ddnet/src/game/gamecore.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "gamecore.h"
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const char *CTuningParams::m_apNames[] =
{
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#define MACRO_TUNING_PARAM(Name,ScriptName,Value) #ScriptName,
#include "tuning.h"
#undef MACRO_TUNING_PARAM
};
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bool CTuningParams::Set(int Index, float Value)
{
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if(Index < 0 || Index >= Num())
return false;
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((CTuneParam *)this)[Index] = Value;
return true;
}
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bool CTuningParams::Get(int Index, float *pValue)
{
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if(Index < 0 || Index >= Num())
return false;
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*pValue = (float)((CTuneParam *)this)[Index];
return true;
}
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bool CTuningParams::Set(const char *pName, float Value)
{
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for(int i = 0; i < Num(); i++)
if(str_comp_nocase(pName, m_apNames[i]) == 0)
return Set(i, Value);
return false;
}
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bool CTuningParams::Get(const char *pName, float *pValue)
{
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for(int i = 0; i < Num(); i++)
if(str_comp_nocase(pName, m_apNames[i]) == 0)
return Get(i, pValue);
return false;
}
float HermiteBasis1(float v)
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{
return 2*v*v*v - 3*v*v+1;
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}
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float VelocityRamp(float Value, float Start, float Range, float Curvature)
{
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if(Value < Start)
return 1.0f;
return 1.0f/powf(Curvature, (Value-Start)/Range);
}
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void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision)
{
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m_pWorld = pWorld;
m_pCollision = pCollision;
}
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void CCharacterCore::Reset()
{
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m_Pos = vec2(0,0);
m_Vel = vec2(0,0);
m_HookPos = vec2(0,0);
m_HookDir = vec2(0,0);
m_HookTick = 0;
m_HookState = HOOK_IDLE;
m_HookedPlayer = -1;
m_Jumped = 0;
m_TriggeredEvents = 0;
}
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void CCharacterCore::Tick(bool UseInput)
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{
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float PhysSize = 28.0f;
m_TriggeredEvents = 0;
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// get ground state
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bool Grounded = false;
if(m_pCollision->CheckPoint(m_Pos.x+PhysSize/2, m_Pos.y+PhysSize/2+5))
Grounded = true;
if(m_pCollision->CheckPoint(m_Pos.x-PhysSize/2, m_Pos.y+PhysSize/2+5))
Grounded = true;
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vec2 TargetDirection = normalize(vec2(m_Input.m_TargetX, m_Input.m_TargetY));
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m_Vel.y += m_pWorld->m_Tuning.m_Gravity;
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float MaxSpeed = Grounded ? m_pWorld->m_Tuning.m_GroundControlSpeed : m_pWorld->m_Tuning.m_AirControlSpeed;
float Accel = Grounded ? m_pWorld->m_Tuning.m_GroundControlAccel : m_pWorld->m_Tuning.m_AirControlAccel;
float Friction = Grounded ? m_pWorld->m_Tuning.m_GroundFriction : m_pWorld->m_Tuning.m_AirFriction;
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// handle input
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if(UseInput)
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{
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m_Direction = m_Input.m_Direction;
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// setup angle
float a = 0;
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if(m_Input.m_TargetX == 0)
a = atanf((float)m_Input.m_TargetY);
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else
a = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX);
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if(m_Input.m_TargetX < 0)
a = a+pi;
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m_Angle = (int)(a*256.0f);
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// handle jump
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if(m_Input.m_Jump)
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{
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if(!(m_Jumped&1))
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{
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if(Grounded)
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{
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m_TriggeredEvents |= COREEVENT_GROUND_JUMP;
m_Vel.y = -m_pWorld->m_Tuning.m_GroundJumpImpulse;
m_Jumped |= 1;
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}
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else if(!(m_Jumped&2))
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{
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m_TriggeredEvents |= COREEVENT_AIR_JUMP;
m_Vel.y = -m_pWorld->m_Tuning.m_AirJumpImpulse;
m_Jumped |= 3;
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}
}
}
else
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m_Jumped &= ~1;
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// handle hook
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if(m_Input.m_Hook)
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{
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if(m_HookState == HOOK_IDLE)
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{
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m_HookState = HOOK_FLYING;
m_HookPos = m_Pos+TargetDirection*PhysSize*1.5f;
m_HookDir = TargetDirection;
m_HookedPlayer = -1;
m_HookTick = 0;
m_TriggeredEvents |= COREEVENT_HOOK_LAUNCH;
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}
