SBSPSS/source/player/pmodes.cpp

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/*=========================================================================
pmodes.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\pmodes.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __PLAYER_PSTATES_H__
#include "player\pstates.h"
#endif
#ifndef __LAYER_COLLISION_H__
#include "level\layercollision.h"
#endif
// States
#ifndef __PLAYER__PSJUMP_H__
#include "player\psjump.h"
#endif
#ifndef __PLAYER__PSRUN_H__
#include "player\psrun.h"
#endif
#ifndef __PLAYER__PSFALL_H__
#include "player\psfall.h"
#endif
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#ifndef __PLAYER__PSHITGND_H__
#include "player\pshitgnd.h"
#endif
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#ifndef __PLAYER__PSIDLE_H__
#include "player\psidle.h"
#endif
#ifndef __PLAYER__PSBUTT_H__
#include "player\psbutt.h"
#endif
#ifndef __PLAYER__PSDUCK_H__
#include "player\psduck.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
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static CPlayerState *s_stateTable[]=
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{
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&s_stateUnarmedIdle, // STATE_IDLE
&s_stateTeeterIdle, // STATE_IDLETEETER
&s_stateJump, // STATE_JUMP
&s_stateRun, // STATE_RUN
&s_stateFall, // STATE_FALL
&s_stateFallFar, // STATE_FALLFAR
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&s_stateHitGround, // STATE_HITGROUND
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&s_stateButtBounce, // STATE_BUTTBOUNCE
&s_stateButtBounceFall, // STATE_BUTTFALL
&s_stateButtBounceLand, // STATE_BUTTLAND
&s_stateDuck, // STATE_DUCK
&s_stateSoakUp, // STATE_SOAKUP
&s_stateGetUp, // STATE_GETUP
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};
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static PlayerMetrics s_playerMetrics=
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{ {
DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP, // PM__RUN_SPEEDUP
DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN
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DEFAULT_PLAYER_PLAYER_GRAVITY, // PM__GRAVITY
DEFAULT_PLAYER_TERMINAL_VELOCITY, // PM__TERMINAL_VELOCITY
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DEFAULT_BUTT_FALL_VELOCITY, // PM__BUTT_FALL_VELOCITY
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} };
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayerMode::getPadInputHeld() {return m_player->getPadInputHeld();}
int CPlayerMode::getPadInputDown() {return m_player->getPadInputDown();}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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DVECTOR CPlayerMode::getPlayerPos() {return m_player->getPlayerPos();}
void CPlayerMode::setPlayerPos(DVECTOR *_pos) {m_player->setPlayerPos(_pos);}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerMode::respawn() {m_player->respawn();}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerModeBase::enter()
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{
m_fallFrames=0;
setState(STATE_IDLE);
m_moveVelocity.vx=m_moveVelocity.vy=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerModeBase::think()
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{
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getStateTable()[m_currentState]->think(this);
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thinkVerticalMovement();
thinkHorizontalMovement();
// Teeter if on an edge
if(canTeeter()&&isOnEdge())
{
setState(STATE_IDLETEETER);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CPlayerModeBase::canDoLookAround()
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{
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int ret=false;
switch(getState())
{
case STATE_IDLE:
case STATE_IDLETEETER:
case STATE_SOAKUP:
ret=true;
break;
case STATE_JUMP:
case STATE_RUN:
case STATE_FALL:
case STATE_FALLFAR:
case STATE_HITGROUND:
case STATE_BUTTBOUNCE:
case STATE_BUTTFALL:
case STATE_BUTTLAND:
case STATE_DUCK:
case STATE_GETUP:
break;
}
return ret;
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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ATTACK_STATE CPlayerModeBase::getAttackState()
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{
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ATTACK_STATE ret=ATTACK_STATE__NONE;
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switch(getState())
{
case STATE_BUTTFALL:
case STATE_BUTTLAND:
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ret=ATTACK_STATE__BUTT_BOUNCE;
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break;
case STATE_IDLE:
case STATE_IDLETEETER:
case STATE_JUMP:
case STATE_RUN:
case STATE_FALL:
case STATE_FALLFAR:
case STATE_BUTTBOUNCE:
case STATE_DUCK:
case STATE_SOAKUP:
case STATE_GETUP:
break;
}
return ret;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerModeBase::thinkVerticalMovement()
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{
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if(m_player->moveVertical(m_moveVelocity.vy>>VELOCITY_SHIFT))
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{
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playerHasHitGround();
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}
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else if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
m_currentState!=STATE_JUMP)
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{
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DVECTOR pos;
pos=m_player->getPlayerPos();
if(m_player->getHeightFromGround(pos.vx,pos.vy,1)!=0)
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{
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// Was floating in the air.. fall!
setState(STATE_FALL);
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}
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}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerModeBase::thinkHorizontalMovement()
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{
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if(m_player->moveHorizontal(m_moveVelocity.vx>>VELOCITY_SHIFT))
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{
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// If running then go to idle, otherwise leave in same state
if(m_currentState==STATE_RUN)
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{
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setState(STATE_IDLE);
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}
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m_moveVelocity.vx=0;
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}
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBase::playerHasHitGround()
{
// Grrr!
m_moveVelocity.vy=0;
m_fallFrames=0;
if(m_currentState==STATE_BUTTFALL)
{
// Landed from a butt bounce
setState(STATE_BUTTLAND);
}
else if(m_currentState==STATE_FALLFAR)
{
// Landed from a painfully long fall
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setState(STATE_HITGROUND);
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m_player->takeDamage(DAMAGE__FALL);
m_moveVelocity.vx=0;
}
else if(m_moveVelocity.vx)
{
// Landed from a jump with x movement
setState(STATE_RUN);
}
else
{
// Landed from a jump with no x movement
setState(STATE_IDLE);
setAnimNo(ANIM_SPONGEBOB_JUMPEND);
}
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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const struct PlayerMetrics *CPlayerModeBase::getPlayerMetrics()
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{
return &s_playerMetrics;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CPlayerModeBase::setState(int _state)
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{
CPlayerState *nextState;
int ret=false;
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nextState=getStateTable()[_state];
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if(nextState)
{
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m_player->resetPlayerCollisionSizeToBase();
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m_currentStateClass=nextState;
m_currentStateClass->enter(this);
m_currentState=(PLAYER_STATE)_state;
ret=true;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CPlayerModeBase::getFacing() {return m_player->getFacing();}
void CPlayerModeBase::setFacing(int _facing) {m_player->setFacing(_facing);}
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int CPlayerModeBase::getAnimNo() {return m_player->getAnimNo();}
void CPlayerModeBase::setAnimNo(int _animNo) {m_player->setAnimNo(_animNo);setAnimFrame(0);}
int CPlayerModeBase::getAnimFrame() {return m_player->getAnimFrame();}
int CPlayerModeBase::getAnimFrameCount() {return m_player->getAnimFrameCount();}
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void CPlayerModeBase::setAnimFrame(int _animFrame) {m_player->setAnimFrame(_animFrame);}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CPlayerModeBase::advanceAnimFrameAndCheckForEndOfAnim()
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{
int animFrame,frameCount;
int looped;
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animFrame=getAnimFrame()+1;
frameCount=getAnimFrameCount();
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looped=false;
if(animFrame>=frameCount)
{
looped=true;
animFrame=0;
}
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setAnimFrame(animFrame);
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return looped;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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DVECTOR CPlayerModeBase::getMoveVelocity() {return m_moveVelocity;}
void CPlayerModeBase::zeroMoveVelocity() {m_moveVelocity.vx=m_moveVelocity.vy=0;}
void CPlayerModeBase::setMoveVelocity(DVECTOR *_moveVel) {m_moveVelocity=*_moveVel;}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns: FACING_LEFT if left half of player is hanging, FACING_RIGHT
if right half of player is hanging or 0 if no part of the
player is hanging
---------------------------------------------------------------------- */
int csize=5;
int cheight=15;
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int CPlayerModeBase::isOnEdge()
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{
CLayerCollision *collision;
DVECTOR pos;
int ret;
collision=m_player->getLayerCollision();
pos=m_player->getPlayerPos();
ret=0;
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if(m_player->getHeightFromGround(pos.vx-csize,pos.vy,cheight+1)>cheight)
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{
ret=FACING_LEFT;
}
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else if(m_player->getHeightFromGround(pos.vx+csize,pos.vy,cheight+1)>cheight)
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{
ret=FACING_RIGHT;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CPlayerModeBase::canMoveLeft()
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{
DVECTOR pos;
pos=m_player->getPlayerPos();
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return m_player->getHeightFromGround(pos.vx-1,pos.vy,16)>-8?true:false;
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}
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int CPlayerModeBase::canMoveRight()
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{
DVECTOR pos;
pos=m_player->getPlayerPos();
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return m_player->getHeightFromGround(pos.vx+1,pos.vy,16)>-8?true:false;
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBase::setPlayerCollisionSize(int _x,int _y,int _w,int _h)
{
m_player->setPlayerCollisionSize(_x,_y,_w,_h);
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerModeBase::moveLeft()
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{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_LEFT);
if(m_moveVelocity.vx<=0)
{
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVelocity.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVelocity.vx=-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
}
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void CPlayerModeBase::moveRight()
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{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_RIGHT);
if(m_moveVelocity.vx>=0)
{
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVelocity.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVelocity.vx=metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
}
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int CPlayerModeBase::slowdown()
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{
const PlayerMetrics *metrics;
int ret=false;
metrics=getPlayerMetrics();
if(m_moveVelocity.vx<0)
{
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVelocity.vx>=0)
{
m_moveVelocity.vx=0;
ret=true;
}
}
else if(m_moveVelocity.vx>0)
{
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVelocity.vx<=0)
{
m_moveVelocity.vx=0;
ret=true;
}
}
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else
{
// Hmm.. was already stopped(?)
// This should probly be considered a bug.. (pkg)
ret=true;
}
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return ret;
}
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void CPlayerModeBase::jump()
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{
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m_moveVelocity.vy=-getPlayerMetrics()->m_metric[PM__JUMP_VELOCITY]<<VELOCITY_SHIFT;
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}
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void CPlayerModeBase::fall()
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{
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const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
m_moveVelocity.vy+=getPlayerMetrics()->m_metric[PM__GRAVITY];
if(m_moveVelocity.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT)
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{
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m_moveVelocity.vy=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT;
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if(!canFallForever()&&m_currentState!=STATE_FALLFAR)
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
m_fallFrames++;
if(m_fallFrames>metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES])
{
setState(STATE_FALLFAR);
}
}
}
}
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int buttfallspeed=14;
void CPlayerModeBase::buttFall()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
// m_moveVelocity.vy=metrics->m_metric[PM__BUTT_FALL_VELOCITY]<<(VELOCITY_SHIFT+1);
m_moveVelocity.vy=metrics->m_metric[buttfallspeed]<<VELOCITY_SHIFT;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
CPlayerState **CPlayerModeBase::getStateTable()
{
return s_stateTable;
}
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/*===========================================================================
end */