Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "gamemovement.h"
#include "cs_gamerules.h"
#include "in_buttons.h"
#include "movevars_shared.h"
#include "weapon_csbase.h"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#include "vguicenterprint.h"
#else
#include "cs_player.h"
#include "keyvalues.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define STAMINA_RANGE 100.0
ConVar sv_staminajumpcost( "sv_staminajumpcost", ".080", FCVAR_RELEASE | FCVAR_REPLICATED, "Stamina penalty for jumping", true, 0.0, false, 0.0 );
ConVar sv_staminalandcost( "sv_staminalandcost", ".050", FCVAR_RELEASE | FCVAR_REPLICATED, "Stamina penalty for landing", true, 0.0, false, 0.0 );
ConVar sv_staminarecoveryrate( "sv_staminarecoveryrate", "60", FCVAR_RELEASE | FCVAR_REPLICATED, "Rate at which stamina recovers (units/sec)", true, 0.0, false, 0.0 );
ConVar sv_staminamax( "sv_staminamax", "80", FCVAR_RELEASE | FCVAR_REPLICATED, "Maximum stamina penalty", true, 0.0, true, 100.0 );
#define get_sv_crouch_spam_penalty 2.0f
// Prevent super-fast duck-spam while in air
ConVar sv_timebetweenducks( "sv_timebetweenducks", "0.4", FCVAR_REPLICATED | FCVAR_RELEASE, "Minimum time before recognizing consecutive duck key", true, 0.0, true, 2.0 );
extern bool g_bMovementOptimizations;
extern ConVar sv_accelerate_use_weapon_speed;
extern ConVar sv_accelerate_debug_speed;
#define SV_ACCELERATE_EXPONENT_TIME 0
#define SV_ACCELERATE_EXPONENT 1
// Not ready to ship yet... previous value was 2.0
ConVar sv_extreme_strafe_accuracy_fishtail( "sv_extreme_strafe_accuracy_fishtail", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Number of degrees of aim 'fishtail' when making an extreme strafe direction change", true, -5.0, true, 5.0 );
// sqrt(2 * 800 * 57) = sqrt(2 * gravity * height)
ConVar sv_jump_impulse( "sv_jump_impulse", "301.993377", FCVAR_REPLICATED | FCVAR_RELEASE, "Initial upward velocity for player jumps; sqrt(2*gravity*height).", true, 0.0f, false, 0.0f );
class CCSGameMovement : public CGameMovement
{
public:
DECLARE_CLASS( CCSGameMovement, CGameMovement );
CCSGameMovement();
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove );
virtual bool CanAccelerate();
virtual bool CheckJumpButton( void );
virtual void PreventBunnyJumping( void );
virtual void ReduceTimers( void );
virtual void WalkMove( void );
virtual void AirMove( void );
virtual bool LadderMove( void );
virtual void DecayAimPunchAngle( void );
virtual void CheckParameters( void );
// allow overridden versions to respond to jumping
virtual void OnJump( float fImpulse );
virtual void OnLand( float fVelocity );
// Ducking
virtual void Duck( void );
virtual void FinishUnDuck( void );
virtual void FinishDuck( void );
virtual bool CanUnduck();
virtual void Accelerate( Vector& wishdir, float wishspeed, float accel);
virtual bool OnLadder( trace_t &trace );
virtual float LadderDistance( void ) const
{
if ( player->GetMoveType() == MOVETYPE_LADDER )
return 10.0f;
return 2.0f;
}
virtual unsigned int LadderMask( void ) const
{
return MASK_PLAYERSOLID & ( ~CONTENTS_PLAYERCLIP );
}
virtual float ClimbSpeed( void ) const;
virtual float LadderLateralMultiplier( void ) const;
protected:
virtual void PlayerMove();
virtual unsigned int PlayerSolidMask( bool brushOnly = false, CBasePlayer *testPlayer = NULL ) const; ///< returns the solid mask for the given player, so bots can have a more-restrictive set
public:
CCSPlayer *m_pCSPlayer;
private:
void HandleDuckingSpeedCrop( float duckFraction );
inline float GetDuckSpeedModifier( float duckFraction ) const { return CS_PLAYER_SPEED_DUCK_MODIFIER * duckFraction + 1.0f - duckFraction; }
bool DuckingEnabled();
};
// Expose our interface.
static CCSGameMovement g_GameMovement;
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
// ---------------------------------------------------------------------------------------- //
// CCSGameMovement.
// ---------------------------------------------------------------------------------------- //
CCSGameMovement::CCSGameMovement()
{
}
//-----------------------------------------------------------------------------
// Purpose: Allow bots etc to use slightly different solid masks
//-----------------------------------------------------------------------------
unsigned int CCSGameMovement::PlayerSolidMask( bool brushOnly, CBasePlayer *testPlayer ) const
{
bool isBot = !player || player->IsBot();
unsigned int uMask = MASK_PLAYERSOLID_BRUSHONLY;
if ( !brushOnly )
{
uMask = player->PhysicsSolidMaskForEntity();
}
if ( isBot )
{
uMask |= CONTENTS_MONSTERCLIP;
}
return uMask;
}
bool CCSGameMovement::DuckingEnabled()
{
// Anti-duck-spam: If mashing duck key too much, treat as unpressed to avoid being
// able to "camp" in half-ducked positions by pressing/releasing near a target height.
if ( m_pCSPlayer->m_flDuckSpeed < 1.5f )
return false;
// After completing a duck/unduck, we can't re-duck for a minimum amount of time.
// This is to minimize ugly camera shaking due to immediate duck/un-duck in the air.
// before the above anti-spam code kicks in.
if ( ( player->GetFlags() & FL_DUCKING ) == 0
&& gpGlobals->curtime < player->m_Local.m_flLastDuckTime + sv_timebetweenducks.GetFloat() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameMovement::CheckParameters( void )
{
// HACK: IN_BULLRUSH isn't used anywhere. We use it to store the "raw" value of whether
// IN_DUCK was held, before it is modified by code. This way when m_nButtons is
// copied to m_nOldButtons we can tell if duck was pressed or released on the next
// frame.
#define IN_RAWDUCK IN_BULLRUSH
QAngle v_angle;
// Save off state of IN_DUCK before we set/unset it from gameplay effects
if ( ( mv->m_nButtons & IN_DUCK ) != 0 )
mv->m_nButtons |= IN_RAWDUCK;
// Add duck-spam speed penalty when we press or release the duck key.
