#include "cl_model.qh"
#include "common.qh"
#include "interpolate.qh"
-#include "../../client/defs.qh"
-#include "../../client/main.qh"
-#include "../../common/constants.qh"
-#include "../../common/physics/player.qh"
-#include "../../common/stats.qh"
-#include "../../common/triggers/trigger/viewloc.qh"
-#include "../../common/util.qh"
-#include "../../common/viewloc.qh"
+#include <client/defs.qh>
+#include <client/main.qh>
+#include <common/constants.qh>
+#include <common/physics/player.qh>
+#include <common/stats.qh>
+#include <common/triggers/trigger/viewloc.qh>
+#include <common/util.qh>
+#include <common/viewloc.qh>
float autocvar_cl_movement_errorcompensation = 0;
+bool autocvar_cl_movement_intermissionrunning = false;
// engine stuff
float pmove_onground; // weird engine flag we shouldn't really use but have to for now
void CSQCPlayer_Unpredict(entity this)
{
if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
- if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)\n", csqcplayer_status);
+ if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
this.origin = csqcplayer_origin;
this.velocity = csqcplayer_velocity;
csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
void CSQCPlayer_SetMinsMaxs(entity this)
{
- if ((this.flags & FL_DUCKED) || !this.isplayermodel)
+ if (IS_DUCKED(this) || !this.isplayermodel)
{
- this.mins = PL_CROUCH_MIN;
- this.maxs = PL_CROUCH_MAX;
- this.view_ofs = PL_CROUCH_VIEW_OFS;
+ this.mins = STAT(PL_CROUCH_MIN, NULL);
+ this.maxs = STAT(PL_CROUCH_MAX, NULL);
+ this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, NULL);
}
else
{
- this.mins = PL_MIN;
- this.maxs = PL_MAX;
- this.view_ofs = PL_VIEW_OFS;
+ this.mins = STAT(PL_MIN, NULL);
+ this.maxs = STAT(PL_MAX, NULL);
+ this.view_ofs = STAT(PL_VIEW_OFS, NULL);
}
}
}
void CSQC_ClientMovement_PlayerMove_Frame(entity this);
-void _Movetype_Physics_ClientFrame(entity this, float movedt);
-void Movetype_Physics_Spam(entity this) // optimized
+void CSQCPlayer_Physics(entity this)
{
- _Movetype_Physics_ClientFrame(this, PHYS_INPUT_TIMELENGTH);
- if(wasfreed(this))
- return;
+ if(!autocvar_cl_movement) { return; }
- this.avelocity = this.move_avelocity;
- this.velocity = this.move_velocity;
- this.angles = this.move_angles;
- this.flags = BITSET(this.flags, FL_ONGROUND, boolean(this.move_flags & FL_ONGROUND));
- this.flags = BITSET(this.flags, FL_WATERJUMP, boolean(this.move_flags & FL_WATERJUMP));
- this.waterlevel = this.move_waterlevel;
- this.watertype = this.move_watertype;
- setorigin(this, this.move_origin);
-}
+ _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
-void CSQCPlayer_CheckWater(entity this)
-{
- this.move_origin = this.origin;
- this.move_waterlevel = this.waterlevel;
- this.move_watertype = this.watertype;
- _Movetype_CheckWater(this);
- this.waterlevel = this.move_waterlevel;
- this.watertype = this.move_watertype;
-}
+ vector oldv_angle = this.v_angle;
+ vector oldangles = this.angles; // we need to save these, as they're abused by other code
+ this.v_angle = PHYS_INPUT_ANGLES(this);
+ this.angles = PHYS_WORLD_ANGLES(this);
-void CSQCPlayer_Physics(entity this)
-{
- if(autocvar_cl_movement)
- {
- if(autocvar_cl_movement == 1)
- CSQCPlayer_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
+ CSQC_ClientMovement_PlayerMove_Frame(this);
- CSQC_ClientMovement_PlayerMove_Frame(this);
+ Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
- if(autocvar_cl_movement == 1)
- {
- this.move_origin = this.origin;
- this.move_angles = this.angles;
- //this.move_movetype = MOVETYPE_WALK; // temp
- this.move_velocity = this.velocity;
- this.move_avelocity = this.avelocity;
- this.move_flags = BITSET(this.move_flags, FL_ONGROUND, IS_ONGROUND(this));
- this.move_flags = BITSET(this.move_flags, FL_WATERJUMP, boolean(this.flags & FL_WATERJUMP));
- this.move_waterlevel = this.waterlevel;
- this.move_watertype = this.watertype;
- Movetype_Physics_Spam(this);
- }
+ view_angles = this.v_angle;
+ input_angles = this.angles;
+ this.v_angle = oldv_angle;
+ this.angles = oldangles;
- this.pmove_flags =
- ((this.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
- (!(this.flags & FL_JUMPRELEASED) ? PMF_JUMP_HELD : 0) |
- ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
- }
+ this.pmove_flags =
+ ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
+ ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
+ ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
}
void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
do
{
if (!getinputstate(csqcplayer_moveframe)) break;
+ /*if (input_timelength > 0.0005)
+ {
+ if (input_timelength > 0.05)
+ {
+ input_timelength /= 2;
+ CSQCPlayer_Physics(this);
+ }
+ CSQCPlayer_Physics(this);
+ }*/
CSQCPlayer_Physics(this);
CSQCPlayer_SetMinsMaxs(this);
++csqcplayer_moveframe;
/** Called once per CSQC_UpdateView() */
void CSQCPlayer_SetCamera()
{
- const vector v0 = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
+ const vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
const float vh = STAT(VIEWHEIGHT);
- const vector pl_viewofs = PL_VIEW_OFS;
- const vector pl_viewofs_crouch = PL_CROUCH_VIEW_OFS;
+ const vector pl_viewofs = STAT(PL_VIEW_OFS, NULL);
+ const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS, NULL);
const entity e = csqcplayer;
if (e)
{
if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
// note: these two only work in WIP2, but are harmless in WIP1
- if (STAT(HEALTH) <= 0) refdefflags |= REFDEFFLAG_DEAD;
+ if (STAT(HEALTH) <= 0 && STAT(HEALTH) != -666 && STAT(HEALTH) != -2342) refdefflags |= REFDEFFLAG_DEAD;
if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
V_CalcRefdef(view, refdefflags);
}
CSQCPLAYER_HOOK_POSTCAMERASETUP();
}
-void CSQCPlayer_Remove()
+void CSQCPlayer_Remove(entity this)
{
csqcplayer = NULL;
cvar_settemp("cl_movement_replay", "1");