656 lines
18 KiB
C
656 lines
18 KiB
C
//=======================================================================
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// Copyright XashXT Group 2010 ©
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// cl_pmove.c - client-side player physic
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//=======================================================================
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#include "common.h"
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#include "client.h"
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#include "const.h"
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#include "cl_tent.h"
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#include "pm_local.h"
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#include "particledef.h"
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void CL_ClearPhysEnts( void )
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{
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clgame.pmove->numtouch = 0;
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clgame.pmove->numvisent = 0;
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clgame.pmove->nummoveent = 0;
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clgame.pmove->numphysent = 0;
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}
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qboolean CL_CopyEntityToPhysEnt( physent_t *pe, cl_entity_t *ent )
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{
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model_t *mod = Mod_Handle( ent->curstate.modelindex );
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if( !mod || mod->type == mod_sprite )
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return false;
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pe->player = ent->player;
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if( pe->player )
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{
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// client or bot
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com.strncpy( pe->name, "player", sizeof( pe->name ));
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}
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else
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{
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// otherwise copy the modelname
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com.strncpy( pe->name, mod->name, sizeof( pe->name ));
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}
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if( mod->type == mod_studio )
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{
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pe->studiomodel = mod;
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pe->model = NULL;
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}
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else
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{
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pe->studiomodel = NULL;
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pe->model = mod;
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}
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pe->info = NUM_FOR_EDICT( ent );
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VectorCopy( ent->curstate.origin, pe->origin );
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VectorCopy( ent->curstate.angles, pe->angles );
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VectorCopy( ent->curstate.mins, pe->mins );
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VectorCopy( ent->curstate.maxs, pe->maxs );
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pe->solid = ent->curstate.solid;
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pe->rendermode = ent->curstate.rendermode;
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pe->skin = ent->curstate.skin;
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pe->frame = ent->curstate.frame;
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pe->sequence = ent->curstate.sequence;
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Mem_Copy( &pe->controller[0], &ent->curstate.controller[0], 4 * sizeof( byte ));
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Mem_Copy( &pe->blending[0], &ent->curstate.blending[0], 2 * sizeof( byte ));
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pe->movetype = ent->curstate.movetype;
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pe->takedamage = ( pe->player ) ? DAMAGE_AIM : DAMAGE_YES;
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pe->team = ent->curstate.team;
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pe->classnumber = ent->curstate.playerclass;
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pe->blooddecal = 0; // unused in GoldSrc
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// for mods
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pe->iuser1 = ent->curstate.iuser1;
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pe->iuser2 = ent->curstate.iuser2;
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pe->iuser3 = ent->curstate.iuser3;
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pe->iuser4 = ent->curstate.iuser4;
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pe->fuser1 = (clgame.movevars.studio_scale) ? ent->curstate.scale : ent->curstate.fuser1;
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pe->fuser2 = ent->curstate.fuser2;
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pe->fuser3 = ent->curstate.fuser3;
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pe->fuser4 = ent->curstate.fuser4;
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VectorCopy( ent->curstate.vuser1, pe->vuser1 );
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VectorCopy( ent->curstate.vuser2, pe->vuser2 );
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VectorCopy( ent->curstate.vuser3, pe->vuser3 );
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VectorCopy( ent->curstate.vuser4, pe->vuser4 );
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return true;
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}
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/*
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====================
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CL_AddLinksToPmove
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collect solid entities
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====================
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*/
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void CL_AddLinksToPmove( void )
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{
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cl_entity_t *check;
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physent_t *pe;
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int i, idx;
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for( i = 0; i < cl.frame.num_entities; i++ )
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{
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idx = cls.packet_entities[(cl.frame.first_entity + i) % cls.num_client_entities].number;
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check = CL_GetEntityByIndex( idx );
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// don't add the world and clients here
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if( !check || check == &clgame.entities[0] )
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continue;
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if( clgame.pmove->numvisent < MAX_PHYSENTS )
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{
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pe = &clgame.pmove->visents[clgame.pmove->numvisent];
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if( CL_CopyEntityToPhysEnt( pe, check ))
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clgame.pmove->numvisent++;
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}
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if( check->player )
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continue;