// (this is the only place that IN_RAWDUCK is checked)
if ( ( mv->m_nButtons & IN_RAWDUCK ) != ( mv->m_nOldButtons & IN_RAWDUCK ) )
{
player->m_flDuckSpeed = MAX( 0, player->m_flDuckSpeed - get_sv_crouch_spam_penalty );
}
// Cancel auto-duck if player hits +duck, so cancel our auto duck
// Note: only bots use m_duckUntilOnGround
if ( m_pCSPlayer->m_duckUntilOnGround && ( mv->m_nButtons & IN_DUCK ) )
{
m_pCSPlayer->m_duckUntilOnGround = false;
}
// Anti-duck-spam: If mashing duck key too much, treat as unpressed to avoid being
// able to "camp" in half-ducked positions by pressing/releasing near a target height.
if ( !DuckingEnabled() )
{
mv->m_nButtons &= ~IN_DUCK;
}
// maintaining auto-duck during jumps
// Note: only bots use m_duckUntilOnGround
if ( m_pCSPlayer->m_duckUntilOnGround && !player->GetGroundEntity() && player->GetMoveType() != MOVETYPE_LADDER )
{
mv->m_nButtons |= IN_DUCK;
}
// Always duck during bomb-plant animation
if ( m_pCSPlayer->m_bDuckOverride )
{
mv->m_nButtons |= IN_DUCK;
}
// it would be nice to put this into the player->GetPlayerMaxSpeed() method, but
// this flag is only stored in the move!
bool walkButtonIsDown = ( mv->m_nButtons & ( /*IN_WALK | */ IN_SPEED ) ) != 0;
bool runButtonIsDown = ( mv->m_nButtons & ( IN_FORWARD | IN_BACK | IN_MOVERIGHT | IN_MOVELEFT | IN_RUN) ) != 0;
bool moveForward = ( mv->m_nButtons & ( IN_FORWARD ) ) != 0;
bool moveBackward = ( mv->m_nButtons & ( IN_BACK ) ) != 0;
bool moveRight = ( mv->m_nButtons & ( IN_MOVERIGHT ) ) != 0;
bool moveLeft = ( mv->m_nButtons & ( IN_MOVELEFT ) ) != 0;
bool opposingForwardBack = ( moveForward && moveBackward );
bool opposingRightLeft = ( moveRight && moveLeft );
// NOTE[pmf] ignore the walk button when we're ducking; this test matches that in CCSGameMovement::HandleDuckingSpeedCrop()
// we can't simply test mv->m_iSpeedCropped == SPEED_CROPPED_DUCK, because that is set AFTER this code executes
if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
{
walkButtonIsDown = false;
}
if ( walkButtonIsDown )
{
// we don't cap walk immediately, let the player decelerate and only cap when the speed is really close
float currentspeed = m_pCSPlayer->GetLocalVelocity( ).Length( );
if ( currentspeed < ( ( mv->m_flMaxSpeed * CS_PLAYER_SPEED_WALK_MODIFIER ) + 25 ) )
{
mv->m_flMaxSpeed *= CS_PLAYER_SPEED_WALK_MODIFIER;
m_pCSPlayer->m_bIsWalking = true;
}
}
else
{
m_pCSPlayer->m_bIsWalking = false;
}
float speed_squared = 0.0f;
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
player->GetMoveType() != MOVETYPE_NOCLIP &&
player->GetMoveType() != MOVETYPE_OBSERVER )
{
speed_squared = ( mv->m_flForwardMove * mv->m_flForwardMove ) +
( mv->m_flSideMove * mv->m_flSideMove ) +
( mv->m_flUpMove * mv->m_flUpMove );
// Slow down by the speed factor
float flSpeedFactor = 1.0f;
if (player->m_pSurfaceData)
{
flSpeedFactor = player->m_pSurfaceData->game.maxSpeedFactor;
}
// If we have a constraint, slow down because of that too.
float flConstraintSpeedFactor = ComputeConstraintSpeedFactor();
if (flConstraintSpeedFactor < flSpeedFactor)
flSpeedFactor = flConstraintSpeedFactor;
// Take the player's velocity modifier into account
if ( FBitSet( m_pCSPlayer->GetFlags(), FL_ONGROUND ) )
{
flSpeedFactor *= m_pCSPlayer->m_flVelocityModifier;
}
mv->m_flMaxSpeed *= flSpeedFactor;
// stamina slowing factor
if ( m_pCSPlayer->m_flStamina > 0 )
{
float fSpeedScale = clamp(1.0f - m_pCSPlayer->m_flStamina / STAMINA_RANGE, 0.f, 1.f);
fSpeedScale *= fSpeedScale; // square the scale factor so that it correlates more closely with the jump penalty (i.e. a 50% stamina jumps .25 * normal height)
mv->m_flMaxSpeed *= fSpeedScale;
}
if ( g_bMovementOptimizations )
{
// Same thing but only do the sqrt if we have to.
if ( ( speed_squared != 0.0 ) && ( speed_squared > mv->m_flMaxSpeed*mv->m_flMaxSpeed ) )
{
float fRatio = mv->m_flMaxSpeed / sqrt( speed_squared );
mv->m_flForwardMove *= fRatio;
mv->m_flSideMove *= fRatio;
mv->m_flUpMove *= fRatio;
}
}
else
{
float spd = sqrt( speed_squared );
if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed ) )
{
float fRatio = mv->m_flMaxSpeed / spd;
mv->m_flForwardMove *= fRatio;
mv->m_flSideMove *= fRatio;
mv->m_flUpMove *= fRatio;
}
}
}
if ( player->GetFlags() & FL_FROZEN ||
player->GetFlags() & FL_ONTRAIN ||
IsDead() )
{
if ( player->GetObserverMode() != OBS_MODE_ROAMING )
{
mv->m_flForwardMove = 0;
mv->m_flSideMove = 0;
mv->m_flUpMove = 0;
}
}
DecayViewPunchAngle();
DecayAimPunchAngle();
// Take angles from command.
if ( !IsDead() )
{
v_angle = mv->m_vecAngles;
v_angle = v_angle + player->m_Local.m_viewPunchAngle;
// Now adjust roll angle
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
player->GetMoveType() != MOVETYPE_NOCLIP )
{
mv->m_vecAngles[ROLL] = CalcRoll( v_angle, mv->m_vecVelocity, sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
}
else
{
mv->m_vecAngles[ROLL] = 0.0; // v_angle[ ROLL ];
}
mv->m_vecAngles[PITCH] = v_angle[PITCH];
mv->m_vecAngles[YAW] = v_angle[YAW];
}
else
{
mv->m_vecAngles = mv->m_vecOldAngles;
}
// Set dead player view_offset
if ( IsDead() &&
player->GetObserverMode() == OBS_MODE_DEATHCAM )
{
player->SetViewOffset( VEC_DEAD_VIEWHEIGHT );
}
// Adjust client view angles to match values used on server.
