerheight = eyeheight + d->aboveeye;
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float z1 = d->o.z-eyeheight, z2 = z1 + playerheight;
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if(d->type != ENT_BOUNCE) z1 += 1.26;
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const int applyclip = d->type == ENT_BOT || d->type == ENT_PLAYER || (d->type == ENT_BOUNCE && ((bounceent *)d)->plclipped) ? TAGANYCLIP : TAGCLIP;
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for(int y = y1; y<=y2; y++) for(int x = x1; x<=x2; x++) // collide with map
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{
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if(OUTBORD(x,y)) return true;
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sqr *s = S(x,y);
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bool tagclipped = (s->tag & applyclip) != 0;
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float ceil = s->ceil;
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float floor = s->floor;
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switch(s->type)
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{
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case SOLID:
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return true;
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case CORNER:
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{
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sqr *ns, *h = NULL;
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int bx, by, bs;
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int q = cornertest(x, y, bx, by, bs, ns, h);
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bool matter = false, match = false;
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switch(q) // 0XX3
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{ // XXXX
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case 0: // 1XX2
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match = x==x2 && y==y2;
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matter = fx2-bx+fy2-by>=bs;
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break;
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case 1:
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match = x==x2 && y==y1;
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matter = fx2-bx>=fy1-by;
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break;
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case 2:
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match = x==x1 && y==y1;
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matter = fx1-bx+fy1-by<=bs;
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break;
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case 3:
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match = x==x1 && y==y2;
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matter = fx1-bx<=fy2-by;
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break;
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default:
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return true; // mapper's fault: corner with unsufficient solids: renderer can't handle those anyway: treat as solid
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}
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cornersurface = (q & 1) ? 5 : 6;
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sqr *n = h && !matter ? h : ns;
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ceil = n->ceil; // use floor & ceil from higher mips (like the renderer)
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floor = n->floor;
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if(!match && d->type == ENT_BOUNCE) match = q == (d->vel.x < 0) * 2 + (d->vel.y * d->vel.x < 0); // when coming towards corner surface: prefer corner bounce
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if(match && matter)
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{
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if(!h) return true; // we hit a corner between solids...
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else if(z1 < ns->floor || z2 > ns->ceil || tagclipped) return true; // corner is not between solids, but we hit it...
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}
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if(h) tagclipped = false; // for corners between non-solids, tagclips extend the corner (visualisation does not reflect that, yet)
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// tagclipped corners between solids are fully clipped
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cornersurface = 0;
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break;
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}
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case FHF: // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs
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floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
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break;
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case CHF:
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ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
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}
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if(tagclipped) return true; // tagged clips feel like solids
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if(ceil<hi) hi = ceil;
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if(floor>lo) lo = floor;
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}
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if(hi - lo < playerheight) return true;
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float headspace = 10.0f;
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if(d->type!=ENT_CAMERA)
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{
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loopv(players) // collide with other players
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{
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playerent *o = players[i];
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if(!o || o==d || (o==player1 && d->type==ENT_CAMERA)) continue;
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if(plcollide(d, o, headspace, hi, lo)) return true;
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}
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if(d!=player1) if(plcollide(d, player1, headspace, hi, lo)) return true;
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}
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headspace -= 0.01f;
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if(mmcollide(d, hi, lo)) return true; // collide with map models
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if(spawn)
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{
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d->o.z = lo+eyeheight; // just drop to floor (sideeffect)
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d->onfloor = true;
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}
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else
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{
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const float spacelo = d->o.z-eyeheight-lo;
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if(spacelo<0)
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{
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if(spacelo>-0.01)
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{
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d->o.z = lo+eyeheight; // stick on step
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}
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else if(spacelo>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair
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else return true;
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}
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else
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{
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d->o.z -= min(min(drop, spacelo), headspace); // gravity
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}
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const float spacehi = hi-(d->o.z+d->aboveeye);
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if(spacehi<0)
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{
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if(spacehi<-0.1) return true; // hack alert!
