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6 changed files with 82 additions and 135 deletions
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@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define STEPSIZE 18
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#define JUMP_VELOCITY 275
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#define JUMP_VELOCITY 270
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#define TIMER_LAND 130
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#define TIMER_GESTURE (34*66+50)
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@ -77,8 +77,6 @@ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
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void PM_AddTouchEnt( int entityNum );
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void PM_AddEvent( int newEvent );
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qboolean PM_CanJump( void );
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void PM_Jump( void );
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qboolean PM_SlideMove( qboolean gravity );
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void PM_StepSlideMove( qboolean gravity );
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@ -353,55 +353,32 @@ static void PM_SetMovementDir( void ) {
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/*
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=============
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PM_Jump
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Applies jump velocity, event, and animation.
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Extracted from PM_CheckJump so it can be called
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from other contexts (step jump, double jump, etc).
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PM_CheckJump
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=============
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*/
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/*
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=============
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PM_CanJump
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Returns qtrue if a jump would succeed right now.
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Checks both player state AND input (upmove >= 10).
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Used by PM_StepSlideMove to decide whether stepping
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up stairs should trigger a jump.
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=============
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*/
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qboolean PM_CanJump( void ) {
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static qboolean PM_CheckJump( void ) {
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if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
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return qfalse;
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}
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if ( pm->ps->pm_type != PM_NORMAL ) {
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return qfalse;
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return qfalse; // don't allow jump until all buttons are up
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}
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if ( pm->cmd.upmove < 10 ) {
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// not holding jump
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return qfalse;
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}
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// QL: 100ms minimum delay between jumps.
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// Prevents same-frame double-fires. Step jumps launch the player
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// high enough (~400ms airtime) that the next stair collision
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// naturally exceeds this threshold.
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if ( pm->cmd.serverTime - pm->ps->lastJumpTime < 100 ) {
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// must wait for jump to be released
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if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
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// clear upmove so cmdscale doesn't lower running speed
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pm->cmd.upmove = 0;
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return qfalse;
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}
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return qtrue;
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}
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void PM_Jump( void ) {
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pml.groundPlane = qfalse; // jumping away
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pml.walking = qfalse;
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pm->ps->pm_flags |= PMF_JUMP_HELD;
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pm->ps->groundEntityNum = ENTITYNUM_NONE;
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pm->ps->velocity[2] = JUMP_VELOCITY;
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pm->ps->lastJumpTime = pm->cmd.serverTime;
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PM_AddEvent( EV_JUMP );
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if ( pm->cmd.forwardmove >= 0 ) {
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@ -411,23 +388,6 @@ void PM_Jump( void ) {
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PM_ForceLegsAnim( LEGS_JUMPB );
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pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
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}
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}
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/*
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=============
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PM_CheckJump
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=============
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*/
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static qboolean PM_CheckJump( void ) {
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if ( !PM_CanJump() ) {
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return qfalse;
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}
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// QL autohop: no PMF_JUMP_HELD gate here.
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// The Pmove() outer loop forces upmove=20 when
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// PMF_JUMP_HELD is set, allowing continuous bunny hopping.
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PM_Jump();
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return qtrue;
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}
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@ -234,8 +234,9 @@ void PM_StepSlideMove( qboolean gravity ) {
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vec3_t start_o, start_v;
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vec3_t down_o, down_v;
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trace_t trace;
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// float down_dist, up_dist;
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// vec3_t delta, delta2;
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vec3_t up, down;
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vec3_t projected;
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float stepSize;
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VectorCopy (pm->ps->origin, start_o);
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@ -245,12 +246,15 @@ void PM_StepSlideMove( qboolean gravity ) {
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return; // we got exactly where we wanted to go first try
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}
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// QL: compute projected position (where player would be without collision)
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VectorMA( start_o, pml.frametime, start_v, projected );
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// QL pm_airSteps: allow step-ups with upward velocity.
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// Q3 blocked step-ups during jumps unless ground was directly below.
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// This prevented smooth stair traversal while bunny-hopping.
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VectorCopy(start_o, down);
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down[2] -= STEPSIZE;
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pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
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VectorSet(up, 0, 0, 1);
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// never step up when you still have up velocity
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if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
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DotProduct(trace.plane.normal, up) < 0.7)) {
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return;
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}
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VectorCopy (pm->ps->origin, down_o);
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VectorCopy (pm->ps->velocity, down_v);
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@ -281,29 +285,27 @@ void PM_StepSlideMove( qboolean gravity ) {
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if ( !trace.allsolid ) {
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VectorCopy (trace.endpos, pm->ps->origin);
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}
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// QL: only clip velocity to step surface when moving INTO it.
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// Skip clip when velocity is already moving away (preserves
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// upward momentum through stair steps during bunny-hopping).
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if ( trace.fraction < 1.0 ) {
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float vdotn = DotProduct( pm->ps->velocity, trace.plane.normal );
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if ( vdotn < 0 || fabs( vdotn ) < 0.001f ) {
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PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
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}
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PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
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}
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// QL master gate: trace from original position to final position.
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// If the trace hits geometry (fraction < 1.0), a real step was crossed.
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// On flat ground with micro-bumps, the trace is clear and this entire
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// block is skipped — filtering out false positives.
