Merge branch 'movement' into dev

This commit is contained in:
Andreas 2020-02-21 00:58:54 +01:00
commit b11cb714d6
4 changed files with 103 additions and 109 deletions

71
.gitignore vendored
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@ -18,8 +18,13 @@ ipch
*.opensdf
*.idb
*.vcxproj
#*.sln
*.sln
*.lib
# Visual studio config dirs
.vs/*
mp/src/.vs/*
sp/src/.vs/*
# OSX/Linux build products
*.mak
@ -59,70 +64,18 @@ sp/game/mod_hl2/cfg/server_blacklist.txt
*.cache
*.pdb
*.db
sp/src/lib/public/mathlib.lib
sp/src/lib/public/raytrace.lib
sp/src/lib/public/tier1.lib
sp/src/lib/public/vgui_controls.lib
sp/src/lib/public/mathlib.lib
sp/src/lib/public/raytrace.lib
sp/src/lib/public/tier1.lib
sp/src/lib/public/vgui_controls.lib
.vs/slnx.sqlite
.vs/sourcearena/v16/Browse.VC.opendb
.vs/VSWorkspaceState.json
sp/game/mod_hl2/GameState.txt
sp/game/mod_hl2/maps/graphs/sdk_vehicles.ain
sp/game/mod_hl2/stats.txt
sp/game/mod_hl2/voice_ban.dt
sp/src/game/client/client_episodic.vcxproj.filters
sp/src/game/client/client_episodic.vcxproj.vpc_crc
sp/src/game/client/client_episodic.vpc.sentinel
sp/src/game/client/client_hl2.vcxproj.filters
sp/src/game/client/client_hl2.vcxproj.vpc_crc
sp/src/game/client/client_hl2.vpc.sentinel
sp/src/game/server/server_episodic.vcxproj.filters
sp/src/game/server/server_episodic.vcxproj.vpc_crc
sp/src/game/server/server_episodic.vpc.sentinel
sp/src/game/server/server_hl2.vcxproj.filters
sp/src/game/server/server_hl2.vcxproj.vpc_crc
sp/src/game/server/server_hl2.vpc.sentinel
sp/src/lib/public/mathlib.lib
sp/src/lib/public/raytrace.lib
sp/src/lib/public/tier1.lib
sp/src/lib/public/vgui_controls.lib
sp/src/mathlib/mathlib.vcxproj.filters
sp/src/mathlib/mathlib.vcxproj.vpc_crc
sp/src/mathlib/mathlib.vpc.sentinel
sp/src/raytrace/raytrace.vcxproj.filters
sp/src/raytrace/raytrace.vcxproj.vpc_crc
sp/src/raytrace/raytrace.vpc.sentinel
sp/src/tier1/tier1.vcxproj.filters
sp/src/tier1/tier1.vcxproj.vpc_crc
sp/src/tier1/tier1.vpc.sentinel
sp/src/vgui2/vgui_controls/vgui_controls.vcxproj.filters
sp/src/vgui2/vgui_controls/vgui_controls.vcxproj.vpc_crc
sp/src/vgui2/vgui_controls/vgui_controls.vpc.sentinel
*.vcxproj.FileListAbsolute.txt
*.vpc_crc
*.sentinel
*.filters
*.lib
*.lib
*.lib
sp/src/lib/public/mathlib.lib
sp/src/lib/public/raytrace.lib
sp/src/lib/public/tier1.lib
sp/src/lib/public/vgui_controls.lib
#game directories
sp/game/*
mp/game/*
*.vpc_crc
*.filters
mp/src/game/server/server_hl2mp.vpc.sentinel
mp/src/game/client/client_hl2mp.vpc.sentinel
mp/src/.vs/games/v16/Browse.VC.opendb
mp/src/vgui2/vgui_controls/vgui_controls.vpc.sentinel
mp/src/tier1/tier1.vpc.sentinel
mp/src/raytrace/raytrace.vpc.sentinel
mp/src/mathlib/mathlib.vpc.sentinel
mp/src/lib/public/vgui_controls.lib
mp/src/lib/public/tier1.lib
mp/src/lib/public/raytrace.lib
mp/src/lib/public/mathlib.lib

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@ -36,6 +36,14 @@ extern IFileSystem *filesystem;
#endif
#ifndef SA_MOVEMENT
#define SA_MOVEMENT
#endif
ConVar sa_sv_pogostick("sv_pogostick", "0", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
// tickcount currently isn't set during prediction, although gpGlobals->curtime and
// gpGlobals->frametime are. We should probably set tickcount (to player->m_nTickBase),
// but we're REALLY close to shipping, so we can change that later and people can use
@ -62,7 +70,7 @@ ConVar debug_latch_reset_onduck( "debug_latch_reset_onduck", "1", FCVAR_CHEAT );
#endif
// [MD] I'll remove this eventually. For now, I want the ability to A/B the optimizations.
