#include "g_local.h" #include "m_player.h" #include "cgf_sfx_glass.h" void ClientUserinfoChanged (edict_t *ent, char *userinfo); void ClientDisconnect(edict_t *ent); void SP_misc_teleporter_dest (edict_t *ent); void CopyToBodyQue (edict_t *ent); void Add_Frag( edict_t *ent ) { ent->client->resp.kills++; ent->client->resp.streak++; if ( teamplay->value || (ent->client->resp.streak < 4) ) { ent->client->resp.score++; // just 1 normal kill } else if ( ent->client->resp.streak < 8 ) { gi.bprintf (PRINT_MEDIUM,"%s has %d kills in a row and receives %d frags for the kill!\n", ent->client->pers.netname, ent->client->resp.streak, 2); ent->client->resp.score += 2; } else if ( ent->client->resp.streak < 16 ) { gi.bprintf (PRINT_MEDIUM,"%s has %d kills in a row and receives %d frags for the kill!\n", ent->client->pers.netname, ent->client->resp.streak, 4); ent->client->resp.score += 4; } else if ( ent->client->resp.streak < 32 ) { gi.bprintf (PRINT_MEDIUM,"%s has %d kills in a row and receives %d frags for the kill!\n", ent->client->pers.netname, ent->client->resp.streak, 8); ent->client->resp.score += 8; } else { gi.bprintf (PRINT_MEDIUM,"%s has %d kills in a row and receives %d frags for the kill!\n", ent->client->pers.netname, ent->client->resp.streak, 16); ent->client->resp.score += 16; } //FIREBLADE if (!teamplay->value && ent->client->resp.streak >= 1) //FIREBLADE { gi.cprintf(ent, PRINT_HIGH, "Kill count: %d\n", ent->client->resp.streak ); } } void Subtract_Frag( edict_t *ent ) { ent->client->resp.score--; ent->client->resp.streak = 0; } // FRIENDLY FIRE functions extern qboolean Ban_TeamKiller ( edict_t *ent, int rounds ); // g_svcmds.c extern void Kick_Client ( edict_t *ent); // g_svcmds.c void Add_TeamWound( edict_t *attacker, edict_t *victim, int mod) { if (!teamplay->value || !attacker->client || !victim->client) { return; } attacker->client->team_wounds++; // Warn both parties that they are teammates. Since shotguns are pellet based, // make sure we don't overflow the client when using MOD_HC or MOD_SHOTGUN. The // ff_warning flag should have been reset before each attack. if (attacker->client->ff_warning == 0) { attacker->client->ff_warning++; gi.cprintf(victim, PRINT_HIGH, "You were hit by %s, your TEAMMATE!\n", attacker->client->pers.netname); gi.cprintf(attacker, PRINT_HIGH, "You hit your TEAMMATE %s!\n", victim->client->pers.netname); } // We want team_wounds to increment by one for each ATTACK, not after each // bullet or pellet does damage. With the HAND CANNON this means 2 attacks // since it is double barreled and we don't want to go into p_weapon.c... attacker->client->team_wounds = (attacker->client->team_wounds_before + 1); // If count is less than MAX_TEAMKILLS*3, return. If count is greater than // MAX_TEAMKILLS*3 but less than MAX_TEAMKILLS*4, print off a ban warning. If // count equal (or greater than) MAX_TEAMKILLS*4, ban and kick the client. if ((int)maxteamkills->value < 1) //FB return; if (attacker->client->team_wounds < ((int)maxteamkills->value * 3)) { return; } else if (attacker->client->team_wounds < ((int)maxteamkills->value * 4)) { // Print a note to console, and issue a warning to the player. gi.cprintf(NULL, PRINT_MEDIUM, "%s is in danger of being banned for wounding teammates\n", attacker->client->pers.netname); gi.cprintf(attacker, PRINT_HIGH, "WARNING: You'll be temporarily banned if you continue wounding teammates!\n"); return; } else { if (attacker->client->ipaddr) { if (Ban_TeamKiller(attacker, (int)twbanrounds->value)) { gi.cprintf(NULL, PRINT_MEDIUM, "Banning %s@%s for team wounding\n", attacker->client->pers.netname, attacker->client->ipaddr); gi.cprintf(attacker, PRINT_HIGH, "You've wounded teammates too many times, and are banned for %d %s.\n", (int)twbanrounds->value, (((int)twbanrounds->value > 1) ? "games" : "game")); } else { gi.cprintf(NULL, PRINT_MEDIUM, "Error banning %s: unable to get ipaddr\n", attacker->client->pers.netname); } Kick_Client(attacker); } } return; } void Add_TeamKill( edict_t *attacker ) { if (!teamplay->value || !attacker->client) { return; } attacker->client->team_kills++; // Because the stricter team kill was incremented, lower team_wounds // by amount inflicted in last attack (i.e., no double penalty). if (attacker->client->team_wounds > attacker->client->team_wounds_before) { attacker->client->team_wounds = attacker->client->team_wounds_before; } // If count is less than 1/2 MAX_TEAMKILLS, print off simple warning. If // count is greater than 1/2 MAX_TEAMKILLS but less than MAX_TEAMKILLS, // print off a ban warning. If count equal or greater than MAX_TEAMKILLS, // ban and kick the client. if (((int)maxteamkills->value < 1) || (attacker->client->team_kills < (((int)maxteamkills->value % 2) + (int)maxteamkills->value / 2))) { gi.cprintf(attacker, PRINT_HIGH, "You killed your TEAMMATE!\n"); return; } else if (attacker->client->team_kills < (int)maxteamkills->value) { // Show this on the console gi.cprintf(NULL, PRINT_MEDIUM, "%s is in danger of being banned for killing teammates\n", attacker->client->pers.netname); // Issue a warning to the player gi.cprintf(attacker, PRINT_HIGH, "WARNING: You'll be temporarily banned if you continue killing teammates!\n" ); return; } else { // They've killed too many teammates this game - kick 'em for a while if (attacker->client->ipaddr) { if (Ban_TeamKiller(attacker, (int)tkbanrounds->value)) { gi.cprintf (NULL, PRINT_MEDIUM, "Banning %s@%s for team killing\n", attacker->client->pers.netname, attacker->client->ipaddr); gi.cprintf(attacker, PRINT_HIGH, "You've killed too many teammates, and are banned for %d %s.\n", (int)tkbanrounds->value, (((int)tkbanrounds->value > 1) ? "games" : "game")); } else { gi.cprintf(NULL, PRINT_MEDIUM, "Error banning %s: unable to get ipaddr\n", attacker->client->pers.netname); } } Kick_Client(attacker); } } // FRIENDLY FIRE // // Gross, ugly, disgustuing hack section // // this function is an ugly as hell hack to fix some map flaws // // the coop spawn spots on some maps are SNAFU. There are coop spots // with the wrong targetname as well as spots with no name at all // // we use carnal knowledge of the maps to fix the coop spot targetnames to match // that of the nearest named single player spot static void SP_FixCoopSpots (edict_t *self) { edict_t *spot; vec3_t d; spot = NULL; while(1) { spot = G_Find(spot, FOFS(classname), "info_player_start"); if (!spot) return; if (!spot->targetname) continue; VectorSubtract(self->s.origin, spot->s.origin, d); if (VectorLength(d) < 384) { if ((!self->targetname) || stricmp(self->targetname, spot->targetname) != 0) { // gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname); self->targetname = spot->targetname; } return; } } } // now if that one wasn't ugly enough for you then try this one on for size // some maps don't have any coop spots at all, so we need to create them // where they should have been static void SP_CreateCoopSpots (edict_t *self) { edict_t *spot; if(stricmp(level.mapname, "security") == 0) { spot = G_Spawn(); spot->classname = "info_player_coop"; spot->s.origin[0] = 188 - 64; spot->s.origin[1] = -164; spot->s.origin[2] = 80; spot->targetname = "jail3"; spot->s.angles[1] = 90; spot = G_Spawn(); spot->classname = "info_player_coop"; spot->s.origin[0] = 188 + 64; spot->s.origin[1] = -164; spot->s.origin[2] = 80; spot->targetname = "jail3"; spot->s.angles[1] = 90; spot = G_Spawn(); spot->classname = "info_player_coop"; spot->s.origin[0] = 188 + 128; spot->s.origin[1] = -164; spot->s.origin[2] = 80; spot->targetname = "jail3"; spot->s.angles[1] = 90; return; } } /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) The normal starting point for a level. */ void SP_info_player_start(edict_t *self) { if (!coop->value) return; if(stricmp(level.mapname, "security") == 0) { // invoke one of our gross, ugly, disgusting hacks self->think = SP_CreateCoopSpots; self->nextthink = level.time + FRAMETIME; } } /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) potential spawning position for deathmatch games */ void SP_info_player_deathmatch(edict_t *self) { if (!deathmatch->value) { G_FreeEdict (self); return; } SP_misc_teleporter_dest (self); } /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32) potential spawning position for coop games */ void SP_info_player_coop(edict_t *self) { if (!coop->value) { G_FreeEdict (self); return; } if((stricmp(level.mapname, "jail2") == 0) || (stricmp(level.mapname, "jail4") == 0) || (stricmp(level.mapname, "mine1") == 0) || (stricmp(level.mapname, "mine2") == 0) || (stricmp(level.mapname, "mine3") == 0) || (stricmp(level.mapname, "mine4") == 0) || (stricmp(level.mapname, "lab") == 