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// can't collide with zeroed hull
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if( VectorIsNull( check->curstate.mins ) && VectorIsNull( check->curstate.maxs ))
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continue;
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if( check->curstate.solid == SOLID_BSP || check->curstate.solid == SOLID_BBOX || check->curstate.solid == SOLID_SLIDEBOX )
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{
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// reserve slots for all the clients
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if( clgame.pmove->numphysent < ( MAX_PHYSENTS - cl.maxclients ))
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{
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pe = &clgame.pmove->physents[clgame.pmove->numphysent];
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if( CL_CopyEntityToPhysEnt( pe, check ))
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clgame.pmove->numphysent++;
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}
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}
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else if( check->curstate.solid == SOLID_NOT && check->curstate.skin != CONTENTS_NONE )
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{
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if( clgame.pmove->nummoveent < MAX_MOVEENTS )
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{
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pe = &clgame.pmove->moveents[clgame.pmove->nummoveent];
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if( CL_CopyEntityToPhysEnt( pe, check ))
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clgame.pmove->nummoveent++;
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}
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}
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}
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}
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/*
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===============
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CL_SetSolid
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Builds all the pmove physents for the current frame
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Note that CL_SetUpPlayerPrediction() must be called first!
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pmove must be setup with world and solid entity hulls before calling
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(via CL_PredictMove)
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===============
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*/
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void CL_SetSolidPlayers( int playernum )
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{
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int j;
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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cl_entity_t *ent;
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physent_t *pe;
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if( !cl_solid_players->integer )
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return;
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for( j = 0; j < cl.maxclients; j++ )
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{
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// the player object never gets added
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if( j == playernum ) continue;
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ent = CL_GetEntityByIndex( j + 1 );
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if( !ent || !ent->player )
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continue; // not present this frame
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pe = &clgame.pmove->physents[clgame.pmove->numphysent];
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if( CL_CopyEntityToPhysEnt( pe, ent ))
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clgame.pmove->numphysent++;
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}
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}
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/*
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=============
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CL_TruePointContents
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=============
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*/
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int CL_TruePointContents( const vec3_t p )
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{
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int i, contents;
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hull_t *hull;
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vec3_t test;
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physent_t *pe;
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// sanity check
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if( !p ) return CONTENTS_NONE;
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// get base contents from world
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contents = PM_HullPointContents( &cl.worldmodel->hulls[0], 0, p );
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for( i = 0; i < clgame.pmove->nummoveent; i++ )
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{
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pe = &clgame.pmove->moveents[i];
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if( pe->solid != SOLID_NOT ) // disabled ?
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continue;
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// only brushes can have special contents
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if( !pe->model || pe->model->type != mod_brush )
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continue;
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// check water brushes accuracy
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hull = PM_HullForBsp( pe, vec3_origin, vec3_origin, test );
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// offset the test point appropriately for this hull.
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VectorSubtract( p, test, test );
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// test hull for intersection with this model
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if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
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continue;
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// compare contents ranking
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if( RankForContents( pe->skin ) > RankForContents( contents ))
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contents = pe->skin; // new content has more priority
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}
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return contents;
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}
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/*
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=============
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CL_WaterEntity
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=============
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*/
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int CL_WaterEntity( const float *rgflPos )
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{
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physent_t *pe;
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hull_t *hull;
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vec3_t test;
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int i;
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if( !rgflPos ) return -1;
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for( i = 0; i < clgame.pmove->nummoveent; i++ )
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{
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pe = &clgame.pmove->moveents[i];
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if( pe->solid != SOLID_NOT ) // disabled ?
