#include "g_local.h" #include "m_player.h" static edict_t *current_player; static gclient_t *current_client; static vec3_t forward, right, up; float xyspeed; float bobmove; int bobcycle; // odd cycles are right foot going forward float bobfracsin; // sin(bobfrac*M_PI) qboolean PlayerOnFloor (edict_t *player); /* =============== SV_CalcRoll =============== */ float SV_CalcRoll (vec3_t angles, vec3_t velocity) { float sign; float side; float value; side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); value = sv_rollangle->value; if (side < sv_rollspeed->value) side = side * value / sv_rollspeed->value; else side = value; return side*sign; } /* =============== P_DamageFeedback Handles color blends and view kicks =============== */ void P_DamageFeedback (edict_t *player) { gclient_t *client; float side; float realcount, count, kick; vec3_t v; int r, l; static vec3_t power_color = {0.0, 1.0, 0.0}; static vec3_t acolor = {1.0, 1.0, 1.0}; static vec3_t bcolor = {1.0, 0.0, 0.0}; client = player->client; // flash the backgrounds behind the status numbers client->ps.stats[STAT_FLASHES] = 0; if (client->damage_blood) client->ps.stats[STAT_FLASHES] |= 1; if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum)) client->ps.stats[STAT_FLASHES] |= 2; // total points of damage shot at the player this frame count = (client->damage_blood + client->damage_armor + client->damage_parmor); if (count == 0) return; // didn't take any damage // start a pain animation if still in the player model if (client->anim_priority < ANIM_PAIN && player->s.modelindex == (MAX_MODELS-1)) //was 255 { static int i; client->anim_priority = ANIM_PAIN; if (client->ps.pmove.pm_flags & PMF_DUCKED) { player->s.frame = FRAME_crpain1-1; client->anim_end = FRAME_crpain4; } else { i = (i+1)%3; switch (i) { case 0: player->s.frame = FRAME_pain101-1; client->anim_end = FRAME_pain104; break; case 1: player->s.frame = FRAME_pain201-1; client->anim_end = FRAME_pain204; break; case 2: player->s.frame = FRAME_pain301-1; client->anim_end = FRAME_pain304; break; } } } realcount = count; if (count < 10) count = 10; // always make a visible effect // play an apropriate pain sound if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum)) { r = 1 + (rand()&1); player->pain_debounce_time = level.time + 0.7; if (player->health < 25) l = 25; else if (player->health < 50) l = 50; else if (player->health < 75) l = 75; else l = 100; gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0); } // the total alpha of the blend is always proportional to count if (client->damage_alpha < 0) client->damage_alpha = 0; client->damage_alpha += count*0.01; if (client->damage_alpha < 0.2) client->damage_alpha = 0.2; if (client->damage_alpha > 0.6) client->damage_alpha = 0.6; // don't go too saturated // the color of the blend will vary based on how much was absorbed // by different armors VectorClear (v); if (client->damage_parmor) VectorMA (v, (float)client->damage_parmor/realcount, power_color, v); if (client->damage_armor) VectorMA (v, (float)client->damage_armor/realcount, acolor, v); if (client->damage_blood) VectorMA (v, (float)client->damage_blood/realcount, bcolor, v); VectorCopy (v, client->damage_blend); // // calculate view angle kicks // kick = abs(client->damage_knockback); if (kick && player->health > 0) // kick of 0 means no view adjust at all { kick = kick * 100 / player->health; if (kick < count*0.5) kick = count*0.5; if (kick > 50) kick = 50; VectorSubtract (client->damage_from, player->s.origin, v); VectorNormalize (v); side = DotProduct (v, right); client->v_dmg_roll = kick*side*0.3; side = -DotProduct (v, forward); client->v_dmg_pitch = kick*side*0.3; client->v_dmg_time = level.time + DAMAGE_TIME; } // // clear totals // client->damage_blood = 0; client->damage_armor = 0; client->damage_parmor = 0; client->damage_knockback = 0; } //Knightmare- Gen cam code /*====================================================================== //Skid added //Common stuff in the 4 View Offset Functions //end Skid ======================================================================*/ /*static*/ void CommonViewOffsets (edict_t *ent, vec3_t v) { // absolutely bound offsets // so the view can never be outside the player box //CHASECAM added if (ent->client->chaseactive) { VectorSet (v, 0, 0, 0); if (ent->client->chasecam != NULL) { ent->client->ps.pmove.origin[0] = ent->client->chasecam->s.origin[0]*8; ent->client->ps.pmove.origin[1] = ent->client->chasecam->s.origin[1]*8; ent->client->ps.pmove.origin[2] = ent->client->chasecam->s.origin[2]*8; VectorCopy (ent->client->chasecam->s.angles, ent->client->ps.viewangles); } } //CHASECAM added // Lazarus else if (ent->client->spycam) { VectorSet (v, 0, 0, 0); VectorCopy (ent->client->spycam->s.angles, ent->client->ps.viewangles); if (ent->client->spycam->svflags & SVF_MONSTER) ent->client->ps.viewangles[PITCH] = ent->client->spycam->move_angles[PITCH]; } // if (!ent->client->chasetoggle) else { if (v[0] < -14) v[0] = -14; else if (v[0] > 14) v[0] = 14; if (v[1] < -14) v[1] = -14; else if (v[1] > 14) v[1] = 14; if (v[2] < -22) v[2] = -22; else if (v[2] > 30) v[2] = 