0) || (stricmp(level.mapname, "boss1") == 0) || (stricmp(level.mapname, "fact3") == 0) || (stricmp(level.mapname, "biggun") == 0) || (stricmp(level.mapname, "space") == 0) || (stricmp(level.mapname, "command") == 0) || (stricmp(level.mapname, "power2") == 0) || (stricmp(level.mapname, "strike") == 0)) { // invoke one of our gross, ugly, disgusting hacks self->think = SP_FixCoopSpots; self->nextthink = level.time + FRAMETIME; } } /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) The deathmatch intermission point will be at one of these Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll' */ void SP_info_player_intermission(void) { } //======================================================================= void player_pain (edict_t *self, edict_t *other, float kick, int damage) { // player pain is handled at the end of the frame in P_DamageFeedback } qboolean IsFemale (edict_t *ent) { char *info; if (!ent->client) return false; // "gender" below used to be "skin", 3.20 change -FB info = Info_ValueForKey (ent->client->pers.userinfo, "gender"); if (info[0] == 'f' || info[0] == 'F') return true; return false; } // FROM 3.20 -FB qboolean IsNeutral (edict_t *ent) { char *info; if (!ent->client) return false; info = Info_ValueForKey (ent->client->pers.userinfo, "gender"); if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M') return true; return false; } // ^^^ // PrintDeathMessage: moved the actual printing of the death messages to here, to handle // the fact that live players shouldn't receive them in teamplay. -FB void PrintDeathMessage(char *msg, edict_t *gibee) { int j; edict_t *other; if (!teamplay->value) { gi.bprintf(PRINT_MEDIUM, msg); return; } if (dedicated->value) gi.cprintf(NULL, PRINT_MEDIUM, "%s", msg); for (j = 1; j <= game.maxclients; j++) { other = &g_edicts[j]; if (!other->inuse || !other->client) continue; if (gibee != other && team_round_going && other->solid != SOLID_NOT) continue; gi.cprintf(other, PRINT_MEDIUM, "%s", msg); } } void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker) { int mod; int loc; char *message; char *message2; char death_msg[2048]; // enough in all situations? -FB qboolean ff; int special = 0; int n; if (coop->value && attacker->client) meansOfDeath |= MOD_FRIENDLY_FIRE; if (attacker && attacker != self && attacker->client && OnSameTeam (self, attacker)) meansOfDeath |= MOD_FRIENDLY_FIRE; if (deathmatch->value || coop->value) { ff = meansOfDeath & MOD_FRIENDLY_FIRE; mod = meansOfDeath & ~MOD_FRIENDLY_FIRE; loc = locOfDeath; // useful for location based hits message = NULL; message2 = ""; switch (mod) { case MOD_BREAKINGGLASS: message = "ate too much glass"; break; case MOD_SUICIDE: message = "suicides"; break; case MOD_FALLING: // moved falling to the end if (self->client->push_timeout) special = 1; //message = "hit the ground hard, real hard"; if (IsNeutral(self)) message = "plummets to its death"; else if (IsFemale(self)) message = "plummets to her death"; else message = "plummets to his death"; break; case MOD_CRUSH: message = "was flattened"; break; case MOD_WATER: message = "sank like a rock"; break; case MOD_SLIME: message = "melted"; break; case MOD_LAVA: message = "does a back flip into the lava"; break; case MOD_EXPLOSIVE: case MOD_BARREL: message = "blew up"; break; case MOD_EXIT: message = "found a way out"; break; case MOD_TARGET_LASER: message = "saw the light"; break; case MOD_TARGET_BLASTER: message = "got blasted"; break; case MOD_BOMB: case MOD_SPLASH: case MOD_TRIGGER_HURT: message = "was in the wrong place"; break; } if (attacker == self) { switch (mod) { case MOD_HELD_GRENADE: message = "tried to put the pin back in"; break; case MOD_HG_SPLASH: if (IsNeutral(self)) message = "didn't throw its grenade far enough"; if (IsFemale(self)) message = "didn't throw her grenade far enough"; else message = "didn't throw his grenade far enough"; break; case MOD_G_SPLASH: if (IsNeutral(self)) message = "tripped on its own grenade"; else if (IsFemale(self)) message = "tripped on her own grenade"; else message = "tripped on his own grenade"; break; case MOD_R_SPLASH: if (IsNeutral(self)) message = "blew itself up"; else if (IsFemale(self)) message = "blew herself up"; else message = "blew himself up"; break; case MOD_BFG_BLAST: message = "should have used a smaller gun"; break; default: if (IsNeutral(self)) message = "killed itself"; else if (IsFemale(self)) message = "killed herself"; else message = "killed himself"; break; } } if (message && !special) { sprintf(death_msg, "%s %s\n", self->client->pers.netname, message); PrintDeathMessage(death_msg, self); if (deathmatch->value) Subtract_Frag( self );//self->client->resp.score--; self->enemy = NULL; return; } else if ( special ) // handle falling with an attacker set { if (self->client->attacker && self->client->attacker->client && (self->client->attacker->client != self->client)) { sprintf(death_msg, "%s was taught how to fly by %s\n", self->client->pers.netname, self->client->attacker->client->pers.netname ); PrintDeathMessage(death_msg, self); //MODIFIED FOR FF -FB if (!((int)dmflags->value & DF_NO_FRIENDLY_FIRE) && OnSameTeam(self, self->client->attacker) && teamplay->value) { if (!teamplay->value || team_round_going) { Add_TeamKill(self->client->attacker); Subtract_Frag( self->client->attacker );//attacker->client->resp.score--; } } else { if (!teamplay->value || mod != MOD_TELEFRAG) Add_Frag(self->client->attacker );//attacker->client->resp.score++; } //END FF ADD } else { if (IsNeutral(self)) sprintf(death_msg, "%s plummets to its death\n", self->client->pers.netname); else if (IsFemale(self)) sprintf(death_msg, "%s plummets to her death\n", self->client->pers.netname); else sprintf(death_msg, "%s plummets to his death\n", self->client->pers.netname); PrintDeathMessage(death_msg, self); if (deathmatch->value) Subtract_Frag( self );//self->client->resp.score--; self->enemy = NULL; } return; } #if 0 // handle bleeding, not used because bleeding doesn't get set if ( mod == MOD_BLEEDING ) { sprintf(death_msg, "%s bleeds to death\n", self->client->pers.netname); PrintDeathMessage(death_msg, self); return; } #endif self->enemy = attacker; if (attacker && attacker->client) { switch (mod) { case MOD_MK23: // zucc switch (loc) { case LOC_HDAM: if (IsNeutral(self)) message = " has a hole in its head from"; else if (IsFemale(self)) message = " has a hole in her head from"; else message = " has a hole in his head from"; message2 = "'s Mark 23 pistol"; break; case LOC_CDAM: message = " loses a vital chest organ thanks to"; message2 = "'s Mark 23 pistol"; break; case LOC_SDAM: if (IsNeutral(self)) message = " loses its lunch to"; else if (IsFemale(self)) message = " loses her lunch to"; else message = " loses his lunch to"; message2 = "'s .45 caliber pistol round"; break; case LOC_LDAM: message = " is legless because of"; message2 = "'s .45 caliber pistol round"; break; default: message = " was shot by"; message2 = "'s Mark 23 Pistol"; } break; case MOD_MP5: switch (loc) { case LOC_HDAM: message = "'s brains are on the wall thanks to"; message2 = "'s 10mm MP5/10 round"; break; case LOC_CDAM: message = " feels some chest pain via"; message2 = "'s MP5/10 Submachinegun"; break; case LOC_SDAM: message = " needs some Pepto Bismol after"; message2 = "'s 10mm MP5 round"; break; case LOC_LDAM: if (IsNeutral(self)) message = " had its legs blown off thanks to"; else if (IsFemale(self)) message = " had her legs blown off thanks to"; else message = " had his legs blown off thanks to"; message2 = "'s MP5/10 Submachinegun"; break; default: message = " was shot by"; message2 = "'s MP5/10 Submachinegun"; } break; case MOD_M4: switch (loc) { case LOC_HDAM: message = " had a makeover by"; message2 = "'s M4 Assault Rifle"; break; case LOC_CDAM: message = " feels some heart burn thanks to"; message2 = "'s M4 Assault Rifle"; break; case LOC_SDAM: message = " has an upset stomach thanks to"; message2 = "'s M4 Assault Rifle"; break; case LOC_LDAM: message = " is now shorter thanks to"; message2 = "'s M4 Assault Rifle"; break; default: message = " was shot by"; message2 = "'s M4 Assault Rifle"; } break; case MOD_M3: n = rand() % 2 + 1; if (n == 1) { message = " accepts"; message2 = "'s M3 Super 90 Assault Shotgun in hole-y matrimony"; } else { message = " is full of buckshot from"; message2 = "'s M3 Super 90 Assault Shotgun"; } break; case MOD_HC: n = rand() % 2 + 1; if (n == 1) { message = " ate"; message2 = "'s sawed-off 12 gauge"; } else { message = " is full of buckshot from"; message2 = "'s sawed off shotgun"; } break; case MOD_SNIPER: switch (loc) { case LOC_HDAM: if (self->client->ps.fov < 90) { if (IsNeutral(self)) message = " saw the sniper bullet go through its scope thanks to"; else if (IsFemale(self)) message = " saw the sniper bullet go through her scope thanks to"; else message = " saw the sniper bullet go through his scope thanks to"; } else { message = " caught a sniper bullet between the eyes from"; } break; case LOC_CDAM: message = " was picked off by"; break; case LOC_SDAM: message = " was sniped in the stomach by"; break; case LOC_LDAM: message = " was shot in the legs by"; break; default: message = "was sniped by"; //message2 = "'s Sniper Rifle"; } break; case MOD_DUAL: switch (loc) { case LOC_HDAM: message = " was trepanned by"; message2 = "'s akimbo Mark 23 pistols"; break; case LOC_CDAM: message = " was John Woo'd by"; //message2 = "'s .45 caliber pistol round"; break; case LOC_SDAM: message = " needs some new kidneys thanks to"; message2 = "'s akimbo Mark 23 pistols"; break; case LOC_LDAM: message = " was shot in the legs by"; message2 = "'s akimbo Mark 23 pistols"; break; default: message = " was shot by"; message2 = "'s pair of Mark 23 Pistols"; } break; case MOD_KNIFE: switch (loc) { case LOC_HDAM: if (IsNeutral(self)) message = " had its throat slit by"; else if (IsFemale(self)) message = " had her throat slit by"; else message = " had his throat slit by"; break; case LOC_CDAM: message = " had open heart surgery, compliments of"; break; case LOC_SDAM: message = " was gutted by"; break; case LOC_LDAM: message = " was stabbed repeatedly in the legs by"; break; default: message = " was slashed apart by"; message2 = "'s Combat Knife"; } break; case MOD_KNIFE_THROWN: switch (loc) { case LOC_HDAM: message = " caught"; if (IsNeutral(self)) message2 = "'s flying knife with its forehead"; else if (IsFemale(self)) message2 = "'s flying knife with her forehead"; else message2 = "'s flying knife with his forehead"; break; case LOC_CDAM: message = "'s ribs don't help against"; message2 = "'s flying knife"; break; case LOC_SDAM: if (IsNeutral(self)) message = " sees the contents of its own stomach thanks to"; else if (IsFemale(self)) message = " sees the contents of her own stomach thanks to"; else message = " sees the contents of his own stomach thanks to"; message2 = "'s flying knife"; break; case LOC_LDAM: if (IsNeutral(self)) message = " had its legs cut off thanks to"; else if (IsFemale(self)) message = " had her legs cut off thanks to"; else message = " had his legs cut off thanks to"; message2 = "'s flying knife"; break; default: message = " was hit by"; message2 = "'s flying Combat Knife"; } break; case MOD_GAS: message = "sucks down some toxic gas thanks to"; break; case MOD_KICK: n = rand() % 3 + 1; if (n == 1) { if (IsNeutral(self)) message = " got its ass kicked by"; else if (IsFemale(self)) message = " got her ass kicked by"; else message = " got his ass kicked by"; } else if (n == 2) { if (IsNeutral(self)) { message = " couldn't remove"; message2 = "'s boot from its ass"; } else if (IsFemale(self)) { message = " couldn't remove"; message2 = "'s boot from her ass"; } else { message = " couldn't remove"; message2 = "'s boot from his ass"; } } else { if (IsNeutral(self)) { message = " had a Bruce Lee put on it by"; message2 = ", with a quickness"; } else if (IsFemale(self)) { message = " had a Bruce Lee put on her by"; message2 = ", with a quickness"; } else { message = " had a Bruce Lee put on him by"; message2 = ", with a quickness"; } } break; case MOD_BLASTER: message = "was blasted by"; break; case MOD_SHOTGUN: message = "was gunned down by"; break; case MOD_SSHOTGUN: message = "was blown away by"; message2 = "'s super shotgun"; break; case MOD_MACHINEGUN: message = "was machinegunned by"; break; case MOD_CHAINGUN: message = "was cut in half by"; message2 = "'s chaingun"; break; case MOD_GRENADE: message = "was popped by"; message2 = "'s grenade"; break; case MOD_G_SPLASH: message = "was shredded by"; message2 = "'s shrapnel"; break; case MOD_ROCKET: message = "ate"; message2 = "'s rocket"; break; case MOD_R_SPLASH: message = "almost dodged"; message2 = "'s rocket"; break; case MOD_HYPERBLASTER: message = "was melted by"; message2 = "'s hyperblaster"; break; case MOD_RAILGUN: message = "was railed by"; break; case MOD_BFG_LASER: message = "saw the pretty lights from"; message2 = "'s BFG"; break; case MOD_BFG_BLAST: message = "was disintegrated by"; message2 = "'s BFG blast"; break; case MOD_BFG_EFFECT: message = "couldn't hide from"; message2 = "'s BFG"; break; case MOD_HANDGRENADE: message = " caught"; message2 = "'s handgrenade"; break; case MOD_HG_SPLASH: message = " didn't see"; message2 = "'s handgrenade"; break; case MOD_HELD_GRENADE: message = " feels"; message2 = "'s pain"; break; case MOD_TELEFRAG: message = " tried to invade"; message2 = "'s personal space"; break; } if (message) { //FIREBLADE sprintf(death_msg, "%s%s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2); PrintDeathMessage(death_msg, self); //FIREBLADE if (deathmatch->value) { if (ff) { if (!teamplay->value || team_round_going) { Add_TeamKill(attacker); Subtract_Frag( attacker );//attacker->client->resp.score--; } } else { //FIREBLADE if (!teamplay->value || mod != MOD_TELEFRAG) //FIREBLADE Add_Frag(attacker );//attacker->client->resp.score++; } } return; } } } //FIREBLADE sprintf(death_msg, "%s died\n", self->client->pers.netname); PrintDeathMessage(death_msg, self); //FIREBLADE if (deathmatch->value) Subtract_Frag( self );//self->client->resp.score--; } void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); // zucc used to toss an item on death void EjectItem( edict_t *ent, gitem_t *item ) { edict_t *drop; float spread; if (item) { spread = 300.0*crandom(); ent->client->v_angle[YAW] -= spread; drop = Drop_Item (ent, item); ent->client->v_angle[YAW] += spread; drop->spawnflags = DROPPED_PLAYER_ITEM; } } // unique weapons need to be specially treated so they respawn properly void EjectWeapon( edict_t *ent, gitem_t *item ) { edict_t *drop; float spread; if (item) { spread = 300.0*crandom(); ent->client->v_angle[YAW] -= spread; drop = Drop_Item (ent, item); ent->client->v_angle[YAW] += spread; drop->spawnflags = DROPPED_PLAYER_ITEM; drop->think = temp_think_specweap; } } //zucc toss items on death void TossItemsOnDeath( edict_t *ent ) { gitem_t *item; // don't bother dropping stuff when allweapons/items is active if (allitem->value && allweapon->value) { // remove the lasersight because then the observer might have it item = FindItem(LASER_NAME); ent->client->pers.inventory[ITEM_INDEX(item)] = 0; return; } // don't drop weapons if allweapons is on if (allweapon->value) { DeadDropSpec(ent); return; } // only drop items if allitems is not on if(!allitem->value) DeadDropSpec(ent); else { // remove the lasersight because then the observer might have it item = FindItem(LASER_NAME); ent->client->pers.inventory[ITEM_INDEX(item)] = 0; SP_LaserSight(ent, item); } // give the player a dual pistol so they can be sure to drop one item = FindItem(DUAL_NAME); ent->client->pers.inventory[ITEM_INDEX(item)]++; EjectItem( ent, item ); // check for every item we want to drop when a player dies item = FindItem(MP5_NAME); while ( ent->client->pers.inventory[ITEM_INDEX(item)] > 0 ) { ent->client->pers.inventory[ITEM_INDEX(item)]--; EjectWeapon( ent, item ); } item = FindItem(M4_NAME); while ( ent->client->pers.inventory[ITEM_INDEX(item)] > 0 ) { ent->client->pers.inventory[ITEM_INDEX(item)]--; EjectWeapon( ent, item ); } item = FindItem(M3_NAME); while ( ent->client->pers.inventory[ITEM_INDEX(item)] > 0 ) { ent->client->pers.inventory[ITEM_INDEX(item)]--; EjectWeapon( ent, item ); } item = FindItem(HC_NAME); while ( ent->client->pers.inventory[ITEM_INDEX(item)] > 0 ) { ent->client->pers.inventory[ITEM_INDEX(item)]--; EjectWeapon( ent, item ); } item = FindItem(SNIPER_NAME); while ( ent->client->pers.inventory[ITEM_INDEX(item)] > 0 ) { ent->client->pers.inventory[ITEM_INDEX(item)]--; EjectWeapon( ent, item ); } item = FindItem(KNIFE_NAME); if ( ent->client->pers.inventory[ITEM_INDEX(item)] > 0 ) { EjectItem( ent, item ); } // special items #if 0 item = FindItem(SIL_NAME); if ( ent->client->pers.inventory[ITEM_INDEX(item)] ) EjectItem( ent, item ); item = FindItem(SLIP_NAME); if ( ent->client->pers.inventory[ITEM_INDEX(item)] ) EjectItem( ent, item ); item = FindItem(BAND_NAME); if ( ent->client->pers.inventory[ITEM_INDEX(item)] ) EjectItem( ent, item ); item = FindItem(KEV_NAME); if ( ent->client->pers.inventory[ITEM_INDEX(item)] ) EjectItem( ent, item ); item = FindItem(LASER_NAME); if ( ent->client->pers.inventory[ITEM_INDEX(item)] ) EjectItem( ent, item ); #endif } void TossClientWeapon (edict_t *self) { gitem_t *item; edict_t *drop; qboolean quad; float spread; if (!deathmatch->value) return; item = self->client->pers.weapon; if (! self->client->pers.inventory[self->client->ammo_index] ) item = NULL; if (item && (strcmp (item->pickup_name, "Blaster") == 0)) item = NULL; if (!