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continue;
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// only brushes can have special contents
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if( !pe->model || pe->model->type != mod_brush )
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continue;
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// check water brushes accuracy
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hull = PM_HullForBsp( pe, vec3_origin, vec3_origin, test );
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// offset the test point appropriately for this hull.
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VectorSubtract( rgflPos, test, test );
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// test hull for intersection with this model
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if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
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continue;
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// found water entity
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return pe->info;
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}
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return -1;
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}
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/*
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=============
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CL_GetWaterModel
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returns water brush where inside pos
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=============
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*/
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model_t *CL_GetWaterModel( const float *rgflPos )
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{
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int entnum;
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cl_entity_t *clent;
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entnum = CL_WaterEntity( rgflPos );
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if( entnum <= 0 ) return NULL; // world or not water
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if(( clent = CL_GetEntityByIndex( entnum )) != NULL )
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return clent->model;
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return NULL;
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}
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static void pfnParticle( float *origin, int color, float life, int zpos, int zvel )
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{
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particle_t *p;
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if( !origin )
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{
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MsgDev( D_ERROR, "CL_StartParticle: NULL origin. Ignored\n" );
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return;
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}
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p = CL_AllocParticle( NULL );
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if( !p ) return;
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p->die += life;
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p->color = color;
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p->type = pt_static;
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VectorCopy( origin, p->org );
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VectorSet( p->vel, 0.0f, 0.0f, ( zpos * zvel ));
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}
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static int pfnTestPlayerPosition( float *pos, pmtrace_t *ptrace )
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{
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pmtrace_t trace;
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trace = PM_PlayerTrace( clgame.pmove, pos, pos, PM_NORMAL, clgame.pmove->usehull, -1, NULL );
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if( ptrace ) *ptrace = trace;
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return trace.ent;
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}
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static double Sys_FloatTime( void )
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{
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return Sys_DoubleTime();
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}
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static void pfnStuckTouch( int hitent, pmtrace_t *tr )
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{
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physent_t *pe;
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float *mins, *maxs;
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int i;
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ASSERT( hitent >= 0 && hitent < clgame.pmove->numphysent );
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pe = &clgame.pmove->physents[hitent];
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mins = clgame.pmove->player_mins[clgame.pmove->usehull];
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maxs = clgame.pmove->player_maxs[clgame.pmove->usehull];
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if( !PM_TraceModel( pe, clgame.pmove->origin, mins, maxs, clgame.pmove->origin, tr, 0 ))
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return; // not stuck
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tr->ent = hitent;
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for( i = 0; i < clgame.pmove->numtouch; i++ )
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{
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if( clgame.pmove->touchindex[i].ent == tr->ent )
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break;
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}
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if( i != clgame.pmove->numtouch ) return;
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VectorCopy( clgame.pmove->velocity, tr->deltavelocity );
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if( clgame.pmove->numtouch >= MAX_PHYSENTS )
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{
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MsgDev( D_ERROR, "PM_StuckTouch: MAX_TOUCHENTS limit exceeded\n" );
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return;
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}
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clgame.pmove->touchindex[clgame.pmove->numtouch++] = *tr;
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}