30; } VectorCopy (v, ent->client->ps.viewoffset); } /* =============== SV_CalcViewOffset Auto pitching on slopes? fall from 128: 400 = 160000 fall from 256: 580 = 336400 fall from 384: 720 = 518400 fall from 512: 800 = 640000 fall from 640: 960 = damage = deltavelocity*deltavelocity * 0.0001 =============== */ void SV_CalcViewOffset (edict_t *ent) { float *angles; float bob; float ratio; float delta; vec3_t v; //=================================== // base angles angles = ent->client->ps.kick_angles; // if dead, fix the angle and don't add any kick if (ent->deadflag) { if (ent->deadflag != DEAD_FROZEN) { VectorClear (angles); if (ent->flags & FL_SAM_RAIMI) { ent->client->ps.viewangles[ROLL] = 0; ent->client->ps.viewangles[PITCH] = 0; } else { ent->client->ps.viewangles[ROLL] = 40; ent->client->ps.viewangles[PITCH] = -15; } ent->client->ps.viewangles[YAW] = ent->client->killer_yaw; } } else { // add angles based on weapon kick VectorCopy (ent->client->kick_angles, angles); // add angles based on damage kick ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME; if (ratio < 0) { ratio = 0; ent->client->v_dmg_pitch = 0; ent->client->v_dmg_roll = 0; } angles[PITCH] += ratio * ent->client->v_dmg_pitch; angles[ROLL] += ratio * ent->client->v_dmg_roll; // Knightmare- no bobbing if player is controlling a turret if (ent->flags & FL_TURRET_OWNER) return; // add pitch based on fall kick ratio = (ent->client->fall_time - level.time) / FALL_TIME; if (ratio < 0) ratio = 0; angles[PITCH] += ratio * ent->client->fall_value; // add angles based on velocity delta = DotProduct (ent->velocity, forward); angles[PITCH] += delta*run_pitch->value; delta = DotProduct (ent->velocity, right); angles[ROLL] += delta*run_roll->value; // add angles based on bob delta = bobfracsin * bob_pitch->value * xyspeed; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) delta *= 6; // crouching angles[PITCH] += delta; delta = bobfracsin * bob_roll->value * xyspeed; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) delta *= 6; // crouching if (bobcycle & 1) delta = -delta; angles[ROLL] += delta; } //=================================== // base origin VectorClear (v); // add view height v[2] += ent->viewheight; // add fall height ratio = (ent->client->fall_time - level.time) / FALL_TIME; if (ratio < 0) ratio = 0; v[2] -= ratio * ent->client->fall_value * 0.4; // add bob height bob = bobfracsin * xyspeed * bob_up->value; if (bob > 6) bob = 6; //gi.DebugGraph (bob *2, 255); v[2] += bob; // add kick offset VectorAdd (v, ent->client->kick_origin, v); // CommonViewOffsets(ent, v); // absolutely bound offsets // so the view can never be outside the player box // Zaero if (ent->client->zCameraTrack) { int i; VectorAdd (ent->client->zCameraTrack->s.origin, ent->client->zCameraOffset, v); if (ent->client->zCameraTrack->client) { vec3_t f; VectorAdd(ent->client->zCameraTrack->client->ps.viewoffset, v, v); // AngleVectors (ent->client->zCameraTrack->client->v_angle, f, NULL, NULL); AngleVectors (ent->client->zCameraTrack->s.angles, f, NULL, NULL); VectorMA(v, 10, f, v); } else if (Q_stricmp(ent->client->zCameraTrack->classname, "misc_securitycamera") == 0) { float framepercent = sin(((float)(level.framenum & 63) / 64.0) * M_PI * 2); VectorCopy(ent->client->zCameraTrack->move_origin, v); VectorCopy(ent->client->zCameraTrack->move_angles, ent->client->ps.viewangles); // adjust yaw a bit due to sway ent->client->ps.viewangles[YAW] += framepercent * 15; } else VectorCopy (ent->client->zCameraTrack->s.angles, ent->client->ps.viewangles); for (i = 0; i < 3; i++) { ent->client->ps.pmove.origin[i] = v[i] * 8; } VectorSet (ent->client->ps.viewoffset, 0, 0, 0); // make our "double" do what we're doing if (ent->client->zCameraLocalEntity) { edict_t *e = ent->client->zCameraLocalEntity; VectorCopy(ent->s.origin, e->s.origin); e->s.frame = ent->s.frame; e->s.modelindex = ent->s.modelindex; e->s.modelindex2 = ent->s.modelindex2; e->s.skinnum = ent->s.skinnum; } } else // end Zaero { // CHASECAM added if (ent->client->chaseactive) { VectorSet (v, 0, 0, 0); if (ent->client->chasecam != NULL) { ent->client->ps.pmove.origin[0] = ent->client->chasecam->s.origin[0]*8; ent->client->ps.pmove.origin[1] = ent->client->chasecam->s.origin[1]*8; ent->client->ps.pmove.origin[2] = ent->client->chasecam->s.origin[2]*8; VectorCopy (ent->client->chasecam->s.angles, ent->client->ps.viewangles); } } // CHASECAM added // Lazarus else if (ent->client->spycam) { VectorSet (v, 0, 0, 0); VectorCopy (ent->client->spycam->s.angles, ent->client->ps.viewangles); if (ent->client->spycam->svflags & SVF_MONSTER) ent->client->ps.viewangles[PITCH] = ent->client->spycam->move_angles[PITCH]; } else { if (v[0] < -14) v[0] = -14; else if (v[0] > 14) v[0] = 14; if (v[1] < -14) v[1] = -14; else if (v[1] > 14) v[1] = 14; if (v[2] < -22) v[2] = -22; else if (v[2] > 30) v[2] = 30; } VectorCopy (v, ent->client->ps.viewoffset); } } /* ============== SV_CalcGunOffset ============== */ void SV_CalcGunOffset (edict_t *ent) { int i; float delta; // ROGUE static gitem_t *heatbeam; if (!heatbeam) heatbeam = FindItemByClassname ("weapon_plasmabeam"); // ROGUE - heatbeam