mv->m_vecAngles[YAW] = AngleNormalize( mv->m_vecAngles[YAW] );
// If we're standing on a player, then force them off.
if ( !player->IsObserver() && ( player->GetMoveType() != MOVETYPE_LADDER ) )
{
int nLevels = 0;
CBaseEntity *pCurGround = player->GetGroundEntity();
while ( pCurGround && pCurGround->IsPlayer() && nLevels < 1000 )
{
pCurGround = pCurGround->GetGroundEntity();
++nLevels;
}
if ( nLevels == 1000 )
Warning( "BUG: CCSGameMovement::CheckParameters - too many stacking levels.\n" );
// If they're stacked too many levels deep, slide them off.
if ( nLevels > 1 )
{
mv->m_flForwardMove = mv->m_flMaxSpeed * 3;
mv->m_flSideMove = 0;
mv->m_nButtons = 0;
mv->m_nImpulseCommand = 0;
}
}
// Determine if the player is trying to run / move at full speed.
m_pCSPlayer->m_iMoveState = MOVESTATE_IDLE; // idle, not driving the character
if ( runButtonIsDown )
{
if ( opposingForwardBack && opposingRightLeft )
{
m_pCSPlayer->m_iMoveState = MOVESTATE_IDLE; // Idle, don't move if we are holding all 4 directions down.
}
else if ( opposingForwardBack || opposingRightLeft )
{
if ( ( opposingForwardBack && ( moveRight || moveLeft ) ) || ( opposingRightLeft && ( moveForward || moveBackward ) ) )
{
m_pCSPlayer->m_iMoveState = MOVESTATE_RUN; // Run, move if we are holding 3 buttons down, 2 are opposing directions.
}
else
{
m_pCSPlayer->m_iMoveState = MOVESTATE_IDLE; // Idle, don't move if we are holding just 2 opposing directions down.
}
}
else
{
m_pCSPlayer->m_iMoveState = MOVESTATE_RUN; // Run
}
}
if ( ( m_pCSPlayer->m_iMoveState == MOVESTATE_RUN ) && walkButtonIsDown )
{
m_pCSPlayer->m_iMoveState = MOVESTATE_WALK; // Walk
}
}
void CCSGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove )
{
m_pCSPlayer = static_cast<CCSPlayer *>( pBasePlayer );
if ( m_pCSPlayer->IsBot() && m_pCSPlayer->IsDormant() )
return;
BaseClass::ProcessMovement( pBasePlayer, pMove );
}
bool CCSGameMovement::CanAccelerate()
{
// Only allow the player to accelerate when in certain states.
CSPlayerState curState = m_pCSPlayer->State_Get();
if ( curState == STATE_ACTIVE )
{
return player->GetWaterJumpTime() == 0;
}
else if ( player->IsObserver() )
{
return true;
}
else
{
return false;
}
}
void CCSGameMovement::PlayerMove()
{
if ( !m_pCSPlayer->CanMove() )
{
mv->m_flForwardMove = 0;
mv->m_flSideMove = 0;
mv->m_flUpMove = 0;
mv->m_nButtons &= ~(IN_JUMP | IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT);
}
BaseClass::PlayerMove();
if ( FBitSet( m_pCSPlayer->GetFlags(), FL_ONGROUND ) )
{
const float kVelocityRecoveryRate = 1.f / 2.5f;
if ( m_pCSPlayer->m_flVelocityModifier < 1.0 )
{
m_pCSPlayer->m_flVelocityModifier = clamp(m_pCSPlayer->m_flVelocityModifier + gpGlobals->frametime * kVelocityRecoveryRate, 0.0f, 1.0f);
}
}
#if !defined(CLIENT_DLL)
if( player &&
player->GetTeamNumber() == TEAM_SPECTATOR &&
player->GetObserverMode() == OBS_MODE_FIXED )
{
// [dkorus] if we're using a fixed view mode when spectating, we need to make sure we bump the camera up off the ground
player->SetViewOffset( VEC_VIEW );
}
if ( m_pCSPlayer->IsAlive() )
{
if ( ( player->GetFlags() & FL_DUCKING ) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
{
player->SetViewOffset( VEC_VIEW );
}
else if ( m_pCSPlayer->m_duckUntilOnGround )
{
// Duck Hull, but we're in the air. Calculate where the view would be.
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
// We've got the duck hull, pulled up to the top of where the player should be
Vector lowerClearance = hullSizeNormal - hullSizeCrouch;
Vector duckEyeHeight = GetPlayerViewOffset( false ) - lowerClearance;
player->SetViewOffset( duckEyeHeight );
}
else if( player->m_Local.m_bDucked && !player->m_Local.m_bDucking )
{
player->SetViewOffset( VEC_DUCK_VIEW );
}
}
if ( !m_pCSPlayer->m_bHasMovedSinceSpawn && Vector2DLength( mv->m_vecVelocity.AsVector2D() ) != 0 )
m_pCSPlayer->m_bHasMovedSinceSpawn = true;
#endif
}
void CCSGameMovement::WalkMove( void )
{
BaseClass::WalkMove();
}
//-------------------------------------------------------------------------------------------------------------------------------
void CCSGameMovement::AirMove( void )
{
BaseClass::AirMove();
}
//-------------------------------------------------------------------------------------------------------------------------------
bool CCSGameMovement::OnLadder( trace_t &trace )
{
if ( trace.plane.normal.z == 1.0f )
return false;
return BaseClass::OnLadder( trace );
}
//-------------------------------------------------------------------------------------------------------------------------------
bool CCSGameMovement::LadderMove( void )
{
bool isOnLadder = BaseClass::LadderMove();
if ( isOnLadder && m_pCSPlayer )
{
m_pCSPlayer->SurpressLadderChecks( mv->GetAbsOrigin(), m_pCSPlayer->m_vecLadderNormal );
}
return isOnLadder;
}
//-------------------------------------------------------------------------------------------------------------------------------
/**
* In CS, crouching or walking up ladders goes slowly and shouldn't make a sound.
*/
float CCSGameMovement::ClimbSpeed( void ) const
{
if ( ( mv->m_nButtons & IN_DUCK ) || ( mv->m_nButtons & IN_SPEED ) )
{
return BaseClass::ClimbSpeed() * CS_PLAYER_SPEED_CLIMB_MODIFIER;
}
else
{
return BaseClass::ClimbSpeed();
}
}
//-------------------------------------------------------------------------------------------------------------------------------
/**
* In CS, strafing on ladders goes slowly.