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if(spacelo>0.1f) d->o.z = hi-d->aboveeye; // glue to ceiling if in midair
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d->vel.z = 0; // cancel out jumping velocity
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}
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const float floorclamp = d->crouching && (!d->lastjump || lastmillis - d->lastjump > 250) ? 0.1f : 0.01f;
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d->onfloor = d->o.z-eyeheight-lo < floorclamp;
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}
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return false;
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}
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VARFP(maxroll, 0, ROLLMOVDEF, ROLLMOVMAX, player1->maxroll = maxroll);
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VARFP(maxrolleffect, 0, ROLLEFFDEF, ROLLEFFMAX, player1->maxrolleffect = maxrolleffect);
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VARP(maxrollremote, 0, ROLLMOVDEF + ROLLEFFDEF, ROLLMOVMAX + ROLLEFFMAX);
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//VAR(recoilbackfade, 0, 100, 1000);
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void resizephysent(physent *pl, int moveres, int curtime, float min, float max)
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{
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if(pl->eyeheightvel==0.0f) return;
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const bool water = waterlevel > pl->o.z;
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const float speed = curtime*pl->maxspeed/(water ? 2000.0f : 1000.0f);
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float h = pl->eyeheightvel * speed / moveres;
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loopi(moveres)
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{
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pl->eyeheight += h;
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pl->o.z += h;
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if(collide(pl) && !(pl != player1 && player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) // don't check collision during spectating in 1st person view
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{
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pl->eyeheight -= h; // collided, revert mini-step
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pl->o.z -= h;
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break;
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}
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if(pl->eyeheight<min) // clamp to min
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{
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pl->o.z += min - pl->eyeheight;
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pl->eyeheight = min;
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pl->eyeheightvel = 0.0f;
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break;
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}
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if(pl->eyeheight>max)
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{
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pl->o.z -= pl->eyeheight - max;
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pl->eyeheight = max;
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pl->eyeheightvel = 0.0f;
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break;
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}
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}
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}
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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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|