shouldn't bob so the beam looks right if (ent->client->pers.weapon != heatbeam) { // ROGUE // gun angles from bobbing ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005; ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01; if (bobcycle & 1) { ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL]; ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW]; } ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005; // gun angles from delta movement for (i=0 ; i<3 ; i++) { delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i]; if (delta > 180) delta -= 360; if (delta < -180) delta += 360; if (delta > 45) delta = 45; if (delta < -45) delta = -45; if (i == YAW) ent->client->ps.gunangles[ROLL] += 0.1*delta; ent->client->ps.gunangles[i] += 0.2 * delta; } } // ROGUE else { for (i=0; i<3; i++) ent->client->ps.gunangles[i] = 0; } //ROGUE // gun height VectorClear (ent->client->ps.gunoffset); // ent->ps->gunorigin[2] += bob; // gun_x / gun_y / gun_z are development tools for (i=0 ; i<3 ; i++) { ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value); ent->client->ps.gunoffset[i] += right[i]*gun_x->value; ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value); } } /* ============= SV_AddBlend ============= */ void SV_AddBlend (float r, float g, float b, float a, float *v_blend) { float a2, a3; if (a <= 0) return; a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha a3 = v_blend[3]/a2; // fraction of color from old v_blend[0] = v_blend[0]*a3 + r*(1-a3); v_blend[1] = v_blend[1]*a3 + g*(1-a3); v_blend[2] = v_blend[2]*a3 + b*(1-a3); v_blend[3] = a2; } /* ============= SV_CalcBlend ============= */ void SV_CalcBlend (edict_t *ent) { int contents; vec3_t vieworg; int remaining; ent->client->ps.blend[0] = ent->client->ps.blend[1] = ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0; // add for contents // if (ent->client->chasetoggle) if (ent->client->chaseactive) //Knightmare- different check for chasecam mode VectorCopy (ent->client->chasecam->s.origin, vieworg); else VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg); contents = gi.pointcontents (vieworg); if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) ) ent->client->ps.rdflags |= RDF_UNDERWATER; else ent->client->ps.rdflags &= ~RDF_UNDERWATER; if (contents & CONTENTS_LAVA) //(CONTENTS_SOLID|CONTENTS_LAVA)) SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend); else if (contents & CONTENTS_SLIME) SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend); else if (contents & CONTENTS_WATER) { if (ent->in_mud == 3) SV_AddBlend (0.4, 0.3, 0.2, 0.9, ent->client->ps.blend); else SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend); } // add for powerups #ifdef JETPACK_MOD if ( ent->client->jetpack ) { remaining = ent->client->pers.inventory[fuel_index]; // beginning to fade if 4 secs or less if (remaining > 40) { if ( ((level.framenum % 6) == 0) && ( level.framenum - ent->client->jetpack_activation > 30 ) ) { if (ent->client->jetpack_thrusting && (level.framenum - ent->client->jetpack_start_thrust > 10)) gi.sound (ent, CHAN_AUTO, gi.soundindex("jetpack/revrun.wav"), 1, ATTN_NORM, 0); gi.sound (ent, CHAN_GIZMO, gi.soundindex("jetpack/running.wav"), 1, ATTN_NORM, 0); } } } #endif // #ifdef JETPACK_MOD if (ent->client->quad_framenum > level.framenum) { remaining = ent->client->quad_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend); } // PMM - double damage else if (ent->client->double_framenum > level.framenum) { remaining = ent->client->double_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (0.9, 0.7, 0, 0.08, ent->client->ps.blend); } // PMM // RAFAEL else if (ent->client->quadfire_framenum > level.framenum) { remaining = ent->client->quadfire_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (1, 0.2, 0.5, 0.08, ent->client->ps.blend); } else if (ent->client->invincible_framenum > level.framenum) { remaining = ent->client->invincible_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend); } else if (ent->client->enviro_framenum > level.framenum) { remaining = ent->client->enviro_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend); } else if (ent->client->breather_framenum > level.framenum) { remaining = ent->client->breather_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend); } //PGM if (ent->client->nuke_framenum > level.framenum) { float brightness; brightness = (ent->client->nuke_framenum - level.framenum) / 20.0; SV_AddBlend (1, 1, 1, brightness, ent->client->ps.blend); } if (ent->client->ir_framenum > level.framenum) { remaining = ent->client->ir_framenum - level.framenum; if (remaining > 30 || (remaining & 4)) { ent->client->ps.rdflags |= RDF_IRGOGGLES; SV_AddBlend (1, 0, 0, 0.2, ent->client->ps.blend); } else ent->client->ps.rdflags &= ~RDF_IRGOGGLES; } else { ent->client->ps.rdflags &= ~RDF_IRGOGGLES; } //PGM // added stasis generator support if (level.freeze && (level.freezeframes % 30 == 0)) { if (level.freezeframes == (sk_stasis_time->value*10 - 30)) // was 270 gi.sound(ent,CHAN_ITEM,gi.soundindex("items/stasis_stop.wav"), 1, ATTN_NORM, 0); else gi.sound(ent,CHAN_ITEM,gi.soundindex("items/stasis.wav"), 1, ATTN_NORM, 