bool g_bMovementOptimizations = true;
bool g_bMovementOptimizations = false; //switched to false to fix prediction errors
// Roughly how often we want to update the info about the ground surface we're on.
// We don't need to do this very often.
@ -1199,6 +1207,14 @@ void CGameMovement::FinishTrackPredictionErrors( CBasePlayer *pPlayer )
//-----------------------------------------------------------------------------
void CGameMovement::FinishMove( void )
{
ConVar* pPogoStick = cvar->FindVar("sv_pogostick");
ConVar* pQueueJump = cvar->FindVar("sv_queuejump");
if (!(mv->m_nButtons & IN_JUMP) && pQueueJump->GetInt() == 1) {
mv->m_bRejumpAllowed = true;
}
else if (pPogoStick->GetInt() == 1) {
mv->m_bRejumpAllowed = true;
}
mv->m_nOldButtons = mv->m_nButtons;
}
@ -1893,6 +1909,12 @@ ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", tr
ConVar cl_viewbob_timer("cl_viewbob_timer", "1", 0, "Speed of Oscillation");
ConVar cl_camtilt_scale("cl_camtilt_scale", "2.5", 0, "Magnitude of Oscillation");
// Camera Bob
ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1);
ConVar cl_viewbob_timer("cl_viewbob_timer", "1", 0, "Speed of Oscillation");
ConVar cl_camtilt_scale("cl_camtilt_scale", "2.5", 0, "Magnitude of Oscillation");
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@ -2087,7 +2109,8 @@ void CGameMovement::FullWalkMove( )
// If we are on ground, no downward velocity.
if ( player->GetGroundEntity() != NULL )
{
mv->m_vecVelocity[2] = 0;
mv->m_vecVelocity[2] = 0;
mv->m_bRejumpAllowed = true;
}
}
else
@ -2368,6 +2391,9 @@ ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hoppin
//-----------------------------------------------------------------------------
bool CGameMovement::CheckJumpButton( void )
{
ConVar* pPogoStick = cvar->FindVar("sv_pogostick");
ConVar* pQueueJump = cvar->FindVar("sv_queuejump");
if (player->pl.deadflag)
{
mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
@ -2381,13 +2407,13 @@ bool CGameMovement::CheckJumpButton( void )
player->m_flWaterJumpTime -= gpGlobals->frametime;
if (player->m_flWaterJumpTime < 0)
player->m_flWaterJumpTime = 0;
return false;
}
// If we are in the water most of the way...
if ( player->GetWaterLevel() >= 2 )
{
{
// swimming, not jumping
SetGroundEntity( NULL );
@ -2395,7 +2421,7 @@ bool CGameMovement::CheckJumpButton( void )
mv->m_vecVelocity[2] = 100;
else if (player->GetWaterType() == CONTENTS_SLIME)
mv->m_vecVelocity[2] = 80;
// play swiming sound
if ( player->m_flSwimSoundTime <= 0 )
{
@ -2408,11 +2434,13 @@ bool CGameMovement::CheckJumpButton( void )
}
// No more effect
if (player->GetGroundEntity() == NULL)
if (player->GetGroundEntity() == NULL)
{
mv->m_nOldButtons |= IN_JUMP;
//Removed because we don't want the jump button to become 'unpressed'
// mv->m_nOldButtons |= IN_JUMP;
return false; // in air, so no effect
}
DevMsg("Got past getGroundEntity() == NULL \n");
// Don't allow jumping when the player is in a stasis field.