*/
float CCSGameMovement::LadderLateralMultiplier( void ) const
{
if ( mv->m_nButtons & IN_DUCK )
{
return 1.0f;
}
else
{
return 0.5f;
}
}
void CCSGameMovement::ReduceTimers( void )
{
if ( m_pCSPlayer->m_flStamina > 0 )
{
m_pCSPlayer->m_flStamina -= gpGlobals->frametime * sv_staminarecoveryrate.GetFloat();
if ( m_pCSPlayer->m_flStamina < 0 )
{
m_pCSPlayer->m_flStamina = 0;
}
}
BaseClass::ReduceTimers();
}
ConVar sv_enablebunnyhopping( "sv_enablebunnyhopping", "0", FCVAR_RELEASE | FCVAR_REPLICATED, "Allow player speed to exceed maximum running speed" );
ConVar sv_autobunnyhopping( "sv_autobunnyhopping", "0", FCVAR_RELEASE | FCVAR_REPLICATED, "Players automatically re-jump while holding jump button" );
// Only allow bunny jumping up to 1.1x server / player maxspeed setting
#define BUNNYJUMP_MAX_SPEED_FACTOR 1.1f
// taken from TF2 but changed BUNNYJUMP_MAX_SPEED_FACTOR from 1.1 to 1.0
void CCSGameMovement::PreventBunnyJumping()
{
// Speed at which bunny jumping is limited
float maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * player->m_flMaxspeed;
if ( maxscaledspeed <= 0.0f )
return;
// Current player speed
float spd = mv->m_vecVelocity.Length();
if ( spd <= maxscaledspeed )
return;
// Apply this cropping fraction to velocity
float fraction = ( maxscaledspeed / spd );
mv->m_vecVelocity *= fraction;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSGameMovement::CheckJumpButton( void )
{
if (m_pCSPlayer->pl.deadflag)
{
mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
return false;
}
// See if we are waterjumping. If so, decrement count and return.
if (m_pCSPlayer->m_flWaterJumpTime)
{
m_pCSPlayer->m_flWaterJumpTime -= gpGlobals->frametime;
if (m_pCSPlayer->m_flWaterJumpTime < 0)
m_pCSPlayer->m_flWaterJumpTime = 0;
return false;
}
// Can't jump while in a thirdperson taunt
if ( m_pCSPlayer->IsTaunting() && m_pCSPlayer->IsThirdPersonTaunt() )
return false;
//#if !defined(CLIENT_DLL)
// if ( m_pCSPlayer->IsTaunting() )
// {
// // They jumped so break out of the taunt!
// m_pCSPlayer->StopTaunting();
// }
//#endif
// If we are in the water most of the way...
if ( m_pCSPlayer->GetWaterLevel() >= WL_Waist )
{
// swimming, not jumping
SetGroundEntity( NULL );
if(m_pCSPlayer->GetWaterType() == CONTENTS_WATER) // We move up a certain amount
mv->m_vecVelocity[2] = 100;
else if (m_pCSPlayer->GetWaterType() == CONTENTS_SLIME)
mv->m_vecVelocity[2] = 80;
// play swiming sound
if ( m_pCSPlayer->m_flSwimSoundTime <= 0 )
{
// Don't play sound again for 1 second
m_pCSPlayer->m_flSwimSoundTime = 1000;
PlaySwimSound();
}
return false;
}
// are we jumping on another player's head?
bool bStandingOnOtherPlayer = false;
bool bStandingOnFallingPlayer = false;
CBaseEntity *groundEntity = m_pCSPlayer->GetGroundEntity();
if ( groundEntity && !groundEntity->IsWorld() && groundEntity->IsPlayer() )
{
bStandingOnOtherPlayer = true;
if ( groundEntity->GetGroundEntity() == NULL )
{
bStandingOnFallingPlayer = true;
}
}
// the player jumped so this bool will remain false until the player next walks
player->m_bHasWalkMovedSinceLastJump = false;
// No more effect
if (m_pCSPlayer->GetGroundEntity() == NULL)
{
mv->m_nOldButtons |= IN_JUMP;
return false; // in air, so no effect
}
if ( ( mv->m_nOldButtons & IN_JUMP ) != 0 && !sv_autobunnyhopping.GetBool() )
return false; // don't pogo stick
if ( !sv_enablebunnyhopping.GetBool() )
{
PreventBunnyJumping();
}
// In the air now.
SetGroundEntity( NULL );
// if we're walking or standing still, play only a local sounds
if ( mv->m_vecVelocity.Length() > 126 )
{
m_pCSPlayer->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
}
#ifdef CLIENT_DLL
m_pCSPlayer->PlayClientJumpSound();
#endif
//MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
m_pCSPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
float flGroundFactor = 1.0f;
if (player->m_pSurfaceData)
{
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
}
// if we weren't ducking, bots and hostages do a crouchjump programatically
if ( (!player || player->IsBot()) && !(mv->m_nButtons & IN_DUCK) )
{
m_pCSPlayer->m_duckUntilOnGround = true;
FinishDuck();
}
// Acclerate upward
// If we are ducking...
float startz = mv->m_vecVelocity[2];
if ( bStandingOnFallingPlayer )
{
mv->m_vecVelocity[2] = 0.0f;
}
else if ( m_pCSPlayer->m_duckUntilOnGround || ( m_pCSPlayer->m_Local.m_bDucking ) || ( m_pCSPlayer->GetFlags() & FL_DUCKING ) || bStandingOnOtherPlayer )
{
// d = 0.5 * g * t^2 - distance traveled with linear accel
// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
// v = g * t - velocity at the end (just invert it to jump up that high)
// v = g * sqrt(2.0 * 45 / g )
// v^2 = g * g * 2.0 * 45 / g
// v = sqrt( g * 2.0 * 45 )
mv->m_vecVelocity[2] = flGroundFactor * sv_jump_impulse.GetFloat(); // 2 * gravity * height
}
else
{
mv->m_vecVelocity[2] += flGroundFactor * sv_jump_impulse.GetFloat(); // 2 * gravity * height
}
if ( m_pCSPlayer->m_flStamina > 0 )
{
mv->m_vecVelocity[2] *= clamp(1.0f - m_pCSPlayer->m_flStamina / STAMINA_RANGE, 0.f, 1.f);
}
FinishGravity();
mv->m_outWishVel.z += mv->m_vecVelocity[2] - startz;
mv->m_outStepHeight += 0.1f;
OnJump(mv->m_outWishVel.z);
#ifndef CLIENT_DLL
// allow bots to react
IGameEvent * event = gameeventmanager->CreateEvent( "player_jump" );
if ( event )
{
event->SetInt( "userid", m_pCSPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
#endif
// Flag that we jumped.