0); } // add for damage if (ent->client->damage_alpha > 0) SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1] ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend); if (ent->client->bonus_alpha > 0) SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend); // Zaero added // for blinding if (ent->client->flashTime > 0) { float alpha = (float)ent->client->flashTime / (float)ent->client->flashBase; if (alpha > 1) alpha = 1; SV_AddBlend (1, 1, 1, alpha, ent->client->ps.blend); ent->client->flashTime--; } if (ent->client->zCameraStaticFramenum > level.time) { SV_AddBlend (1, 1, 1, 1, ent->client->ps.blend); } // end Zaero // drop the damage value ent->client->damage_alpha -= 0.06; if (ent->client->damage_alpha < 0) ent->client->damage_alpha = 0; // drop the bonus value ent->client->bonus_alpha -= 0.1; if (ent->client->bonus_alpha < 0) ent->client->bonus_alpha = 0; // DWH: Screen fade from target_failure or target_fade if (ent->client->fadein > 0) { float alpha; // Turn off fade for dead software players or they won't see menu if ((ent->health <= 0) && (Q_stricmp(vid_ref->string,"gl")) && (Q_stricmp(vid_ref->string,"kmgl"))) ent->client->fadein = 0; if (ent->client->fadein > level.framenum) { alpha = ent->client->fadealpha*(1.0 - (ent->client->fadein-level.framenum)/(ent->client->fadein-ent->client->fadestart)); SV_AddBlend (ent->client->fadecolor[0], ent->client->fadecolor[1], ent->client->fadecolor[2], alpha, ent->client->ps.blend); } else if (ent->client->fadehold > level.framenum) { SV_AddBlend (ent->client->fadecolor[0], ent->client->fadecolor[1], ent->client->fadecolor[2], ent->client->fadealpha, ent->client->ps.blend); } else if (ent->client->fadeout > level.framenum) { alpha = ent->client->fadealpha*((ent->client->fadeout-level.framenum)/(ent->client->fadeout-ent->client->fadehold)); SV_AddBlend (ent->client->fadecolor[0], ent->client->fadecolor[1], ent->client->fadecolor[2], alpha, ent->client->ps.blend); } else ent->client->fadein = 0; } } /* ================= P_SlamDamage Serves same purpose as P_FallingDamage, but detects wall impacts ================= */ void P_SlamDamage (edict_t *ent) { float delta; int damage; vec3_t dir; vec3_t deltav; if (ent->s.modelindex != (MAX_MODELS-1)) // was 255 return; // not in the player model if (ent->movetype == MOVETYPE_NOCLIP) return; deltav[0] = ent->velocity[0] - ent->client->oldvelocity[0]; deltav[1] = ent->velocity[1] - ent->client->oldvelocity[1]; deltav[2] = 0; delta = VectorLength(deltav); delta = delta*delta * 0.0001; if (delta > 40*(player_max_speed->value/300)) // Knightmare changed { if (ent->health > 0) { /* if (delta > 65) ent->s.event = EV_FALLFAR; else ent->s.event = EV_FALL;*/ // play correct PPM sounds while in third person mode if (delta >= 65*(player_max_speed->value/300)) // Knightmare changed gi.sound(ent, CHAN_VOICE, gi.soundindex("*fall1.wav"), 1.0, ATTN_NORM, 0); else gi.sound(ent, CHAN_VOICE, gi.soundindex("*fall2.wav"), 1.0, ATTN_NORM, 0); } ent->pain_debounce_time = level.time; // no normal pain sound damage = (delta-40*(player_max_speed->value/300))/2; // Knightmare changed if (damage < 1) damage = 1; VectorCopy(deltav,dir); VectorNegate(dir,dir); VectorNormalize(dir); if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) ) T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); } } /* ================= P_FallingDamage ================= */ void P_FallingDamage (edict_t *ent) { float delta; int damage; vec3_t dir; if (ent->s.modelindex != (MAX_MODELS-1)) //was 255 return; // not in the player model // Knightmare- no falling if player is controlling a turret if (ent->flags & FL_TURRET_OWNER) return; if (ent->movetype == MOVETYPE_NOCLIP) return; if (ent->client->jetpack && ent->client->ucmd.upmove > 0) return; if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity)) { delta = ent->client->oldvelocity[2]; } else { if (!ent->groundentity) return; delta = ent->velocity[2] - ent->client->oldvelocity[2]; } delta = delta*delta * 0.0001; // never take falling damage if completely underwater if (ent->waterlevel == 3) return; if (ent->waterlevel == 2) delta *= 0.25; if (ent->waterlevel == 1) delta *= 0.5; if (delta < 1) return; // Lazarus: Changed here to NOT play footstep sounds if ent isn't on the ground. // So player will no longer play footstep sounds when descending a ladder. if (delta < 7) // Knightmare- was 15, changed to 7 { if (!