mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 15:33:01 +00:00
370 lines
12 KiB
Lua
370 lines
12 KiB
Lua
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local collision_find_surface_on_ray,vec3f_dist,vec3f_sub,vec3f_dot,vec3f_project,vec3f_add,vec3f_copy,level_trigger_warp,vec3f_length,clampf,is_game_paused,vec3f_normalize,vec3f_mul = collision_find_surface_on_ray,vec3f_dist,vec3f_sub,vec3f_dot,vec3f_project,vec3f_add,vec3f_copy,level_trigger_warp,vec3f_length,clampf,is_game_paused,vec3f_normalize,vec3f_mul
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-- Helper functions
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-- Replaced with simplified quake code
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function PHYS_CollideWithNormal(vel,norm,bounceFactor)
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local backoff = vec3f_dot(vel,norm) * (1.0+bounceFactor)
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return {x=vel.x-(norm.x*backoff),y=vel.y-(norm.y*backoff),z=vel.z-(norm.z*backoff)}
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end
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SV_PlayerMovement_Scale = function(m,prescaled)
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-- if (m.playerIndex ~= 0) then return end
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if (sv_stopmovement) then return end
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if (prescaled) then
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m.vel.x = cl_speedbuffer.x
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m.vel.y = cl_speedbuffer.y
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m.vel.z = cl_speedbuffer.z
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else
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cl_speedbuffer.x = m.vel.x
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cl_speedbuffer.y = m.vel.y
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cl_speedbuffer.z = m.vel.z
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m.vel.x = m.vel.x * sv_scalerate
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m.vel.y = m.vel.y * sv_scalerate
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m.vel.z = m.vel.z * sv_scalerate
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end
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end
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function SV_PlayerMovement_Store(m,store)
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if (m.playerIndex == 0) then
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if (store) then
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vec3f_copy(cl_upwarpfix_vel,m.vel)
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vec3f_copy(cl_upwarpfix_pos,m.pos)
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else
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vec3f_copy(m.vel,cl_upwarpfix_vel)
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vec3f_copy(m.pos,cl_upwarpfix_pos)
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end
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end
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end
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function SV_PlayerMovement_Relative(m)
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-- if (m.playerIndex ~= 0) then return end
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local obj = m.marioObj.platform
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if (obj ~= nil) then
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m.vel.y = m.vel.y + (obj.oVelY*4)
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end
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end
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function SV_HandleSpecialFloors(m,bypassFloorCheck)
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if (m.floor ~= nil) then
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local type = m.floor.type
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if (type == SURFACE_VERTICAL_WIND) then
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m.vel.y = m.vel.y + 18
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if (m.vel.y < -24) then
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m.vel.y = -24
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end
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if (m.vel.y > 200) then
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m.vel.y = 200
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end
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return true
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end
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if (type == SURFACE_HORIZONTAL_WIND and DM_ACTION_QPHYS[m.action] == 1) then
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local pushAngle = m.floor.force << 8;
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local amt = ifelse((m.action & ACT_FLAG_AIR) == 0,48,8)
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m.vel.x = m.vel.x + (amt * sins(pushAngle))
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m.vel.z = m.vel.z + (amt * coss(pushAngle))
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return true
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end
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if (type == SURFACE_DEATH_PLANE or type == SURFACE_VERTICAL_WIND) and (m.pos.y < m.floorHeight + 2048) then
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if (level_trigger_warp(m, WARP_OP_WARP_FLOOR) == 20 and (m.flags & MARIO_UNKNOWN_18) ~= 0) then
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return true
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end
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end
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if (type == SURFACE_BURNING) and (m.invincTimer == 0) and ((m.flags & MARIO_METAL_CAP == 0) and (((m.action & ACT_FLAG_AIR) == 0 and (m.input & INPUT_OFF_FLOOR) == 0) or bypassFloorCheck)) then
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m.hurtCounter = 8
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m.invincTimer = 15
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cl_red = 128
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end
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if (type == SURFACE_INSTANT_QUICKSAND or type == SURFACE_INSTANT_MOVING_QUICKSAND) and (m.invincTimer == 0) and ((m.flags & MARIO_METAL_CAP == 0) and (((m.action & ACT_FLAG_AIR) == 0 and (m.input & INPUT_OFF_FLOOR) == 0) or bypassFloorCheck)) then
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m.hurtCounter = 4
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m.invincTimer = 10
