Exemple #1
0
    private static bool PM_GoodPositionUnscaled(Vector3 pos)
    {
        TraceT trace;

        trace = Trace.CL_Trace(pos, mins, maxs, pos);

        return(!trace.allsolid);
    }
Exemple #2
0
    /// <summary>
    /// Moves the player along velocity vector and try to step up.
    /// </summary>
    private static void PM_StepSlideMove()
    {
        Vector3 start_o, start_v;
        Vector3 down_o, down_v;
        TraceT  trace;
        float   down_dist, up_dist;
        Vector3 up, down;

        start_o = origin;
        start_v = velocity;

        PM_StepSlideMove_();

        down_o = origin;
        down_v = velocity;

        up  = start_o;
        up += new Vector3(0, 18, 0);

        trace = Trace.CL_Trace(up, mins, maxs, up);
        if (trace.allsolid)
        {
            return; //can't step up
        }

        origin   = up;
        velocity = start_v;

        PM_StepSlideMove_();

        //push down the final amount
        down    = origin;
        down.y -= 18;
        trace   = Trace.CL_Trace(origin, mins, maxs, down);
        if (!trace.allsolid)
        {
            origin = trace.endpos;
        }

        up = origin;

        down_dist = Mathf.Pow(down_o.x - start_o.x, 2) + Mathf.Pow(down_o.z - start_o.z, 2);
        up_dist   = Mathf.Pow(up.x - start_o.x, 2) + Mathf.Pow(up.z - start_o.z, 2);

        if (down_dist > up_dist || trace.plane == null || trace.plane.normal.y < 0.7f)
        {
            origin   = down_o;
            velocity = down_v;

            return;
        }

        //special case blah blah
        velocity.y = down_v.y;

        pmd.beginCameraLerp = true;
    }
Exemple #3
0
    /// <summary>
    /// Check if climbing a ladder or jumping out of water.
    /// </summary>
    private static void PM_CheckSpecialMovement()
    {
        Vector3       spot;
        BrushContents cont;
        Vector3       flatforward;
        TraceT        trace;

        if (timer > 0)
        {
            return;
        }

        ladder = false;

        //check for ladder
        flatforward   = pmd.inForward;
        flatforward.y = 0;
        flatforward.Normalize();

        spot  = origin + flatforward * 1;
        trace = Trace.CL_Trace(origin, mins, maxs, spot);
        if ((trace.fraction < 1) && trace.contents.HasFlag(BrushContents.CONTENTS_LADDER))
        {
            ladder = true;
        }

        //check for waterjump
        if (waterlevel != 2)
        {
            return;
        }

        spot    = origin + flatforward * 30;
        spot.y += 4;
        cont    = Utils.NodePointSearch(BSPFile.headnode, spot).contents;
        if (!cont.HasFlag(BrushContents.CONTENTS_SOLID))
        {
            return;
        }

        spot.y += 16;
        cont    = Utils.NodePointSearch(BSPFile.headnode, spot).contents;
        if (cont != 0)
        {
            return;
        }

        //jump out of water
        velocity   = flatforward * 50;
        velocity.y = 350;

        pmflags |= PMFlags.PMF_TIME_WATERJUMP;
        timer    = 0.255f;
    }
Exemple #4
0
    /// <summary>
    /// Sets player extents and viewheight.
    /// </summary>
    private static void PM_CheckDuck()
    {
        mins.x = -16;
        mins.z = -16;

        maxs.x = 16;
        maxs.z = 16;

        mins.y = -24;

        if (InputContainer.upMove < 0 && pmflags.HasFlag(PMFlags.PMF_ON_GROUND))
        {
            pmflags            |= PMFlags.PMF_DUCKED;
            pmd.beginCameraLerp = true;
        }
        else
        {
            //stand up if possible
            if (pmflags.HasFlag(PMFlags.PMF_DUCKED))
            {
                //try to stand up
                maxs.y = 32;

                TraceT trace = Trace.CL_Trace(origin, mins, maxs, origin);
                if (!trace.allsolid)
                {
                    pmflags &= ~PMFlags.PMF_DUCKED;
                }
            }
        }

        if (pmflags.HasFlag(PMFlags.PMF_DUCKED))
        {
            maxs.y     = 4;
            viewheight = -2;
        }
        else
        {
            maxs.y     = 32;
            viewheight = 22;
        }
    }
Exemple #5
0
    private void Fire_c(string[] args)
    {
        if (!Cvar.Boolean("console_open"))
        {
            if (args.Length > 0)
            {
                return;
            }

            Weapon w = weaponSlots[currentWeapon];

            if (!w)
            {
                return;
            }

            if (!w.IsCooldown)
            {
                float scale = Globals.scale.Value;

                Projectile p = Instantiate(w.WeaponTemplate.ProjectileModel);
                p.transform.position = w.transform.position + w.transform.forward * 0.2f;

                Vector3 far      = (playerCamera.transform.position / scale) + playerCamera.transform.forward * 10000;
                TraceT  farTrace = Trace.CL_Trace(playerCamera.transform.position / scale, Vector3.zero, Vector3.zero, far);

                if (farTrace.fraction < 1)
                {
                    p.transform.LookAt(farTrace.endpos * scale); //this will always happen if map is sealed and the player is inside the map volume
                }
                else
                {
                    p.transform.forward = w.transform.forward;
                }
                p.speed        = w.WeaponTemplate.speed;
                p.damage       = w.WeaponTemplate.damage;
                p.radiusDamage = w.WeaponTemplate.radiusDamage;
                p.damageRadius = w.WeaponTemplate.damageRadius;
                w.SetCooldown(w.WeaponTemplate.cooldown);
            }
        }
    }
Exemple #6
0
    private void Update()
    {
        if (exploding)
        {
            return;
        }

        aliveTime += Time.unscaledDeltaTime;