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
return true;
}
void HybridDecay( QAngle& v, float fExp, float fLin, float dT )
{
fExp *= dT;
fLin *= dT;
v *= expf(-fExp);
float fMag = v.Length();
if ( fMag > fLin )
{
v *= (1.0f - fLin / fMag);
}
else
{
v.Init(0.0f, 0.0f, 0.0f);
}
}
void CCSGameMovement::DecayAimPunchAngle( void )
{
QAngle punchAngle = m_pCSPlayer->m_Local.m_aimPunchAngle;
QAngle punchAngleVel = m_pCSPlayer->m_Local.m_aimPunchAngleVel;
// decay the punch angle
HybridDecay(punchAngle, weapon_recoil_decay2_exp.GetFloat(), weapon_recoil_decay2_lin.GetFloat(), TICK_INTERVAL);
// add in the velocity
punchAngle += punchAngleVel * TICK_INTERVAL * 0.5f;
// decay the punch angle velocity
punchAngleVel *= expf(TICK_INTERVAL * -weapon_recoil_vel_decay.GetFloat());
punchAngle += punchAngleVel * TICK_INTERVAL * 0.5f;
// save off the new values
m_pCSPlayer->m_Local.m_aimPunchAngle = punchAngle;
m_pCSPlayer->m_Local.m_aimPunchAngleVel = punchAngleVel;
}
void CCSGameMovement::HandleDuckingSpeedCrop( float duckFraction )
{
// [Forrest] Movement speed in free look camera mode is unaffected by ducking state.
if ( player->GetObserverMode() == OBS_MODE_ROAMING )
return;
if ( !( m_iSpeedCropped & SPEED_CROPPED_DUCK ) )
{
if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
{
float duckSpeedModifier = GetDuckSpeedModifier(duckFraction);
//DevMsg( "duckSpeedModifier = %f\n", duckSpeedModifier );
mv->m_flForwardMove *= duckSpeedModifier;
mv->m_flSideMove *= duckSpeedModifier;
mv->m_flUpMove *= duckSpeedModifier;
mv->m_flMaxSpeed *= duckSpeedModifier;
m_iSpeedCropped |= SPEED_CROPPED_DUCK;
}
}
}
bool CCSGameMovement::CanUnduck()
{
// Can't unduck if we are planting the bomb.
if ( m_pCSPlayer->m_bDuckOverride )
return false;
// Can always unduck if we are no-clipping
if ( player->GetMoveType() == MOVETYPE_NOCLIP )
return true;
// Check to see if we would collide on anything if we unducked.
trace_t trace;
Vector newOrigin;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
if ( player->GetGroundEntity() != NULL )
{
newOrigin += VEC_DUCK_HULL_MIN - VEC_HULL_MIN;
}
else
{
// If in air an letting go of crouch, make sure we can offset origin to make
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
newOrigin += -0.5f * ( hullSizeNormal - hullSizeCrouch );
}
UTIL_TraceHull( mv->GetAbsOrigin(), newOrigin, VEC_HULL_MIN, VEC_HULL_MAX, PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.startsolid || ( trace.fraction != 1.0f ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Stop ducking
//-----------------------------------------------------------------------------
void CCSGameMovement::FinishUnDuck( void )
{
Vector newOrigin = mv->GetAbsOrigin();
if ( player->GetGroundEntity() != NULL || player->GetMoveType() == MOVETYPE_LADDER )
{
Vector hullMinDelta = VEC_DUCK_HULL_MIN - VEC_HULL_MIN;
newOrigin += hullMinDelta;
}
else
{
// If in air an letting go of croush, make sure we can offset origin to make
// up for uncrouching
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
Vector viewDelta = -0.5f * ( hullSizeNormal - hullSizeCrouch );
newOrigin += viewDelta;
}
mv->SetAbsOrigin( newOrigin );
player->RemoveFlag( FL_DUCKING | FL_ANIMDUCKING );
player->m_Local.m_bDucked = false;
player->m_Local.m_bDucking = false;
player->m_Local.m_nDuckTimeMsecs = 0; // legacy
player->SetViewOffset( GetPlayerViewOffset( false ) );
// Recategorize position since ducking can change origin
CategorizePosition();
player->m_flDuckAmount = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Finish ducking
//-----------------------------------------------------------------------------
void CCSGameMovement::FinishDuck( void )
{
Assert( !player->m_Local.m_bDucked );
Vector newOrigin = mv->GetAbsOrigin();
if ( player->GetGroundEntity() != NULL || player->GetMoveType() == MOVETYPE_LADDER )
{
Vector hullMinDelta = VEC_DUCK_HULL_MIN - VEC_HULL_MIN;
newOrigin -= hullMinDelta;
}
else
{
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
Vector viewDelta = -0.5f * ( hullSizeNormal - hullSizeCrouch );
newOrigin -= viewDelta;
}
mv->SetAbsOrigin( newOrigin );
player->SetViewOffset( GetPlayerViewOffset( true ) );
player->m_Local.m_bDucking = false;
player->m_Local.m_bDucked = true;
player->m_Local.m_flLastDuckTime = gpGlobals->curtime;
player->AddFlag( FL_ANIMDUCKING | FL_DUCKING );
// See if we are stuck?
FixPlayerCrouchStuck( true );
// Recategorize position since ducking can change origin
CategorizePosition();
player->m_flDuckAmount = 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: See if duck button is pressed and do the appropriate things
//-----------------------------------------------------------------------------
void CCSGameMovement::Duck( void )
{
const bool playerTouchingGround = player->GetGroundEntity() != NULL;
// Check to see if we are in the air.
const bool bInAir = !playerTouchingGround && player->GetMoveType() != MOVETYPE_LADDER;
if ( mv->m_nButtons & IN_DUCK )
{
mv->m_nOldButtons |= IN_DUCK;
}
else
{
mv->m_nOldButtons &= ~IN_DUCK;
}
// Dead players don't duck.
if ( IsDead() && !player->IsObserver() )
{
// They also don't plant the bomb.
m_pCSPlayer->m_bDuckOverride = false;
if ( player->GetFlags() & FL_DUCKING )
{
FinishUnDuck();
}
return;
}
if ( m_pCSPlayer->m_duckUntilOnGround )
{
// This code handles the case where a bot is jumping; they
// automatically crouch jump, and we want to decide if they are
// ready to un-duck here.
// TODO: Should we move this code into the bot movement logic
// instead?
// $$$REI There still seems to be a way to end up in this state if the bot
// was crouch-jumping at the end of the round; I haven't found where
// his flags are getting reset. Will fix later, and just reset the
// inconsistent state here. Next tick the bot will behave normally.