|
|
FVARP(flyspeed, 1.0, 2.0, 5.0);
|
|
|
|
void moveplayer(physent *pl, int moveres, bool local, int curtime)
|
|
{
|
|
bool water = false;
|
|
const bool editfly = pl->state==CS_EDITING;
|
|
const bool specfly = pl->type==ENT_PLAYER && ((playerent *)pl)->spectatemode==SM_FLY;
|
|
const bool isfly = editfly || specfly;
|
|
|
|
vec d; // vector of direction we ideally want to move in
|
|
|
|
float drop = 0, rise = 0;
|
|
|
|
if(pl->type==ENT_BOUNCE)
|
|
{
|
|
bounceent* bounce = (bounceent *) pl;
|
|
water = waterlevel > pl->o.z;
|
|
|
|
const float speed = curtime*pl->maxspeed/(water ? 2000.0f : 1000.0f);
|
|
const float friction = water ? 20.0f : (pl->onfloor || isfly ? 6.0f : 30.0f);
|
|
const float fpsfric = max(friction*20.0f/curtime, 1.0f);
|
|
|
|
if(pl->onfloor) // apply friction
|
|
{
|
|
pl->vel.mul(fpsfric-1);
|
|
pl->vel.div(fpsfric);
|
|
}
|
|
else // apply gravity
|
|
{
|
|
const float CUBES_PER_METER = 4; // assumes 4 cubes make up 1 meter
|
|
const float BOUNCE_MASS = 0.5f; // sane default mass of 0.5 kg
|
|
const float GRAVITY = BOUNCE_MASS*9.81f/CUBES_PER_METER/1000.0f;
|
|
bounce->vel.z -= GRAVITY*curtime;
|
|
}
|
|
|
|
d = bounce->vel;
|
|
d.mul(speed);
|
|
if(water) d.div(6.0f); // incorrect
|
|
|
|
// rotate
|
|
float rotspeed = bounce->rotspeed*d.magnitude();
|
|
pl->pitch = fmod(pl->pitch+rotspeed, 360.0f);
|
|
pl->yaw = fmod(pl->yaw+rotspeed, 360.0f);
|
|
}
|
|
else // fake physics for player ents to create _the_ cube movement (tm)
|
|
{
|
|
const int timeinair = pl->timeinair;
|
|
int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // movement on ladder
|
|
if(!editfly) water = waterlevel > pl->o.z - 0.5f;
|
|
|
|
float chspeed = (pl->onfloor || pl->onladder || !pl->crouchedinair) ? 0.4f : 1.0f;
|
|
|
|
const bool crouching = pl->crouching || (pl->eyeheight < pl->maxeyeheight && pl->eyeheight > 1.1f);
|
|
const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed*(crouching && pl->state != CS_EDITING ? chspeed : 1.0f)*(pl==player1 && isfly ? flyspeed : 1.0f);
|
|
const float friction = water ? 20.0f : (pl->onfloor || isfly ? 6.0f : (pl->onladder ? 1.5f : 30.0f));
|
|
const float fpsfric = max(friction/curtime*20.0f, 1.0f);
|
|
|
|
d.x = (float)(move*cosf(RAD*(pl->yaw-90)));
|
|
d.y = (float)(move*sinf(RAD*(pl->yaw-90)));
|
|
d.z = 0.0f;
|
|
|
|
if(isfly || water)
|
|
{
|
|
d.x *= (float)cosf(RAD*(pl->pitch));
|
|
d.y *= (float)cosf(RAD*(pl->pitch));
|
|
d.z = (float)(move*sinf(RAD*(pl->pitch)));
|
|
}
|
|
|
|
d.x += (float)(pl->strafe*cosf(RAD*(pl->yaw-180)));
|
|
d.y += (float)(pl->strafe*sinf(RAD*(pl->yaw-180)));
|
|
|
|
float curfullspeed = d.magnitudexy();
|
|
|
|
pl->vel.mul(fpsfric-1.0f); // slowly apply friction and direction to velocity, gives a smooth movement
|
|
pl->vel.add(d);
|
|
pl->vel.div(fpsfric);
|
|
d = pl->vel;
|
|
d.mul(speed);
|
|
|
|
if(editfly) // just apply velocity
|
|
{
|
|
pl->o.add(d);
|
|
if(pl->jumpnext && !pl->trycrouch)
|
|
{
|
|
pl->vel.z = 0.5f; // fly directly upwards while holding jump keybinds
|
|
}
|
|
else if (pl->trycrouch && !pl->jumpnext)
|
|
{
|
|
pl->vel.z = -0.5f; // fly directly down while holding crouch keybinds
|
|
}
|
|
}
|
|
else if(specfly)
|
|
{
|
|
rise = speed/moveres/1.2f;
|
|
if(pl->jumpnext)
|
|
{
|
|
pl->jumpnext = false;
|
|
pl->vel.z = 2;
|
|
}
|
|
}
|
|
else // apply velocity with collisions
|
|
{
|
|
if(pl->type!=ENT_CAMERA)
|
|
{
|
|
if(pl->onladder)
|
|
{
|
|
const float climbspeed = 1.0f;
|
|
|
|
if(pl->type==ENT_BOT && pl->state == CS_ALIVE) pl->vel.z = climbspeed; // bots climb upwards only
|
|
else if(pl->type==ENT_PLAYER && pl->state == CS_ALIVE)
|
|
{
|
|
if(((playerent *)pl)->k_up && pl->move > 0) pl->vel.z = climbspeed;
|
|
else if(((playerent *)pl)->k_down && pl->move < 0) pl->vel.z = -climbspeed;
|
|
}