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cl_red = 128
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end
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end
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return false
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end
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-- Player angle system
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frameCalculatedAngles = false
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local frameAngles = {}
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function GetAngleVectors(m)
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local s = gPlayerSyncTable[m.playerIndex]
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local yaw = gFirstPersonCamera.yaw+0x8000
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local pitch = -gFirstPersonCamera.pitch
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if (m.playerIndex == 0) then
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s.playerYaw = yaw
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s.playerPitch = pitch
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if (frameCalculatedAngles) then return frameAngles end
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frameCalculatedAngles = true
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else
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yaw = s.playerYaw
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pitch = s.playerPitch
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end
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local sinYaw = sins(yaw)
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local cosYaw = coss(yaw)
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local yawRight = yaw-0x4000
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local cosYawRight = coss(yawRight)
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local sinYawRight = sins(yawRight)
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local cosPitch = coss(pitch)
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local sinPitch = sins(pitch)
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local _rawForward = {x=sinYaw*cosPitch,y=sinPitch,z=cosYaw*cosPitch} -- variable used this name, prevent old code from breaking; todo, rewrite?
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local _forward = {x=sinYaw,y=0,z=cosYaw}
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local _right = {x=sinYawRight,y=0,z=cosYawRight}
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local returnValue = {
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rawForward=_rawForward,
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forward=_forward,
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right=_right
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}
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if (m.playerIndex == 0) then
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frameAngles = returnValue
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end
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return returnValue
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end
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-- Important Functions
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-- Acceleration / Friction
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function SV_UserFriction(m)
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-- if (m.playerIndex ~= 0) then return end
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local speed = vec3f_length(m.vel)
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if (speed <= 0.00001) then return end
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local friction = ((sv_friction*phys_friction_scale)+ifelse(gPlayerSyncTable[m.playerIndex].playerCrouching,sv_crouchfriction_scale,0))*SV_GetSurfaceStandableFrictionMultiplier(m.floor.type,m.area.terrainType)
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local control = nil
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if (speed <= sv_stopspeed) then
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control = sv_stopspeed
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else
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control = speed
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end
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local newspeed = speed - sv_tickrate*control*friction
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if (newspeed < 0) then newspeed = 0 end
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if (newspeed > 0) then
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newspeed = newspeed / speed
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end
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m.vel.x = m.vel.x * newspeed
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m.vel.y = m.vel.y * newspeed
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m.vel.z = m.vel.z * newspeed
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end
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-- Acceleration / Friction
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function SV_UserGravity(m,scale)
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m.vel.y = m.vel.y - (sv_gravity * sv_tickrate * scale * sv_gravity_scale)
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if (m.vel.y < -sv_gravity) then m.vel.y = -sv_gravity end
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end
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function SV_UserGravityEx(m,scale,minovr)
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m.vel.y = m.vel.y - (sv_gravity * sv_tickrate * scale * sv_gravity_scale)
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if (m.vel.y < -sv_gravity*minovr) then m.vel.y = -sv_gravity*minovr end
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end
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function SV_Accelerate(m,wishDir,wishspeed)
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-- if (m.playerIndex ~= 0) then return end
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local addspeed,accelspeed,currentspeed = 0,0,0
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currentspeed = vec3f_dot(m.vel,wishDir)
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addspeed = wishspeed - currentspeed
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if (addspeed <= 0) then return end
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accelspeed = sv_accelerate * wishspeed * sv_tickrate
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if (accelspeed > addspeed) then accelspeed = addspeed end