((int)(dmflags->value) & DF_QUAD_DROP)) quad = false; else quad = (self->client->quad_framenum > (level.framenum + 10)); if (item && quad) spread = 22.5; else spread = 0.0; if (item) { self->client->v_angle[YAW] -= spread; drop = Drop_Item (self, item); self->client->v_angle[YAW] += spread; drop->spawnflags = DROPPED_PLAYER_ITEM; } if (quad) { self->client->v_angle[YAW] += spread; drop = Drop_Item (self, FindItemByClassname ("item_quad")); self->client->v_angle[YAW] -= spread; drop->spawnflags |= DROPPED_PLAYER_ITEM; drop->touch = Touch_Item; drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME; drop->think = G_FreeEdict; } } /* ================== LookAtKiller ================== */ void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker) { vec3_t dir; if (attacker && attacker != world && attacker != self) { VectorSubtract (attacker->s.origin, self->s.origin, dir); } else if (inflictor && inflictor != world && inflictor != self) { VectorSubtract (inflictor->s.origin, self->s.origin, dir); } else { self->client->killer_yaw = self->s.angles[YAW]; return; } // NEW FORMULA FOR THIS FROM 3.20 -FB if (dir[0]) self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]); else { self->client->killer_yaw = 0; if (dir[1] > 0) self->client->killer_yaw = 90; else if (dir[1] < 0) self->client->killer_yaw = -90; } if (self->client->killer_yaw < 0) self->client->killer_yaw += 360; // ^^^ } /* ================== player_die ================== */ void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { // int n; VectorClear (self->avelocity); self->takedamage = DAMAGE_YES; self->movetype = MOVETYPE_TOSS; //FIREBLADE if (self->solid == SOLID_TRIGGER) { self->solid = SOLID_BBOX; gi.linkentity(self); RemoveFromTransparentList(self); } //FIREBLADE // zucc solves problem of people stopping doors while in their dead bodies // // ...only need it in DM though... // ...for teamplay, non-solid will get set soon after in CopyToBodyQue if (!teamplay->value) { self->solid = SOLID_NOT; gi.linkentity(self); } self->s.modelindex2 = 0; // remove linked weapon model self->s.angles[0] = 0; self->s.angles[2] = 0; self->s.sound = 0; self->client->weapon_sound = 0; self->client->reload_attempts = 0; // stop them from trying to reload self->client->weapon_attempts = 0; self->maxs[2] = -8; self->svflags |= SVF_DEADMONSTER; if (!self->deadflag) { self->client->respawn_time = level.time + 1.0; LookAtKiller (self, inflictor, attacker); self->client->ps.pmove.pm_type = PM_DEAD; ClientObituary (self, inflictor, attacker); //TossClientWeapon (self); TossItemsOnDeath(self); //FIREBLADE if (deathmatch->value && !teamplay->value) //FIREBLADE Cmd_Help_f (self); // show scores } // remove powerups self->client->quad_framenum = 0; self->client->invincible_framenum = 0; self->client->breather_framenum = 0; self->client->enviro_framenum = 0; //zucc remove lasersight if (self->lasersight) SP_LaserSight(self, NULL); //FIREBLADE // clean up sniper rifle stuff self->client->no_sniper_display = 0; self->client->resp.sniper_mode = SNIPER_1X; self->client->desired_fov = 90; self->client->ps.fov = 90; //FIREBLADE self->client->resp.streak = 0; Bandage(self); // clear up the leg damage when dead sound? self->client->bandage_stopped = 0; // clear inventory memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory)); // zucc - check if they have a primed grenade if ( self->client->curr_weap == GRENADE_NUM && ( ( self->client->ps.gunframe >= GRENADE_IDLE_FIRST && self->client->ps.gunframe <= GRENADE_IDLE_LAST ) || ( self->client->ps.gunframe >= GRENADE_THROW_FIRST && self->client->ps.gunframe <= GRENADE_THROW_LAST ) ) ) { self->client->ps.gunframe = 0; fire_grenade2 (self, self->s.origin, tv(0,0,0), GRENADE_DAMRAD, 0, 2, GRENADE_DAMRAD*2, false); } //zucc no gibbing /* if (self->health < -40) { // gib gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowClientHead (self, damage); self->takedamage = DAMAGE_NO; }*/ // else { // normal death if (!self->deadflag) { static int i; i = (i+1)%3; // start a death animation self->client->anim_priority = ANIM_DEATH; if (self->client->ps.pmove.pm_flags & PMF_DUCKED) { self->s.frame = FRAME_crdeath1-1; self->client->anim_end = FRAME_crdeath5; } else switch (i) { case 0: self->s.frame = FRAME_death101-1; self->client->anim_end = FRAME_death106; break; case 1: self->s.frame = FRAME_death201-1; self->client->anim_end = FRAME_death206; break; case 2: self->s.frame = FRAME_death301-1; self->client->anim_end = FRAME_death308; break; } if ((meansOfDeath == MOD_SNIPER) || (meansOfDeath == MOD_KNIFE) || (meansOfDeath == MOD_KNIFE_THROWN)) gi.sound(self, CHAN_VOICE, gi.soundindex("misc/glurp.wav"), 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0); } } // zucc this will fix a jump kick death generating a weapon self->client->curr_weap = MK23_NUM; self->deadflag = DEAD_DEAD; gi.linkentity (self); } //======================================================================= /* ============== InitClientPersistant This is only called when the game first initializes in single player, but is called after each death and level change in deathmatch ============== */ void InitClientPersistant (gclient_t *client) { gitem_t *item; /* client_persistant_t oldpers; //FB 6/3/99 memcpy(oldpers, pers, sizeof(client->pers)); //FB 6/3/99 */ memset (&client->pers, 0, sizeof(client->pers)); // changed to mk23 item = FindItem(MK23_NAME); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; client->pers.weapon = item; item = FindItem(KNIFE_NAME); client->pers.inventory[ITEM_INDEX(item)] = 1; client->pers.health = 100; client->pers.max_health = 100; //zucc changed maximum ammo amounts client->pers.max_bullets = 2; client->pers.max_shells = 14; client->pers.max_rockets = 2; client->pers.max_grenades = 50; client->pers.max_cells = 1; client->pers.max_slugs = 20; client->knife_max = 10; client->grenade_max = 2; client->pers.connected = true; //zucc client->fired = 0; client->burst = 0; client->fast_reload = 0; client->machinegun_shots = 0; client->unique_weapon_total = 0; client->unique_item_total = 0; client->curr_weap = MK23_NUM; } void InitClientResp (gclient_t *client) { memset (&client->resp, 0, sizeof(client->resp)); client->resp.enterframe = level.framenum; client->resp.coop_respawn = client->pers; client->resp.weapon = FindItem(MP5_NAME); client->resp.item = FindItem(KEV_NAME); client->resp.ir = 1; } /* ================== SaveClientData Some information that should be persistant, like health, is still stored in the edict structure, so it needs to be mirrored out to the client structure before all the edicts are wiped. ================== */ void SaveClientData (void) { int i; edict_t *ent; for (i=0 ; iinuse) continue; game.clients[i].pers.health = ent->health; game.clients[i].pers.max_health = ent->max_health; game.clients[i].pers.powerArmorActive = (ent->flags & FL_POWER_ARMOR); if (coop->value) game.clients[i].pers.score = ent->client->resp.score; } } void FetchClientEntData (edict_t *ent) { ent->health = ent->client->pers.health; ent->max_health = ent->client->pers.max_health; if (ent->client->pers.powerArmorActive) ent->flags |= FL_POWER_ARMOR; if (coop->value) ent->client->resp.score = ent->client->pers.score; } /* ======================================================================= SelectSpawnPoint ======================================================================= */ /* ================ PlayersRangeFromSpot Returns the distance to the nearest player from the given spot ================ */ float PlayersRangeFromSpot (edict_t *spot) { edict_t *player; float bestplayerdistance; vec3_t v; int n; float playerdistance; bestplayerdistance = 9999999; for (n = 1; n <= maxclients->value; n++) { player = &g_edicts[n]; if (!player->inuse) continue; if (player->health <= 0) continue; VectorSubtract (spot->s.origin, player->s.origin, v); playerdistance = VectorLength (v); if (playerdistance < bestplayerdistance) bestplayerdistance = playerdistance; } return bestplayerdistance; } /* ================ SelectRandomDeathmatchSpawnPoint go to a random point, but NOT the two points closest to other players ================ */ edict_t *SelectRandomDeathmatchSpawnPoint (void) { edict_t *spot, *spot1, *spot2; int count = 0; int selection; float range, range1, range2; spot = NULL; range1 = range2 = 99999; spot1 = spot2 = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { count++; range = PlayersRangeFromSpot(spot); if (range < range1) { range1 = range; spot1 = spot; } else if (range < range2) { range2 = range; spot2 = spot; } } if (!count) return NULL; if (count <= 2) { spot1 = spot2 = NULL; } else count -= 2; selection = rand() % count; spot = NULL; do { spot = G_Find (spot, FOFS(classname), "info_player_deathmatch"); if (spot == spot1 || spot == spot2) selection++; } while(selection--); return spot; } /* ================ SelectFarthestDeathmatchSpawnPoint ================ */ edict_t *SelectFarthestDeathmatchSpawnPoint (void) { edict_t *bestspot; float bestdistance, bestplayerdistance; edict_t *spot; spot = NULL; bestspot = NULL; bestdistance = 0; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { bestplayerdistance = PlayersRangeFromSpot (spot); if (bestplayerdistance > bestdistance) { bestspot = spot; bestdistance = bestplayerdistance; } } if (bestspot) { return bestspot; } // if there is a player just spawned on each and every start spot // we have no choice to turn one into a telefrag meltdown spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch"); return spot; } edict_t *SelectDeathmatchSpawnPoint (void) { if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST) return SelectFarthestDeathmatchSpawnPoint (); else return SelectRandomDeathmatchSpawnPoint (); } edict_t *SelectCoopSpawnPoint (edict_t *ent) { int index; edict_t *spot = NULL; char *target; index = ent->client - game.clients; // player 0 starts in normal player spawn point if (!index) return NULL; spot = NULL; // assume there are four coop spots at each spawnpoint while (1) { spot = G_Find (spot, FOFS(classname), "info_player_coop"); if (!spot) return NULL; // we didn't have enough... target = spot->targetname; if (!target) target = ""; if ( Q_stricmp(game.spawnpoint, target) == 0 ) { // this is a coop spawn point for one of the clients here index--; if (!index) return spot; // this is it } } return spot; } /* =========== SelectSpawnPoint Chooses a player start, deathmatch start, coop start, etc ============ */ void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles) { edict_t *spot = NULL; //FIREBLADE if (teamplay->value && ent->client->resp.team != NOTEAM) { spot = SelectTeamplaySpawnPoint(ent); } else { //FIREBLADE if (deathmatch->value) spot = SelectDeathmatchSpawnPoint (); else if (coop->value) spot = SelectCoopSpawnPoint (ent); } // find a single player start spot if (!spot) { //FIREBLADE if (deathmatch->value) { gi.dprintf("Warning: failed to find deathmatch spawn point\n"); } //FIREBLADE while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL) { if (!game.spawnpoint[0] && !spot->targetname) break; if (!game.spawnpoint[0] || !spot->targetname) continue; if (Q_stricmp(game.spawnpoint, spot->targetname) == 0) break; } if (!spot) { if (!game.spawnpoint[0]) { // there wasn't a spawnpoint without a target, so use any spot = G_Find (spot, FOFS(classname), "info_player_start"); } if (!spot) gi.error ("Couldn't find spawn point %s\n", game.spawnpoint); } } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); } //====================================================================== void InitBodyQue (void) { int i; edict_t *ent; level.body_que = 0; for (i=0; iclassname = "bodyque"; } } void body_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { /* int n;*/ if (self->health < -40) { // remove gibbing /* gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); self->s.origin[2] -= 48; ThrowClientHead (self, damage);*/ self->takedamage = DAMAGE_NO; } } void CopyToBodyQue (edict_t *ent) { edict_t *body; // grab a body que and cycle to the next one body = &g_edicts[(int)maxclients->value + level.body_que + 1]; level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE; // FIXME: send an effect on the removed body gi.unlinkentity (ent); gi.unlinkentity (body); body->s = ent->s; body->s.number = body - g_edicts; body->svflags = ent->svflags; VectorCopy (ent->mins, body->mins); VectorCopy (ent->maxs, body->maxs); VectorCopy (ent->absmin, body->absmin); VectorCopy (ent->absmax, body->absmax); VectorCopy (ent->size, body->size); // All our bodies will be non-solid -FB body->solid = SOLID_NOT; //body->solid = ent->solid; body->clipmask = ent->clipmask; body->owner = ent->owner; //FB 5/31/99 body->movetype = MOVETYPE_TOSS; // just in case? // body->movetype = ent->movetype; VectorCopy (ent->velocity, body->velocity); body->mass = ent->mass; body->groundentity = NULL; //FB 5/31/99 //FB 6/1/99 body->s.renderfx = 0; //FB body->die = body_die; body->takedamage = DAMAGE_YES; gi.linkentity (body); } void CleanBodies() { edict_t *ptr; int i; ptr = g_edicts + game.maxclients + 1; i = 0; while (i < BODY_QUEUE_SIZE) { gi.unlinkentity(ptr); ptr->solid = SOLID_NOT; ptr->movetype = MOVETYPE_NOCLIP; ptr->svflags |= SVF_NOCLIENT; ptr++; i++; } } void respawn (edict_t *self) { if (deathmatch->value || coop->value) { //FIREBLADE if (self->solid != SOLID_NOT || self->deadflag == DEAD_DEAD) //FIREBLADE CopyToBodyQue (self); PutClientInServer (self); //FIREBLADE self->svflags &= ~SVF_NOCLIENT; //FIREBLADE // Disable all this... -FB // // add a teleportation effect // self->s.event = EV_PLAYER_TELEPORT; // // // hold in place briefly // self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; // self->client->ps.pmove.pm_time = 14; self->client->respawn_time = level.time; return; } // restart the entire server gi.AddCommandString ("menu_loadgame\n"); } //============================================================== void AllWeapons( edict_t *ent ) { int i; gitem_t *it; for (i=0 ; ipickup) continue; if (!(it->flags & IT_WEAPON)) continue; ent->client->pers.inventory[i] = 1; } for (i=0 ; ipickup) continue; if (!(it->flags & IT_AMMO)) continue; Add_Ammo (ent, it, 1000); } ent->client->mk23_rds = ent->client->mk23_max; ent->client->dual_rds = ent->client->dual_max; ent->client->mp5_rds = ent->client->mp5_max; ent->client->m4_rds = ent->client->m4_max; ent->client->shot_rds = ent->client->shot_max; ent->client->sniper_rds = ent->client->sniper_max; ent->client->cannon_rds = ent->client->cannon_max; if (tgren->value <= 0) // team grenades is turned off { it = FindItem(GRENADE_NAME); ent->client->pers.inventory[ITEM_INDEX(it)] = 0; } // give them a reasonable number of knives it = FindItem(KNIFE_NAME); ent->client->pers.inventory[ITEM_INDEX(it)] = 10; } void AllItems( edict_t *ent ) { edict_t etemp; int i; gitem_t *it; for (i=0 ; ipickup) continue; if (!(it->flags & IT_ITEM)) continue; etemp.item = it; if ( ent->client->unique_item_total >= unique_items->value ) ent->client->unique_item_total = unique_items->value - 1; Pickup_Special ( &etemp, ent ); } } // equips a client with item/weapon in teamplay void EquipClient( edict_t *ent ) { gclient_t *client; gitem_t* item; edict_t etemp; int band = 0; client = ent->client; if ( !(client->resp.item) || !(client->resp.weapon) ) return; if ( stricmp(client->resp.item->pickup_name, BAND_NAME) == 0 ) { band = 1; if (tgren->value > 0) // team grenades is turned on { item = FindItem(GRENADE_NAME); client->pers.inventory[ITEM_INDEX(item)] = tgren->value; } } // set them up with initial pistol ammo item = FindItem("Pistol Clip"); if ( band ) client->pers.inventory[ITEM_INDEX(item)] = 2; else client->pers.inventory[ITEM_INDEX(item)] = 1; if ( stricmp(client->resp.weapon->pickup_name, MP5_NAME ) == 0 ) { item = FindItem(MP5_NAME); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; client->pers.weapon = item; client->curr_weap = MP5_NUM; client->unique_weapon_total = 1; item = FindItem("Machinegun Magazine"); if ( band ) client->pers.inventory[ITEM_INDEX(item)] = 2; else client->pers.inventory[ITEM_INDEX(item)] = 1; client->mp5_rds = client->mp5_max; } else if ( stricmp(client->resp.weapon->pickup_name, M4_NAME ) == 0 ) { item = FindItem(M4_NAME); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; client->pers.weapon = item; client->curr_weap = M4_NUM; client->unique_weapon_total = 1; item = FindItem("M4 Clip"); if ( band ) client->pers.inventory[ITEM_INDEX(item)] = 2; else client->pers.inventory[ITEM_INDEX(item)] = 1; client->m4_rds = client->m4_max; } else if ( stricmp(client->resp.weapon->pickup_name, M3_NAME ) == 0 ) { item = FindItem(M3_NAME); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; client->pers.weapon = item; client->curr_weap = M3_NUM; client->unique_weapon_total = 1; item = FindItem("12 Gauge Shells"); if ( band ) client->pers.inventory[ITEM_INDEX(item)] = 14; else client->pers.inventory[ITEM_INDEX(item)] = 7; client->shot_rds = client->shot_max; } else if ( stricmp(client->resp.weapon->pickup_name, HC_NAME ) == 0 ) { item = FindItem(HC_NAME); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; client->pers.weapon = item; client->curr_weap = HC_NUM; client->unique_weapon_total = 1; item = FindItem("12 Gauge Shells"); if ( band ) client->pers.inventory[ITEM_INDEX(item)] = 24; else client->pers.inventory[ITEM_INDEX(item)] = 12; client->cannon_rds = client->cannon_max; } else if ( stricmp(client->resp.weapon->pickup_name, SNIPER_NAME ) == 0 ) { item = FindItem(SNIPER_NAME); client->pers.inventory[ITEM_INDEX(item)] = 1; client->unique_weapon_total = 1; item = FindItem("AP Sniper Ammo"); if ( band ) client->pers.inventory[ITEM_INDEX(item)] = 20; else client->pers.inventory[ITEM_INDEX(item)] = 10; client->sniper_rds = client->sniper_max; } else if ( stricmp(client->resp.weapon->pickup_name, DUAL_NAME ) == 0 ) { item = FindItem(DUAL_NAME); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; client->pers.weapon = item; client->curr_weap = DUAL_NUM; item = FindItem("Pistol Clip"); if ( band ) client->pers.inventory[ITEM_INDEX(item)] = 4; else client->pers.inventory[ITEM_INDEX(item)] = 2; client->dual_rds = client->dual_max; } else if ( stricmp(client->resp.weapon->pickup_name, KNIFE_NAME ) == 0 ) { item = FindItem(KNIFE_NAME); client->pers.selected_item = ITEM_INDEX(item); if ( band ) client->pers.inventory[client->pers.selected_item] = 20; else client->pers.inventory[client->pers.selected_item] = 10; client->pers.weapon = item; client->curr_weap = KNIFE_NUM; } etemp.item = client->resp.item; Pickup_Special ( &etemp, ent ); } /* =========== PutClientInServer Called when a player connects to a server or respawns in a deathmatch. ============ */ void PutClientInServer (edict_t *ent) { vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int going_observer; int i; client_persistant_t saved; client_respawn_t resp; // zucc for ammo // gitem_t *item; //FF int save_team_wounds; int save_team_kills; char save_ipaddr[100]; //FF // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client SelectSpawnPoint (ent, spawn_origin, spawn_angles); index = ent-g_edicts-1; client = ent->client; // deathmatch wipes most client data every spawn if (deathmatch->value) { char userinfo[MAX_INFO_STRING]; resp = client->resp; memcpy (userinfo, client->pers.userinfo, sizeof(userinfo)); InitClientPersistant (client); ClientUserinfoChanged (ent, userinfo); } else if (coop->value) { int n; char userinfo[MAX_INFO_STRING]; resp = client->resp; memcpy (userinfo, client->pers.userinfo, sizeof(userinfo)); // this is kind of ugly, but it's how we want to handle keys in coop for (n = 0; n < MAX_ITEMS; n++) { if (itemlist[n].flags & IT_KEY) resp.coop_respawn.inventory[n] = client->pers.inventory[n]; } client->pers = resp.coop_respawn; ClientUserinfoChanged (ent, userinfo); if (resp.score > client->pers.score) client->pers.score = resp.score; } else { memset (&resp, 0, sizeof(resp)); } // clear everything but the persistant data saved = client->pers; //FF save_team_wounds = client->team_wounds; save_team_kills = client->team_kills; if (client->ipaddr) strncpy(save_ipaddr, client->ipaddr, sizeof(save_ipaddr)-1); //FF memset (client, 0, sizeof(*client)); client->pers = saved; //FF client->team_wounds = save_team_wounds; client->team_kills = save_team_kills; if (save_ipaddr && client->ipaddr) strncpy(client->ipaddr, save_ipaddr, sizeof(client->ipaddr)); //FF if (client->pers.health <= 0) InitClientPersistant(client); client->resp = resp; // copy some data from the client to the entity FetchClientEntData (ent); // clear entity values ent->groundentity = NULL; ent->client = &game.clients[index]; ent->takedamage = DAMAGE_AIM; ent->movetype = MOVETYPE_WALK; ent->viewheight = 22; ent->inuse = true; ent->classname = "player"; ent->mass = 200; ent->solid = SOLID_BBOX; ent->deadflag = DEAD_NO; ent->air_finished = level.time + 12; ent->clipmask = MASK_PLAYERSOLID; ent->model = "players/male/tris.md2"; ent->pain = player_pain; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags &= ~FL_NO_KNOCKBACK; ent->svflags &= ~SVF_DEADMONSTER; //FIREBLADE if (!teamplay->value || ent->client->resp.team != NOTEAM) { ent->flags &= ~FL_GODMODE; ent->svflags &= ~SVF_NOCLIENT; } //FIREBLADE VectorCopy (mins, ent->mins); VectorCopy (maxs, ent->maxs); VectorClear (ent->velocity); // clear playerstate values memset (&ent->client->ps, 0, sizeof(client->ps)); client->ps.pmove.origin[0] = spawn_origin[0]*8; client->ps.pmove.origin[1] = spawn_origin[1]*8; client->ps.pmove.origin[2] = spawn_origin[2]*8; if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV)) { client->ps.fov = 90; } else { client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov")); if (client->ps.fov < 1) client->ps.fov = 90; else if (client->ps.fov > 160) client->ps.fov = 160; } client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model); // clear entity state values ent->s.effects = 0; ent->s.skinnum = ent - g_edicts - 1; ent->s.modelindex = 255; // will use the skin specified model // zucc vwep //ent->s.modelindex2 = 255; // custom gun model ShowGun(ent); ent->s.frame = 0; VectorCopy (spawn_origin, ent->s.origin); ent->s.origin[2] += 1; // make sure off ground VectorCopy (ent->s.origin, ent->s.old_origin); // set the delta angle for (i=0 ; i<3 ; i++) client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]); ent->s.angles[PITCH] = 0; ent->s.angles[YAW] = spawn_angles[YAW]; ent->s.angles[ROLL] = 0; VectorCopy (ent->s.angles, client->ps.viewangles); VectorCopy (ent->s.angles, client->v_angle); //FIREBLADE if (teamplay->value) { going_observer = StartClient(ent); } else { going_observer = ent->client->pers.spectator; if (going_observer) { ent->movetype = MOVETYPE_NOCLIP; ent->solid = SOLID_NOT; ent->svflags |= SVF_NOCLIENT; ent->client->resp.team = NOTEAM; ent->client->ps.gunindex = 0; } } //FIREBLADE if (!going_observer && !teamplay->value) { // this handles telefrags... KillBox(ent); } //FIREBLADE gi.linkentity (ent); //zucc give some ammo //item = FindItem("Pistol Clip"); // Add_Ammo(ent,item,1); client->mk23_max = 12; client->mp5_max = 30; client->m4_max = 24; client->shot_max = 7; client->sniper_max = 6; client->cannon_max = 2; client->dual_max = 24; client->mk23_rds = client->mk23_max; client->dual_rds = client->mk23_max; client->knife_max = 10; client->grenade_max = 2; ent->lasersight = NULL; //other client->resp.sniper_mode = SNIPER_1X; client->bandaging = 0; client->leg_damage = 0; client->leg_noise = 0; client->leg_dam_count = 0; client->desired_fov = 90; client->ps.fov = 90; client->idle_weapon = 0; client->drop_knife = 0; client->no_sniper_display = 0; client->knife_sound = 0; client->doortoggle = 0; client->have_laser = 0; client->reload_attempts = 0; client->weapon_attempts = 0; //FIREBLADE if (!going_observer) { // items up here so that the bandolier will change equipclient below if ( allitem->value ) { AllItems( ent ); } if (teamplay->value) EquipClient(ent); if (ent->client->menu) { PMenu_Close(ent); return; } //FIREBLADE if ( allweapon->value ) { AllWeapons( ent ); } // force the current weapon up client->newweapon = client->pers.weapon; ChangeWeapon (ent); //FIREBLADE if (teamplay->value) { ent->solid = SOLID_TRIGGER; gi.linkentity(ent); } //FIREBLADE } } /* ===================== ClientBeginDeathmatch A client has just connected to the server in deathmatch mode, so clear everything out before starting them. ===================== */ void ClientBeginDeathmatch (edict_t *ent) { G_InitEdict (ent); InitClientResp (ent->client); // locate ent at a spawn point PutClientInServer (ent); // FROM 3.20 -FB if (level.intermissiontime) { MoveClientToIntermission (ent); } else { // ^^^ if (!teamplay->value) { //FB 5/31/99 // send effect gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_LOGIN); gi.multicast (ent->s.origin, MULTICAST_PVS); } } gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname); //FIREBLADE if (deathmatch->value && !teamplay->value && ent->solid == SOLID_NOT) gi.bprintf(PRINT_HIGH, "%s became a spectator\n", ent->client->pers.netname); //FIREBLADE //FIREBLADE PrintMOTD(ent); ent->client->resp.motd_refreshes = 1; //FIREBLADE // make sure all view stuff is valid ClientEndServerFrame (ent); } /* =========== ClientBegin called when a client has finished connecting, and is ready to be placed into the game. This will happen every level load. ============ */ void ClientBegin (edict_t *ent) { int i; ent->client = game.clients + (ent - g_edicts - 1); // clear modes of weapons /* ent->client->resp.mk23_mode = 0; ent->client->resp.mp5_mode = 0; ent->client->resp.m4_mode = 0; ent->client->resp.sniper_mode = 0; ent->client->resp.knife_mode = 0; ent->client->resp.grenade_mode = 0; */ if (deathmatch->value) { ClientBeginDeathmatch (ent); return; } // if there is already a body waiting for us (a