📄 cg_players.c
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skin = "default";
} else {
*skin++ = 0;
}
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
Q_strncpyz( newInfo.modelName, modelStr, sizeof( newInfo.modelName ) );
}
if ( cgs.gametype >= GT_TEAM ) {
// keep skin name
slash = strchr( v, '/' );
if ( slash ) {
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
}
}
} else {
Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
slash = strchr( newInfo.modelName, '/' );
if ( !slash ) {
// modelName didn not include a skin name
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
} else {
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
// truncate modelName
*slash = 0;
}
}
// head model
v = Info_ValueForKey( configstring, "hmodel" );
if ( cg_forceModel.integer ) {
// forcemodel makes everyone use a single model
// to prevent load hitches
char modelStr[MAX_QPATH];
char *skin;
if( cgs.gametype >= GT_TEAM ) {
Q_strncpyz( newInfo.headModelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.headModelName ) );
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
} else {
trap_Cvar_VariableStringBuffer( "headmodel", modelStr, sizeof( modelStr ) );
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
skin = "default";
} else {
*skin++ = 0;
}
Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
Q_strncpyz( newInfo.headModelName, modelStr, sizeof( newInfo.headModelName ) );
}
if ( cgs.gametype >= GT_TEAM ) {
// keep skin name
slash = strchr( v, '/' );
if ( slash ) {
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
}
}
} else {
Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
slash = strchr( newInfo.headModelName, '/' );
if ( !slash ) {
// modelName didn not include a skin name
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
} else {
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
// truncate modelName
*slash = 0;
}
}
// scan for an existing clientinfo that matches this modelname
// so we can avoid loading checks if possible
if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
qboolean forceDefer;
forceDefer = trap_MemoryRemaining() < 4000000;
// if we are defering loads, just have it pick the first valid
if ( forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) {
// keep whatever they had if it won't violate team skins
CG_SetDeferredClientInfo( &newInfo );
// if we are low on memory, leave them with this model
if ( forceDefer ) {
CG_Printf( "Memory is low. Using deferred model.\n" );
newInfo.deferred = qfalse;
}
} else {
CG_LoadClientInfo( &newInfo );
}
}
// replace whatever was there with the new one
newInfo.infoValid = qtrue;
*ci = newInfo;
}
/*
======================
CG_LoadDeferredPlayers
Called each frame when a player is dead
and the scoreboard is up
so deferred players can be loaded
======================
*/
void CG_LoadDeferredPlayers( void ) {
int i;
clientInfo_t *ci;
// scan for a deferred player to load
for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
if ( ci->infoValid && ci->deferred ) {
// if we are low on memory, leave it deferred
if ( trap_MemoryRemaining() < 4000000 ) {
CG_Printf( "Memory is low. Using deferred model.\n" );
ci->deferred = qfalse;
continue;
}
CG_LoadClientInfo( ci );
// break;
}
}
}
/*
=============================================================================
PLAYER ANIMATION
=============================================================================
*/
/*
===============
CG_SetLerpFrameAnimation
may include ANIM_TOGGLEBIT
===============
*/
static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
animation_t *anim;
lf->animationNumber = newAnimation;
newAnimation &= ~ANIM_TOGGLEBIT;
if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) {
CG_Error( "Bad animation number: %i", newAnimation );
}
anim = &ci->animations[ newAnimation ];
lf->animation = anim;
lf->animationTime = lf->frameTime + anim->initialLerp;
if ( cg_debugAnim.integer ) {
CG_Printf( "Anim: %i\n", newAnimation );
}
}
/*
===============
CG_RunLerpFrame
Sets cg.snap, cg.oldFrame, and cg.backlerp
cg.time should be between oldFrameTime and frameTime after exit
===============
*/
static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
int f, numFrames;
animation_t *anim;
// debugging tool to get no animations
if ( cg_animSpeed.integer == 0 ) {
lf->oldFrame = lf->frame = lf->backlerp = 0;
return;
}
// see if the animation sequence is switching
if ( newAnimation != lf->animationNumber || !lf->animation ) {
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
}
// if we have passed the current frame, move it to
// oldFrame and calculate a new frame
if ( cg.time >= lf->frameTime ) {
lf->oldFrame = lf->frame;
lf->oldFrameTime = lf->frameTime;
// get the next frame based on the animation
anim = lf->animation;
if ( !anim->frameLerp ) {
return; // shouldn't happen
}
if ( cg.time < lf->animationTime ) {
lf->frameTime = lf->animationTime; // initial lerp
} else {
lf->frameTime = lf->oldFrameTime + anim->frameLerp;
}
f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
f *= speedScale; // adjust for haste, etc
numFrames = anim->numFrames;
if (anim->flipflop) {
numFrames *= 2;
}
if ( f >= numFrames ) {
f -= numFrames;
if ( anim->loopFrames ) {
f %= anim->loopFrames;
f += anim->numFrames - anim->loopFrames;
} else {
f = numFrames - 1;
// the animation is stuck at the end, so it
// can immediately transition to another sequence
lf->frameTime = cg.time;
}
}
if ( anim->reversed ) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
}