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m.vel.x = m.vel.x + (accelspeed * wishDir.x)
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m.vel.y = m.vel.y + (accelspeed * wishDir.y)
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m.vel.z = m.vel.z + (accelspeed * wishDir.z)
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end
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function SV_AirAccelerate(m,wishDir,wishspeed)
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-- Limiter code for wallkicks
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local airLimiter_Frac = (1.0-clampf(cl_airstrafelimiter,0.0,1.0))
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local addspeed,wishspd,accelspeed,currentspeed = 0,0,0,0
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wishspd = wishspeed*airLimiter_Frac
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-- Checks for a lack of acceleration
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if (wishspeed == 0) then return end
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if (wishspd > sv_playerclamp_air) then wishspd = sv_playerclamp_air end -- This is 30 in source, quake and other games
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currentspeed = vec3f_dot(m.vel,wishDir)
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addspeed = wishspd - currentspeed
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if (addspeed <= 0) then return end
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accelspeed = (sv_airaccelerate_value * phys_airaccel_scale) * (wishspd * airLimiter_Frac) * sv_tickrate
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if (accelspeed > addspeed) then accelspeed = addspeed end
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m.vel.x = m.vel.x + ((accelspeed * wishDir.x)*airLimiter_Frac)
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m.vel.y = m.vel.y + ((accelspeed * wishDir.y)*airLimiter_Frac)
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m.vel.z = m.vel.z + ((accelspeed * wishDir.z)*airLimiter_Frac)
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end
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-- Main movement functions
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function SV_PlayerMovement(m)
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-- if (m.playerIndex ~= 0) then return end
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if (sv_stopmovement) then return end
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local isPrediction = m.playerIndex ~= 0
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-- if (isPrediction) then return end
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local crouch = gPlayerSyncTable[m.playerIndex].playerCrouching
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local playerSpeed = ifelse(crouch,sv_playerspeed_crouch,sv_playerspeed)
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local maxSpeed = ifelse(crouch,sv_maxspeed_crouch,sv_maxspeed)
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local vecInput = {x=0,y=0,z=0}
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if ((not is_game_paused()) and m.health > 0xFF and not cl_bowserthrow and not cl_bowserthrow and not (not no_dialog_open() and not isPrediction)) then
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vecInput.x = m.controller.rawStickX
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vecInput.y = m.controller.rawStickY
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end
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if (not isPrediction) then
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vec3f_normalize(vecInput)
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vec3f_mul(vecInput,m.controller.stickMag)
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end
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local fmove = (vecInput.y/32)*playerSpeed -- what are the maximums of these again?
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local smove = (vecInput.x/32)*playerSpeed
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-- local fmove = (vecInput.y/64)*playerSpeed -- what are the maximums of these again?
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-- local smove = (vecInput.x/64)*playerSpeed
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local wishVel = {x=0,y=0,z=0}
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local wishDir = {x=0,y=0,z=0}
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local AngledVectors = GetAngleVectors(m)
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wishVel.x = (AngledVectors.forward.x * fmove) + (AngledVectors.right.x * smove)
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wishVel.y = (AngledVectors.forward.y * fmove) + (AngledVectors.right.y * smove)
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wishVel.z = (AngledVectors.forward.z * fmove) + (AngledVectors.right.z * smove)
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if (not isPrediction) then
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if (m.action == ACT_DM_GROUNDED_MOVEMENT or m.action == ACT_DM_GROUNDED_MOVEMENT_METAL or m.action == ACT_DM_GROUNDED_IDLE) then
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wishVel.y = 0
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if (m.floor ~= nil) then
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local tempNormal = vec3_invert(m.floor.normal)
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tempNormal.y = 0 ; vec3f_normalize(tempNormal)
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local amount = (cl_grounddefacto * clampf(vec3f_dot(wishVel,tempNormal),0,1)) * m.floor.normal.y
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vec3f_sub(wishVel,vec3_scale(vec3f_project(wishVel, m.floor.normal), amount))
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vec3f_add(wishVel,vec3_scale(m.floor.normal, amount*0.125))
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end
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end
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end
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local wishspeed = vec3f_length(wishVel)
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vec3f_copy(wishDir, wishVel)
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vec3f_normalize(wishDir)
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if wishspeed > maxSpeed then
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wishVel.x = wishVel.x * (maxSpeed / wishspeed)
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wishVel.y = wishVel.y * (maxSpeed / wishspeed)