loadgame), just // take it, otherwise spawn one from scratch if (ent->inuse == true) { // the client has cleared the client side viewangles upon // connecting to the server, which is different than the // state when the game is saved, so we need to compensate // with deltaangles for (i=0 ; i<3 ; i++) ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]); } else { // a spawn point will completely reinitialize the entity // except for the persistant data that was initialized at // ClientConnect() time G_InitEdict (ent); ent->classname = "player"; InitClientResp (ent->client); PutClientInServer (ent); } if (level.intermissiontime) { MoveClientToIntermission (ent); } else { // send effect if in a multiplayer game if (game.maxclients > 1) { //FIREBLADE if (!teamplay->value) { //FIREBLADE gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_LOGIN); gi.multicast (ent->s.origin, MULTICAST_PVS); } gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname); } } // make sure all view stuff is valid ClientEndServerFrame (ent); } /* =========== ClientUserInfoChanged called whenever the player updates a userinfo variable. The game can override any of the settings in place (forcing skins or names, etc) before copying it off. ============ */ void ClientUserinfoChanged (edict_t *ent, char *userinfo) { char *s, *r; int playernum; // check for malformed or illegal info strings if (!Info_Validate(userinfo)) { strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt"); } // set name s = Info_ValueForKey (userinfo, "name"); strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1); //FIREBLADE s = Info_ValueForKey(userinfo, "spectator"); ent->client->pers.spectator = (strcmp(s, "0") != 0); r = Info_ValueForKey(userinfo, "rate"); ent->client->rate = atoi(r); //FIREBLADE // set skin s = Info_ValueForKey (userinfo, "skin"); playernum = ent-g_edicts-1; // combine name and skin into a configstring //FIREBLADE if (teamplay->value) AssignSkin(ent, s); else //FIREBLADE gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) ); /* Not used in Action. // fov if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV)) { ent->client->ps.fov = 90; } else { ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov")); if (ent->client->ps.fov < 1) ent->client->ps.fov = 90; else if (ent->client->ps.fov > 160) ent->client->ps.fov = 160; } */ ent->client->pers.firing_style = ACTION_FIRING_CENTER; // handedness s = Info_ValueForKey (userinfo, "hand"); if (strlen(s)) { ent->client->pers.hand = atoi(s); if (strstr(s, "classic high") != NULL) ent->client->pers.firing_style = ACTION_FIRING_CLASSIC_HIGH; else if (strstr(s, "classic") != NULL) ent->client->pers.firing_style = ACTION_FIRING_CLASSIC; } // save off the userinfo in case we want to check something later strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1); // zucc vwep ShowGun(ent); } /* =========== ClientConnect Called when a player begins connecting to the server. The game can refuse entrance to a client by returning false. If the client is allowed, the connection process will continue and eventually get to ClientBegin() Changing levels will NOT cause this to be called again, but loadgames will. ============ */ qboolean ClientConnect (edict_t *ent, char *userinfo) { char *value, *ipaddr; char ipaddr_buf[100]; // check to see if they are on the banned IP list ipaddr = Info_ValueForKey (userinfo, "ip"); //FIREBLADE if (strlen(ipaddr) > sizeof(ipaddr_buf)-1) gi.dprintf("ipaddr_buf length exceeded\n"); strncpy(ipaddr_buf, ipaddr, 99); ipaddr_buf[99] = 0; //FIREBLADE // FROM 3.20 -FB if (SV_FilterPacket(ipaddr)) { Info_SetValueForKey(userinfo, "rejmsg", "Banned."); return false; } // check for a password value = Info_ValueForKey (userinfo, "password"); if (*password->string && strcmp(password->string, "none") && strcmp(password->string, value)) { Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect."); return false; } // ^^^ // they can connect ent->client = game.clients + (ent - g_edicts - 1); //AZEROV ent->client->team_kills = 0; //AZEROV //EEK ent->client->team_wounds = 0; ent->client->team_wounds_before = 0; //EEK //FIREBLADE // We're not going to attempt to support reconnection... if (ent->inuse == true) { ClientDisconnect(ent); ent->inuse = false; } //FIREBLADE // if there is already a body waiting for us (a loadgame), just // take it, otherwise spawn one from scratch if (ent->inuse == false) { // clear the respawning variables InitClientResp (ent->client); if (!game.autosaved || !ent->client->pers.weapon) InitClientPersistant (ent->client); } ClientUserinfoChanged (ent, userinfo); if (game.maxclients > 1) gi.dprintf ("%s@%s connected\n",ent->client->pers.netname, ipaddr_buf); //EEK strncpy(ent->client->ipaddr, ipaddr_buf, sizeof(ent->client->ipaddr)); //EEK // FROM 3.20 -FB ent->svflags = 0; // ^^^ ent->client->pers.connected = true; return true; } /* =========== ClientDisconnect Called when a player drops from the server. Will not be called between levels. ============ */ void ClientDisconnect (edict_t *ent) { int playernum, i; edict_t *etemp; if (!ent->client) return; // drop items if they are alive/not observer if ( ent->solid != SOLID_NOT ) TossItemsOnDeath(ent); // zucc free the lasersight if applicable if (ent->lasersight) SP_LaserSight(ent, NULL); //FIREBLADE if (teamplay->value && ent->solid == SOLID_TRIGGER) RemoveFromTransparentList(ent); //FIREBLADE ent->lasersight = NULL; gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname); // go clear any clients that have this guy as their attacker for( i=1; i<=maxclients->value; i++ ) { if ( (etemp=&g_edicts[i]) && etemp->inuse ) { if ( etemp->client->attacker == ent ) etemp->client->attacker = NULL; } } if (!teamplay->value) { //FB 5/31/99 // send effect gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_LOGOUT); gi.multicast (ent->s.origin, MULTICAST_PVS); } gi.unlinkentity (ent); ent->s.modelindex = 0; ent->solid = SOLID_NOT; ent->inuse = false; ent->classname = "disconnected"; ent->client->pers.connected = false; playernum = ent-g_edicts-1; gi.configstring (CS_PLAYERSKINS+playernum, ""); //FIREBLADE if (teamplay->value) { CheckForUnevenTeams(); } //FIREBLADE } //============================================================== edict_t *pm_passent; // pmove doesn't need to know about passent and contentmask trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) { if (pm_passent->health > 0) return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID); else return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID); } unsigned CheckBlock (void *b, int c) { int v,i; v = 0; for (i=0 ; is, sizeof(pm->s)); c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd)); Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2); } /* ============== ClientThink This will be called once for each client frame, which will usually be a couple times for each server frame. ============== */ void ClientThink (edict_t *ent, usercmd_t *ucmd) { gclient_t *client; edict_t *other; int i, j; pmove_t pm; level.current_entity = ent; client = ent->client; if (level.intermissiontime) { client->ps.pmove.pm_type = PM_FREEZE; // can exit intermission after five seconds if (level.time > level.intermissiontime + 5.0 && (ucmd->buttons & BUTTON_ANY) ) level.exitintermission = true; return; } //FIREBLADE if ((int)motd_time->value > (client->resp.motd_refreshes * 2)) { if (client->resp.last_motd_refresh < (level.framenum - 20)) { client->resp.last_motd_refresh = level.framenum; client->resp.motd_refreshes++; PrintMOTD(ent); } } //FIREBLADE pm_passent = ent; // FROM 3.20 -FB if (ent->client->chase_mode) { client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]); client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]); client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]); } else { // ^^^ // set up for pmove memset (&pm, 0, sizeof(pm)); if (ent->movetype == MOVETYPE_NOCLIP) client->ps.pmove.pm_type = PM_SPECTATOR; else if (ent->s.modelindex != 255) client->ps.pmove.pm_type = PM_GIB; else if (ent->deadflag) client->ps.pmove.pm_type = PM_DEAD; else client->ps.pmove.pm_type = PM_NORMAL; client->ps.pmove.gravity = sv_gravity->value; pm.s = client->ps.pmove; for (i=0 ; i<3 ; i++) { pm.s.origin[i] = ent->s.origin[i]*8; pm.s.velocity[i] = ent->velocity[i] * 8; } if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s))) { pm.snapinitial = true; // gi.dprintf ("pmove changed!\n"); } pm.cmd = *ucmd; pm.trace = PM_trace; // adds default parms pm.pointcontents = gi.pointcontents; // perform a pmove gi.Pmove (&pm); //FB 6/3/99 - info from Mikael Lindh from AQ:G if (pm.maxs[2] == 4) { ent->maxs[2] = CROUCHING_MAXS2; pm.maxs[2] = CROUCHING_MAXS2; ent->viewheight = CROUCHING_VIEWHEIGHT; pm.viewheight = (float)ent->viewheight; } //FB 6/3/99 // save results of pmove client->ps.pmove = pm.s; client->old_pmove = pm.s; // really stopping jumping with leg damage if ( ent->client->leg_damage && ent->groundentity && pm.s.velocity[2] > 10 ) { pm.s.velocity[2] = 0.0; } for (i=0 ; i<3 ; i++) { ent->s.origin[i] = pm.s.origin[i]*0.125; ent->velocity[i] = pm.s.velocity[i]*0.125; } // zucc stumbling associated with leg damage if (level.framenum % 6 <= 2) { //Slow down code FOO/zucc for (i=0 ; i<3 ; i++) { if ( ent->client->leg_damage && ((i < 2) || (ent->velocity[2] > 0)) && (ent->groundentity && pm.groundentity) ) ent->velocity[i] /= 4*ent->client->leghits; //FOO } if (level.framenum % (6*12) == 0 && ent->client->leg_damage > 1) gi.sound (ent, CHAN_BODY, gi.soundindex(va("*pain100_1.wav")), 1, ATTN_NORM, 0); ent->velocity[0] = (float)((int)(ent->velocity[0]*8))/8; ent->velocity[1] = (float)((int)(ent->velocity[1]*8))/8; ent->velocity[2] = (float)((int)(ent->velocity[2]*8))/8; } /* if ( ent->client->leg_damage ) { ent->client->leg_dam_count++; ent->client->leg_noise++; if ( ent->groundentity && pm.s.velocity[2] > 10 ) { // gi.cprintf(ent, PRINT_HIGH, "Cutting velocity\n"); pm.s.velocity[2] = 0.0; } } if ( ent->client->leg_noise == 250 && ent->health > 0 )// && ent->groundentity && crandom() > 0.0 ) { // gi.cprintf(ent, PRINT_HIGH, "Playing sound?\n"); ent->client->leg_noise = 0; if (IsFemale(ent)) gi.sound(ent, CHAN_VOICE, gi.soundindex("player/female/pain100_1.wav"), 1, ATTN_IDLE, 0); else gi.sound(ent, CHAN_VOICE, gi.soundindex("player/male/pain100_1.wav"), 1, ATTN_IDLE, 0); PlayerNoise(ent, ent->s.origin, PNOISE_SELF); } if ( !ent->groundentity ) { for (i=0 ; i<3 ; i++) { ent->s.origin[i] = pm.s.origin[i]*0.125; ent->velocity[i] = pm.s.velocity[i]*0.125; } } else if ( ent->client->leg_dam_count < 10 ) { for (i=0 ; i<3 ; i++) { ent->s.origin[i] = pm.s.origin[i]*0.125; ent->velocity[i] = pm.s.velocity[i]*0.125; } } else { for (i=0 ; i<3 ; i++) { ent->velocity[i] = 0;//pm.s.velocity[i]*0.125; } if ( ent->client->leg_dam_count > 11 ) ent->client->leg_dam_count = 0; } */ VectorCopy (pm.mins, ent->mins); VectorCopy (pm.maxs, ent->maxs); client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]); client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]); client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]); // don't play sounds if they have leg damage, they can't jump anyway if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0) && !ent->client->leg_damage ) { /* don't play jumps period. gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0); PlayerNoise(ent, ent->s.origin, PNOISE_SELF); */ ent->client->jumping = 1; } ent->viewheight = pm.viewheight; ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; ent->groundentity = pm.groundentity; if (pm.groundentity) ent->groundentity_linkcount = pm.groundentity->linkcount; if (ent->deadflag) { client->ps.viewangles[ROLL] = 40; client->ps.viewangles[PITCH] = -15; client->ps.viewangles[YAW] = client->killer_yaw; } else { VectorCopy (pm.viewangles, client->v_angle); VectorCopy (pm.viewangles, client->ps.viewangles); } gi.linkentity (ent); if (ent->movetype != MOVETYPE_NOCLIP) G_TouchTriggers (ent); // stop manipulating doors client->doortoggle = 0; if ( ent->client->jumping && //FIREBLADE ent->solid != SOLID_NOT ) //FIREBLADE kick_attack( ent ); // touch other objects for (i=0 ; itouch) continue; other->touch (other, ent, NULL, NULL); } } client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; // save light level the player is standing on for // monster sighting AI ent->light_level = ucmd->lightlevel; // fire weapon from final position if needed if ((client->latched_buttons & BUTTON_ATTACK) //Black Cross - Begin || (((limchasecam->value && !client->chase_mode) || (limchasecam->value == 2 && client->chase_mode == 1)) && team_round_going && (client->resp.team != NOTEAM) && !(limchasecam->value == 2 && client->chase_mode == 2)) //Black Cross - End ) { if (ent->solid == SOLID_NOT && ent->deadflag != DEAD_DEAD) { client->latched_buttons = 0; if (client->chase_mode) { if (client->chase_mode == 1) { client->desired_fov = 90; client->ps.fov = 90; client->chase_mode++; } else { client->chase_mode = 0; client->chase_target = NULL; client->desired_fov = 90; client->ps.fov = 90; client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; } } else { client->chase_target = NULL; GetChaseTarget(ent); if (client->chase_target != NULL) { client->chase_mode = 1; UpdateChaseCam(ent); } } } else if (!client->weapon_thunk) { client->weapon_thunk = true; Think_Weapon (ent); } } if (client->chase_mode) { if (ucmd->upmove >= 10) { if (!(client->ps.pmove.pm_flags & PMF_JUMP_HELD)) { client->ps.pmove.pm_flags |= PMF_JUMP_HELD; if (client->chase_target) { ChaseNext(ent); } else { GetChaseTarget(ent); UpdateChaseCam(ent); } } } else client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD; //FIREBLADE ChaseTargetGone(ent); // run a check...result not important. //FIREBLADE } // FROM 3.20 -FB // update chase cam if being followed for (i = 1; i <= maxclients->value; i++) { other = g_edicts + i; if (other->inuse && other->client->chase_mode && other->client->chase_target == ent) UpdateChaseCam(other); } // ^^^ } /* ============== ClientBeginServerFrame This will be called once for each server frame, before running any other entities in the world. ============== */ void ClientBeginServerFrame (edict_t *ent) { gclient_t *client; int buttonMask; if (level.intermissiontime) return; client = ent->client; //FIREBLADE if (deathmatch->value && !teamplay->value && ((ent->solid == SOLID_NOT && ent->deadflag != DEAD_DEAD) != ent->client->pers.spectator)) { if (ent->solid != SOLID_NOT || ent->deadflag == DEAD_DEAD) { if (ent->deadflag != DEAD_DEAD) { ent->flags &= ~FL_GODMODE; ent->health = 0; meansOfDeath = MOD_SUICIDE; player_die (ent, ent, ent, 100000, vec3_origin); // don't even bother waiting for death frames ent->deadflag = DEAD_DEAD; // This will make ClientBeginServerFrame crank us into observer mode // as soon as our death frames are done... -FB ent->solid = SOLID_NOT; // Also set this so we can have a way to know we've already done this... ent->movetype = MOVETYPE_NOCLIP; gi.linkentity(ent); gi.bprintf(PRINT_HIGH, "%s became a spectator\n", ent->client->pers.netname); } else // immediately become observer... { if (ent->movetype != MOVETYPE_NOCLIP) // have we already done this? see above... { CopyToBodyQue(ent); ent->solid = SOLID_NOT; ent->svflags |= SVF_NOCLIENT; ent->movetype = MOVETYPE_NOCLIP; ent->client->pers.health = 100; ent->health = 100; ent->deadflag = DEAD_NO; gi.linkentity(ent); gi.bprintf(PRINT_HIGH, "%s became a spectator\n", ent->client->pers.netname); } } } else { ent->client->chase_mode = 0; ent->client->chase_target = NULL; ent->client->desired_fov = 90; ent->client->ps.fov = 90; // FB 5/31/99 added ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; ent->solid = SOLID_BBOX; gi.linkentity(ent); gi.bprintf(PRINT_HIGH, "%s rejoined the game\n", ent->client->pers.netname); respawn(ent); } } //FIREBLADE // run weapon animations if it hasn't been done by a ucmd_t if (!client->weapon_thunk) Think_Weapon (ent); else client->weapon_thunk = false; if (ent->deadflag) { // wait for any button just going down if (level.time > client->respawn_time) { //FIREBLADE if (teamplay->value || (!teamplay->value && ent->client->pers.spectator && ent->solid == SOLID_NOT && ent->deadflag == DEAD_DEAD)) { CopyToBodyQue(ent); ent->solid = SOLID_NOT; ent->svflags |= SVF_NOCLIENT; ent->movetype = MOVETYPE_NOCLIP; ent->client->pers.health = 100; ent->health = 100; ent->deadflag = DEAD_NO; client->ps.pmove.delta_angles[PITCH] = ANGLE2SHORT(0 - client->resp.cmd_angles[PITCH]); client->ps.pmove.delta_angles[YAW] = ANGLE2SHORT(client->killer_yaw - client->resp.cmd_angles[YAW]); client->ps.pmove.delta_angles[ROLL] = ANGLE2SHORT(0 - client->resp.cmd_angles[ROLL]); ent->s.angles[PITCH] = 0; ent->s.angles[YAW] = client->killer_yaw; ent->s.angles[ROLL] = 0; VectorCopy (ent->s.angles, client->ps.viewangles); VectorCopy (ent->s.angles, client->v_angle); gi.linkentity(ent); } //FIREBLADE else { // in deathmatch, only wait for attack button if (deathmatch->value) buttonMask = BUTTON_ATTACK; else buttonMask = -1; if ( ( client->latched_buttons & buttonMask ) || (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) ) { respawn(ent); client->latched_buttons = 0; } } } return; } // add player trail so monsters can follow if (!deathmatch->value) if (!visible (ent, PlayerTrail_LastSpot() ) ) PlayerTrail_Add (ent->s.old_origin); client->latched_buttons = 0; }