📄 g_chase.pas
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//100%
{$ALIGN 8}{$MINENUMSIZE 4}
{----------------------------------------------------------------------------}
{ }
{ File(s): game\g_chase.c (not ctf\g_chase.c!!!!!) }
{ Content: local definitions for game module }
{ }
{ Initial conversion by : you_known (you_known@163.com) }
{ Initial conversion on : 03-Feb-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ Copyright (C) 1997-2001 Id Software, Inc. }
{ }
{ This program is free software; you can redistribute it and/or }
{ modify it under the terms of the GNU General Public License }
{ as published by the Free Software Foundation; either version 2 }
{ of the License, or (at your option) any later version. }
{ }
{ This program is distributed in the hope that it will be useful, }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. }
{ }
{ See the GNU General Public License for more details. }
{ }
{----------------------------------------------------------------------------}
{ Updated on : 24-Feb-2002 }
{ Updated by : Carl A Kenner (carl_kenner@hotmail.com) }
{ }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{ none!!! }
{----------------------------------------------------------------------------}
{ * TODO: }
{ nothing!!! }
{----------------------------------------------------------------------------}
unit g_chase;
interface
uses q_shared, g_local, Game;
procedure UpdateChaseCam(ent: edict_p);
procedure ChaseNext(ent: edict_p);
procedure ChasePrev(ent: edict_p);
procedure GetChaseTarget(ent: edict_p);
implementation
procedure UpdateChaseCam(ent: edict_p);
var
o, ownerv, goal: vec3_t;
targ: edict_p;
forwards, right: vec3_t;
trace: trace_t;
i: Integer;
oldgoal: vec3_t;
angles: vec3_t;
old: edict_p;
begin
// is our chase target gone?
if (not ent.client.chase_target.inuse)
or (ent.client.chase_target.client.resp.spectator) then begin
old:=ent.client.chase_target;
ChaseNext(ent);
if ent.client.chase_target = old then begin
ent.client.chase_target := Nil;
ent.client.ps.pmove.pm_flags:=ent.client.ps.pmove.pm_flags and (not PMF_NO_PREDICTION);
exit;
end;
end;
targ := ent.client.chase_target;
VectorCopy(targ.s.origin, ownerv);
VectorCopy(ent.s.origin, oldgoal);
ownerv[2] := ownerv[2] + targ.viewheight;
VectorCopy(targ.client.v_angle, angles);
if angles[PITCH] > 56 then
angles[PITCH] := 56;
AngleVectors(angles, @forwards, @right, Nil);
VectorNormalize(forwards);
VectorMA(ownerv, -30, forwards, o);
if o[2] < targ.s.origin[2] + 20 then
o[2] := targ.s.origin[2] + 20;
// jump animation lifts
if targ.groundentity = Nil then
o[2] := o[2] + 16;
trace := gi.trace(ownerv, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
VectorCopy(trace.endpos, goal);
VectorMA(goal, 2, forwards, goal);
// pad for floors and ceilings
VectorCopy(goal, o);
o[2] := o[2] + 6;
trace := gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
if trace.fraction < 1 then begin
VectorCopy(trace.endpos, goal);
goal[2] := goal[2] - 6;
end;
VectorCopy(goal, o);
o[2] := o[2] - 6;
trace := gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
if trace.fraction < 1 then begin
VectorCopy(trace.endpos, goal);
goal[2] := goal[2] + 6;
end;
if targ.deadflag<>0 then
ent.client.ps.pmove.pm_type := PM_DEAD
else
ent.client.ps.pmove.pm_type := PM_FREEZE;
VectorCopy(goal, ent.s.origin);
for i:=0 to 2 do
ent.client.ps.pmove.delta_angles[i] := ANGLE2SHORT(targ.client.v_angle[i] - ent.client.resp.cmd_angles[i]);
if targ.deadflag<>0 then begin
ent.client.ps.viewangles[ROLL] := 40;
ent.client.ps.viewangles[PITCH] := -15;
ent.client.ps.viewangles[YAW] := targ.client.killer_yaw;
end else begin
VectorCopy(targ.client.v_angle, ent.client.ps.viewangles);
VectorCopy(targ.client.v_angle, ent.client.v_angle);
end;
ent.viewheight := 0;
ent.client.ps.pmove.pm_flags := ent.client.ps.pmove.pm_flags or PMF_NO_PREDICTION;
gi.linkentity(ent);
end;
procedure ChaseNext(ent: edict_p);
var
i: Integer;
e: edict_p;
begin
if ent.client.chase_target = Nil then
exit;
i := (LongInt(ent.client.chase_target) - LongInt(g_edicts)) div sizeof(edict_t);
repeat
inc(i);
if i > maxclients.value then
i := 1;
e := @g_edicts;
inc(e, i);
if not e.inuse then
continue;
if not e.client.resp.spectator then
break;
until e = ent.client.chase_target;
ent.client.chase_target := e;
ent.client.update_chase := true;
end;
procedure ChasePrev(ent:pedict_t);
var
i: Integer;
e: edict_p;
begin
if ent.client.chase_target = Nil then
exit;
i := (LongInt(ent.client.chase_target) - LongInt(g_edicts)) div sizeof(edict_t);
repeat
dec(i);
if i < 1 then
i := Round(maxclients.value);
e := @g_edicts;
inc(e, i);
if not e.inuse then
continue;
if not e.client.resp.spectator then
break;
until e = ent.client.chase_target;
ent.client.chase_target := e;
ent.client.update_chase := true;
end;
procedure GetChaseTarget(ent: edict_p);
var
i: Integer;
other: edict_p;
begin
for i:=1 to Round(maxclients.Value) do begin
other := @g_edicts;
inc(other, i);
if other.inuse and (not other.client.resp.spectator) then begin
ent.client.chase_target := other;
ent.client.update_chase := true;
UpdateChaseCam(ent);
exit;
end;
end;
gi.centerprintf(ent, 'No other players to chase.');
end;
end.
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