}\r
}\r
\r
-vector PL_VIEW_OFS;\r
-vector PL_MIN;\r
-vector PL_MAX;\r
-vector PL_CROUCH_VIEW_OFS;\r
-vector PL_CROUCH_MIN;\r
-vector PL_CROUCH_MAX;\r
+// you need an init method to set them somewhere\r
+// default values simply become constant\r
+const vector PL_VIEW_OFS;\r
+const vector PL_MIN;\r
+const vector PL_MAX;\r
+const vector PL_CROUCH_VIEW_OFS;\r
+const vector PL_CROUCH_MIN;\r
+const vector PL_CROUCH_MAX;\r
\r
float spawnpoint_nag;\r
void relocate_spawnpoint()\r
{\r
+ // this code wouldn't work anyways, they're constants by having default assignment in a header.\r
+#if 0\r
PL_VIEW_OFS = stov(cvar_string("sv_player_viewoffset"));\r
PL_MIN = stov(cvar_string("sv_player_mins"));\r
PL_MAX = stov(cvar_string("sv_player_maxs"));\r
PL_CROUCH_VIEW_OFS = stov(cvar_string("sv_player_crouch_viewoffset"));\r
PL_CROUCH_MIN = stov(cvar_string("sv_player_crouch_mins"));\r
PL_CROUCH_MAX = stov(cvar_string("sv_player_crouch_maxs"));\r
+#endif\r
\r
// nudge off the floor\r
setorigin(self, self.origin + '0 0 1');\r
GetCvars_handleFloat(s, f, cvar_cl_accuracy_data_receive, "cl_accuracy_data_receive");\r
GetCvars_handleFloat(s, f, cvar_chase_active, "chase_active");\r
GetCvars_handleFloat(s, f, cvar_cl_vore_stomachmodel, "cl_vore_stomachmodel");\r
- GetCvars_handleFloat(s, f, cvar_cl_vore_swallowmodel, "cl_vore_swallowmodel");\r
+ GetCvars_handleFloat(s, f, cvar_cl_vore_gulletmodel, "cl_vore_gulletmodel");\r
GetCvars_handleFloat(s, f, cvar_cl_vore_autodigest, "cl_vore_autodigest");\r
+ GetCvars_handleFloat(s, f, cvar_cl_dodging_timeout, "cl_dodging_timeout");\r
\r
self.cvar_cl_accuracy_data_share = boolean(self.cvar_cl_accuracy_data_share);\r
self.cvar_cl_accuracy_data_receive = boolean(self.cvar_cl_accuracy_data_receive);\r
#define SND_ATTENUATION 2\r
#define SND_LARGEENTITY 8\r
#define SND_LARGESOUND 16\r
+#define SND_SPEEDUSHORT4000 32\r
\r
float sound_allowed(float dest, entity e)\r
{\r
return;\r
sound_builtin(e, chan, samp, vol, atten);\r
}\r
-void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten)\r
+void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten, float spd)\r
{\r
float entno, idx;\r
\r
sflags |= SND_VOLUME;\r
if (atten != 64)\r
sflags |= SND_ATTENUATION;\r
+ if (spd)\r
+ sflags |= SND_SPEEDUSHORT4000;\r
if (entno >= 8192)\r
sflags |= SND_LARGEENTITY;\r
if (idx >= 256)\r
WriteByte(dest, vol);\r
if (sflags & SND_ATTENUATION)\r
WriteByte(dest, atten);\r
+ if(sflags & SND_SPEEDUSHORT4000)\r
+ WriteShort(dest, spd * 4000);\r
if (sflags & SND_LARGEENTITY)\r
{\r
WriteShort(dest, entno);\r
WriteCoord(dest, o_y);\r
WriteCoord(dest, o_z);\r
}\r
-void soundto(float dest, entity e, float chan, string samp, float vol, float atten)\r
+void soundto(float dest, entity e, float chan, string samp, float vol, float atten, float spd)\r
{\r
vector o;\r
\r
return;\r
\r
o = e.origin + 0.5 * (e.mins + e.maxs);\r
- soundtoat(dest, e, o, chan, samp, vol, atten);\r
+ soundtoat(dest, e, o, chan, samp, vol, atten, spd);\r
}\r
-void soundat(entity e, vector o, float chan, string samp, float vol, float atten)\r