// Assert( player->GetFlags() & FL_DUCKING );
if ( ( player->GetFlags() & FL_DUCKING ) == 0 )
{
m_pCSPlayer->m_duckUntilOnGround = false;
return;
}
// If we have landed, we are done with 'duck until on ground'.
if ( !bInAir )
{
m_pCSPlayer->m_duckUntilOnGround = false;
// Stop crouching if possible
if ( CanUnduck() )
{
FinishUnDuck();
}
return;
}
// Otherwise we are still in the air.
// Try to un-duck just as we land, for better animation and movement.
// If we're still going up, we aren't about to land. Early-out.
if ( mv->m_vecVelocity.z > 0.0f )
return;
// Check if we are close enough to the ground and that there is room to un-duck.
trace_t trace;
Vector newOrigin;
Vector groundCheck;
VectorCopy( mv->GetAbsOrigin(), newOrigin );
Vector hullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX - VEC_DUCK_HULL_MIN;
newOrigin -= ( hullSizeNormal - hullSizeCrouch );
groundCheck = newOrigin;
groundCheck.z -= player->GetStepSize();
UTIL_TraceHull( newOrigin, groundCheck, VEC_HULL_MIN, VEC_HULL_MAX, PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.startsolid // No room to unduck.
|| trace.fraction == 1.0f // We are still in the air
)
return;
// Success! We can un-duck. Remove "un-duck when possible" flag.
m_pCSPlayer->m_duckUntilOnGround = false;
// Theoretically CanUnduck() should always succeed here since we just did a hull trace.
// REI: But the hulltrace in CanUnduck() looks slightly different than this one; it uses
// newOrigin = mv->GetAbsOrigin() + -0.5f * ( hullSizeNormal - hullSizeCrouch )
// and traces from mv->GetAbsOrigin() to newOrigin instead of from newOrigin to a
// step away.
if ( CanUnduck() )
{
FinishUnDuck();
}
return;
}
// Reduce duck-spam penalty over time
player->m_flDuckSpeed = Approach( CS_PLAYER_DUCK_SPEED_IDEAL, player->m_flDuckSpeed, gpGlobals->frametime * 3.0f );
// Use the last-known position of full crouch speed to restore crouch speed as a function of physical player position.
// The goal is that moving a sufficient distance should reset crouch speed in an intuitive manner.
if ( player->m_flDuckSpeed >= CS_PLAYER_DUCK_SPEED_IDEAL )
{
player->m_vecLastPositionAtFullCrouchSpeed = player->GetAbsOrigin().AsVector2D();
}
else if ( player->m_flDuckAmount <= 0 || player->m_flDuckAmount >= 1 )
{
//debugoverlay->AddLineOverlay( player->m_vecLastPositionAtFullCrouchSpeed, player->GetAbsOrigin(), 255,0,0, true, 0.1f );
//debugoverlay->AddTextOverlay( player->GetAbsOrigin(), 0.1f, "%f", player->m_flDuckSpeed );
float flDistToLastPositionAtFullCrouchSpeed = player->m_vecLastPositionAtFullCrouchSpeed.DistToSqr( player->GetAbsOrigin().AsVector2D() );
// if we're sufficiently far from the last full crouch speed location, we can safely restore crouch speed faster.
if ( flDistToLastPositionAtFullCrouchSpeed > (64*64) )
{
player->m_flDuckSpeed = Approach( CS_PLAYER_DUCK_SPEED_IDEAL, player->m_flDuckSpeed, gpGlobals->frametime * 6.0f );
}
}
bool duckButtonHeld = ( mv->m_nButtons & IN_DUCK ) != 0;
if ( !duckButtonHeld && player->m_flDuckAmount > 0 )
{
// Not sure if this is the appropriate use of this flag. It seems odd to have a dedicated variable that effectively means crouch-is-not-zero-or-one.
// When the round restarts with the player in the ducked state, they can get stuck crouched.
// To prevent this, I'm setting the "duck-in-progress" bool (m_bDucking) to true if
// the player is ever in the state of NOT holding the duck button but is still ducked.
player->m_Local.m_bDucking = true;
}
else if ( duckButtonHeld && player->m_flDuckAmount < 1 )
{
// or if the player IS holding the duck button but isn't yet fully ducked.
player->m_Local.m_bDucking = true;
}
// Handle animating into the ducking pose.
if ( duckButtonHeld && player->m_Local.m_bDucking )
{
Assert( !player->m_Local.m_bDucked );
// ducking is always a little slower than unducking
float duckSpeed = player->m_flDuckSpeed * 0.8f;
// Reduce crouch/uncrouch speed significantly while defusing
if ( m_pCSPlayer->m_bIsDefusing )
duckSpeed *= 0.4f;
player->m_flDuckAmount = Approach( 1.0f, player->m_flDuckAmount, gpGlobals->frametime * duckSpeed );
// Finish ducking immediately if duck time is over or not on ground
if ( player->m_flDuckAmount >= 1.0f || !playerTouchingGround )
{
FinishDuck();
}
else
{
SetDuckedEyeOffset( player->m_flDuckAmount );
}
// REI: For some reason we don't set this flag immediately, but wait until you have ducked a little bit. Investigate?
if ( player->m_flDuckAmount >= 0.1f && !( player->GetFlags() & FL_ANIMDUCKING ) )
{
player->AddFlag( FL_ANIMDUCKING );
}
}
// Handle animating out of ducking pose.
if ( !duckButtonHeld && player->m_Local.m_bDucking
// Try to unduck unless automovement is not allowed
// NOTE: When not onground, you can always unduck
// REI: Cloned behavior from old code, not sure when m_bAllowAutomovement is used?
&& ( player->m_Local.m_bAllowAutoMovement || !playerTouchingGround ) )
{
if ( CanUnduck() )
{
// Always unduck at at least 1.5 to prevent advantageous semi-ducked positions
float duckSpeed = MAX( 1.5f, player->m_flDuckSpeed );
// Reduce crouch/uncrouch speed significantly while defusing
if ( m_pCSPlayer->m_bIsDefusing )
duckSpeed *= 0.4f;
player->m_flDuckAmount = Approach( 0.0f, player->m_flDuckAmount, gpGlobals->frametime * duckSpeed );
player->m_Local.m_bDucked = false;
if ( player->m_flDuckAmount <= 0.0f || !playerTouchingGround )
{
FinishUnDuck();
}
else
{
SetDuckedEyeOffset( player->m_flDuckAmount );
}
// Remove the ducked flags if we're not fully ducked anymore.
// REI: This is inconsistent with the documentation for these flags, but I'm not sure why the code
// is doing this. It does mean you lose your ducking accuracy bonus very early in the un-duck,
// which is certainly important.
if ( player->m_flDuckAmount <= 0.75f && player->GetFlags() & ( FL_ANIMDUCKING | FL_DUCKING ) )
{
player->RemoveFlag( FL_ANIMDUCKING | FL_DUCKING );
}
}
else
{
// Reset to fully-ducked as we went under something we can't un-duck from.