|
|
pl->timeinair = 0;
|
|
}
|
|
else
|
|
{
|
|
if(pl->onfloor || water)
|
|
{
|
|
if(pl->jumpnext)
|
|
{
|
|
pl->jumpd = true;
|
|
pl->jumpnext = false;
|
|
bool doublejump = pl->lastjump && lastmillis - pl->lastjump < 250 && pl->strafe != 0 && pl->o.z - pl->eyeheight - pl->lastjumpheight > 0.2f;
|
|
pl->lastjumpheight = pl->o.z - pl->eyeheight;
|
|
pl->vel.z = 2.0f; // physics impulse upwards
|
|
if(doublejump && curfullspeed > 0.1f) // more velocity on double jump
|
|
{
|
|
pl->vel.mul(1.25f / max(pl->vel.magnitudexy() / curfullspeed, 1.0f));
|
|
}
|
|
if(water) // dampen velocity change even harder, gives correct water feel
|
|
{
|
|
pl->vel.x /= 8.0f;
|
|
pl->vel.y /= 8.0f;
|
|
}
|
|
else if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(S_JUMP, pl);
|
|
pl->lastjump = lastmillis;
|
|
}
|
|
pl->timeinair = 0;
|
|
pl->crouchedinair = false;
|
|
}
|
|
else
|
|
{
|
|
pl->timeinair += curtime;
|
|
if (pl->trycrouch && !pl->crouching && !pl->crouchedinair && pl->state!=CS_EDITING) {
|
|
pl->vel.z += 0.3f;
|
|
pl->crouchedinair = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(timeinair > 200 && !pl->timeinair && pl->inwater == water)
|
|
{
|
|
int sound = timeinair > 800 ? S_HARDLAND : S_SOFTLAND;
|
|
if(pl->state!=CS_DEAD)
|
|
{
|
|
if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(sound, pl);
|
|
}
|
|
}
|
|
}
|
|
|
|
const float gravity = 20.0f;
|
|
float dropf = (gravity-1)+pl->timeinair/15.0f; // incorrect, but works fine
|
|
if(water) { dropf = 5; pl->timeinair = 0; } // float slowly down in water
|
|
if(pl->onladder) { dropf = 0; pl->timeinair = 0; }
|
|
|
|
drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast
|
|
rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs
|
|
if(pl->maxspeed-16.0f>0.5f) pl += 0xF0F0;
|
|
}
|
|
}
|
|
|
|
bool collided = false;
|
|
vec oldorigin = pl->o;
|
|
|
|
if(!editfly) loopi(moveres) // discrete steps collision detection & sliding
|
|
{
|
|
const float f = 1.0f/moveres;
|
|
|
|
// try move forward
|
|
vec o_null = pl->o;
|
|
pl->o.x += f*d.x;
|
|
pl->o.y += f*d.y;
|
|
pl->o.z += f*d.z;
|
|
volatile vec gcco3(pl->o.x, pl->o.y, pl->o.z); // force capping the o-values to float-representables (avoid player stuck conditions on 32-bit g++ builds)
|
|
pl->o = vec(gcco3.x, gcco3.y, gcco3.z);
|
|
hitplayer = NULL;
|
|
if(!collide(pl, false, drop, rise)) continue;
|
|
int cornersurface1 = cornersurface;
|
|
vec o_trying = pl->o; // o_trying = o_null + f * d (= one microstep in desired direction)
|
|
if(!cornersurface1)
|
|
{ // brute-force check, if it is a corner hit after all
|
|
if(pl->type != ENT_BOUNCE)
|
|
{
|
|
int collx = 0, colly = 0;
|
|
pl->o.x = o_null.x;
|
|
if(collide(pl, false, drop, rise)) collx = cornersurface;
|
|
pl->o = o_trying;
|
|
pl->o.y = o_null.y;
|
|
if(collide(pl, false, drop, rise)) colly = cornersurface;
|
|
cornersurface1 = collx | colly;
|
|
if((cornersurface1 & 3) == 3) cornersurface1 = 0;
|
|
}
|
|
else
|
|
{ // try really, really hard to detect corners for bounces (to compensate for the not-so-micro bounceent-microsteps)
|
|
vec vd(d.x, d.y, 0);
|
|
static const float a = 3.0f*PI2/10.0f, ca = cosf(a), sa = sinf(a); // 10 probe points, stretched over three turns
|
|
loopj(10)
|
|
{
|
|
if(j) vd = vec(ca * vd.x - sa * vd.y, ca * vd.y + sa *vd.x, 0);
|
|
pl->o = o_trying;
|
|
pl->o.add(vd);
|
|
if(collide(pl, false, drop, rise) && cornersurface) break;
|
|
}
|
|
cornersurface1 = cornersurface;
|
|
}
|
|
pl->o = o_trying;
|
|
}
|
|
collided = true;
|
|
if(pl->type==ENT_BOUNCE && cornersurface1)
|
|
{ // try corner bounce
|
|
float ct2f = cornersurface1 & 2 ? -1.0 : 1.0;
|
|
vec xd = d;
|
|
xd.x = d.y * ct2f;
|
|
xd.y = d.x * ct2f;
|
|
pl->o.x += f * (-d.x + xd.x);
|
|
pl->o.y += f * (-d.y + xd.y);
|
|
if(!collide(pl, false, drop, rise))
|
|
{
|
|
d = xd;
|
|