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static int pfnPointContents( float *p, int *truecontents )
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{
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int cont, truecont;
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truecont = cont = CL_TruePointContents( p );
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if( truecontents ) *truecontents = truecont;
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if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN )
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cont = CONTENTS_WATER;
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return cont;
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}
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static int pfnTruePointContents( float *p )
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{
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return CL_TruePointContents( p );
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}
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static int pfnHullPointContents( struct hull_s *hull, int num, float *p )
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{
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return PM_HullPointContents( hull, num, p );
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}
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static pmtrace_t pfnPlayerTrace( float *start, float *end, int traceFlags, int ignore_pe )
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{
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return PM_PlayerTrace( clgame.pmove, start, end, traceFlags, clgame.pmove->usehull, ignore_pe, NULL );
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}
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static pmtrace_t *pfnTraceLine( float *start, float *end, int flags, int usehull, int ignore_pe )
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{
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static pmtrace_t tr;
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tr = PM_PlayerTrace( clgame.pmove, start, end, flags, usehull, ignore_pe, NULL );
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return &tr;
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}
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static int pfnGetModelType( model_t *mod )
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{
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if( !mod ) return mod_bad;
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return mod->type;
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}
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static void pfnGetModelBounds( model_t *mod, float *mins, float *maxs )
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{
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if( mod )
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{
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if( mins ) VectorCopy( mod->mins, mins );
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if( maxs ) VectorCopy( mod->maxs, maxs );
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}
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else
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{
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MsgDev( D_ERROR, "Mod_GetBounds: NULL model\n" );
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if( mins ) VectorClear( mins );
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if( maxs ) VectorClear( maxs );
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}
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}
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static hull_t *pfnHullForBsp( physent_t *pe, float *offset )
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{
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float *mins = clgame.pmove->player_mins[clgame.pmove->usehull];
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float *maxs = clgame.pmove->player_maxs[clgame.pmove->usehull];
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return PM_HullForBsp( pe, mins, maxs, offset );
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}
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static float pfnTraceModel( physent_t *pEnt, float *start, float *end, trace_t *trace )
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{
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pmtrace_t pmtrace;
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PM_TraceModel( pEnt, start, vec3_origin, vec3_origin, end, &pmtrace, PM_STUDIO_BOX );
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// copy pmtrace_t to trace_t
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if( trace )
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{
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// NOTE: if pmtrace.h is changed is must be changed too
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Mem_Copy( trace, &pmtrace, sizeof( *trace ));
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trace->hitgroup = pmtrace.hitgroup;
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trace->ent = NULL;
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}
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return pmtrace.fraction;
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}
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static const char *pfnTraceTexture( int ground, float *vstart, float *vend )
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{
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physent_t *pe;
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if( ground < 0 || ground >= clgame.pmove->numphysent )
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return NULL; // bad ground
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pe = &clgame.pmove->physents[ground];
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return PM_TraceTexture( pe, vstart, vend );
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}
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static int pfnCOM_FileSize( const char *filename )
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{
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return FS_FileSize( filename );
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}
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static byte *pfnCOM_LoadFile( const char *path, int usehunk, int *pLength )
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{
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return FS_LoadFile( path, pLength );
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}
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static void pfnCOM_FreeFile( void *buffer )