}
else
{
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m_HookedPlayer = -1;
m_HookState = HOOK_IDLE;
m_HookPos = m_Pos;
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}
}
// add the speed modification according to players wanted direction
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if(m_Direction < 0)
m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, -Accel);
if(m_Direction > 0)
m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, Accel);
if(m_Direction == 0)
m_Vel.x *= Friction;
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// handle jumping
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// 1 bit = to keep track if a jump has been made on this input
// 2 bit = to keep track if a air-jump has been made
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if(Grounded)
m_Jumped &= ~2;
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// do hook
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if(m_HookState == HOOK_IDLE)
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{
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m_HookedPlayer = -1;
m_HookState = HOOK_IDLE;
m_HookPos = m_Pos;
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}
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else if(m_HookState >= HOOK_RETRACT_START && m_HookState < HOOK_RETRACT_END)
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{
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m_HookState++;
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}
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else if(m_HookState == HOOK_RETRACT_END)
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{
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m_HookState = HOOK_RETRACTED;
m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_HookState = HOOK_RETRACTED;
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}
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else if(m_HookState == HOOK_FLYING)
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{
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vec2 NewPos = m_HookPos+m_HookDir*m_pWorld->m_Tuning.m_HookFireSpeed;
if(distance(m_Pos, NewPos) > m_pWorld->m_Tuning.m_HookLength)
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{
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m_HookState = HOOK_RETRACT_START;
NewPos = m_Pos + normalize(NewPos-m_Pos) * m_pWorld->m_Tuning.m_HookLength;
}
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// make sure that the hook doesn't go though the ground
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bool GoingToHitGround = false;
bool GoingToRetract = false;
int Hit = m_pCollision->IntersectLine(m_HookPos, NewPos, &NewPos, 0);
if(Hit)
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{
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if(Hit&CCollision::COLFLAG_NOHOOK)
GoingToRetract = true;
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else
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GoingToHitGround = true;
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}
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// Check against other players first
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if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking)
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{
float Distance = 0.0f;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
if(!pCharCore || pCharCore == this)
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continue;
vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, pCharCore->m_Pos);
if(distance(pCharCore->m_Pos, ClosestPoint) < PhysSize+2.0f)
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{
if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Distance)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER;
m_HookState = HOOK_GRABBED;
m_HookedPlayer = i;
Distance = distance(m_HookPos, pCharCore->m_Pos);
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}
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}
}
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}
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if(m_HookState == HOOK_FLYING)
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{
// check against ground
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if(GoingToHitGround)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_GROUND;
m_HookState = HOOK_GRABBED;
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}
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else if(GoingToRetract)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_HIT_NOHOOK;
m_HookState = HOOK_RETRACT_START;
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}
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m_HookPos = NewPos;
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}
}
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if(m_HookState == HOOK_GRABBED)
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{
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if(m_HookedPlayer != -1)
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{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[m_HookedPlayer];
if(pCharCore)
m_HookPos = pCharCore->m_Pos;
else
{
// release hook
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m_HookedPlayer = -1;
m_HookState = HOOK_RETRACTED;
m_HookPos = m_Pos;
}
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// keep players hooked for a max of 1.5sec
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//if(Server()->Tick() > hook_tick+(Server()->TickSpeed()*3)/2)
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//release_hooked();
}
// don't do this hook rutine when we are hook to a player
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if(m_HookedPlayer == -1 && distance(m_HookPos, m_Pos) > 46.0f)
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{
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vec2 HookVel = normalize(m_HookPos-m_Pos)*m_pWorld->m_Tuning.m_HookDragAccel;
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// the hook as more power to drag you up then down.
