Initial version

This commit is contained in:
squeek 2014-04-19 01:57:15 -07:00
commit 3725799de3
6 changed files with 962 additions and 0 deletions

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# Builds & binaries
build/
bin/
target/
lib/
launcher/
.gradle/
*.zip
*.jar
*.gradle
# Misc mod files
media/
libs/
# Tmp files
*~
*#
# IDEs
.classpath
.project
.settings
.pydevproject
# MCP Files
docs/
conf/
eclipse/
jars/
logs/
runtime/
temp/
reobf/
CHANGELOG
LICENSE.txt
*.bat
*.sh
# Misc
*.rej

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package squeek.mods.quakemovement;
import java.io.File;
import net.minecraftforge.common.Configuration;
public class ModConfig {
private static final String CATEGORY_MOVEMENT = "movement";
public static float TRIMP_MULTIPLIER;
private static final String TRIMP_MULTIPLIER_NAME = "trimpMultiplier";
private static final double TRIMP_MULTIPLIER_DEFAULT = 1.4D;
public static float HARD_CAP;
private static final String HARD_CAP_NAME = "hardCapThreshold";
private static final double HARD_CAP_DEFAULT = 2.0D;
public static float SOFT_CAP;
private static final String SOFT_CAP_NAME = "softCapThreshold";
private static final double SOFT_CAP_DEFAULT = 1.4D;
public static float SOFT_CAP_DEGEN;
private static final String SOFT_CAP_DEGEN_NAME = "softCapDegen";
private static final double SOFT_CAP_DEGEN_DEFAULT = 0.65D; // 0.65
public static boolean SHARKING_ENABLED;
private static final String SHARKING_ENABLED_NAME = "sharkingEnabled";
private static final boolean SHARKING_ENABLED_DEFAULT = true;
public static double SHARKING_SURFACE_TENSION;
private static final String SHARKING_SURFACE_TENSION_NAME = "sharkingSurfaceTension";
private static final double SHARKING_SURFACE_TENSION_DEFAULT = 0.2D;
public static double SHARKING_WATER_FRICTION;
private static final String SHARKING_WATER_FRICTION_NAME = "sharkingWaterFriction";
private static final double SHARKING_WATER_FRICTION_DEFAULT = 0.1D;
public static double ACCELERATE;
private static final String ACCELERATE_NAME = "groundAccelerate";
private static final double ACCELERATE_DEFAULT = 10.0D;
public static double AIR_ACCELERATE;
private static final String AIR_ACCELERATE_NAME = "airAccelerate";
private static final double AIR_ACCELERATE_DEFAULT = 14.0D;
public static boolean UNCAPPED_BUNNYHOP_ENABLED;
private static final String UNCAPPED_BUNNYHOP_ENABLED_NAME = "uncappedBunnyhopEnabled";
private static final boolean UNCAPPED_BUNNYHOP_ENABLED_DEFAULT = true;
public static boolean TRIMPING_ENABLED;
private static final String TRIMPING_ENABLED_NAME = "trimpEnabled";
private static final boolean TRIMPING_ENABLED_DEFAULT = true;
private static Configuration config;
public static void init( File file )
{
config = new Configuration( file );
load();
UNCAPPED_BUNNYHOP_ENABLED = config.get(CATEGORY_MOVEMENT, UNCAPPED_BUNNYHOP_ENABLED_NAME, UNCAPPED_BUNNYHOP_ENABLED_DEFAULT, "if enabled, holding jump while swimming at the surface of water allows you to glide").getBoolean(true);
AIR_ACCELERATE = config.get(CATEGORY_MOVEMENT, AIR_ACCELERATE_NAME, AIR_ACCELERATE_DEFAULT, "a higher value means you can turn more sharply in the air without losing speed and vice versa; recommended: 14").getDouble(0.0D);
ACCELERATE = config.get(CATEGORY_MOVEMENT, ACCELERATE_NAME, ACCELERATE_DEFAULT, "a higher value means you accelerate faster on the ground and vice versa; recommended: 10").getDouble(0.0D);
HARD_CAP = (float)(config.get(CATEGORY_MOVEMENT, HARD_CAP_NAME, HARD_CAP_DEFAULT, "if you ever jump while above the hard cap speed (moveSpeed*hardCapThreshold), your speed is set to the hard cap speed; recommended: 1.8").getDouble(0.0D));