// We'll try again once the player has moved out of the obstructing obstacle.
player->m_flDuckAmount = 1.0f;
player->m_Local.m_bDucked = true;
player->m_Local.m_bDucking = false;
player->AddFlag( FL_ANIMDUCKING | FL_DUCKING );
SetDuckedEyeOffset( player->m_flDuckAmount );
}
}
#ifdef AUTHOR_RYANI
// REI: Consistency checks for fully ducked/unducked states
if ( player->m_flDuckAmount >= 1.0f )
{
AssertMsg1( ( player->GetFlags() & ( FL_DUCKING | FL_ANIMDUCKING ) ) == ( FL_DUCKING | FL_ANIMDUCKING ),
"ryan: inconsistent state in new duck code for %s.", player->GetPlayerName() );
}
else if ( player->m_flDuckAmount <= 0.0f )
{
AssertMsg1( ( player->GetFlags() & ( FL_DUCKING | FL_ANIMDUCKING ) ) == 0,
"ryan: inconsistent state in new duck code for %s.", player->GetPlayerName() );
}
#endif
// REI: I think I've fixed all cases of this happening. Leaving it in for now. $$$REI remove this after testing shows it never happening again.
if ( player->m_flDuckAmount <= 0 && (player->GetFlags() & FL_ANIMDUCKING) )
{
AssertMsg1( false, "Clearing FL_ANIMDUCKING flag on player %s to prevent crab-walk. Please let Ryan know if you hit this.", player->GetPlayerName() );
player->RemoveFlag( FL_ANIMDUCKING );
}
#ifdef CLIENT_DLL
if ( IsPreCrouchUpdateDemo() )
{
// compatibility for old demos using the old crouch values
if ( player->m_Local.m_nDuckTimeMsecs )
{
player->AddFlag( FL_ANIMDUCKING | FL_DUCKING );
}
else
{
player->RemoveFlag( FL_ANIMDUCKING | FL_DUCKING );
}
const float CS_DUCK_TIME_MSECS = 150.0f;
int millisecondsDucked = MAX( 0, CS_DUCK_TIME_MSECS - player->m_Local.m_nDuckTimeMsecs );
player->m_flDuckAmount = (float)millisecondsDucked / (float)CS_DUCK_TIME_MSECS;
SetDuckedEyeOffset( player->m_flDuckAmount );
}
#endif
HandleDuckingSpeedCrop( player->m_flDuckAmount );
}
void CCSGameMovement::OnJump( float fImpulse )
{
float flStamCost = sv_staminajumpcost.GetFloat( );
m_pCSPlayer->m_flStamina = clamp( m_pCSPlayer->m_flStamina + flStamCost * fImpulse, 0.0f, sv_staminamax.GetFloat( ) );
m_pCSPlayer->OnJump( fImpulse );
}
void CCSGameMovement::OnLand( float fVelocity )
{
m_pCSPlayer->m_flStamina = clamp( m_pCSPlayer->m_flStamina + sv_staminalandcost.GetFloat() * fVelocity, 0.0f, sv_staminamax.GetFloat());
m_pCSPlayer->OnLand( fVelocity );
}
// override the default behavior in order to change acceleration based on movement modifiers
void CCSGameMovement::Accelerate( Vector& wishdir, float wishspeed, float accel )
{
if ( !CanAccelerate() )
return;
float flStoredAccel = accel;
// See if we are changing direction a bit
float currentspeed = mv->m_vecVelocity.Dot(wishdir);
float flUnmodifiedSpeed = currentspeed;
// Reduce wishspeed by the amount of veer.
float addspeed = wishspeed - currentspeed;
// If not going to add any speed, done.
if (addspeed <= 0)
return;
if ( currentspeed < 0 )
currentspeed = 0;
bool bIsDucking = ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING );
bool bIsWalking = ( mv->m_nButtons & ( /*IN_WALK | */ IN_SPEED ) ) != 0 && !bIsDucking;
float flMaxSpeed = 250.0f;
float fAccelerationScale = MAX(flMaxSpeed, wishspeed);
float flGoalSpeed = fAccelerationScale;
// if this convar is set, we ignore the passed in accel value (sv_acceleration) and accelerate based on the one below instead
float flZeroToMaxSpeedTime = SV_ACCELERATE_EXPONENT_TIME;
CWeaponCSBase *csWeapon = dynamic_cast< CWeaponCSBase * >( player->GetActiveWeapon() );
/* flMaxScaleSpeed = mv->m_flMaxSpeed;*/
bool bIsSlowSniperScoped = false;
flGoalSpeed = fAccelerationScale;
if ( sv_accelerate_use_weapon_speed.GetBool( ) && csWeapon )
{
bIsSlowSniperScoped = (csWeapon->GetCSZoomLevel() > 0 && csWeapon->GetZoomLevels() > 1
&& (csWeapon->GetMaxSpeed( ) * CS_PLAYER_SPEED_WALK_MODIFIER) < 110.0);
flGoalSpeed *= MIN( 1.0f, ( csWeapon->GetMaxSpeed( ) / flMaxSpeed ) );
if ( (!bIsDucking && !bIsWalking) || (( bIsWalking || bIsDucking) && bIsSlowSniperScoped) )
fAccelerationScale *= MIN( 1.0f, (csWeapon->GetMaxSpeed() / flMaxSpeed));
}
// TODO: make this number not a magic number
if ( bIsDucking )
{
if ( !bIsSlowSniperScoped )
fAccelerationScale *= CS_PLAYER_SPEED_DUCK_MODIFIER;
flGoalSpeed *= CS_PLAYER_SPEED_DUCK_MODIFIER;
}
if ( bIsWalking )
{
if ( !bIsSlowSniperScoped )
fAccelerationScale *= CS_PLAYER_SPEED_WALK_MODIFIER;
flGoalSpeed *= CS_PLAYER_SPEED_WALK_MODIFIER;
}
/*
bool bShouldStutter = (wishspeed > 200.0f);
if ( bShouldStutter == false && bIsDucking == false && bIsWalking == false )
{
flStoredAccel *= 0.75;//clamp( 1.0f - ( MAX( 0.0f, currentspeed - ( flGoalSpeed - 5 ) ) / MAX( 0.0f, flGoalSpeed - ( flGoalSpeed - 5 ) ) ), 0.0f, 1.0f );
}
// we no longer just clamp player's max speed when they hit the walk key
else if (bIsWalking && currentspeed > (flGoalSpeed-5) )*/
if (bIsWalking && currentspeed > (flGoalSpeed-5) )
{
// we now only clamp it when it's within a certain range of walking, otherwise we stop adding speed to let them decelerate naturally
flStoredAccel *= clamp( 1.0f - ( MAX( 0.0f, currentspeed - ( flGoalSpeed - 5 ) ) / MAX( 0.0f, flGoalSpeed - ( flGoalSpeed - 5 ) ) ), 0.0f, 1.0f );
}
// Determine amount of acceleration.