// this makes it easier to get on top of an platform
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if(HookVel.y > 0)
HookVel.y *= 0.3f;
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// the hook will boost it's power if the player wants to move
// in that direction. otherwise it will dampen everything abit
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if((HookVel.x < 0 && m_Direction < 0) || (HookVel.x > 0 && m_Direction > 0))
HookVel.x *= 0.95f;
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else
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HookVel.x *= 0.75f;
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vec2 NewVel = m_Vel+HookVel;
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// check if we are under the legal limit for the hook
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if(length(NewVel) < m_pWorld->m_Tuning.m_HookDragSpeed || length(NewVel) < length(m_Vel))
m_Vel = NewVel; // no problem. apply
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}
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// release hook (max hook time is 1.25
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m_HookTick++;
if(m_HookedPlayer != -1 && (m_HookTick > SERVER_TICK_SPEED+SERVER_TICK_SPEED/5 || !m_pWorld->m_apCharacters[m_HookedPlayer]))
{
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m_HookedPlayer = -1;
m_HookState = HOOK_RETRACTED;
m_HookPos = m_Pos;
}
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}
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if(m_pWorld && m_pWorld->m_Tuning.m_PlayerCollision)
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{
for(int i = 0; i < MAX_CLIENTS; i++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
if(!pCharCore)
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continue;
//player *p = (player*)ent;
if(pCharCore == this) // || !(p->flags&FLAG_ALIVE)
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continue; // make sure that we don't nudge our self
// handle player <-> player collision
float Distance = distance(m_Pos, pCharCore->m_Pos);
vec2 Dir = normalize(m_Pos - pCharCore->m_Pos);
if(Distance < PhysSize*1.25f && Distance > 1.0f)
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{
float a = (PhysSize*1.45f - Distance);
float Velocity = 0.5f;
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// make sure that we don't add excess force by checking the
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// direction against the current velocity. if not zero.
if (length(m_Vel) > 0.0001)
Velocity = 1-(dot(normalize(m_Vel), Dir)+1)/2;
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m_Vel += Dir*a*(Velocity*0.75f);
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m_Vel *= 0.85f;
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}
// handle hook influence
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if(m_HookedPlayer == i)
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{
if(Distance > PhysSize*1.50f) // TODO: fix tweakable variable
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{
float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (Distance/m_pWorld->m_Tuning.m_HookLength);
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float DragSpeed = m_pWorld->m_Tuning.m_HookDragSpeed;
// add force to the hooked player
pCharCore->m_Vel.x = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.x, Accel*Dir.x*1.5f);
pCharCore->m_Vel.y = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.y, Accel*Dir.y*1.5f);
// add a little bit force to the guy who has the grip
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m_Vel.x = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.x, -Accel*Dir.x*0.25f);
m_Vel.y = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.y, -Accel*Dir.y*0.25f);
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}
}
}
}
// clamp the velocity to something sane
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if(length(m_Vel) > 6000)
m_Vel = normalize(m_Vel) * 6000;
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}
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void CCharacterCore::Move()
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{
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float RampValue = VelocityRamp(length(m_Vel)*50, m_pWorld->m_Tuning.m_VelrampStart, m_pWorld->m_Tuning.m_VelrampRange, m_pWorld->m_Tuning.m_VelrampCurvature);
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m_Vel.x = m_Vel.x*RampValue;
m_pCollision->MoveBox(&m_Pos, &m_Vel, vec2(28.0f, 28.0f), 0);
m_Vel.x = m_Vel.x*(1.0f/RampValue);
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}
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void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore)
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{
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pObjCore->m_X = round(m_Pos.x);
pObjCore->m_Y = round(m_Pos.y);
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pObjCore->m_VelX = round(m_Vel.x*256.0f);
pObjCore->m_VelY = round(m_Vel.y*256.0f);
pObjCore->m_HookState = m_HookState;
pObjCore->m_HookTick = m_HookTick;
pObjCore->m_HookX = round(m_HookPos.x);
pObjCore->m_HookY = round(m_HookPos.y);
pObjCore->m_HookDx = round(m_HookDir.x*256.0f);
pObjCore->m_HookDy = round(m_HookDir.y*256.0f);
pObjCore->m_HookedPlayer = m_HookedPlayer;
pObjCore->m_Jumped = m_Jumped;
pObjCore->m_Direction = m_Direction;
pObjCore->m_Angle = m_Angle;
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}
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void CCharacterCore::Read(const CNetObj_CharacterCore *pObjCore)
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{
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m_Pos.x = pObjCore->m_X;
m_Pos.y = pObjCore->m_Y;
m_Vel.x = pObjCore->m_VelX/256.0f;
m_Vel.y = pObjCore->m_VelY/256.0f;
m_HookState = pObjCore->m_HookState;
m_HookTick = pObjCore->m_HookTick;
m_HookPos.x = pObjCore->m_HookX;
m_HookPos.y = pObjCore->m_HookY;
m_HookDir.x = pObjCore->m_HookDx/256.0f;
m_HookDir.y = pObjCore->m_HookDy/256.0f;
m_HookedPlayer = pObjCore->m_HookedPlayer;
m_Jumped = pObjCore->m_Jumped;
m_Direction = pObjCore->m_Direction;
m_Angle = pObjCore->m_Angle;
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}
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void CCharacterCore::Quantize()
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{
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CNetObj_CharacterCore Core;
Write(&Core);
Read(&Core);
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}