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pm->trace( &trace, start_o, pm->mins, pm->maxs, pm->ps->origin,
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pm->ps->clientNum, pm->tracemask );
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if ( trace.fraction < 1.0 ) {
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#if 0
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// if the down trace can trace back to the original position directly, don't step
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pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
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if ( trace.fraction == 1.0 ) {
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// use the original move
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VectorCopy (down_o, pm->ps->origin);
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VectorCopy (down_v, pm->ps->velocity);
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if ( pm->debugLevel ) {
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Com_Printf("%i:bend\n", c_pmove);
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}
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} else
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#endif
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{
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// use the step move
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float delta;
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delta = pm->ps->origin[2] - start_o[2];
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// step sound events
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if ( delta > 2 ) {
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if ( delta < 7 ) {
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PM_AddEvent( EV_STEP_4 );
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@ -315,35 +317,6 @@ void PM_StepSlideMove( qboolean gravity ) {
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PM_AddEvent( EV_STEP_16 );
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}
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}
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// QL air-step friction: 3% horizontal speed penalty per airborne step-up
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if ( !pml.groundPlane && delta > 0 && start_v[2] > 0 ) {
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pm->ps->velocity[0] *= 0.97f;
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pm->ps->velocity[1] *= 0.97f;
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}
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// QL step jump gate: validate stair geometry at projected position.
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// Traces DOWN at where the player would be without collision.
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// Walls fail (startsolid), flat ground fails (delta<=0), stairs pass.
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if ( delta > 0 && pm->ps->pm_type == PM_NORMAL
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&& pm->waterlevel < 2 && PM_CanJump() ) {
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vec3_t stepStart, stepEnd;
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trace_t stepTrace;
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VectorCopy( projected, stepStart );
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VectorCopy( projected, stepEnd );
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stepStart[2] += STEPSIZE;
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stepEnd[2] -= STEPSIZE;
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pm->trace( &stepTrace, stepStart, pm->mins, pm->maxs,
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stepEnd, pm->ps->clientNum, pm->tracemask );
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if ( !stepTrace.startsolid && !stepTrace.allsolid
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&& stepTrace.plane.normal[2] >= MIN_WALK_NORMAL ) {
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PM_Jump();
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}
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}
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if ( pm->debugLevel ) {
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Com_Printf("%i:stepped\n", c_pmove);
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}
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@ -1212,9 +1212,6 @@ typedef struct playerState_s {
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int pmove_framecount; // FIXME: don't transmit over the network
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int jumppad_frame;
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int entityEventSequence;
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// QL additions
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int lastJumpTime; // serverTime of last jump, for 100ms cooldown
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} playerState_t;
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@ -1147,8 +1147,7 @@ netField_t playerStateFields[] =
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{ PSF(grapplePoint[1]), 0 },
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{ PSF(grapplePoint[2]), 0 },
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{ PSF(jumppad_ent), 10 },
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{ PSF(loopSound), 16 },
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{ PSF(lastJumpTime), 32 }
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{ PSF(loopSound), 16 }
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};
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/*
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@ -343,20 +343,13 @@ void IN_DIMouse( int *mx, int *my ) {
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DIMOUSESTATE2 state;
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DWORD dwElements;
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HRESULT hr;
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int i, value;
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static BYTE oldButtons[8];
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static const int buttonKeys[5] = {
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K_MOUSE1, K_MOUSE2, K_MOUSE3, K_MOUSE4, K_MOUSE5
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};
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int value;
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if ( !g_pMouse ) {
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return;
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}
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// flush the buffered data — we only use it for wheel events.
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// buttons are handled via immediate state below to avoid
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// stuck keys from buffer overflow.
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// fetch new events
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for (;;)
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{
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dwElements = 1;
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@ -368,11 +361,51 @@ void IN_DIMouse( int *mx, int *my ) {
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return;
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}
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if ( FAILED(hr) || dwElements == 0 ) {
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/* Unable to read data or no data available */
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if ( FAILED(hr) ) {
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break;
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}
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if ( dwElements == 0 ) {
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break;
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}
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switch (od.dwOfs) {
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case DIMOFS_BUTTON0:
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if (od.dwData & 0x80)
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE1, qtrue, 0, NULL );
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else
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE1, qfalse, 0, NULL );
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break;
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case DIMOFS_BUTTON1:
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if (od.dwData & 0x80)
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE2, qtrue, 0, NULL );
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else
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE2, qfalse, 0, NULL );
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break;
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case DIMOFS_BUTTON2:
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if (od.dwData & 0x80)
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE3, qtrue, 0, NULL );
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else
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE3, qfalse, 0, NULL );
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break;
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case DIMOFS_BUTTON3:
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if (od.dwData & 0x80)
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE4, qtrue, 0, NULL );
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else
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE4, qfalse, 0, NULL );
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break;
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case DIMOFS_BUTTON4:
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if (od.dwData & 0x80)
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE5, qtrue, 0, NULL );
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else
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Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE5, qfalse, 0, NULL );
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break;
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case DIMOFS_Z:
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value = od.dwData;
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if (value < 0) {
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@ -386,29 +419,16 @@ void IN_DIMouse( int *mx, int *my ) {
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}
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}
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// read immediate device state for axes and buttons
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// read the raw delta counter and ignore
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// the individual sample time / values
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hr = IDirectInputDevice8_GetDeviceState(g_pMouse,
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sizeof(DIMOUSESTATE2), &state);
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if ( FAILED(hr) ) {
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*mx = *my = 0;
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return;
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}
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*mx = state.lX;
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*my = state.lY;
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// generate button press/release events from immediate state.
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// comparing against previous state avoids stuck buttons entirely —
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// if a press or release was missed in the buffer, the immediate
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// state catches it next frame.
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for ( i = 0; i < 5; i++ ) {
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BYTE down = state.rgbButtons[i] & 0x80;
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if ( down != oldButtons[i] ) {
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Sys_QueEvent( g_wv.sysMsgTime, SE_KEY, buttonKeys[i],
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down ? qtrue : qfalse, 0, NULL );
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oldButtons[i] = down;
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}
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}
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}
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/*
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