        //stop exisiting at 8 secs...
        //TODO: add an explosion?
        if (aliveTime > 8)
        {
            Explode();
            return;
        }

        Vector3 start = transform.position / scale;
        Vector3 end   = start + transform.forward * speed * Time.unscaledDeltaTime;

        TraceT trace = Trace.CL_Trace(start, Vector3.zero, Vector3.zero, end);

        if (trace.allsolid)
        {
            Hit(trace);
            return; //shouldnt happen, add destroy here?
        }

        //move up to trace end
        transform.position = trace.endpos * scale;

        if (trace.fraction < 1)
        {
            Hit(trace);
        }
    }
Exemple #7
0
    /// <summary>
    /// Moves the player along velocity vector while clipping it by the collided level geometry.
    /// </summary>
    private static void PM_StepSlideMove_()
    {
        int     bumpcount, numbumps;
        Vector3 dir;
        float   d;
        int     numplanes;

        Vector3[] planes = new Vector3[5];
        Vector3   primal_velocity;
        int       i, j;
        TraceT    trace;
        Vector3   end;
        float     time_left;

        numbumps = 4;

        primal_velocity = velocity;
        numplanes       = 0;

        time_left = frametime;

        for (bumpcount = 0; bumpcount < numbumps; bumpcount++)
        {
            end = origin + time_left * velocity;

            trace = Trace.CL_Trace(origin, mins, maxs, end);

            if (trace.allsolid)
            {
                //entity is trapped in another solid
                velocity.y = 0;
                return;
            }

            if (trace.fraction > 0)
            {
                //actually covered some distance
                origin    = trace.endpos;
                numplanes = 0;
            }

            if (trace.fraction == 1)
            {
                break;
            }

            //entity touch blah blah

            time_left -= time_left * trace.fraction;

            if (numplanes >= 5)
            {
                //this shouldn't really happen
                velocity = Vector3.zero;
                break;
            }

            for (i = 0; i < numplanes; i++)
            {
                if (planes[i] != null && Vector3.Dot(trace.plane.normal, planes[i]) > 0.99f)
                {
                    velocity += trace.plane.normal;
                    break;
                }
            }
            if (i < numplanes)
            {
                continue;
            }

            planes[numplanes] = trace.plane.normal;
            numplanes++;

            //modify original velocity so it parallels all of the clip planes
            for (i = 0; i < numplanes; i++)
            {
                PM_ClipVelocity(velocity, planes[i], out velocity, 1.01f);
                for (j = 0; j < numplanes; j++)
                {
                    if (j != i)
                    {
                        if (Vector3.Dot(velocity, planes[j]) < 0)
                        {
                            break; //not ok (lol?)
                        }
                    }
                }
                if (j == numplanes)
                {
                    break;
                }
            }

            if (i != numplanes)
            {
                //go along this plane
            }
            else
            {
                //go along the crease
                if (numplanes != 2)
                {
                    velocity = Vector3.zero;
                    break;
                }

                dir      = Vector3.Cross(planes[0], planes[1]);
                d        = Vector3.Dot(dir, velocity);
                velocity = dir * d;
            }

            if (Vector3.Dot(velocity, primal_velocity) <= 0)
            {
                velocity = Vector3.zero;
                break;
            }
        }
    }
Exemple #8
0
    /// <summary>
    /// Checks if player is standing on the ground and if he is in a water body.
    /// </summary>
    private static void PM_CategorizePosition()
    {
        TraceT        trace;
        BrushContents cont;
        int           sample1, sample2;

        if (velocity.y > 180)
        {
            groundentity = false;
            pmflags     &= ~PMFlags.PMF_ON_GROUND;
        }
        else
        {
            trace          = Trace.CL_Trace(origin, mins, maxs, origin - new Vector3(0, 0.25f, 0));
            groundplane    = trace.plane;
            groundsurface  = trace.surface;
            groundcontents = trace.contents;

            if (trace.plane == null || (trace.plane.normal.y < 0.7f && !trace.startsolid))
            {
                groundentity = false;
                pmflags     &= ~PMFlags.PMF_ON_GROUND;
            }
            else
            {
                groundentity = true;

                //hitting solid ground will end a waterjump
                if (pmflags.HasFlag(PMFlags.PMF_TIME_WATERJUMP))
                {
                    pmflags &= ~PMFlags.PMF_TIME_WATERJUMP;
                    timer    = 0;
                }

                if (!pmflags.HasFlag(PMFlags.PMF_ON_GROUND))
                {
                    //just hit the ground
                    pmflags |= PMFlags.PMF_ON_GROUND;
                }
            }
        }

        //get waterlevel
        waterlevel = 0;
        watertype  = 0;

        sample2 = (int)viewheight - (int)mins.y;
        sample1 = sample2 / 2;

        Vector3 point = origin;

        point.y = origin.y + mins.y + 1;
        cont    = Utils.NodePointSearch(BSPFile.headnode, point).contents;

        if ((cont & BrushContents.MASK_WATER) != 0)
        {
            watertype  = cont;
            waterlevel = 1;

            point.y = origin.y + mins.y + sample1;
            cont    = Utils.NodePointSearch(BSPFile.headnode, point).contents;

            if ((cont & BrushContents.MASK_WATER) != 0)
            {
                waterlevel = 2;
                point.y    = origin.y + mins.y + sample2;
                cont       = Utils.NodePointSearch(BSPFile.headnode, point).contents;

                if ((cont & BrushContents.MASK_WATER) != 0)
                {
                    waterlevel = 3;
                }
            }
        }
    }