float sw = pl->vel.x * ct2f;
|
|
pl->vel.x = pl->vel.y * ct2f;
|
|
pl->vel.y = sw;
|
|
pl->vel.mul(0.7f);
|
|
continue;
|
|
}
|
|
pl->o = o_trying;
|
|
}
|
|
if(pl->type==ENT_CAMERA || (pl->type==ENT_PLAYER && pl->state==CS_DEAD && ((playerent *)pl)->spectatemode != SM_FLY))
|
|
{
|
|
pl->o = o_null;
|
|
break;
|
|
}
|
|
if(pl->type!=ENT_BOUNCE && hitplayer)
|
|
{
|
|
vec dr(hitplayer->o.x-pl->o.x,hitplayer->o.y-pl->o.y,0);
|
|
float invdist = 1.0f / dr.magnitudexy(),
|
|
push = (invdist < 10.0f ? dr.dotxy(d)*1.1f*invdist : dr.dotxy(d) * 11.0f);
|
|
|
|
pl->o.x -= f*d.x*push;
|
|
pl->o.y -= f*d.y*push;
|
|
if(i==0 && pl->type==ENT_BOT) pl->yaw += (dr.cxy(d)>0 ? 2:-2); // force the bots to change direction
|
|
if( !collide(pl, false, drop, rise) ) continue;
|
|
pl->o.x += f*d.x*push;
|
|
pl->o.y += f*d.y*push;
|
|
}
|
|
|
|
// the desired direction didn't work
|
|
pl->o.x = o_null.x;
|
|
pl->o.y = o_null.y;
|
|
vec o_nullxy = pl->o; // x and y from o_null but z from o_trying (possibly altered by collide() as well)
|
|
|
|
// try sliding
|
|
if(cornersurface1)
|
|
{
|
|
// along a corner wall
|
|
float ct2f = cornersurface1 & 2 ? -1.0 : 1.0;
|
|
float diag = fabs(d.x + ct2f * d.y) * 0.5f;
|
|
vec vd = vec((d.y*ct2f+d.x >= 0.0f ? diag : -diag), (d.x*ct2f+d.y >= 0.0f ? diag : -diag), 0);
|
|
float ff = f / (cornersurface1 & 4 ? 42.0f : 333.0f);
|
|
pl->o.x += f*vd.x - ff*d.x;
|
|
pl->o.y += f*vd.y - ff*d.y;
|
|
if(!collide(pl, false, drop, rise))
|
|
{
|
|
d.x = vd.x; d.y = vd.y;
|
|
continue;
|
|
}
|
|
pl->o = o_nullxy;
|
|
}
|
|
// try slide along y axis
|
|
pl->o.y = o_trying.y;
|
|
if(!collide(pl, false, drop, rise))
|
|
{
|
|
d.x = 0;
|
|
if(pl->type==ENT_BOUNCE) { pl->vel.x = -pl->vel.x; pl->vel.mul(0.7f); }
|
|
continue;
|
|
}
|
|
pl->o = o_nullxy;
|
|
// try x axis
|
|
pl->o.x = o_trying.x;
|
|
if(!collide(pl, false, drop, rise))
|
|
{
|
|
d.y = 0;
|
|
if(pl->type==ENT_BOUNCE) { pl->vel.y = -pl->vel.y; pl->vel.mul(0.7f); }
|
|
continue;
|
|
}
|
|
pl->o = o_nullxy;
|
|
// try just dropping down
|
|
if(!collide(pl, false, drop, rise))
|
|
{
|
|
d.y = d.x = 0;
|
|
continue;
|
|
}
|
|
pl->o = o_null;
|
|
if(pl->type==ENT_BOUNCE) { pl->vel.z = -pl->vel.z; pl->vel.mul(0.5f); }
|
|
break;
|
|
}
|
|
|
|
pl->stuck = (oldorigin==pl->o);
|
|
if(collided) pl->oncollision();
|
|
else pl->onmoved(oldorigin.sub(pl->o));
|
|
|
|
if(pl->type==ENT_CAMERA) return;
|
|
|
|
if(pl->type!=ENT_BOUNCE)
|
|
{
|
|
if(pl->type == ENT_PLAYER)
|
|
{
|
|
// automatically apply smooth roll when strafing
|
|
playerent *p = (playerent *)pl;
|
|
float iir = 1.0f + sqrtf((float)curtime) / 25.0f;
|
|
if(pl->strafe==0)
|
|
{
|
|
p->movroll /= iir;
|
|
}
|
|
else
|
|
{
|
|
p->movroll = clamp(p->movroll + pl->strafe * curtime / -30.0f, -p->maxroll, p->maxroll);
|
|
}
|
|
p->effroll /= iir; // fade damage roll
|
|
pl->roll = p->movroll + p->effroll;
|
|
if(pl != player1) pl->roll = clamp(pl->roll, (float)-maxrollremote, (float)maxrollremote);
|
|
}
|
|
// smooth pitch
|
|
const float fric = 6.0f/curtime*20.0f;
|
|
pl->pitch += pl->pitchvel*(curtime/1000.0f)*pl->maxspeed*(pl->crouching ? 0.75f : 1.0f);
|
|
pl->pitchvel *= fric-3;
|
|
pl->pitchvel /= fric;
|
|
/*extern int recoiltest;
|
|
if(recoiltest)
|
|
{
|
|
if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= recoilbackfade/100.0f; // slide back
|
|
}
|
|
else*/ if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= ((playerent *)pl)->weaponsel->info.recoilbackfade/100.0f; // slide back
|
|
if(pl->pitchvel) fixcamerarange(pl); // fix pitch if necessary
|
|
}
|
|
|
|
// play sounds on water transitions
|
|
if(pl->type!=ENT_CAMERA)
|
|
{
|
|
if(!pl->inwater && water)
|
|
{
|
|
if(!pl->lastsplash || lastmillis-pl->lastsplash>500)
|
|
{
|
|
audiomgr.playsound(S_SPLASH2, &pl->o);
|
|
pl->lastsplash = lastmillis;
|
|
}
|
|