(ent->watertype & CONTENTS_MUD) && !ent->vehicle && !ent->turret && (ent->groundentity || PlayerOnFloor(ent)) ) #ifndef FMOD_FOOTSTEPS ent->s.event = EV_FOOTSTEP; // Knightmare- move Lazarus footsteps client-side #else FootStep(ent); #endif return; } ent->client->fall_value = delta*0.5; if (ent->client->fall_value > 40) ent->client->fall_value = 40; ent->client->fall_time = level.time + FALL_TIME; if (delta > 30) { if (ent->health > 0) { /* if (delta >= 55) ent->s.event = EV_FALLFAR; else ent->s.event = EV_FALL;*/ // play correct PPM sounds while in third person mode if (delta >= 55) gi.sound(ent, CHAN_VOICE, gi.soundindex("*fall1.wav"), 1.0, ATTN_NORM, 0); else gi.sound(ent, CHAN_VOICE, gi.soundindex("*fall2.wav"), 1.0, ATTN_NORM,0); if (world->effects & FX_WORLDSPAWN_ALERTSOUNDS) PlayerNoise(ent,ent->s.origin,PNOISE_SELF); } ent->pain_debounce_time = level.time; // no normal pain sound damage = (delta-30)/2; if (damage < 1) damage = 1; VectorSet (dir, 0, 0, 1); if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) ) T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); } else if (delta > 15) { ent->s.event = EV_FALLSHORT; if (world->effects & FX_WORLDSPAWN_ALERTSOUNDS) PlayerNoise(ent,ent->s.origin,PNOISE_SELF); return; } else // if delta > 7 #ifndef FMOD_FOOTSTEPS ent->s.event = EV_LOUDSTEP; // Knightmare- loud footstep for softer landing #else FootStep(ent); #endif } /* ============= P_WorldEffects ============= */ void P_WorldEffects (void) { qboolean breather; qboolean envirosuit; int waterlevel, old_waterlevel, old_watertype; if (current_player->movetype == MOVETYPE_NOCLIP) { current_player->air_finished = level.time + 12; // don't need air return; } waterlevel = current_player->waterlevel; old_waterlevel = current_client->old_waterlevel; old_watertype = current_player->old_watertype; current_client->old_waterlevel = waterlevel; current_player->old_watertype = current_player->watertype; breather = current_client->breather_framenum > level.framenum; envirosuit = current_client->enviro_framenum > level.framenum; // // if just entered a water volume, play a sound // if (!old_waterlevel && waterlevel) { PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); if (current_player->watertype & CONTENTS_LAVA) gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0); else if (current_player->watertype & CONTENTS_SLIME) gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); else if (current_player->watertype & CONTENTS_MUD) gi.sound (current_player, CHAN_BODY, gi.soundindex("mud/mud_in2.wav"), 1, ATTN_NORM, 0); else if (current_player->watertype & CONTENTS_WATER) gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); current_player->flags |= FL_INWATER; // clear damage_debounce, so the pain sound will play immediately current_player->damage_debounce_time = level.time - 1; } // // if just completely exited a water volume, play a sound // if (old_waterlevel && ! waterlevel) { PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); if (old_watertype & CONTENTS_MUD) gi.sound (current_player, CHAN_BODY, gi.soundindex("mud/mud_out1.wav"), 1, ATTN_NORM, 0); else gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0); current_player->flags &= ~FL_INWATER; } // // check for head just going under water // if (old_waterlevel != 3 && waterlevel == 3) { if (current_player->in_mud) gi.sound (current_player, CHAN_BODY, gi.soundindex("mud/mud_un1.wav"), 1, ATTN_NORM, 0); else gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0); } // // check for head just coming out of water // if (old_waterlevel == 3 && waterlevel != 3) { if (current_player->air_finished < level.time) { // gasp for air gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0); PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); } else if (current_player->air_finished < level.time + 11) { // just break surface gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0); } } // // check for drowning // if (waterlevel == 3) { #ifdef JETPACK_MOD if ( current_player->client->jetpack ) { if ( (current_player->watertype & (CONTENTS_LAVA|CONTENTS_SLIME)) && !(current_player->flags & FL_GODMODE ) ) // blow up in lava/slime T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->health+1, 0, DAMAGE_NO_ARMOR, 0); else { gitem_t *jetpack = FindItem("jetpack"); Use_Jet (current_player, jetpack); // shut down in water } } #endif // breather or envirosuit give air if (breather || envirosuit) { current_player->air_finished = level.time + 10; if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0) { if (!current_client->breather_sound) gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0); else gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0); current_client->breather_sound ^= 1; PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); //FIXME: release a bubble? } } // if out of air, start drowning if (current_player->air_finished < level.time) { // drown! if (current_player->client->next_drown_time < level.time && current_player->health > 0) { current_player->client->next_drown_time = level.time + 1; // take more damage the longer underwater current_player->dmg += 2; if (current_player->dmg > 15) current_player->dmg = 15; // play a gurp sound instead of a normal pain sound if (current_player->health <= current_player->dmg) gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0); else if (rand()&1) gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0); else gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0); current_player->pain_debounce_time = level.time; T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { current_player->air_finished = level.time + 12; current_player->dmg = 2; } // // check for sizzle damage // if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (current_player->watertype & CONTENTS_LAVA) { if (current_player->health > 0 && current_player->pain_debounce_time <= level.time && current_client->invincible_framenum < level.framenum) { if (rand()&1) gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0); else gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0); current_player->pain_debounce_time = level.time + 1; } if (envirosuit) // take 1/3 damage with envirosuit T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA); else T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA); } if (current_player->watertype & CONTENTS_SLIME) { if (!envirosuit) { // no damage from slime with envirosuit T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME); } } } } /* =============== G_SetClientEffects =============== */ void G_SetClientEffects (edict_t *ent) { int pa_type; int remaining; ent->s.effects = 0; // ent->s.renderfx = 0; // PGM - player is always ir visible, even dead. ent->s.renderfx = RF_IR_VISIBLE; if (ent->health <= 0 || level.intermissiontime) return; //========= //PGM if (ent->flags & FL_DISGUISED) ent->s.renderfx |= RF_USE_DISGUISE; if (gamerules && gamerules->value) { if (DMGame.PlayerEffects) DMGame.PlayerEffects(ent); } //PGM //========= if (ent->powerarmor_time > level.time) { pa_type = PowerArmorType (ent); if (pa_type == POWER_ARMOR_SCREEN) { ent->s.effects |= EF_POWERSCREEN; } else if (pa_type == POWER_ARMOR_SHIELD) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } } if (ent->client->quad_framenum > level.framenum) { remaining = ent->client->quad_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) ent->s.effects |= EF_QUAD; } // RAFAEL if (ent->client->quadfire_framenum > level.framenum) { remaining = ent->client->quadfire_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) ent->s.effects |= EF_DOUBLE; } //======= //ROGUE if (ent->client->double_framenum > level.framenum) { remaining = ent->client->double_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) ent->s.effects |= EF_DOUBLE; } if ((ent->client->owned_sphere) && (ent->client->owned_sphere->spawnflags == 1)) { ent->s.effects |= EF_HALF_DAMAGE; } if (ent->client->tracker_pain_framenum > level.framenum) { ent->s.effects |= EF_TRACKERTRAIL; } //ROGUE //======= if (ent->client->invincible_framenum > level.framenum) { remaining = ent->client->invincible_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) ent->s.effects |= EF_PENT; } // show god mode if ( (coop->value || deathmatch->value) && (ent->flags & FL_GODMODE) && !(ent->client && ent->client->chaseactive) ) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE); } //PGM /* if (ent->client->torch_framenum > level.framenum) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_FLASHLIGHT); gi.WritePosition (ent->s.origin); gi.WriteShort (ent - g_edicts); gi.multicast (ent->s.origin, MULTICAST_PVS); } */ //PGM //Knightmare- flashlight if (ent->client->flashlight_active) { vec3_t forward; vec3_t flashpoint; trace_t tr; int mask; mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA; //if set to use cells and at the end of the minute if (ent->client->flashlight_framenum == level.time && ent->client->flashlight_cell_usage > 0) { //check if have the cells, if not, switch off if (ent->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] < ent->client->flashlight_cell_usage) { ent->client->flashlight_active = false; ent->client->flashlight_framenum = 0; return; } ent->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] -= ent->client->flashlight_cell_usage; ent->client->flashlight_framenum = level.time + 60; } AngleVectors (ent->client->v_angle, forward, NULL, NULL); VectorMA (ent->s.origin, 384, forward, flashpoint); tr = gi.trace (ent->s.origin, NULL, NULL, flashpoint, ent, mask); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_FLASHLIGHT); gi.WritePosition (tr.endpos); gi.WriteShort (ent - g_edicts); gi.multicast (tr.endpos, MULTICAST_PVS); } } /* =============== G_SetClientEvent =============== */ void G_SetClientEvent (edict_t *ent) { if (ent->s.event) return; if ( ent->groundentity || PlayerOnFloor(ent) ) { if (!ent->waterlevel && (xyspeed > 225) && !ent->vehicle) { if ( (int)(current_client->bobtime+bobmove) != bobcycle ) #ifndef FMOD_FOOTSTEPS ent->s.event = EV_FOOTSTEP; // Knightmare- move Lazarus footsteps client-side #else FootStep(ent); #endif } else if (ent->in_mud && (ent->waterlevel == 1) && (xyspeed > 40)) { if ( (level.framenum % 10) == 0 ) { #ifndef FMOD_FOOTSTEPS ent->s.event = EV_WADE_MUD; // Knightmare- move this client-side #else if ( rand() & 1 ) // gi.sound(ent, CHAN_BODY, gi.soundindex("mud/wade_mud1.wav"), 1, ATTN_NORM, 0); PlayFootstep(ent,FOOTSTEP_MUD_WADE1); else // gi.sound(ent, CHAN_BODY, gi.soundindex("mud/wade_mud2.wav"), 1, ATTN_NORM, 0); PlayFootstep(ent,FOOTSTEP_MUD_WADE2); #endif } } else if ( ((ent->waterlevel == 1) || (ent->waterlevel == 2)) && (xyspeed > 100) && !(ent->in_mud) ) { if ( (int)(current_client->bobtime+bobmove) != bobcycle ) { #ifndef FMOD_FOOTSTEPS if (ent->waterlevel == 1) ent->s.event = EV_SLOSH; // Knightmare- move Lazarus footsteps client-side else if (ent->waterlevel == 2) ent->s.event = EV_WADE; // Knightmare- move Lazarus footsteps client-side #else FootStep(ent); #endif } } } // Knightmare- swimming sounds else if ((ent->waterlevel == 2) && (xyspeed > 60) && !