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{
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if( buffer ) Mem_Free( buffer );
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}
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static void pfnPlaySound( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch )
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{
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sound_t snd = S_RegisterSound( sample );
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S_StartSound( NULL, clgame.pmove->player_index + 1, channel, snd, volume, attenuation, pitch, fFlags );
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}
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static void pfnPlaybackEventFull( int flags, int clientindex, word eventindex, float delay, float *origin,
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float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
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{
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cl_entity_t *ent;
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ent = CL_GetEntityByIndex( clientindex + 1 );
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if( ent == NULL ) return;
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CL_PlaybackEvent( flags, (edict_t *)ent, eventindex,
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delay, origin, angles,
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fparam1, fparam2,
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iparam1, iparam2,
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bparam1, bparam2 );
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}
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static pmtrace_t pfnPlayerTraceEx( float *start, float *end, int traceFlags, pfnIgnore pmFilter )
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{
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return PM_PlayerTrace( clgame.pmove, start, end, traceFlags, clgame.pmove->usehull, -1, pmFilter );
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}
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static int pfnTestPlayerPositionEx( float *pos, pmtrace_t *ptrace, pfnIgnore pmFilter )
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{
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pmtrace_t trace;
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trace = PM_PlayerTrace( clgame.pmove, pos, pos, PM_STUDIO_BOX, clgame.pmove->usehull, -1, pmFilter );
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if( ptrace ) *ptrace = trace;
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return trace.ent;
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}
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static pmtrace_t *pfnTraceLineEx( float *start, float *end, int flags, int usehull, pfnIgnore pmFilter )
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{
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static pmtrace_t tr;
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tr = PM_PlayerTrace( clgame.pmove, start, end, flags, usehull, -1, pmFilter );
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return &tr;
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}
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/*
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===============
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CL_InitClientMove
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===============
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*/
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void CL_InitClientMove( void )
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{
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int i;
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Pmove_Init ();
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clgame.pmove->server = false; // running at client
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clgame.pmove->movevars = &clgame.movevars;
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clgame.pmove->runfuncs = false;
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Mod_SetupHulls( clgame.player_mins, clgame.player_maxs );
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// enumerate client hulls
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for( i = 0; i < 4; i++ )
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clgame.dllFuncs.pfnGetHullBounds( i, clgame.player_mins[i], clgame.player_maxs[i] );
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Mem_Copy( clgame.pmove->player_mins, clgame.player_mins, sizeof( clgame.player_mins ));
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Mem_Copy( clgame.pmove->player_maxs, clgame.player_maxs, sizeof( clgame.player_maxs ));
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// common utilities
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clgame.pmove->PM_Info_ValueForKey = Info_ValueForKey;
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clgame.pmove->PM_Particle = pfnParticle;
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clgame.pmove->PM_TestPlayerPosition = pfnTestPlayerPosition;
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clgame.pmove->Con_NPrintf = Con_NPrintf;
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clgame.pmove->Con_DPrintf = Con_DPrintf;
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clgame.pmove->Con_Printf = Con_Printf;
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clgame.pmove->Sys_FloatTime = Sys_FloatTime;
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clgame.pmove->PM_StuckTouch = pfnStuckTouch;
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clgame.pmove->PM_PointContents = pfnPointContents;
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clgame.pmove->PM_TruePointContents = pfnTruePointContents;
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clgame.pmove->PM_HullPointContents = pfnHullPointContents;
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clgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
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clgame.pmove->PM_TraceLine = pfnTraceLine;
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clgame.pmove->RandomLong = Com_RandomLong;
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clgame.pmove->RandomFloat = Com_RandomFloat;
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clgame.pmove->PM_GetModelType = pfnGetModelType;
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clgame.pmove->PM_GetModelBounds = pfnGetModelBounds;
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clgame.pmove->PM_HullForBsp = pfnHullForBsp;
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clgame.pmove->PM_TraceModel = pfnTraceModel;