SOFT_CAP = (float)(config.get(CATEGORY_MOVEMENT, SOFT_CAP_NAME, SOFT_CAP_DEFAULT, "particles spawn when you jump while above the soft cap, so to have uncapped bunnyhopping, set the soft cap degen to 1.0 instead of altering this value; recommended: 1.4").getDouble(1.0D));
SOFT_CAP_DEGEN = (float)(config.get(CATEGORY_MOVEMENT, SOFT_CAP_DEGEN_NAME, SOFT_CAP_DEGEN_DEFAULT, "set to 1.0 for uncapped bunnyhop; recommended: 0.65").getDouble(1.0D));
SHARKING_ENABLED = config.get(CATEGORY_MOVEMENT, SHARKING_ENABLED_NAME, SHARKING_ENABLED_DEFAULT, "if enabled, holding jump while swimming at the surface of water allows you to glide").getBoolean(true);
SHARKING_WATER_FRICTION = 1.0D - config.get(CATEGORY_MOVEMENT, SHARKING_WATER_FRICTION_NAME, SHARKING_WATER_FRICTION_DEFAULT, "amount of friction while sharking (between 0 and 1); recommended: 0.1").getDouble(0.0D) * 0.05D;
SHARKING_SURFACE_TENSION = 1.0D - config.get(CATEGORY_MOVEMENT, SHARKING_SURFACE_TENSION_NAME, SHARKING_SURFACE_TENSION_DEFAULT, "amount of downward momentum you lose while entering water, a higher value means that you are able to shark after hitting the water from higher up; recommended: 0.2").getDouble(0.0D);
TRIMPING_ENABLED = config.get(CATEGORY_MOVEMENT, TRIMPING_ENABLED_NAME, TRIMPING_ENABLED_DEFAULT, "if enabled, holding sneak while jumping will convert your horizontal speed into vertical speed").getBoolean(true);
TRIMP_MULTIPLIER = (float)(config.get(CATEGORY_MOVEMENT, TRIMP_MULTIPLIER_NAME, TRIMP_MULTIPLIER_DEFAULT, "a lower value means less horizontal speed converted to vertical speed and vice versa; recommended: 1.4").getDouble(TRIMP_MULTIPLIER_DEFAULT));
save();
}
public static void save()
{
config.save();
}
public static void load()
{
config.load();
}
}

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package squeek.mods.quakemovement;
import api.player.client.ClientPlayerAPI;
import api.player.server.ServerPlayerAPI;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@Mod(modid="squeek_QuakeMovement", name="Quake Movement", version="0.1.0", dependencies="required-after:PlayerAPI")
@NetworkMod(clientSideRequired=true)
public class ModQuakeMovement {
// The instance of your mod that Forge uses.
@Instance(value = "squeek_QuakeMovement")
public static ModQuakeMovement instance;
@EventHandler
public void preInit(FMLPreInitializationEvent event) {
ModConfig.init(event.getSuggestedConfigurationFile());
}
@EventHandler
public void load(FMLInitializationEvent event) {
}
@EventHandler
public void postInit(FMLPostInitializationEvent event) {
ServerPlayerAPI.register("squeek_QuakeMovement", QuakeServerPlayer.class);
if (event.getSide() == Side.CLIENT)
ClientPlayerAPI.register("squeek_QuakeMovement", QuakeClientPlayer.class);
}
}

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package squeek.mods.quakemovement;
import net.minecraft.block.Block;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MathHelper;
import api.player.client.ClientPlayerAPI;
import api.player.client.ClientPlayerBase;
import java.lang.reflect.Method;
import cpw.mods.fml.common.Loader;
public class QuakeClientPlayer extends ClientPlayerBase {
// added member variables
public boolean didJumpThisTick = false;
// the stuff
public QuakeClientPlayer(ClientPlayerAPI playerapi)
{
super(playerapi);
}
public void moveEntityWithHeading( float sidemove, float forwardmove )
{
double d0 = this.player.posX;
double d1 = this.player.posY;
double d2 = this.player.posZ;
if (this.player.capabilities.isFlying && this.player.ridingEntity == null)
super.moveEntityWithHeading( sidemove, forwardmove );
else
this.quake_moveEntityWithHeading(sidemove, forwardmove);
this.player.addMovementStat(this.player.posX - d0, this.player.posY - d1, this.player.posZ - d2);
}
public void beforeOnLivingUpdate()