+void soundat(entity e, vector o, float chan, string samp, float vol, float atten, float spd)\r
{\r
- soundtoat(MSG_BROADCAST, e, o, chan, samp, vol, atten);\r
+ soundtoat(MSG_BROADCAST, e, o, chan, samp, vol, atten, spd);\r
}\r
void stopsoundto(float dest, entity e, float chan)\r
{\r
if (clienttype(e) == CLIENTTYPE_REAL)\r
{\r
msg_entity = e;\r
- soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE);\r
+ soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE, 0);\r
}\r
}\r
\r
}\r
\r
void PrecachePlayerSounds(string f);\r
-void precache_all_models(string pattern)\r
+void precache_playermodel(string m)\r
+{\r
+ float globhandle, i, n;\r
+ string f;\r
+\r
+ precache_model(m);\r
+\r
+ globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);\r
+ if (globhandle < 0)\r
+ return;\r
+ n = search_getsize(globhandle);\r
+ for (i = 0; i < n; ++i)\r
+ {\r
+ //print(search_getfilename(globhandle, i), "\n");\r
+ f = search_getfilename(globhandle, i);\r
+ PrecachePlayerSounds(f);\r
+ }\r
+ search_end(globhandle);\r
+}\r
+void precache_all_playermodels(string pattern)\r
{\r
float globhandle, i, n;\r
string f;\r
{\r
//print(search_getfilename(globhandle, i), "\n");\r
f = search_getfilename(globhandle, i);\r
- precache_model(f);\r
- PrecachePlayerSounds(strcat(f, ".sounds"));\r
+ precache_playermodel(f);\r
}\r
search_end(globhandle);\r
}\r
\r
void precache()\r
{\r
+ float i;\r
+\r
// gamemode related things\r
precache_model ("models/misc/chatbubble.spr");\r
\r
if (cvar("sv_precacheplayermodels"))\r
{\r
PrecachePlayerSounds("sound/player/default.sounds");\r
- precache_all_models("models/player/*.zym");\r
- precache_all_models("models/player/*.dpm");\r
- precache_all_models("models/player/*.md3");\r
- precache_all_models("models/player/*.psk");\r
- precache_all_models("models/player/*.iqm");\r
+ precache_all_playermodels("models/player/*.zym");\r
+ precache_all_playermodels("models/player/*.dpm");\r
+ precache_all_playermodels("models/player/*.md3");\r
+ precache_all_playermodels("models/player/*.psk");\r
+ precache_all_playermodels("models/player/*.iqm");\r
}\r
\r
if (cvar("sv_defaultcharacter"))\r
{\r
PrecacheGlobalSound((globalsound_step = "misc/footstep0 6"));\r
PrecacheGlobalSound((globalsound_metalstep = "misc/metalfootstep0 6"));\r
+ if(cvar("g_healthsize"))\r
+ precache_sound("misc/macro_footstep.wav");\r
}\r
\r
// gore and miscellaneous sounds\r
precache_sound ("misc/beep.wav");\r
PrecacheGlobalSound((globalsound_fall = "misc/hitground 4"));\r
PrecacheGlobalSound((globalsound_metalfall = "misc/metalhitground 4"));\r
+ if(cvar("g_healthsize"))\r
+ precache_sound("misc/macro_hitground.wav");\r
precache_sound ("misc/null.wav");\r
precache_sound ("misc/spawn.wav");\r
precache_sound ("misc/talk.wav");\r
// common weapon precaches\r
precache_sound ("weapons/weapon_switch.wav");\r
precache_sound ("weapons/weaponpickup.wav");\r
- precache_model ("models/weapons/w_displaydigit.md3");\r
\r
- float i;\r
+ // precache display digits\r
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
+ {\r
+ entity e;\r
+ float w;\r
+ e = get_weaponinfo(i);\r
+ for(w = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(w) , ".md3")); w++)\r