(ent->in_mud) && (world->effects & FX_WORLDSPAWN_STEPSOUNDS)) { if ( (int)(current_client->bobtime+bobmove) != bobcycle ) #ifndef FMOD_FOOTSTEPS ent->s.event = EV_WADE; // Knightmare- move Lazarus footsteps client-side #else FootStep(ent); #endif } // Ladder sounds else if ( (level.framenum % 4) == 0) { if (!ent->waterlevel && (ent->movetype != MOVETYPE_NOCLIP) && (fabs(ent->velocity[2]) > 50)) { vec3_t end, forward; trace_t tr; AngleVectors(ent->s.angles,forward,NULL,NULL); VectorMA(ent->s.origin,2,forward,end); tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,end,ent,CONTENTS_LADDER); if (tr.fraction < 1.0) #ifndef FMOD_FOOTSTEPS ent->s.event = EV_CLIMB_LADDER; // Knightmare- move Lazarus footsteps client-side #else { int r; r = rand() & 1 + ent->client->leftfoot*2; ent->client->leftfoot = 1 - ent->client->leftfoot; switch (r) { case 0: PlayFootstep(ent,FOOTSTEP_LADDER1); break; case 1: PlayFootstep(ent,FOOTSTEP_LADDER3); break; case 2: PlayFootstep(ent,FOOTSTEP_LADDER2); break; case 3: PlayFootstep(ent,FOOTSTEP_LADDER4); break; } } #endif //FMOD_FOOTSTEPS } } } /* =============== G_SetClientSound =============== */ void G_SetClientSound (edict_t *ent) { char *weap; if (ent->client->pers.game_helpchanged != game.helpchanged) { ent->client->pers.game_helpchanged = game.helpchanged; ent->client->pers.helpchanged = 1; } // help beep (no more than three times) if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) ) { ent->client->pers.helpchanged++; gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0); } if (ent->client->pers.weapon) weap = ent->client->pers.weapon->classname; else weap = ""; if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) ent->s.sound = snd_fry; else if ( ent->client->jetpack && (ent->client->pers.inventory[fuel_index] < 40 )) ent->s.sound = gi.soundindex("jetpack/stutter.wav"); else if (strcmp(weap, "weapon_railgun") == 0) ent->s.sound = gi.soundindex("weapons/rg_hum.wav"); else if (strcmp(weap, "weapon_bfg") == 0) ent->s.sound = gi.soundindex("weapons/bfg_hum.wav"); #ifdef KMQUAKE2_ENGINE_MOD // RAFAEL else if (strcmp (weap, "weapon_phalanx") == 0) ent->s.sound = gi.soundindex ("weapons/phaloop.wav"); // Knightmare - ambient sounds for ION Ripper and Shockwave else if ( (strcmp (weap, "weapon_boomer") == 0) && sk_ionripper_extra_sounds->value) ent->s.sound = gi.soundindex ("weapons/ion_hum.wav"); else if (strcmp (weap, "weapon_shockwave") == 0) ent->s.sound = gi.soundindex ("weapons/shock_hum.wav"); // SKWiD MOD else if (strcmp(weap, "weapon_plasma") == 0) ent->s.sound = gi.soundindex(PLASMA_SOUND_IDLE); // END #endif else if (ent->client->weapon_sound) ent->s.sound = ent->client->weapon_sound; else ent->s.sound = 0; } //#define MAX_STEP_FRACTION 0.80 qboolean PlayerOnFloor (edict_t *player) { trace_t tr; vec3_t end = {0, 0, -2}; if (!player->client) return false; VectorMA (player->s.origin, 50, end, end); tr = gi.trace (player->s.origin, NULL, NULL, end, player, MASK_ALL); //Com_Printf("%f\n", tr.fraction); if (tr.fraction >= sv_step_fraction->value) return false; else if (player->client->oldvelocity[2] > 0 || player->velocity[2] > 0) return false; return true; } /* =============== G_SetClientFrame =============== */ void G_SetClientFrame (edict_t *ent) { gclient_t *client; qboolean duck, run; qboolean floor; if (ent->s.modelindex != (MAX_MODELS-1)) // was 255 return; // not in the player model client = ent->client; if (client->ps.pmove.pm_flags & PMF_DUCKED) duck = true; else duck = false; // Knightmare- don't always play running animation when in mud if (ent->in_mud && xyspeed > 40) run = true; else if (!ent->in_mud && xyspeed) run = true; else run = false; // Lazarus: override run animations for vehicle drivers if (ent->vehicle) run = false; // Knightmare- do the check here, to be sure not to skip over the frame increment floor = PlayerOnFloor(ent); // check for stand/duck and stop/go transitions if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH) goto newanim; if (run != client->anim_run && client->anim_priority == ANIM_BASIC) goto newanim; // Knightmare- only skip increment if greater than step or swimming if (!ent->groundentity && client->anim_priority <= ANIM_WAVE && (!floor || ent->waterlevel > 2)) goto newanim; if (client->anim_priority == ANIM_REVERSE) { if (ent->s.frame > client->anim_end) { ent->s.frame--; return; } } else if (ent->s.frame < client->anim_end) { // continue an animation ent->s.frame++; return; } if (client->anim_priority == ANIM_DEATH) return; // stay there if (client->anim_priority == ANIM_JUMP) { if (!ent->groundentity) return; // stay there ent->client->anim_priority = ANIM_WAVE; ent->s.frame = FRAME_jump3; ent->client->anim_end = FRAME_jump6; return; } newanim: // return to either a running or standing frame client->anim_priority = ANIM_BASIC; client->anim_duck = duck; client->anim_run = run; // Knightmare- added swimming check if (!ent->groundentity && (!floor || ent->waterlevel > 2)) // CDawg modify this { client->anim_priority = ANIM_JUMP; if (ent->s.frame != FRAME_jump2) ent->s.frame = FRAME_jump1; client->anim_end = FRAME_jump2; } // else if (run) else if (run && client->zCameraTrack == NULL) // Zaero { // running if (duck) { ent->s.frame = FRAME_crwalk1; client->anim_end = FRAME_crwalk6; } else { // CDawg - add here! if (client->backpedaling) { client->anim_priority = ANIM_REVERSE; ent->s.frame = FRAME_run6; client->anim_end = FRAME_run1; } else { ent->s.frame = FRAME_run1; client->anim_end = FRAME_run6; } // CDawg end here! } } else { // standing if (duck) { ent->s.frame = FRAME_crstnd01; client->anim_end = FRAME_crstnd19; } else { ent->s.frame = FRAME_stand01; client->anim_end = FRAME_stand40; } } } /* ================= ClientEndServerFrame Called for each player at the end of the server frame and right after spawning ================= */ // Lazarus: "whatsit" display void WhatsIt( edict_t *ent) { char string[128]; if (!ent->client->whatsit) return; Com_sprintf(string, sizeof(string), "xv 0 yb -68 cstring2 \"%s\" ", ent->client->whatsit); gi.WriteByte (svc_layout); gi.WriteString (string); gi.unicast(ent,true); } void CheckChasecam_Viewent (edict_t *ent); void ClientEndServerFrame (edict_t *ent) { float bobtime; int i; current_player = ent; current_client = ent->client; // // If the origin or velocity have changed since ClientThink(), // update the pmove values. This will happen when the client // is pushed by a bmodel or kicked by an explosion. // // If it wasn't updated here, the view position would lag a frame // behind the body position when pushed -- "sinking into plats" // for (i=0 ; i<3 ; i++) { current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0; current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0; } // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if (level.intermissiontime) { // FIXME: add view drifting here? current_client->ps.blend[3] = 0; current_client->ps.fov = 90; G_SetStats (ent); return; } AngleVectors (ent->client->v_angle, forward, right, up); // burn from lava, etc P_WorldEffects (); // // set model angles from view angles so other things in // the world can tell which direction you are looking // if (ent->client->v_angle[PITCH] > 180) ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3; else ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3; ent->s.angles[YAW] = ent->client->v_angle[YAW]; ent->s.angles[ROLL] = 0; ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4; // // calculate speed and cycle to be used for // all cyclic walking effects // xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]); if (xyspeed < 5) { bobmove = 0; current_client->bobtime = 0; // start at beginning of cycle again } // Kngightmare- exception for wading else if (ent->groundentity || ent->waterlevel == 2) { // so bobbing only cycles when on ground if (xyspeed > 450) // Knightmare added bobmove = 0.50; else if (xyspeed > 210) bobmove = 0.25; else if (!ent->groundentity && ent->waterlevel == 2 && xyspeed > 100) bobmove = 0.45; else if (xyspeed > 100) bobmove = 0.125; else if (!ent->groundentity && ent->waterlevel == 2) bobmove = 0.325; else bobmove = 0.0625; } bobtime = (current_client->bobtime += bobmove); if (current_client->ps.pmove.pm_flags & PMF_DUCKED) bobtime *= 4; bobcycle = (int)bobtime; // Lazarus: vehicle drivers don't bob if (ent->vehicle) bobfracsin = 0.; else bobfracsin = fabs(sin(bobtime*M_PI)); // detect hitting the floor if (ent->groundentity) //Kngihtmare- no falling damage with sharp jetpack descent P_FallingDamage (ent); // Lazarus: detect hitting walls P_SlamDamage (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // determine the view offsets SV_CalcViewOffset (ent); // determine the gun offsets SV_CalcGunOffset (ent); // determine the full screen color blend // must be after viewoffset, so eye contents can be // accurately determined // FIXME: with client prediction, the contents // should be determined by the client SV_CalcBlend (ent); // chase cam stuff if (ent->client->resp.spectator) G_SetSpectatorStats(ent); else G_SetStats (ent); G_CheckChaseStats(ent); G_SetClientEvent (ent); G_SetClientEffects (ent); G_SetClientSound (ent); G_SetClientFrame (ent); VectorCopy (ent->velocity, ent->client->oldvelocity); VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles); // clear weapon kicks VectorClear (ent->client->kick_origin); VectorClear (ent->client->kick_angles); // if the scoreboard is up, update it if (!(level.framenum & 31)) { if (ent->client->showscores) { if (ent->client->menu) PMenu_Update (ent); else if (ent->client->textdisplay) Text_Update (ent); // Zaero else if (ent->client->zCameraTrack) updateVisorHud (ent); // end Zaero else DeathmatchScoreboardMessage (ent, ent->enemy); gi.unicast (ent, false); } else if (ent->client->whatsit) WhatsIt (ent); } // Zaero // this we want to do regardless if (ent->client->zCameraTrack) { // decrease the visor frame time ent->client->pers.visorFrames--; if (ent->client->pers.visorFrames == 0) { stopCamera (ent); ent->client->pers.inventory[ITEM_INDEX(FindItem("Visor"))]--; ValidateSelectedItem (ent); } } // end Zaero // CHASECAM Knightmare- Gen cam code // if (ent->client->chasetoggle == 1) if (ent->client->chaseactive == 1) CheckChasecam_Viewent (ent); }