{
this.didJumpThisTick = false;
if (Loader.isModLoaded("squeek_Speedometer"))
{
try {
Class<?> guiSpeedometer = Class.forName("squeek.speedometer.GuiSpeedometer");
Method setDidJumpThisTick = guiSpeedometer.getDeclaredMethod("setDidJumpThisTick", new Class<?>[]{boolean.class});
setDidJumpThisTick.invoke(null, false);
} catch(Exception e) {
e.printStackTrace();
}
}
super.beforeOnLivingUpdate();
}
public void onLivingUpdate()
{
if (Loader.isModLoaded("squeek_Speedometer"))
{
try {
Class<?> guiSpeedometer = Class.forName("squeek.speedometer.GuiSpeedometer");
Method setDidJumpThisTick = guiSpeedometer.getDeclaredMethod("setIsJumping", new Class<?>[]{boolean.class});
setDidJumpThisTick.invoke(null, this.playerAPI.getIsJumpingField());
} catch(Exception e) {
e.printStackTrace();
}
}
super.onLivingUpdate();
}
public void jump()
{
super.jump();
// undo this dumb thing
if (this.player.isSprinting())
{
float f = this.player.rotationYaw * 0.017453292F;
this.player.motionX += (double)(MathHelper.sin(f) * 0.2F);
this.player.motionZ -= (double)(MathHelper.cos(f) * 0.2F);
}
quake_Jump();
this.didJumpThisTick = true;
if (Loader.isModLoaded("squeek_Speedometer"))
{
try {
Class<?> guiSpeedometer = Class.forName("squeek.speedometer.GuiSpeedometer");
Method setDidJumpThisTick = guiSpeedometer.getDeclaredMethod("setDidJumpThisTick", new Class<?>[]{boolean.class});
setDidJumpThisTick.invoke(null, true);
} catch(Exception e) {
e.printStackTrace();
}
}
}
/* =================================================
* START HELPERS
* =================================================
*/
public double getSpeed()
{
return MathHelper.sqrt_double(this.player.motionX*this.player.motionX + this.player.motionZ*this.player.motionZ);
}
public float getSurfaceFriction()
{
float f2 = 1.0F;
if (this.player.onGround)
{
int j = this.player.worldObj.getBlockId(MathHelper.floor_double(this.player.posX), MathHelper.floor_double(this.player.boundingBox.minY) - 1, MathHelper.floor_double(this.player.posZ));
if (j > 0)
{
f2 = 1.0F - Block.blocksList[j].slipperiness;
}
}
return f2;
}
public float getSlipperiness()
{
float f2 = 0.91F;
if (this.player.onGround)
{
f2 = 0.54600006F;
int j = this.player.worldObj.getBlockId(MathHelper.floor_double(this.player.posX), MathHelper.floor_double(this.player.boundingBox.minY) - 1, MathHelper.floor_double(this.player.posZ));
if (j > 0)
{
f2 = Block.blocksList[j].slipperiness * 0.91F;
}
}
return f2;
}
public float minecraft_getMoveSpeed()
{
float f2 = this.getSlipperiness();
float f3 = 0.16277136F / (f2 * f2 * f2);
return this.player.getAIMoveSpeed() * f3;
}
public float[] getMovementDirection( float sidemove, float forwardmove )
{
float f3 = sidemove * sidemove + forwardmove * forwardmove;
float[] dir = { 0.0F, 0.0F };
if (f3 >= 1.0E-4F)
{
f3 = MathHelper.sqrt_float(f3);
if (f3 < 1.0F)
{
f3 = 1.0F;
}
f3 = 1.0F / f3;
sidemove *= f3;
forwardmove *= f3;
float f4 = MathHelper.sin(this.player.rotationYaw * (float)Math.PI / 180.0F);
float f5 = MathHelper.cos(this.player.rotationYaw * (float)Math.PI / 180.0F);
dir[0] = (sidemove * f5 - forwardmove * f4);
dir[1] = (forwardmove * f5 + sidemove * f4);
}
return dir;
}
public float quake_getMoveSpeed()
{
float baseSpeed = this.player.getAIMoveSpeed();
return !this.player.isSneaking() ? baseSpeed*2.15F : baseSpeed*1.11F;
}
public float quake_getMaxMoveSpeed()
{
float baseSpeed = this.player.getAIMoveSpeed();
return baseSpeed*2.15F;
}
private void spawnBunnyhopParticles( int numParticles )
{
// taken from sprint
int j = MathHelper.floor_double(this.player.posX);
int i = MathHelper.floor_double(this.player.posY - 0.20000000298023224D - (double)this.player.yOffset);
int k = MathHelper.floor_double(this.player.posZ);