float accelspeed = 0;
float flCounterSpeed = 0;
float flMaxAccelspeed = 0;
if ( flZeroToMaxSpeedTime > 0 )
{
currentspeed = MAX( 5, currentspeed );
float flRawAccelExponent = MAX(1, SV_ACCELERATE_EXPONENT);
float flAccelExponentTop = (flRawAccelExponent-1);
flAccelExponentTop *= MAX( 0.0001, 1-(MAX( 0, (fAccelerationScale-220) )/(flGoalSpeed-220) ) );
if ( bIsDucking || bIsWalking )
flAccelExponentTop *= 0.05;
float flAccelExponent = flAccelExponentTop + 1;
float flMoveFracActual = pow( currentspeed/flGoalSpeed, 1/flAccelExponent );
float flLastTimeDelta = gpGlobals->curtime - m_pCSPlayer->m_flGroundAccelLinearFracLastTime;
if ( currentspeed <= 1 || flLastTimeDelta > 0.1 )
flLastTimeDelta = 0.015;
// get friction because we're going to counter it a bit on accelerate
float flFriction = (sv_friction.GetFloat() * player->m_surfaceFriction);
float flControl = (currentspeed < sv_stopspeed.GetFloat()) ? sv_stopspeed.GetFloat() : currentspeed;
flCounterSpeed = flControl*flFriction*gpGlobals->frametime;
float flTimeSinceStart = (flZeroToMaxSpeedTime * flMoveFracActual);
float flNewTime = (flTimeSinceStart + flLastTimeDelta);
float flNewFrac = MIN( 1, (flNewTime / flZeroToMaxSpeedTime) );
// if ( flNewFrac > 1 )
// {
// int x = 1;
// x++;
// }
float flNewSpeed = pow( flNewFrac, flAccelExponent ) * flGoalSpeed;
flStoredAccel = flNewSpeed-currentspeed;
// we're stutter stepping, counter the current speed here
if ( flUnmodifiedSpeed < -(flMaxSpeed*CS_PLAYER_SPEED_WALK_MODIFIER) )
flCounterSpeed += -(flUnmodifiedSpeed/3);
flMaxAccelspeed = accel * gpGlobals->frametime * fAccelerationScale * player->m_surfaceFriction;
// apply the speed
accelspeed = MIN( flMaxAccelspeed, (flStoredAccel * gpGlobals->frametime * fAccelerationScale)+flCounterSpeed );
}
else
{
// apply the speed
accelspeed = flStoredAccel * gpGlobals->frametime * fAccelerationScale * player->m_surfaceFriction;
}
// if ( accelspeed < 16 && accelspeed > 11 )
// {
// Msg( "BLAH!!!" );
// }
// Cap at addspeed
if (accelspeed > addspeed)
accelspeed = addspeed;
mv->m_vecVelocity += (accelspeed * wishdir);
// store the last time we updated the speed
m_pCSPlayer->m_flGroundAccelLinearFracLastTime = gpGlobals->curtime;
#if !defined(CLIENT_DLL)
if ( sv_accelerate_debug_speed.GetBool() )
DevMsg( "------- accelspeed = %f, flGoalSpeed = %f, flStoredAccel = %f\n", accelspeed, flGoalSpeed, flStoredAccel );
#endif
//DevMsg( "TRAILING MOVESPEED %f!\n", mv->m_vecTrailingVelocity.AsVector2D().Length() );
if ( mv->m_vecTrailingVelocity.IsZero() || ( gpGlobals->curtime - mv->m_flTrailingVelocityTime ) > 0.35f )
{
// Do a full update
mv->m_vecTrailingVelocity = mv->m_vecVelocity;
mv->m_flTrailingVelocityTime = gpGlobals->curtime;
}
else
{
Vector2D vNormalizedCurrent = mv->m_vecVelocity.AsVector2D();
Vector2DNormalize( vNormalizedCurrent );
Vector2D vNormalizedPrev = mv->m_vecTrailingVelocity.AsVector2D();
Vector2DNormalize( vNormalizedPrev );
// Check if they're pointed roughly the same direction
float flDot = vNormalizedCurrent.Dot( vNormalizedPrev );
if ( flDot > 0.8f )
{
// Check if the current has a larger magnitude
if ( mv->m_vecTrailingVelocity.AsVector2D().LengthSqr() < mv->m_vecVelocity.AsVector2D().LengthSqr() )
{
mv->m_vecTrailingVelocity = mv->m_vecVelocity;
mv->m_flTrailingVelocityTime = gpGlobals->curtime;
}
}
// Check if they're going the opposite direction
else if ( flDot < -0.8f )
{
// Check if the velocity difference is extreme
if ( mv->m_vecTrailingVelocity.AsVector2D().Length() < 225.0f && mv->m_vecTrailingVelocity.AsVector2D().Length() > 115.0f && mv->m_vecVelocity.AsVector2D().Length() > 115.0f )
{
// Check if the player is moving perpendicular
Vector vEyeForward;
m_pCSPlayer->EyeVectors( &vEyeForward );
float flEyeDot = vEyeForward.AsVector2D().Dot( vNormalizedCurrent );
if ( flEyeDot > -0.3f && flEyeDot < 0.3f )
{
CWeaponCSBase *pWeapon = m_pCSPlayer->GetActiveCSWeapon();
if ( pWeapon )
{
#if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
//DevMsg( "FISHTAIL %s!\n", flEyeDot > 0.0f ? "left" : "right" );
/*if ( sv_extreme_strafe_aim_punch.GetBool() )
{
m_pCSPlayer->KickBack( flEyeDot > 0.0f ? 90.0f : 270.0f, sv_extreme_strafe_accuracy_fishtail.GetFloat() * 15.0f );
}
else*/
{
pWeapon->SetAccuracyFishtail( flEyeDot > 0.0f ? -sv_extreme_strafe_accuracy_fishtail.GetFloat() : sv_extreme_strafe_accuracy_fishtail.GetFloat() );
}
#endif
mv->m_vecTrailingVelocity = mv->m_vecVelocity;
mv->m_flTrailingVelocityTime = gpGlobals->curtime;
}
}
}
}
}
}