Пример #1
0
    public static void SV_Physics_Noclip(edict_t ent)
    {
        // regular thinking
        if (!SV_RunThink(ent))
        {
            return;
        }

        Mathlib.VectorMA(ref ent.v.angles, (float)host_framtime, ref ent.v.avelocity, out ent.v.angles);
        Mathlib.VectorMA(ref ent.v.origin, (float)host_framtime, ref ent.v.velocity, out ent.v.origin);
        SV_LinkEdict(ent, false);
    }
Пример #2
0
    static void PF_aim()
    {
        edict_t ent   = G_EDICT(q_shared.OFS_PARM0);
        float   speed = G_FLOAT(q_shared.OFS_PARM1);

        Vector3 start = ToVector(ref ent.v.origin);

        start.Z += 20;

        // try sending a trace straight
        Vector3 dir;

        Mathlib.Copy(ref pr_global_struct.v_forward, out dir);
        Vector3 end = start + dir * 2048;
        trace_t tr  = SV_Move(ref start, ref q_shared.ZeroVector, ref q_shared.ZeroVector, ref end, 0, ent);

        if (tr.ent != null && tr.ent.v.takedamage == q_shared.DAMAGE_AIM &&
            (teamplay.value == 0 || ent.v.team <= 0 || ent.v.team != tr.ent.v.team))
        {
            G_VECTOR(ref pr_global_struct.v_forward);
            return;
        }

        // try all possible entities
        Vector3 bestdir  = dir;
        float   bestdist = sv_aim.value;
        edict_t bestent  = null;

        for (int i = 1; i < sv.num_edicts; i++)
        {
            edict_t check = sv.edicts[i];
            if (check.v.takedamage != q_shared.DAMAGE_AIM)
            {
                continue;
            }
            if (check == ent)
            {
                continue;
            }
            if (teamplay.value != 0 && ent.v.team > 0 && ent.v.team == check.v.team)
            {
                continue;       // don't aim at teammate
            }
            v3f tmp;
            Mathlib.VectorAdd(ref check.v.mins, ref check.v.maxs, out tmp);
            Mathlib.VectorMA(ref check.v.origin, 0.5f, ref tmp, out tmp);
            Mathlib.Copy(ref tmp, out end);

            dir = end - start;
            Mathlib.Normalize(ref dir);
            float dist = Vector3.Dot(dir, ToVector(ref pr_global_struct.v_forward));
            if (dist < bestdist)
            {
                continue;       // to far to turn
            }
            tr = SV_Move(ref start, ref q_shared.ZeroVector, ref q_shared.ZeroVector, ref end, 0, ent);
            if (tr.ent == check)
            {   // can shoot at this one
                bestdist = dist;
                bestent  = check;
            }
        }

        if (bestent != null)
        {
            v3f dir2, end2;
            Mathlib.VectorSubtract(ref bestent.v.origin, ref ent.v.origin, out dir2);
            float dist = Mathlib.DotProduct(ref dir2, ref pr_global_struct.v_forward);
            Mathlib.VectorScale(ref pr_global_struct.v_forward, dist, out end2);
            end2.z = dir2.z;
            Mathlib.Normalize(ref end2);
            G_VECTOR(ref end2);
        }
        else
        {
            G_VECTOR(ref bestdir);
        }
    }
Пример #3
0
    public static void SV_StartSound(edict_t entity, int channel, string sample, int volume, float attenuation)
    {
        if (volume < 0 || volume > 255)
        {
            Sys_Error("SV_StartSound: volume = {0}", volume);
        }

        if (attenuation < 0 || attenuation > 4)
        {
            Sys_Error("SV_StartSound: attenuation = {0}", attenuation);
        }

        if (channel < 0 || channel > 7)
        {
            Sys_Error("SV_StartSound: channel = {0}", channel);
        }

        if (sv.datagram.Length > q_shared.MAX_DATAGRAM - 16)
        {
            return;
        }

        // find precache number for sound
        int sound_num;

        for (sound_num = 1; sound_num < q_shared.MAX_SOUNDS && sv.sound_precache[sound_num] != null; sound_num++)
        {
            if (sample == sv.sound_precache[sound_num])
            {
                break;
            }
        }

        if (sound_num == q_shared.MAX_SOUNDS || String.IsNullOrEmpty(sv.sound_precache[sound_num]))
        {
            Con_Printf("SV_StartSound: {0} not precacheed\n", sample);
            return;
        }

        int ent = NUM_FOR_EDICT(entity);

        channel = (ent << 3) | channel;

        int field_mask = 0;

        if (volume != q_shared.DEFAULT_SOUND_PACKET_VOLUME)
        {
            field_mask |= q_shared.SND_VOLUME;
        }
        if (attenuation != q_shared.DEFAULT_SOUND_PACKET_ATTENUATION)
        {
            field_mask |= q_shared.SND_ATTENUATION;
        }