int l = this.player.worldObj.getBlockId(j, i, k);
if (l > 0)
{
for( int iParticle=0; iParticle < numParticles; iParticle++ )
{
this.player.worldObj.spawnParticle("tilecrack_" + l + "_" + this.player.worldObj.getBlockMetadata(j, i, k), this.player.posX + ((double)this.playerAPI.getRandField().nextFloat() - 0.5D) * (double)this.player.width, this.player.boundingBox.minY + 0.1D, this.player.posZ + ((double)this.playerAPI.getRandField().nextFloat() - 0.5D) * (double)this.player.width, -this.player.motionX * 4.0D, 1.5D, -this.player.motionZ * 4.0D);
}
}
}
public boolean isJumping()
{
return this.playerAPI.getIsJumpingField();
}
/* =================================================
* END HELPERS
* =================================================
*/
/* =================================================
* START MINECRAFT PHYSICS
* =================================================
*/
private void minecraft_ApplyGravity()
{
if (this.player.worldObj.isRemote && (!this.player.worldObj.blockExists((int)this.player.posX, 0, (int)this.player.posZ) || !this.player.worldObj.getChunkFromBlockCoords((int)this.player.posX, (int)this.player.posZ).isChunkLoaded))
{
if (this.player.posY > 0.0D)
{
this.player.motionY = -0.1D;
}
else
{
this.player.motionY = 0.0D;
}
}
else
{
// gravity
this.player.motionY -= 0.08D;
}
// air resistance
this.player.motionY *= 0.9800000190734863D;
}
private void minecraft_ApplyFriction( float momentumRetention )
{
this.player.motionX *= momentumRetention;
this.player.motionZ *= momentumRetention;
}
private void minecraft_ApplyLadderPhysics()
{
if (this.player.isOnLadder())
{
float f5 = 0.15F;
if (this.player.motionX < (double)(-f5))
{
this.player.motionX = (double)(-f5);
}
if (this.player.motionX > (double)f5)
{
this.player.motionX = (double)f5;
}
if (this.player.motionZ < (double)(-f5))
{
this.player.motionZ = (double)(-f5);
}
if (this.player.motionZ > (double)f5)
{
this.player.motionZ = (double)f5;
}
this.player.fallDistance = 0.0F;
if (this.player.motionY < -0.15D)
{
this.player.motionY = -0.15D;
}
boolean flag = this.player.isSneaking() && this.player instanceof EntityPlayer;
if (flag && this.player.motionY < 0.0D)
{
this.player.motionY = 0.0D;
}
}
}
private void minecraft_ClimbLadder()
{
if (this.player.isCollidedHorizontally && this.player.isOnLadder())
{
this.player.motionY = 0.2D;
}
}
private void minecraft_SwingLimbsBasedOnMovement()
{
this.player.prevLimbSwingAmount = this.player.limbSwingAmount;
double d0 = this.player.posX - this.player.prevPosX;
double d1 = this.player.posZ - this.player.prevPosZ;
float f6 = MathHelper.sqrt_double(d0 * d0 + d1 * d1) * 4.0F;
if (f6 > 1.0F)
{
f6 = 1.0F;
}
this.player.limbSwingAmount += (f6 - this.player.limbSwingAmount) * 0.4F;
this.player.limbSwing += this.player.limbSwingAmount;
}
private void minecraft_WaterMove(float sidemove, float forwardmove)
{
double d0 = this.player.posY;
this.player.moveFlying(sidemove, forwardmove, 0.04F);
this.player.moveEntity(this.player.motionX, this.player.motionY, this.player.motionZ);
this.player.motionX *= 0.800000011920929D;
this.player.motionY *= 0.800000011920929D;
this.player.motionZ *= 0.800000011920929D;
this.player.motionY -= 0.02D;
if (this.player.isCollidedHorizontally && this.player.isOffsetPositionInLiquid(this.player.motionX, this.player.motionY + 0.6000000238418579D - this.player.posY + d0, this.player.motionZ))
{
this.player.motionY = 0.30000001192092896D;
}
}
public void minecraft_moveEntityWithHeading(float sidemove, float forwardmove)
{
// take care of water and lava movement using default code
if ( (this.player.isInWater() && !this.player.capabilities.isFlying)
|| (this.player.handleLavaMovement() && !this.player.capabilities.isFlying) )
{