if(pl==player1) pl->vel.z = 0;
|
|
}
|
|
else if(pl->inwater && !water)
|
|
{
|
|
audiomgr.playsound(S_SPLASH1, &pl->o);
|
|
if(pl->type == ENT_BOUNCE) pl->maxspeed /= 8; // prevent nades from jumping out of water
|
|
}
|
|
pl->inwater = water;
|
|
}
|
|
|
|
// store previous locations of all players/bots
|
|
if(pl->type==ENT_PLAYER || pl->type==ENT_BOT)
|
|
{
|
|
((playerent *)pl)->history.update(pl->o, lastmillis);
|
|
}
|
|
|
|
// apply volume-resize when crouching
|
|
if(pl->type==ENT_PLAYER || pl->type==ENT_BOT)
|
|
{
|
|
// if(pl==player1 && !(intermission || player1->onladder || (pl->trycrouch && !player1->onfloor && player1->timeinair > 50))) updatecrouch(player1, player1->trycrouch);
|
|
if(!intermission && (pl == player1 || pl->type == ENT_BOT)) updatecrouch((playerent *)pl, pl->trycrouch);
|
|
const float croucheyeheight = pl->maxeyeheight*3.0f/4.0f;
|
|
resizephysent(pl, moveres, curtime, croucheyeheight, pl->maxeyeheight);
|
|
}
|
|
}
|
|
|
|
const int PHYSFPS = 200;
|
|
const int PHYSFRAMETIME = 1000 / PHYSFPS;
|
|
int physsteps = 0, physframetime = PHYSFRAMETIME, lastphysframe = 0;
|
|
|
|
void physicsframe() // optimally schedule physics frames inside the graphics frames
|
|
{
|
|
int diff = lastmillis - lastphysframe;
|
|
if(diff <= 0) physsteps = 0;
|
|
else
|
|
{
|
|
extern int gamespeed;
|
|
physframetime = clamp((PHYSFRAMETIME*gamespeed)/100, 1, PHYSFRAMETIME);
|
|
physsteps = (diff + physframetime - 1)/physframetime;
|
|
lastphysframe += physsteps * physframetime;
|
|
if(!multiplayer(NULL) && physsteps > 1000) physsteps = 1000;
|
|
}
|
|
}
|
|
|
|
VAR(physinterp, 0, 1, 1);
|
|
|
|
void interppos(physent *pl)
|
|
{
|
|
pl->o = pl->newpos;
|
|
pl->o.z += pl->eyeheight;
|
|
|
|
int diff = lastphysframe - lastmillis;
|
|
if(diff <= 0 || !physinterp) return;
|
|
|
|
vec deltapos(pl->deltapos);
|
|
deltapos.mul(min(diff, physframetime)/float(physframetime));
|
|
pl->o.add(deltapos);
|
|
}
|
|
|
|
void moveplayer(physent *pl, int moveres, bool local)
|
|
{
|
|
if(physsteps <= 0)
|
|
{
|
|
if(local) interppos(pl);
|
|
return;
|
|
}
|
|
|
|
if(local)
|
|
{
|
|
pl->o = pl->newpos;
|
|
pl->o.z += pl->eyeheight;
|
|
}
|
|
loopi(physsteps-1) moveplayer(pl, moveres, local, physframetime);
|
|
if(local) pl->deltapos = pl->o;
|
|
moveplayer(pl, moveres, local, physframetime);
|
|
if(local)
|
|
{
|
|
pl->newpos = pl->o;
|
|
pl->deltapos.sub(pl->newpos);
|
|
pl->newpos.z -= pl->eyeheight;
|
|
interppos(pl);
|
|
}
|
|
}
|
|
|
|
void movebounceent(bounceent *p, int moveres, bool local)
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{
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moveplayer(p, moveres, local);
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}
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// movement input code
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#define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; }
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dir(backward, move, -1, k_down, k_up)
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dir(forward, move, 1, k_up, k_down)
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dir(left, strafe, 1, k_left, k_right)
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dir(right, strafe, -1, k_right, k_left)
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void attack(bool on)
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{
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if(intermission) return;
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if(editmode) editdrag(on);
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else if(player1->state==CS_DEAD || player1->state==CS_SPECTATE)
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{
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if(!on) tryrespawn();