#ifndef HL2_EPISODIC
@ -2421,12 +2449,8 @@ bool CGameMovement::CheckJumpButton( void )
#endif
//DO POGO STICK POGGERS
ConVar *pAutoJump = cvar->FindVar("sv_autojump");
ConVar *pQueueJump = cvar->FindVar("sv_queuejump");
//pressed jump and bot autojump and queuejump are disabled through console.
if ( mv->m_nOldButtons & IN_JUMP && pAutoJump->GetInt() == 0 && pQueueJump->GetInt() == 0) {
//pressed jump on last tick/frame and both autojump and queuejump are disabled through console.
if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) {
return false; // don't pogo stick
}
//My jumping shit
@ -2441,6 +2465,8 @@ bool CGameMovement::CheckJumpButton( void )
}
}
//DevMsg("Got past dont pogo \n");
// Cannot jump will in the unduck transition.
//if ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) )
//return false;
@ -2450,27 +2476,34 @@ bool CGameMovement::CheckJumpButton( void )
//return false;
if (pPogoStick->GetInt() == 0) {
DevMsg("rejump disabled \n");
mv->m_bRejumpAllowed = false;
}
// In the air now.
SetGroundEntity( NULL );
SetGroundEntity( NULL );
player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
float flGroundFactor = 1.0f;
if (player->m_pSurfaceData)
{
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
}
float flMul;
if ( g_bMovementOptimizations )
{
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
//Assert( GetCurrentGravity() == 600.0f );
//flMul = 160.0f; // approx. 21 units.
Assert( GetCurrentGravity() == 800.0f );
flMul = 268.3281572999747f;
#if defined(HL2_DLL) &!defined(SArena_DLL) || defined(HL2_CLIENT_DLL) &!defined(SArena_DLL)
Assert( GetCurrentGravity() == 600.0f );
flMul = 160.0f; // approx. 21 units.
#else
Assert( GetCurrentGravity() == 800.0f );
flMul = 268.3281572999747f;
@ -2479,7 +2512,10 @@ bool CGameMovement::CheckJumpButton( void )
}
else
{
flMul = sqrt(2 * GetCurrentGravity() * GAMEMOVEMENT_JUMP_HEIGHT);
//flMul = sqrt(2 * GetCurrentGravity() * GAMEMOVEMENT_JUMP_HEIGHT);
//We need these
Assert(GetCurrentGravity() == 800.0f);
flMul = 268.3281572999747f;
}
// Acclerate upward
@ -2502,14 +2538,14 @@ bool CGameMovement::CheckJumpButton( void )
// Add a little forward velocity based on your current forward velocity - if you are not sprinting.
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
if ( gpGlobals->maxClients == 1 )
{
//if ( gpGlobals->maxClients == 1 )
//{
CHLMoveData *pMoveData = ( CHLMoveData* )mv;
Vector vecForward;
AngleVectors( mv->m_vecViewAngles, &vecForward );
vecForward.z = 0;
VectorNormalize( vecForward );
// We give a certain percentage of the current forward movement as a bonus to the jump speed. That bonus is clipped
// to not accumulate over time.
float flSpeedBoostPerc = ( !pMoveData->m_bIsSprinting && !player->m_Local.m_bDucked ) ? 0.5f : 0.1f;
@ -2520,7 +2556,7 @@ bool CGameMovement::CheckJumpButton( void )
// If we're over the maximum, we want to only boost as much as will get us to the goal speed
if ( flNewSpeed > flMaxSpeed )
{
flSpeedAddition -= flNewSpeed - flMaxSpeed;
//flSpeedAddition -= flNewSpeed - flMaxSpeed;
}
if ( mv->m_flForwardMove < 0.0f )
@ -2528,7 +2564,7 @@ bool CGameMovement::CheckJumpButton( void )
// Add it on
VectorAdd( (vecForward*flSpeedAddition), mv->m_vecVelocity, mv->m_vecVelocity );
}
//}
#endif
FinishGravity();
@ -2559,9 +2595,13 @@ bool CGameMovement::CheckJumpButton( void )
}
#endif
// Flag that we jumped.
