Merge branch 'master' into Mario/qc_camstuff
authorMario <mario@smbclan.net>
Sat, 16 Mar 2019 10:03:49 +0000 (20:03 +1000)
committerMario <mario@smbclan.net>
Sat, 16 Mar 2019 10:03:49 +0000 (20:03 +1000)
1  2 
qcsrc/lib/csqcmodel/cl_player.qc

index 374dd8c1fe08ee21d5e31c9852de1ec29e4e946a,04b96bc9974974cf98656754bf9aeb1b0583502a..4362c587fda022bdc5eeaae0b718381c8414b06b
@@@ -98,7 -98,7 +98,7 @@@ void CSQCPlayer_Unpredict(entity this
  
  void CSQCPlayer_SetMinsMaxs(entity this)
  {
-       if (IS_DUCKED(this) || !this.isplayermodel)
+       if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
        {
                this.mins = PHYS_PL_CROUCH_MIN(this);
                this.maxs = PHYS_PL_CROUCH_MAX(this);
@@@ -207,93 -207,6 +207,93 @@@ bool CSQCPlayer_IsLocalPlayer(entity th
        return (this == csqcplayer);
  }
  
 +float stairsmoothz;
 +float autocvar_cl_stairsmoothspeed;
 +float autocvar_cl_smoothviewheight;
 +float smooth_prevtime;
 +float viewheightavg;
 +float autocvar_cl_bobfall;
 +float autocvar_cl_bobfallcycle;
 +float autocvar_cl_bobfallminspeed;
 +float bobfall_swing;
 +float bobfall_speed;
 +vector CSQCPlayer_ApplySmoothing(entity this, vector v)
 +{
 +      if(this.csqcmodel_teleported || !IS_ONGROUND(this) || autocvar_cl_stairsmoothspeed <= 0)
 +              stairsmoothz = v.z;
 +      else
 +      {
 +              if(v.z > stairsmoothz)
 +                      v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + frametime * autocvar_cl_stairsmoothspeed, v.z);
 +              else if(v.z < stairsmoothz)
 +                      v.z = stairsmoothz = bound(v.z, stairsmoothz - frametime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
 +      }
 +
 +      float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
 +      viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
 +      v.z += viewheightavg;
 +
 +      if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
 +      {
 +              if(!IS_ONGROUND(this))
 +              {
 +                      bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
 +                      if(this.velocity.z < -autocvar_cl_bobfallminspeed)
 +                              bobfall_swing = 1;
 +                      else
 +                              bobfall_swing = 0; // really?
 +              }
 +              else
 +              {
 +                      bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
 +                      float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
 +                      v.z += bobfall;
 +              }
 +      }
 +
 +      smooth_prevtime = time;
 +
 +      return v;
 +}
 +
 +bool autocvar_v_deathtilt;
 +float autocvar_v_deathtiltangle;
 +void CSQCPlayer_ApplyDeathTilt(entity this)
 +{
 +      if(!autocvar_v_deathtilt)
 +              return;
 +      view_angles.y = autocvar_v_deathtiltangle;
 +}
 +
 +float autocvar_v_idlescale;
 +float autocvar_v_ipitch_cycle;
 +float autocvar_v_iyaw_cycle;
 +float autocvar_v_iroll_cycle;
 +float autocvar_v_ipitch_level;
 +float autocvar_v_iyaw_level;
 +float autocvar_v_iroll_level;
 +void CSQCPlayer_ApplyIdleScaling(entity this)
 +{
 +      view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level;
 +      view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level;
 +      view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level;
 +      setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
 +}
 +
 +float autocvar_chase_back;
 +float autocvar_chase_up;
 +vector CSQCPlayer_ApplyChase(entity this, vector v)
 +{
 +      // TODO: chase_overhead
 +      v += this.view_ofs;
 +      makevectors(view_angles);
 +      tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this);
 +      v = trace_endpos;
 +      tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this);
 +      v = trace_endpos;
 +      return v;
 +}
 +
  /** Called once per CSQC_UpdateView() */
  void CSQCPlayer_SetCamera()
  {
                        InterpolateOrigin_Do(view);
                        view.view_ofs = '0 0 1' * vh;
                }
 -              int refdefflags = 0;
 -              if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
 -              if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
 +              //int refdefflags = 0;
 +              //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 (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
 -              if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
 -              V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
 +              //if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
 +              //if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
 +              vector vieworg = view.origin;
 +              if(autocvar_chase_active)
 +                      vieworg = CSQCPlayer_ApplyChase(view, vieworg);
 +              else
 +              {
 +                      vieworg = CSQCPlayer_ApplySmoothing(view, vieworg);
 +                      if(IS_DEAD(view))
 +                              CSQCPlayer_ApplyDeathTilt(view);
 +              }
 +              if(autocvar_v_idlescale)
 +                      CSQCPlayer_ApplyIdleScaling(view);
 +              setproperty(VF_ORIGIN, vieworg);
 +              setproperty(VF_ANGLES, view_angles);
 +              //V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
        }
        else
        {