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}
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else player1->attacking = on;
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}
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void jumpn(bool on)
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{
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static bool wason = false;
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player1->jumpnext = on && !wason && !player1->crouching && !intermission && !player1->isspectating();
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wason = on;
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if(player1->isspectating())
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{
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if(lastmillis - player1->lastdeath > 1000 && on) togglespect();
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}
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}
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void updatecrouch(playerent *p, bool on)
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{
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if(p->crouching == on) return;
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if(p->state == CS_EDITING) return; // don't apply regular crouch physics in editfly
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const float crouchspeed = 0.6f;
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p->crouching = on;
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p->eyeheightvel = on ? -crouchspeed : crouchspeed;
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if(p==player1) audiomgr.playsoundc(on ? S_CROUCH : S_UNCROUCH);
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}
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void crouch(bool on)
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{
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if(player1->isspectating() && on) return;
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player1->trycrouch = on;
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}
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COMMAND(backward, "d");
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COMMAND(forward, "d");
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COMMAND(left, "d");
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COMMAND(right, "d");
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COMMANDN(jump, jumpn, "d");
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COMMAND(attack, "d");
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COMMAND(crouch, "d");
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void fixcamerarange(physent *cam)
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{
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if(cam->pitch>MAXPITCH) cam->pitch = MAXPITCH;
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if(cam->pitch<-MAXPITCH) cam->pitch = -MAXPITCH;
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while(cam->yaw<0.0f) cam->yaw += 360.0f;
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while(cam->yaw>=360.0f) cam->yaw -= 360.0f;
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}
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FVARP(sensitivity, 1e-3f, 3.0f, 1000.0f); // general mouse sensitivity ("unscoped")
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FVARP(scopesens, 0, 0, 1000); // scoped mouse sensitivity (if zero, autoscopesens determines, how sensitivity is changed during scoping)
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FVARP(sensitivityscale, 1e-3f, 1, 1000); // scale all sensitivity values (if unsure, keep at default value "1"- this parameter achieves cosmetic value changes only)