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
//Commented out because idk why
else if (pPogoStick->GetInt() == 0 && pQueueJump->GetInt() == 1 && player->GetGroundEntity() != NULL) {
// Flag that we jumped.
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
}
return true;
}
@ -2876,7 +2916,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace )
// HPE_BEGIN
// [sbodenbender] make ladders easier to climb in cstrike
//=============================================================================
//#if defined (CSTRIKE_DLL)
#if defined (CSTRIKE_DLL) || defined( SArena_DLL )
ConVar sv_ladder_dampen ( "sv_ladder_dampen", "0.2", FCVAR_REPLICATED, "Amount to dampen perpendicular movement on a ladder", true, 0.0f, true, 1.0f );
ConVar sv_ladder_angle( "sv_ladder_angle", "-0.707", FCVAR_REPLICATED, "Cos of angle of incidence to ladder perpendicular for applying ladder_dampen", true, -1.0f, true, 1.0f );
//#endif
@ -3013,7 +3053,7 @@ bool CGameMovement::LadderMove( void )
// HPE_BEGIN
// [sbodenbender] make ladders easier to climb in cstrike
//=============================================================================
//#if defined (CSTRIKE_DLL)
#if defined (CSTRIKE_DLL) || defined( SArena_DLL )
// break lateral into direction along tmp (up the ladder) and direction along perp (perpendicular to ladder)
float tmpDist = DotProduct ( tmp, lateral );
float perpDist = DotProduct ( perp, lateral );

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@ -40,6 +40,7 @@ class CMoveData
public:
bool m_bFirstRunOfFunctions : 1;
bool m_bGameCodeMovedPlayer : 1;
bool m_bRejumpAllowed = 1; //keeping track of allowed jump status SA
EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client

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@ -16,8 +16,8 @@
#include "tier0/memdbgon.h"
// some cvars used by player movement system
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
#define DEFAULT_GRAVITY_STRING "800"
#if defined( HL2_DLL ) &! defined( SArena_DLL ) || defined( HL2_CLIENT_DLL ) &! defined( SArena_DLL )
#define DEFAULT_GRAVITY_STRING "600"
#else
#define DEFAULT_GRAVITY_STRING "800"
#endif
@ -36,7 +36,7 @@ float GetCurrentGravity( void )
ConVar sv_gravity ( "sv_gravity", DEFAULT_GRAVITY_STRING, FCVAR_NOTIFY | FCVAR_REPLICATED, "World gravity." );
#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED, "Minimum stopping speed when on ground." );
#else
ConVar sv_stopspeed ( "sv_stopspeed","100", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Minimum stopping speed when on ground." );
@ -48,7 +48,7 @@ ConVar sv_specaccelerate( "sv_specaccelerate", "5", FCVAR_NOTIFY | FCVAR_ARCHIVE
ConVar sv_specspeed ( "sv_specspeed", "3", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_specnoclip ( "sv_specnoclip", "1", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED);
#else
ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
@ -58,7 +58,7 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
ConVar sv_accelerate ( "sv_accelerate", "7", FCVAR_NOTIFY | FCVAR_REPLICATED);
#else
//#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
//#else
// ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
@ -66,29 +66,29 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
#endif//_XBOX
//#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
ConVar sv_airaccelerate( "sv_airaccelerate", "100", FCVAR_NOTIFY | FCVAR_REPLICATED);
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //we need these to not be hidden
ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED, "Play footstep sound for players" );
ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Max view roll angle");
//#else
//ConVar sv_airaccelerate("sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
//ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
//ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
//ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Play footstep sound for players" );
//ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
//ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
//#endif // CSTRIKE_DLL
#else
ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Play footstep sound for players" );
ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
#endif // CSTRIKE_DLL
//#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
//#else
//ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
//#endif // DOD_DLL || CSTRIKE_DLL
//#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL )
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum speed any ballistically moving object is allowed to attain per axis." );
ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );