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[General] Make all flying players fly correctly, including TCL users
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parent
48125913c3
commit
e6bc7ad463
4 changed files with 42 additions and 17 deletions
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@ -16,6 +16,7 @@
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/mechanicsmanagerimp.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/cellstore.hpp"
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@ -220,12 +221,12 @@ void DedicatedPlayer::move(float dt)
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ESM::Position refPos = ptr.getRefData().getPosition();
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MWBase::World *world = MWBase::Environment::get().getWorld();
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{
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osg::Vec3f lerp = Lerp(refPos.asVec3(), position.asVec3(), dt * 15);
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refPos.pos[0] = lerp.x();
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refPos.pos[1] = lerp.y();
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refPos.pos[2] = lerp.z();
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world->moveObject(ptr, refPos.pos[0], refPos.pos[1], refPos.pos[2]);
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}
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@ -265,7 +266,6 @@ void Players::update(float dt)
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if (ptrNpcStats->isDead())
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ptrNpcStats->resurrect();
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ptrNpcStats->setAttacked(false);
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ptrNpcStats->getAiSequence().stopCombat();
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@ -429,8 +429,24 @@ DedicatedPlayer *Players::getPlayer(const MWWorld::Ptr &ptr)
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void DedicatedPlayer::updateDrawState()
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{
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using namespace MWMechanics;
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MWBase::World *world = MWBase::Environment::get().getWorld();
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// Until we figure out a better workaround for disabling player gravity,
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// simply cast Levitate over and over on a player that's supposed to be flying
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if (!isFlying)
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{
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ptr.getClass().getCreatureStats(ptr).getActiveSpells().purgeEffect(ESM::MagicEffect::Levitate);
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}
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else if (isFlying && !world->isFlying(ptr))
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{
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MWMechanics::CastSpell cast(ptr, ptr);
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cast.mHitPosition = ptr.getRefData().getPosition().asVec3();
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cast.mAlwaysSucceed = true;
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cast.cast("Levitate");
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}
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if (drawState == 0)
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ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Nothing);
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else if (drawState == 1)
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@ -582,16 +582,22 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
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bool sneak = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
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bool forceJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
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bool forceMoveJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
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bool jump = !world->isOnGround(player) && !world->isFlying(player);
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static bool onJump = false;
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isFlying = world->isFlying(player);
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bool isJumping = !world->isOnGround(player) && !isFlying;
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// We need to send a new packet at the end of jumping and flying too,
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// so keep track of what we were doing last frame
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static bool wasJumping = false;
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static bool wasFlying = false;
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MWMechanics::DrawState_ state = player.getClass().getNpcStats(player).getDrawState();
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static MWMechanics::DrawState_ oldState = player.getClass().getNpcStats(player).getDrawState();
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//static float timer = 0;
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if (oldRun != run
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|| oldSneak != sneak || oldForceJump != forceJump
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|| oldForceMoveJump != forceMoveJump || oldState != state ||
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((jump || onJump)/* && (timer += MWBase::Environment::get().getFrameDuration() )> 0.5*/)
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|| oldForceMoveJump != forceMoveJump || oldState != state
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|| wasJumping || isJumping || wasFlying || isFlying
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|| forceUpdate)
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{
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oldSneak = sneak;
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@ -599,7 +605,9 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
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oldForceJump = forceJump;
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oldForceMoveJump = forceMoveJump;
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oldState = state;
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onJump = jump;
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wasFlying = isFlying;
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wasJumping = isJumping;
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movementFlags = 0;
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#define __SETFLAG(flag, value) (value) ? (movementFlags | flag) : (movementFlags & ~flag)
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@ -607,7 +615,7 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
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movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, sneak);
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movementFlags = __SETFLAG(CreatureStats::Flag_Run, run);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, forceJump);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, jump);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isJumping);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, forceMoveJump);
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#undef __SETFLAG
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@ -619,13 +627,12 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
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else if (state == MWMechanics::DrawState_Spell)
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drawState = 2;
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if (jump)
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if (isJumping)
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mwmp::Main::get().getLocalPlayer()->updatePosition(true); // fix position after jump;
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RakNet::BitStream bs;
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getNetworking()->getPlayerPacket((RakNet::MessageID) ID_PLAYER_DRAWSTATE)->Packet(&bs, this, true);
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getNetworking()->sendData(&bs);
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//timer = 0;
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}
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}
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@ -163,7 +163,6 @@ namespace mwmp
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RakNet::RakNetGUID guid;
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GUIMessageBox guiMessageBox;
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ESM::Class charClass;
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int month;
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int day;
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double hour;
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@ -178,16 +177,19 @@ namespace mwmp
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bool consoleAllowed;
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bool ignorePosPacket;
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unsigned int movementFlags;
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char movementAnim;
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char drawState;
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bool isFlying;
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ESM::Position position;
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ESM::Position direction;
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ESM::Cell cell;
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ESM::NPC npc;
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ESM::NpcStats npcStats;
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ESM::CreatureStats creatureStats;
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ESM::Class charClass;
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Item equipedItems[19];
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unsigned int movementFlags;
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char movementAnim;
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char drawState;
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Attack attack;
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std::string birthsign;
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std::string chatMessage;
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@ -15,6 +15,6 @@ void mwmp::PacketPlayerDrawState::Packet(RakNet::BitStream *bs, mwmp::BasePlayer
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PlayerPacket::Packet(bs, player, send);
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RW(player->movementFlags, send);
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RW(player->drawState, send);
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RW(player->isFlying, send);
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}
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