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VARP(autoscopesens, 0, 0, 1); // switches between scopesensscale and autoscopesensscale to calculate a scoped sensitivity (if scopesens is 0)
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FVARP(scopesensscale, 1e-3f, 0.5f, 1000.0f); // if scoped, sens = sensitivity * scopesensscale (roughly)
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float autoscopesensscale = 0.4663077f; // roughly scopefov/fov, recalculated if fov or scopefov changes (init value fits defaults fov 90 and scopefov 50, update, if defaults change)
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VARP(invmouse, 0, 0, 1); // invert y-axis movement (if "1")
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FVARP(mouseaccel, 0, 0, 1000); // make fast movement even faster (zero deactivates the feature)
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FVARP(mfilter, 0.0f, 0.0f, 6.0f); // simple lowpass filtering (zero deactivates the feature)
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void mousemove(int idx, int idy)
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|
{
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if(intermission || (player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) return;
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bool zooming = player1->weaponsel->type == GUN_SNIPER && ((sniperrifle *)player1->weaponsel)->scoped; // check if player uses scope
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float dx = idx, dy = idy;
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if(mfilter > 0.0001f)
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{ // simple IIR-like filter (1st order lowpass)
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static float fdx = 0, fdy = 0;
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float k = mfilter * 0.1f;
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dx = fdx = dx * ( 1.0f - k ) + fdx * k;
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dy = fdy = dy * ( 1.0f - k ) + fdy * k;
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}
|
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double cursens = sensitivity; // basic unscoped sensitivity
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if(mouseaccel > 0.0001f && curtime && (idx || idy)) cursens += 0.02f * mouseaccel * sqrtf(dx*dx + dy*dy)/curtime; // optionally accelerated
|
|
if(zooming)
|
|
{ // when scoped:
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if(scopesens > 0.0001f) cursens = scopesens; // if specified, use dedicated (fixed) scope sensitivity
|
|
else cursens *= autoscopesens ? autoscopesensscale : scopesensscale; // or adjust sensitivity by given (fixed) factor or based on scopefov/fov
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}
|
|
cursens /= 33.0f * sensitivityscale; // final scaling
|
|
|
|
camera1->yaw += (float) (dx * cursens);
|
|
camera1->pitch -= (float) (dy * cursens * (invmouse ? -1 : 1));
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|
|
fixcamerarange();
|
|
if(camera1!=player1 && player1->spectatemode!=SM_DEATHCAM)
|
|
{
|
|
player1->yaw = camera1->yaw;
|
|
player1->pitch = camera1->pitch;
|
|
}
|
|
}
|
|
|
|
void entinmap(physent *d) // brute force but effective way to find a free spawn spot in the map
|
|
{
|
|
vec orig(d->o);
|
|
loopi(100) // try max 100 times
|
|
{
|
|
float dx = (rnd(21)-10)/10.0f*i; // increasing distance
|
|
float dy = (rnd(21)-10)/10.0f*i;
|
|
d->o.x += dx;
|
|
d->o.y += dy;
|
|
if(!collide(d, true))
|
|
{
|
|
d->resetinterp();
|
|
return;
|
|
}
|
|
d->o = orig;
|
|
}
|
|
// leave ent at original pos, possibly stuck
|
|
d->resetinterp();
|
|
conoutf("can't find entity spawn spot! (%d, %d)", int(d->o.x), int(d->o.y));
|
|
}
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