        // directed messages go only to the entity the are targeted on
        sv.datagram.MSG_WriteByte(q_shared.svc_sound);
        sv.datagram.MSG_WriteByte(field_mask);
        if ((field_mask & q_shared.SND_VOLUME) != 0)
        {
            sv.datagram.MSG_WriteByte(volume);
        }
        if ((field_mask & q_shared.SND_ATTENUATION) != 0)
        {
            sv.datagram.MSG_WriteByte((int)(attenuation * 64));
        }
        sv.datagram.MSG_WriteShort(channel);
        sv.datagram.MSG_WriteByte(sound_num);
        v3f v;

        Mathlib.VectorAdd(ref entity.v.mins, ref entity.v.maxs, out v);
        Mathlib.VectorMA(ref entity.v.origin, 0.5f, ref v, out v);
        sv.datagram.MSG_WriteCoord(v.x);
        sv.datagram.MSG_WriteCoord(v.y);
        sv.datagram.MSG_WriteCoord(v.z);
    }
Пример #4
0
    public static void SV_Physics_Toss(edict_t ent)
    {
        // regular thinking
        if (!SV_RunThink(ent))
        {
            return;
        }

        // if onground, return without moving
        if (((int)ent.v.flags & q_shared.FL_ONGROUND) != 0)
        {
            return;
        }

        SV_CheckVelocity(ent);

        // add gravity
        if (ent.v.movetype != q_shared.MOVETYPE_FLY && ent.v.movetype != q_shared.MOVETYPE_FLYMISSILE)
        {
            SV_AddGravity(ent);
        }


        // move angles
        Mathlib.VectorMA(ref ent.v.angles, (float)host_framtime, ref ent.v.avelocity, out ent.v.angles);

        // move origin
        v3f move;

        Mathlib.VectorScale(ref ent.v.velocity, (float)host_framtime, out move);
        trace_t trace = PushEntity(ent, ref move);

        if (trace.fraction == 1)
        {
            return;
        }
        if (ent.free)
        {
            return;
        }

        float backoff;

        if (ent.v.movetype == q_shared.MOVETYPE_BOUNCE)
        {
            backoff = 1.5f;
        }
        else
        {
            backoff = 1;
        }

        ClipVelocity(ref ent.v.velocity, ref trace.plane.normal, out ent.v.velocity, backoff);

        // stop if on ground
        if (trace.plane.normal.Z > 0.7f)
        {
            if (ent.v.velocity.z < 60 || ent.v.movetype != q_shared.MOVETYPE_BOUNCE)
            {
                ent.v.flags        = (int)ent.v.flags | q_shared.FL_ONGROUND;
                ent.v.groundentity = EDICT_TO_PROG(trace.ent);
                ent.v.velocity     = default(v3f);
                ent.v.avelocity    = default(v3f);
            }
        }

        // check for in water
        SV_CheckWaterTransition(ent);
    }
Пример #5
0
    public static int SV_FlyMove(edict_t ent, float time, trace_t steptrace)
    {
        v3f original_velocity = ent.v.velocity;
        v3f primal_velocity   = ent.v.velocity;

        int numbumps = 4;
        int blocked  = 0;

        Vector3[] planes    = new Vector3[q_shared.MAX_CLIP_PLANES];
        int       numplanes = 0;
        float     time_left = time;

        for (int bumpcount = 0; bumpcount < numbumps; bumpcount++)
        {
            if (ent.v.velocity.IsEmpty)
            {
                break;
            }

            v3f end;
            Mathlib.VectorMA(ref ent.v.origin, time_left, ref ent.v.velocity, out end);

            trace_t trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref end, 0, ent);

            if (trace.allsolid)
            {   // entity is trapped in another solid
                ent.v.velocity = default(v3f);
                return(3);
            }

            if (trace.fraction > 0)
            {   // actually covered some distance
                Mathlib.Copy(ref trace.endpos, out ent.v.origin);
                original_velocity = ent.v.velocity;
                numplanes         = 0;
            }

            if (trace.fraction == 1)
            {
                break;          // moved the entire distance
            }
            if (trace.ent == null)
            {
                Sys_Error("SV_FlyMove: !trace.ent");
            }

            if (trace.plane.normal.Z > 0.7)
            {
                blocked |= 1;           // floor
                if (trace.ent.v.solid == q_shared.SOLID_BSP)
                {
                    ent.v.flags        = (int)ent.v.flags | q_shared.FL_ONGROUND;
                    ent.v.groundentity = EDICT_TO_PROG(trace.ent);
                }
            }

            if (trace.plane.normal.Z == 0)
            {
                blocked |= 2;           // step
                if (steptrace != null)
                {
                    steptrace.CopyFrom(trace);  // save for player extrafriction
                }
            }

