]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_subs.qc
make the SUB_CalcMove controller think every frame. This increases smoothness and...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_subs.qc
index 364068e15b291d4479212de5aac0d5a37c56f045..fe7a7e29f0feb44bf5ccc49b98eae106b182f286 100644 (file)
@@ -179,17 +179,40 @@ void SUB_CalcMoveDone (void)
 
 void SUB_CalcMove_controller_think (void)
 {
-       float movephase;
+       entity oldself;
        float traveltime;
+       float phasepos;
+       float nexttick;
        vector delta;
+       vector veloc;
+       vector nextpos;
        if(time < self.animstate_endtime) {
-               delta = self.finaldest - self.origin;
-               traveltime = self.animstate_endtime - self.animstate_starttime;
-               
-               self.owner.velocity = delta * (1/traveltime);   // QuakeC doesn't allow vector/float division
-               self.nextthink = time;
+               delta = self.destvec;
+               nexttick = time + sys_frametime;
+
+               if(nexttick < self.animstate_endtime) {
+                       traveltime = self.animstate_endtime - self.animstate_starttime;
+                       phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
+                       phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
+                       phasepos = cos(phasepos); // cos [pi, 2pi] is in [-1, 1]
+                       phasepos = phasepos + 1; // correct range to [0, 2]
+                       phasepos = phasepos / 2; // correct range to [0, 1]
+                       nextpos = self.origin + (delta * phasepos);
+
+                       veloc = nextpos - self.owner.origin;
+                       veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
+
+               } else {
+                       veloc = self.finaldest - self.owner.origin;
+                       veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
+               }
+               self.owner.velocity = veloc;
+               self.nextthink = nexttick;
        } else {
+               oldself = self;
+               self.owner.think = self.think1;
                self = self.owner;
+               remove(oldself);
                self.think();
        }
 }
@@ -224,19 +247,34 @@ void SUB_CalcMove (vector tdest, float tspeed, void() func)
                return;
        }
 
+       // very short animations don't really show off the effect
+       // of controlled animation, so let's just use linear movement
+       if (traveltime < 0.15)
+       {
+               self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
+               self.nextthink = self.ltime + traveltime;
+               return;
+       }
+
        controller = spawn();
        controller.classname = "SUB_CalcMove_controller";
        controller.owner = self;
        controller.origin = self.origin; // starting point
        controller.finaldest = tdest; // where do we want to end?
-       controller.animstate_starttime = self.ltime;
-       controller.animstate_endtime = self.ltime + traveltime;
+       controller.destvec = delta;
+       controller.animstate_starttime = time;
+       controller.animstate_endtime = time + traveltime;
        controller.think = SUB_CalcMove_controller_think;
-       controller.nextthink = time;
-
-       //self.velocity = delta * (1/traveltime);       // QuakeC doesn't allow vector/float division
+       controller.think1 = self.think;
 
-       //self.nextthink = self.ltime + traveltime;
+       // the thinking is now done by the controller
+       self.think = SUB_Null;
+       self.nextthink = self.ltime + traveltime;
+       
+       // invoke controller
+       self = controller;
+       self.think();
+       self = self.owner;
 }
 
 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeed, void() func)