+ precache_model (strcat("models/weapons/v_", e.netname, "_digit1-", ftos(w) , ".md3"));\r
+ for(w = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(w) , ".md3")); w++)\r
+ precache_model (strcat("models/weapons/v_", e.netname, "_digit2-", ftos(w) , ".md3"));\r
+ }\r
+\r
for(i = 0; i < 8; i += 1)\r
precache_sound (strcat("weapons/hit", ftos(i), ".wav"));\r
\r
p = pow(2, chan);\r
if (pl.soundentity.cnt & p)\r
return;\r
- soundtoat(MSG_ALL, pl.soundentity, gettaginfo(pl.soundentity, 0), chan, samp, vol, attn);\r
+ soundtoat(MSG_ALL, pl.soundentity, gettaginfo(pl.soundentity, 0), chan, samp, vol, attn, 0);\r
pl.soundentity.cnt |= p;\r
}\r
\r
\r
WriteByte(MSG_ENTITY, ENT_CLIENT_PORTRAIT);\r
\r
- WriteString(MSG_ENTITY, self.owner.model);\r
- WriteByte(MSG_ENTITY, self.owner.skin);\r
+ WriteString(MSG_ENTITY, self.owner.playermodel);\r
+ WriteByte(MSG_ENTITY, stof(self.owner.playerskin));\r
WriteString(MSG_ENTITY, self.owner.netname);\r
\r
return TRUE;\r
e.owner = pl;\r
e.enemy = targ;\r
\r
- Net_LinkEntity(e, FALSE, 0.1, portrait_SendEntity);\r
+ Net_LinkEntity(e, FALSE, 0, portrait_SendEntity);\r
}\r
\r
void shockwave_spawn(string m, vector org, float sz, float t1, float t2)\r
e.think = defer_think;\r
e.nextthink = time + fdelay;\r
}\r
+\r
+// returns 1 if player is at minimum size and 0 if player is at normal size\r
+float playersize_micro(entity e)\r
+{\r
+ if(!cvar("g_healthsize"))\r
+ return 0;\r
+ return bound(0, (e.health / cvar("g_healthsize_center") - 1) / (cvar("g_healthsize_min") / cvar("g_healthsize_center") - 1), 1);\r
+}\r
+// returns 0 if player is at normal size and 1 if player is at maximum size\r
+float playersize_macro(entity e)\r
+{\r
+ if(!cvar("g_healthsize"))\r
+ return 0;\r
+ return 1 - bound(0, (e.health / cvar("g_healthsize_max") - 1) / (cvar("g_healthsize_center") / cvar("g_healthsize_max") - 1), 1);\r
+}\r
+\r
+// returns 1 if the player is close to a wall\r
+float check_close_to_wall(float threshold) {\r
+ //TODO: This check should be moved somehow for this to be a common utility\r
+ if (!cvar("sv_dodging_wall_dodging"))\r
+ return 0;\r
+\r
+ vector trace_start;\r
+ vector trace_end;\r
+\r
+ trace_start = self.origin;\r
+\r
+ trace_end = self.origin + (1000*v_right);\r
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);\r
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)\r
+ return 1;\r
+\r
+ trace_end = self.origin - (1000*v_right);\r
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);\r
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)\r
+ return 1;\r
+\r
+ trace_end = self.origin + (1000*v_forward);\r
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);\r
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)\r
+ return 1;\r
+\r
+ trace_end = self.origin - (1000*v_forward);\r
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);\r
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)\r
+ return 1;\r
+\r
+ return 0;\r
+}\r
+\r
+float check_close_to_ground(float threshold) {\r
+ if (self.flags & FL_ONGROUND)\r
+ return 1;\r
+\r
+ return 0;\r
+}\r