else if (anim->flipflop && f>=anim->numFrames) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
}
else {
lf->frame = anim->firstFrame + f;
}
if ( cg.time > lf->frameTime ) {
lf->frameTime = cg.time;
if ( cg_debugAnim.integer ) {
CG_Printf( "Clamp lf->frameTime\n");
}
}
}
if ( lf->frameTime > cg.time + 200 ) {
lf->frameTime = cg.time;
}
if ( lf->oldFrameTime > cg.time ) {
lf->oldFrameTime = cg.time;
}
// calculate current lerp value
if ( lf->frameTime == lf->oldFrameTime ) {
lf->backlerp = 0;
} else {
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
}
}
/*
===============
CG_ClearLerpFrame
===============
*/
static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) {
lf->frameTime = lf->oldFrameTime = cg.time;
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
lf->oldFrame = lf->frame = lf->animation->firstFrame;
}
/*
===============
CG_PlayerAnimation
===============
*/
static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
int *torsoOld, int *torso, float *torsoBackLerp ) {
clientInfo_t *ci;
int clientNum;
float speedScale;
clientNum = cent->currentState.clientNum;
if ( cg_noPlayerAnims.integer ) {
*legsOld = *legs = *torsoOld = *torso = 0;
return;
}
if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
speedScale = 1.5;
} else {
speedScale = 1;
}
ci = &cgs.clientinfo[ clientNum ];
// do the shuffle turn frames locally
if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
CG_RunLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale );
} else {
CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale );
}
*legsOld = cent->pe.legs.oldFrame;
*legs = cent->pe.legs.frame;
*legsBackLerp = cent->pe.legs.backlerp;
CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale );
*torsoOld = cent->pe.torso.oldFrame;
*torso = cent->pe.torso.frame;
*torsoBackLerp = cent->pe.torso.backlerp;
}
/*
=============================================================================
PLAYER ANGLES
=============================================================================
*/
/*
==================
CG_SwingAngles
==================
*/
static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
float speed, float *angle, qboolean *swinging ) {
float swing;
float move;
float scale;
if ( !*swinging ) {
// see if a swing should be started
swing = AngleSubtract( *angle, destination );
if ( swing > swingTolerance || swing < -swingTolerance ) {
*swinging = qtrue;
}
}
if ( !*swinging ) {
return;
}
// modify the speed depending on the delta
// so it doesn't seem so linear
swing = AngleSubtract( destination, *angle );
scale = fabs( swing );
if ( scale < swingTolerance * 0.5 ) {
scale = 0.5;
} else if ( scale < swingTolerance ) {
scale = 1.0;
} else {
scale = 2.0;
}
// swing towards the destination angle
if ( swing >= 0 ) {
move = cg.frametime * scale * speed;
if ( move >= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
} else if ( swing < 0 ) {
move = cg.frametime * scale * -speed;
if ( move <= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
}
// clamp to no more than tolerance
swing = AngleSubtract( destination, *angle );
if ( swing > clampTolerance ) {
*angle = AngleMod( destination - (clampTolerance - 1) );
} else if ( swing < -clampTolerance ) {
*angle = AngleMod( destination + (clampTolerance - 1) );
}
}
/*
=================
CG_AddPainTwitch
=================
*/
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
int t;
float f;
t = cg.time - cent->pe.painTime;
if ( t >= PAIN_TWITCH_TIME ) {
return;
}
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
if ( cent->pe.painDirection ) {
torsoAngles[ROLL] += 20 * f;
} else {
torsoAngles[ROLL] -= 20 * f;
}
}
/*
===============
CG_PlayerAngles
Handles seperate torso motion
legs pivot based on direction of movement
head always looks exactly at cent->lerpAngles
if motion < 20 degrees, show in head only
if < 45 degrees, also show in torso
===============
*/
static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
vec3_t legsAngles, torsoAngles, headAngles;
float dest;
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
vec3_t velocity;
float speed;
int dir, clientNum;
clientInfo_t *ci;
VectorCopy( cent->lerpAngles, headAngles );
headAngles[YAW] = AngleMod( headAngles[YAW] );
VectorClear( legsAngles );
VectorClear( torsoAngles );
// --------- yaw -------------
// allow yaw to drift a bit
if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
|| ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) {
// if not standing still, always point all in the same direction
cent->pe.torso.yawing = qtrue; // always center
cent->pe.torso.pitching = qtrue; // always center
cent->pe.legs.yawing = qtrue; // always center
}
// adjust legs for movement dir
if ( cent->currentState.eFlags & EF_DEAD ) {
// don't let dead bodies twitch
dir = 0;
} else {
dir = cent->currentState.angles2[YAW];
if ( dir < 0 || dir > 7 ) {
CG_Error( "Bad player movement angle" );
}
}
legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
// torso
CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing );
CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing );
torsoAngles[YAW] = cent->pe.torso.yawAngle;
legsAngles[YAW] = cent->pe.legs.yawAngle;
// --------- pitch -------------
// only show a fraction of the pitch angle in the torso
if ( headAngles[PITCH] > 180 ) {
dest = (-360 + headAngles[PITCH]) * 0.75f;
} else {
dest = headAngles[PITCH] * 0.75f;
}
CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching );
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
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