super.moveEntityWithHeading(sidemove, forwardmove);
}
else
{
// get friction
float momentumRetention = this.getSlipperiness();
// alter motionX/motionZ based on desired movement
this.player.moveFlying(sidemove, forwardmove, this.minecraft_getMoveSpeed());
// make adjustments for ladder interaction
minecraft_ApplyLadderPhysics();
// do the movement
this.player.moveEntity(this.player.motionX, this.player.motionY, this.player.motionZ);
// climb ladder here for some reason
minecraft_ClimbLadder();
// gravity + friction
minecraft_ApplyGravity();
minecraft_ApplyFriction( momentumRetention );
// swing them arms
minecraft_SwingLimbsBasedOnMovement();
}
}
/* =================================================
* END MINECRAFT PHYSICS
* =================================================
*/
/* =================================================
* START QUAKE PHYSICS
* =================================================
*/
/**
* Moves the entity based on the specified heading. Args: strafe, forward
*/
public void quake_moveEntityWithHeading(float sidemove, float forwardmove)
{
// take care of lava movement using default code
if ( (this.player.handleLavaMovement() && !this.player.capabilities.isFlying) )
{
super.moveEntityWithHeading(sidemove, forwardmove);
return;
}
else if (this.player.isInWater() && !this.player.capabilities.isFlying)
{
if (ModConfig.SHARKING_ENABLED)
quake_WaterMove(sidemove, forwardmove);
else
{
super.moveEntityWithHeading(sidemove, forwardmove);
return;
}
}
else
{
// get all relevant movement values
float wishspeed = (sidemove != 0.0F || forwardmove != 0.0F) ? this.quake_getMoveSpeed() : 0.0F;
float[] wishdir = this.getMovementDirection(sidemove, forwardmove);
boolean onGroundForReal = this.player.onGround && !this.isJumping();
float momentumRetention = this.getSlipperiness();
// ground movement
if (onGroundForReal)
{
// apply friction before acceleration so we can accelerate back up to maxspeed afterwards
//quake_Friction(); // buggy because material-based friction uses a totally different format
minecraft_ApplyFriction( momentumRetention );
double sv_accelerate = ModConfig.ACCELERATE;
if (wishspeed != 0.0F)
{
// alter based on the surface friction
sv_accelerate *= this.minecraft_getMoveSpeed()*2.15F / wishspeed;
quake_Accelerate( wishspeed, wishdir[0], wishdir[1], sv_accelerate );
}
}
// air movement
else
{
double sv_airaccelerate = ModConfig.AIR_ACCELERATE;
quake_AirAccelerate( wishspeed, wishdir[0], wishdir[1], sv_airaccelerate );
if (ModConfig.SHARKING_ENABLED && ModConfig.SHARKING_SURFACE_TENSION > 0.0D && this.playerAPI.getIsJumpingField() && this.player.motionY < 0.0F)
{
AxisAlignedBB axisalignedbb = this.player.boundingBox.getOffsetBoundingBox(this.player.motionX, this.player.motionY, this.player.motionZ);
boolean isFallingIntoWater = this.player.worldObj.isAnyLiquid(axisalignedbb);
if (isFallingIntoWater)
this.player.motionY *= ModConfig.SHARKING_SURFACE_TENSION;
}
}
// make adjustments for ladder interaction
minecraft_ApplyLadderPhysics();
// apply velocity
this.player.moveEntity(this.player.motionX, this.player.motionY, this.player.motionZ);
// climb ladder here for some reason
minecraft_ClimbLadder();
// HL2 code applies half gravity before acceleration and half after acceleration, but this seems to work fine
minecraft_ApplyGravity();
}
// swing them arms
minecraft_SwingLimbsBasedOnMovement();
}
private void quake_Jump()
{
quake_ApplySoftCap( this.quake_getMaxMoveSpeed() );
boolean didTrimp = quake_DoTrimp();
if (!didTrimp)
{
quake_ApplyHardCap( this.quake_getMaxMoveSpeed() );
}
}
private boolean quake_DoTrimp()
{
if (ModConfig.TRIMPING_ENABLED && this.player.isSneaking())
{
double curspeed = this.getSpeed();
float movespeed = this.quake_getMaxMoveSpeed();
if (curspeed > movespeed)
{
double speedbonus = curspeed/movespeed*0.5F;
if (speedbonus > 1.0F)
speedbonus = 1.0F;
this.player.motionY += speedbonus * curspeed * ModConfig.TRIMP_MULTIPLIER;
if (ModConfig.TRIMP_MULTIPLIER > 0)
{
float mult = 1.0f / ModConfig.TRIMP_MULTIPLIER;
this.player.motionX *= mult;
this.player.motionZ *= mult;
}
spawnBunnyhopParticles( 30 );
return true;
}
}
return false;
}
private void quake_ApplyWaterFriction( double friction )
{
this.player.motionX *= friction;
this.player.motionY *= friction;
this.player.motionZ *= friction;
/*
float speed = (float)(this.player.getSpeed());
float newspeed = 0.0F;
if (speed != 0.0F)
{
newspeed = speed - 0.05F * speed * friction; //* player->m_surfaceFriction;
float mult = newspeed/speed;
this.player.motionX *= mult;
this.player.motionY *= mult;
this.player.motionZ *= mult;
}
return newspeed;
*/
/*
// slow in water
this.player.motionX *= 0.800000011920929D;
this.player.motionY *= 0.800000011920929D;
this.player.motionZ *= 0.800000011920929D;
*/
}
private void quake_WaterAccelerate( float wishspeed, float speed, double wishX, double wishZ, double accel )
{
float addspeed = wishspeed - speed;
if (addspeed > 0)
{
float accelspeed = (float)(accel * wishspeed * 0.05F);
if (accelspeed > addspeed)
{
accelspeed = addspeed;
}
this.player.motionX += accelspeed * wishX;
this.player.motionZ += accelspeed * wishZ;
}
}
private void quake_WaterMove( float sidemove, float forwardmove )
{
double lastPosY = this.player.posY;
// get all relevant movement values
float wishspeed = (sidemove != 0.0F || forwardmove != 0.0F) ? this.quake_getMaxMoveSpeed() : 0.0F;
float[] wishdir = this.getMovementDirection(sidemove, forwardmove);
boolean isSharking = this.isJumping() && this.player.isOffsetPositionInLiquid(0.0D, 1.0D, 0.0D);
double curspeed = this.getSpeed();
if (!isSharking || curspeed < 0.078F)
{
minecraft_WaterMove(sidemove, forwardmove);
}
else
{
if (curspeed > 0.09)
quake_ApplyWaterFriction( ModConfig.SHARKING_WATER_FRICTION );
if (curspeed > 0.098)
quake_AirAccelerate( wishspeed, wishdir[0], wishdir[1], ModConfig.ACCELERATE );
else
quake_Accelerate( .0980F, wishdir[0], wishdir[1], ModConfig.ACCELERATE );
this.player.moveEntity(this.player.motionX, this.player.motionY, this.player.motionZ);
this.player.motionY = 0.0D;
}
// water jump
if (this.player.isCollidedHorizontally && this.player.isOffsetPositionInLiquid(this.player.motionX, this.player.motionY + 0.6000000238418579D - this.player.posY + lastPosY, this.player.motionZ))
{
this.player.motionY = 0.30000001192092896D;
}
}
private void quake_Accelerate( float wishspeed, double wishX, double wishZ, double accel )
{
int i;
double addspeed, accelspeed, currentspeed;
// Determine veer amount
// this is a dot product
currentspeed = this.player.motionX * wishX + this.player.motionZ * wishZ;
// See how much to add
addspeed = wishspeed - currentspeed;
// If not adding any, done.
if (addspeed <= 0)
return;
// Determine acceleration speed after acceleration
accelspeed = accel * wishspeed * 0.05F;
// Cap it
if (accelspeed > addspeed)
accelspeed = addspeed;
// Adjust pmove vel.
this.player.motionX += accelspeed * wishX;
this.player.motionZ += accelspeed * wishZ;
}
private void quake_AirAccelerate( float wishspeed, double wishX, double wishZ, double accel )
{
int i;
double addspeed, accelspeed, currentspeed;
float wishspd = wishspeed;
float maxAirAcceleration = 0.03F;
if (wishspd > maxAirAcceleration)
wishspd = maxAirAcceleration;
// Determine veer amount
// this is a dot product
currentspeed = this.player.motionX * wishX + this.player.motionZ * wishZ;
// See how much to add
addspeed = wishspd - currentspeed;
// If not adding any, done.