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wishVel.z = wishVel.z * (maxSpeed / wishspeed)
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wishspeed = maxSpeed
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end
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if (m.action == ACT_DM_GROUNDED_MOVEMENT or m.action == ACT_DM_GROUNDED_MOVEMENT_METAL or m.action == ACT_DM_GROUNDED_IDLE) then
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SV_UserFriction(m,wishDir,wishspeed)
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SV_Accelerate(m,wishDir,wishspeed)
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elseif (m.action == ACT_DM_AIR_MOVEMENT or m.action == ACT_DM_AIR_MOVEMENT_METAL) then
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SV_AirAccelerate(m,wishDir,wishspeed)
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end
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local finalVelLen = vec3f_length(m.vel)
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if finalVelLen > sv_maxvelocity then
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m.vel.x = m.vel.x * (sv_maxvelocity / finalVelLen)
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m.vel.y = m.vel.y * (sv_maxvelocity / finalVelLen)
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m.vel.z = m.vel.z * (sv_maxvelocity / finalVelLen)
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end
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end
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function SV_WaterMovement(m)
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-- if (m.playerIndex ~= 0) then return end
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if (sv_stopmovement) then return end
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local isPrediction = m.playerIndex ~= 0
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local shellSpeed = mario_holding_underwater_shell(m)
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local playerSpeed = ifelse(shellSpeed,sv_playerspeed_water_shell,sv_playerspeed_water)
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local vecInput = {x=0,y=0,z=0}
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if ((not is_game_paused()) and m.health > 0xFF) then
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vecInput.x = m.controller.rawStickX
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vecInput.y = m.controller.rawStickY
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end
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if (not isPrediction) then
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vec3f_normalize(vecInput)
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vec3f_mul(vecInput,m.controller.stickMag)
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end
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local fmove = (vecInput.y/32)*playerSpeed
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local smove = (vecInput.x/32)*playerSpeed
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local umove = 0
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if (m.controller.buttonDown & A_BUTTON ~= 0) then umove = umove+1 end
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if (m.controller.buttonDown & Z_TRIG ~= 0) then umove = umove-1 end
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local wishVel = {x=0,y=0,z=0}
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local AngledVectors = GetAngleVectors(m)
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wishVel.x = (AngledVectors.rawForward.x * fmove) + (AngledVectors.right.x * smove)
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wishVel.y = (AngledVectors.rawForward.y * fmove) + (AngledVectors.right.y * smove)
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wishVel.z = (AngledVectors.rawForward.z * fmove) + (AngledVectors.right.z * smove)
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if (fmove < 0.1 and smove < 0.1 and umove == 0) then
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wishVel.y = wishVel.y - 30
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else
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wishVel.y = wishVel.y + sv_upspeed_water * umove
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end
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local wishspeed = vec3f_length(wishVel)
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local maxspeed = ifelse(shellSpeed,sv_playerspeed_water_shell,sv_maxspeed_water)
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if (wishspeed > maxspeed) then
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vec3f_mul(wishVel,maxspeed/wishspeed)
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wishspeed = maxspeed
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end
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wishspeed = wishspeed * 0.85
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--
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-- water friction
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--
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local speed = vec3f_length(m.vel)
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local newspeed = 0
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if (speed > 0.00001) then
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newspeed = speed - sv_tickrate * speed * sv_waterfriction
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if (newspeed < 0) then newspeed = 0 end
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vec3f_mul(m.vel,newspeed/speed)
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end
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--
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-- water acceleration
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--
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if (wishspeed < 0.00001) then return end
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local addspeed = wishspeed - newspeed
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if (addspeed <= 0) then return end
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vec3f_normalize(wishVel)
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local accelspeed = (sv_accelerate * wishspeed) * sv_tickrate
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if (accelspeed > addspeed) then accelspeed = addspeed end
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m.vel.x = m.vel.x + (accelspeed * wishVel.x)
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m.vel.y = m.vel.y + (accelspeed * wishVel.y)
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m.vel.z = m.vel.z + (accelspeed * wishVel.z)
|
||
|
|
||
|
end
|