]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Fix player sizing working in reverse
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 49d1ea05fe7d0edce4b981d0a733414dd80e8fa1..c26a5530cbeb73f436dee938ef2fc799e28accef 100644 (file)
@@ -418,11 +418,12 @@ string CheckPlayerModel(string plyermodel) {
        return plyermodel;\r
 }\r
 \r
-void setmodel_apply(string modelname)\r
+void setmodel_apply(string modelname, float reset_anims)\r
 {\r
        precache_model(modelname);\r
        setmodel(self, modelname); // players have high precision\r
-       player_setupanimsformodel();\r
+       if(reset_anims)\r
+               player_setupanimsformodel();\r
 }\r
 \r
 string setmodel_state()\r
@@ -458,7 +459,7 @@ void Client_setmodel(string applymodel)
        applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
        m1 = self.mins;\r
        m2 = self.maxs;\r
-       setmodel_apply(applymodel);\r
+       setmodel_apply(applymodel, FALSE);\r
        setsize (self, m1, m2);\r
 }\r
 \r
@@ -521,21 +522,14 @@ float Client_customizeentityforclient()
        if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
        if(other.predator == self || other.fakepredator == self)\r
        {\r
-               if(self.model != stomachmodel) // don't execute each frame\r
-               {\r
-                       Client_setmodel(stomachmodel);\r
-                       self.frame = 0; // don't use any animations as a stomach\r
-                       self.alpha = other.cvar_cl_vore_stomachmodel;\r
-               }\r
+               Client_setmodel(stomachmodel);\r
+               self.alpha = other.cvar_cl_vore_stomachmodel;\r
                return TRUE;\r
        }\r
 \r
-       if(self.model != setmodel_state())  // don't execute each frame\r
-       {\r
-               Client_setmodel(setmodel_state());\r
-               if not(self.predator.classname == "player" || self.fakeprey)\r
-                       self.alpha = default_player_alpha;\r
-       }\r
+       Client_setmodel(setmodel_state());\r
+       if not(self.predator.classname == "player" || self.fakeprey)\r
+               self.alpha = default_player_alpha;\r
        return TRUE;\r
 }\r
 \r
@@ -729,7 +723,7 @@ void FixPlayermodel()
                {\r
                        m1 = self.mins;\r
                        m2 = self.maxs;\r
-                       setmodel_apply (defaultmodel);\r
+                       setmodel_apply (defaultmodel, TRUE);\r
                        setsize (self, m1, m2);\r
                        chmdl = TRUE;\r
                }\r
@@ -742,7 +736,7 @@ void FixPlayermodel()
                        self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
                        m1 = self.mins;\r
                        m2 = self.maxs;\r
-                       setmodel_apply (self.playermodel);\r
+                       setmodel_apply (self.playermodel, TRUE);\r
                        setsize (self, m1, m2);\r
                        chmdl = TRUE;\r
                }\r
@@ -2252,6 +2246,37 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
+void ApplyHealthSize()\r
+{\r
+       if not(cvar("g_healthsize"))\r
+               return;\r
+\r
+       if(self.predator.classname == "player" || self.fakeprey)\r
+       {\r
+               self.view_ofs = PL_CROUCH_VIEW_OFS * self.predator.scale;\r
+               self.scale = 0;\r
+       }\r
+       else\r
+       {\r
+               self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+\r
+               // The following code sets the bounding box to match the player's size.\r
+               // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+               // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+               // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+               if(self.crouch)\r
+               {\r
+                       //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+                       self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+               }\r
+               else\r
+               {\r
+                       //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+                       self.view_ofs = PL_VIEW_OFS * self.scale;\r
+               }\r
+       }\r
+}\r
+\r
 void ObserverThink()\r
 {\r
        if (self.flags & FL_JUMPRELEASED) {\r
@@ -2574,6 +2599,9 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
+               // health based player size\r
+               ApplyHealthSize();\r
+\r
                FixPlayermodel();\r
 \r
                GrabberFrame();\r