            //
            // run the impact function
            //
            SV_Impact(ent, trace.ent);
            if (ent.free)
            {
                break;          // removed by the impact function
            }
            time_left -= time_left * trace.fraction;

            // cliped to another plane
            if (numplanes >= q_shared.MAX_CLIP_PLANES)
            {
                // this shouldn't really happen
                ent.v.velocity = default(v3f);
                return(3);
            }

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

            //
            // modify original_velocity so it parallels all of the clip planes
            //
            v3f new_velocity = default(v3f);
            int i, j;
            for (i = 0; i < numplanes; i++)
            {
                ClipVelocity(ref original_velocity, ref planes[i], out new_velocity, 1);
                for (j = 0; j < numplanes; j++)
                {
                    if (j != i)
                    {
                        float dot = new_velocity.x * planes[j].X + new_velocity.y * planes[j].Y + new_velocity.z * planes[j].Z;
                        if (dot < 0)
                        {
                            break;      // not ok
                        }
                    }
                }
                if (j == numplanes)
                {
                    break;
                }
            }

            if (i != numplanes)
            {
                // go along this plane
                ent.v.velocity = new_velocity;
            }
            else
            {
                // go along the crease
                if (numplanes != 2)
                {
                    ent.v.velocity = default(v3f);
                    return(7);
                }
                Vector3 dir = Vector3.Cross(planes[0], planes[1]);
                float   d   = dir.X * ent.v.velocity.x + dir.Y * ent.v.velocity.y + dir.Z * ent.v.velocity.z;
                Mathlib.Copy(ref dir, out ent.v.velocity);
                Mathlib.VectorScale(ref ent.v.velocity, d, out ent.v.velocity);
            }

            //
            // if original velocity is against the original velocity, stop dead
            // to avoid tiny occilations in sloping corners
            //
            if (Mathlib.DotProduct(ref ent.v.velocity, ref primal_velocity) <= 0)
            {
                ent.v.velocity = default(v3f);
                return(blocked);
            }
        }

        return(blocked);
    }
Пример #6
0
    public static void SV_Physics_Client(edict_t ent, int num)
    {
        if (!svs.clients[num - 1].active)
        {
            return;             // unconnected slot
        }
        //
        // call standard client pre-think
        //
        pr_global_struct.time = (float)sv.time;
        pr_global_struct.self = EDICT_TO_PROG(ent);
        PR_ExecuteProgram(pr_global_struct.PlayerPreThink);

        //
        // do a move
        //
        SV_CheckVelocity(ent);

        //
        // decide which move function to call
        //
        switch ((int)ent.v.movetype)
        {
        case q_shared.MOVETYPE_NONE:
            if (!SV_RunThink(ent))
            {
                return;
            }
            break;

        case q_shared.MOVETYPE_WALK:
            if (!SV_RunThink(ent))
            {
                return;
            }
            if (!SV_CheckWater(ent) && ((int)ent.v.flags & q_shared.FL_WATERJUMP) == 0)
            {
                SV_AddGravity(ent);
            }
            SV_CheckStuck(ent);

            SV_WalkMove(ent);
            break;

        case q_shared.MOVETYPE_TOSS:
        case q_shared.MOVETYPE_BOUNCE:
            SV_Physics_Toss(ent);
            break;

        case q_shared.MOVETYPE_FLY:
            if (!SV_RunThink(ent))
            {
                return;
            }
            SV_FlyMove(ent, (float)host_framtime, null);
            break;

        case q_shared.MOVETYPE_NOCLIP:
            if (!SV_RunThink(ent))
            {
                return;
            }
            Mathlib.VectorMA(ref ent.v.origin, (float)host_framtime, ref ent.v.velocity, out ent.v.origin);
            break;

        default:
            Sys_Error("SV_Physics_client: bad movetype {0}", (int)ent.v.movetype);
            break;
        }

        //
        // call standard player post-think
        //
        SV_LinkEdict(ent, true);

        pr_global_struct.time = (float)sv.time;
        pr_global_struct.self = EDICT_TO_PROG(ent);
        PR_ExecuteProgram(pr_global_struct.PlayerPostThink);
    }