if (addspeed <= 0)
return;
// Determine acceleration speed after acceleration
accelspeed = accel * wishspeed * 0.05F;
// Cap it
if (accelspeed > addspeed)
accelspeed = addspeed;
// Adjust pmove vel.
this.player.motionX += accelspeed * wishX;
this.player.motionZ += accelspeed * wishZ;
}
private void quake_Friction()
{
double speed, newspeed, control;
float friction;
float drop;
// Calculate speed
speed = this.getSpeed();
// If too slow, return
if (speed <= 0.0F)
{
return;
}
drop = 0.0F;
// convars
float sv_friction = 1.0F;
float sv_stopspeed = 0.005F;
float surfaceFriction = this.getSurfaceFriction();
friction = sv_friction * surfaceFriction;
// Bleed off some speed, but if we have less than the bleed
// threshold, bleed the threshold amount.
control = (speed < sv_stopspeed) ? sv_stopspeed : speed;
// Add the amount to the drop amount.
drop += control*friction*0.05F;
// scale the velocity
newspeed = speed - drop;
if (newspeed < 0.0F)
newspeed = 0.0F;
if ( newspeed != speed )
{
// Determine proportion of old speed we are using.
newspeed /= speed;
// Adjust velocity according to proportion.
this.player.motionX *= newspeed;
this.player.motionZ *= newspeed;
}
}
private void quake_ApplySoftCap( float movespeed )
{
float softCapPercent = ModConfig.SOFT_CAP;
float softCapDegen = ModConfig.SOFT_CAP_DEGEN;
if (ModConfig.UNCAPPED_BUNNYHOP_ENABLED)
{
softCapPercent = 1.0F;
softCapDegen = 1.0F;
}
float speed = (float)(this.getSpeed());
float softCap = movespeed * softCapPercent;
// apply soft cap first; if soft -> hard is not done, then you can continually trigger only the hard cap and stay at the hard cap
if (speed > softCap)
{
if (softCapDegen != 1.0F)
{
float applied_cap = (speed - softCap) * softCapDegen + softCap;
float multi = applied_cap / speed;
this.player.motionX *= multi;
this.player.motionZ *= multi;
}
spawnBunnyhopParticles( 10 );
}
}
private void quake_ApplyHardCap( float movespeed )
{
if (ModConfig.UNCAPPED_BUNNYHOP_ENABLED)
return;
float hardCapPercent = ModConfig.HARD_CAP;
float speed = (float)(this.getSpeed());
float hardCap = movespeed * hardCapPercent;
if (speed > hardCap && hardCap != 0.0F)
{
float multi = hardCap / speed;
this.player.motionX *= multi;
this.player.motionZ *= multi;
spawnBunnyhopParticles( 30 );
}
}
private void quake_OnLivingUpdate()
{
this.didJumpThisTick = false;
}
/* =================================================
* END QUAKE PHYSICS
* =================================================
*/
}

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package squeek.mods.quakemovement;
import api.player.server.ServerPlayerAPI;
import api.player.server.ServerPlayerBase;
public class QuakeServerPlayer extends ServerPlayerBase {
private boolean wasVelocityChangedBeforeFall = false;
public boolean isFallDistanceLeniencyEnabled = false;
public float increasedFallDistanceLeniency = 3.0F;
public QuakeServerPlayer(ServerPlayerAPI playerapi)
{
super(playerapi);
}
public void fall( float fallDistance )
{
wasVelocityChangedBeforeFall = this.playerAPI.getVelocityChangedField() || this.player.velocityChanged;
if (isFallDistanceLeniencyEnabled)
{
fallDistance -= increasedFallDistanceLeniency;
}
super.fall( fallDistance );
this.playerAPI.setVelocityChangedField(wasVelocityChangedBeforeFall);
this.player.velocityChanged = wasVelocityChangedBeforeFall;
}
}

16
resources/mcmod.info Normal file
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[
{
"modid": "QuakeMovement",
"name": "Quake Movement",
"description": "A quake movement.",
"version": "${version}",
"mcversion": "${mcversion}",
"url": "",
"updateUrl": "",
"authors": ["squeek"],
"credits": "",
"logoFile": "",
"screenshots": [],
"dependencies": []
}
]