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clgame.pmove->COM_FileSize = pfnCOM_FileSize;
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clgame.pmove->COM_LoadFile = pfnCOM_LoadFile;
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clgame.pmove->COM_FreeFile = pfnCOM_FreeFile;
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clgame.pmove->memfgets = pfnMemFgets;
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clgame.pmove->PM_PlaySound = pfnPlaySound;
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clgame.pmove->PM_TraceTexture = pfnTraceTexture;
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clgame.pmove->PM_PlaybackEventFull = pfnPlaybackEventFull;
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clgame.pmove->PM_PlayerTraceEx = pfnPlayerTraceEx;
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clgame.pmove->PM_TestPlayerPositionEx = pfnTestPlayerPositionEx;
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clgame.pmove->PM_TraceLineEx = pfnTraceLineEx;
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|
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// initalize pmove
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clgame.dllFuncs.pfnPlayerMoveInit( clgame.pmove );
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}
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static void PM_CheckMovingGround( clientdata_t *cd, entity_state_t *state, float frametime )
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{
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if(!( cd->flags & FL_BASEVELOCITY ))
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{
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// apply momentum (add in half of the previous frame of velocity first)
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VectorMA( cd->velocity, 1.0f + (frametime * 0.5f), state->basevelocity, cd->velocity );
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VectorClear( state->basevelocity );
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}
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cd->flags &= ~FL_BASEVELOCITY;
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}
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|
|
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void CL_SetSolidEntities( void )
|
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{
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// world not initialized
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if( !cl.frame.valid ) return;
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|
|
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// setup physents
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clgame.pmove->numvisent = 0;
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clgame.pmove->numphysent = 0;
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clgame.pmove->nummoveent = 0;
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|
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CL_CopyEntityToPhysEnt( &clgame.pmove->physents[0], &clgame.entities[0] );
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clgame.pmove->visents[0] = clgame.pmove->physents[0];
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clgame.pmove->numphysent = 1; // always have world
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clgame.pmove->numvisent = 1;
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|
|
|
CL_AddLinksToPmove();
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}
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|
|
|
void CL_SetupPMove( playermove_t *pmove, clientdata_t *cd, entity_state_t *state, usercmd_t *ucmd )
|
|
{
|
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pmove->player_index = cl.playernum;
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pmove->multiplayer = (cl.maxclients > 1) ? true : false;
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pmove->time = cl.time; // probably never used
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VectorCopy( cd->origin, pmove->origin );
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VectorCopy( cl.refdef.cl_viewangles, pmove->angles );
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VectorCopy( cl.refdef.cl_viewangles, pmove->oldangles );
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VectorCopy( cd->velocity, pmove->velocity );
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VectorCopy( state->basevelocity, pmove->basevelocity );
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VectorCopy( cd->view_ofs, pmove->view_ofs );
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VectorClear( pmove->movedir );
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pmove->flDuckTime = cd->flDuckTime;
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|
pmove->bInDuck = cd->bInDuck;
|
|
pmove->usehull = (cd->flags & FL_DUCKING) ? 1 : 0; // reset hull
|
|
pmove->flTimeStepSound = cd->flTimeStepSound;
|
|
pmove->iStepLeft = state->iStepLeft;
|
|
pmove->flFallVelocity = state->flFallVelocity;
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|
pmove->flSwimTime = cd->flSwimTime;
|
|
VectorCopy( cd->punchangle, pmove->punchangle );
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|
pmove->flSwimTime = cd->flSwimTime;
|
|
pmove->flNextPrimaryAttack = 0.0f; // not used by PM_ code
|
|
pmove->effects = state->effects;
|
|
pmove->flags = cd->flags;
|
|
pmove->gravity = state->gravity;
|
|
pmove->friction = state->friction;
|
|
pmove->oldbuttons = state->oldbuttons;
|
|
pmove->waterjumptime = cd->waterjumptime;
|
|
pmove->dead = (cd->health <= 0.0f ) ? true : false;
|
|
pmove->deadflag = cd->deadflag;
|
|
pmove->spectator = cl.spectator;
|
|
pmove->movetype = state->movetype;
|
|
pmove->onground = -1; // will be set by PM_ code
|
|
pmove->waterlevel = cd->waterlevel;
|
|
pmove->watertype = cd->watertype;
|
|
pmove->maxspeed = clgame.movevars.maxspeed;
|
|
pmove->clientmaxspeed = cd->maxspeed;
|
|
pmove->iuser1 = cd->iuser1;
|
|
pmove->iuser2 = cd->iuser2;
|
|
pmove->iuser3 = cd->iuser3;
|
|
pmove->iuser4 = cd->iuser4;
|
|
pmove->fuser1 = cd->fuser1;
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|
pmove->fuser2 = cd->fuser2;
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|
pmove->fuser3 = cd->fuser3;
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|
pmove->fuser4 = cd->fuser4;
|
|
VectorCopy( cd->vuser1, pmove->vuser1 );
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|
VectorCopy( cd->vuser2, pmove->vuser2 );
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|
VectorCopy( cd->vuser3, pmove->vuser3 );
|
|
VectorCopy( cd->vuser4, pmove->vuser4 );
|
|
pmove->cmd = *ucmd; // setup current cmds
|
|
|
|
com.strncpy( pmove->physinfo, cd->physinfo, MAX_INFO_STRING );
|
|
} |