#include "g_local.h" #include "m_player.h" #define MUD1BASE 0.20 #define MUD1AMP 0.08 #define MUD3 0.08 void ClientUserinfoChanged (edict_t *ent, char *userinfo); void SP_misc_teleporter_dest (edict_t *ent); // // Gross, ugly, disgusting 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) || Q_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 (Q_stricmp(level.mapname, "security") == 0) { spot = G_Spawn(); spot->classname = "info_player_coop"; spot->spawnflags2 = 0; // Zaero added 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->spawnflags2 = 0; // Zaero added 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->spawnflags2 = 0; // Zaero added 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 (Q_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) NO_PAD potential spawning position for deathmatch games NO_PAD - don't make a pad count - the number of maxclients must be less than this for it to spawn. if you don't have a func_dm_wall in your map, don't enter a value. */ void SP_info_player_deathmatch(edict_t *self) { if (!deathmatch->value) { G_FreeEdict (self); return; } //Mappack - this makes sure players don't get spawned in an area sealed by a func_dm_wall if (self->count > 2) { if (self->count <= game.maxclients) { G_FreeEdict (self); return; } } //Mappack - this removes the pad if a flag of 1 is set. if (!(self->spawnflags & 1)) 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 ((Q_stricmp(level.mapname, "jail2") == 0) || (Q_stricmp(level.mapname, "jail4") == 0) || (Q_stricmp(level.mapname, "mine1") == 0) || (Q_stricmp(level.mapname, "mine2") == 0) || (Q_stricmp(level.mapname, "mine3") == 0) || (Q_stricmp(level.mapname, "mine4") == 0) || (Q_stricmp(level.mapname, "lab") == 0) || (Q_stricmp(level.mapname, "boss1") == 0) || (Q_stricmp(level.mapname, "fact3") == 0) || (Q_stricmp(level.mapname, "biggun") == 0) || (Q_stricmp(level.mapname, "space") == 0) || (Q_stricmp(level.mapname, "command") == 0) || (Q_stricmp(level.mapname, "power2") == 0) || (Q_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_coop_lava (1 0 1) (-16 -16 -24) (16 16 32) potential spawning position for coop games on rmine2 where lava level needs to be checked */ void SP_info_player_coop_lava(edict_t *self) { if (!coop->value) { G_FreeEdict (self); return; } } /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) LETTERBOX 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(edict_t *self) //was void { //Knightmare- hack for Paradist Lost if (Q_stricmp(level.mapname, "coconut1") == 0) VectorSet(self->s.angles,0,270,0); } //======================================================================= 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 // Zaero // if we're in a camera, get out if (self->client->zCameraTrack) { stopCamera(self); } // end Zaero } qboolean IsFemale (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') return true; if (strstr(info, "crakhor")) // Knightmare added return true; return false; } qboolean IsNeutral (edict_t *ent) { char *info; if (!ent->client) return false; info = Info_ValueForKey (ent->client->pers.userinfo, "gender"); if (strstr(info, "crakhor")) // Knightmare added return false; if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M') return true; return false; } void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker) { int mod; char *message; char *message2; qboolean ff; if (coop->value && attacker->client) meansOfDeath |= MOD_FRIENDLY_FIRE; if (deathmatch->value || coop->value || !deathmatch->value) { ff = meansOfDeath & MOD_FRIENDLY_FIRE; mod = meansOfDeath & ~MOD_FRIENDLY_FIRE; message = NULL; message2 = ""; switch (mod) { case MOD_SUICIDE: message = "suicides"; break; case MOD_FALLING: message = "cratered"; break; case MOD_CRUSH: message = "was squished"; 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: if (!attacker->svflags & SVF_MONSTER) // monsters with lasers message = "saw the light"; break; case MOD_TARGET_BLASTER: message = "got blasted"; break; case MOD_BOMB: case MOD_SPLASH: case MOD_TRIGGER_HURT: case MOD_VEHICLE: message = "was in the wrong place"; break; case MOD_FALLING_ROCKS: message = "was killed by falling rocks"; break; } if (attacker == self) { switch (mod) { case MOD_HELD_GRENADE: message = "tried to put the pin back in"; break; case MOD_HG_SPLASH: 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; // ROGUE case MOD_ETF_SPLASH: message = "shouldn't have used the ETF Rifle at point blank"; break; case MOD_PROX: if (IsNeutral(self)) message = "got too close to its own proximity mine"; else if (IsFemale(self)) message = "got too close to her own proximity mine"; else message = "got too close to his own proximity mine"; break; case MOD_PHALANX_SPLASH: if (IsNeutral(self)) message = "evaporated itself"; else if (IsFemale(self)) message = "evaporated herself"; else message = "evaporated himself"; break; case MOD_TRAP: if (IsNeutral(self)) message = "was sucked into its own trap"; else if (IsFemale(self)) message = "was sucked into her own trap"; else message = "was sucked into his own trap"; break; case MOD_DOPPLE_EXPLODE: if (IsNeutral(self)) message = "got caught in its own trap"; else if (IsFemale(self)) message = "got caught in her own trap"; else message = "got caught in his own trap"; break; // ROGUE // Knightmare added case MOD_SHOCK_SPHERE: case MOD_SHOCK_SPLASH: if (IsNeutral(self)) message = "was pulverized by its own shock sphere"; else if (IsFemale(self)) message = "was pulverized by her own shock sphere"; else message = "was pulverized by his own shock sphere"; break; // SKWiD MOD case MOD_PLASMA: message = "gets shocked"; break; // Zaero case MOD_TRIPBOMB: if (IsNeutral(self)) message = "tripped over its own trip bomb"; else if (IsFemale(self)) message = "tripped over her own trip bomb"; else message = "tripped over his own trip bomb"; break; // end Zaero default: if (IsNeutral(self)) message = "killed itself"; else if (IsFemale(self)) message = "killed herself"; else message = "killed himself"; break; } } if (message) { gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message); if (deathmatch->value) self->client->resp.score--; self->enemy = NULL; return; } self->enemy = attacker; if (attacker && attacker->client) { switch (mod) { 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; case MOD_VEHICLE: message = "was splattered by"; message2 = "'s vehicle"; break; case MOD_KICK: message = "was booted by"; message2 = "'s foot"; break; //=============== // XATRIX case MOD_RIPPER: message = "was ripped to shreds by"; message2 = "'s ION Ripper"; break; case MOD_PHALANX: case MOD_PHALANX_SPLASH: message = "was evaporated by"; message2 = "'s particle cannon"; break; case MOD_TRAP: message = "was caught in"; message2 = "'s trap"; break; // XATRIX //=============== //=============== // ROGUE case MOD_CHAINFIST: message = "was shredded by"; message2 = "'s ripsaw"; break; case MOD_DISINTEGRATOR: message = "lost his grip courtesy of"; message2 = "'s disintegrator"; break; case MOD_ETF_RIFLE: message = "was perforated by"; break; case MOD_ETF_SPLASH: message = "was torn up by"; message2 = "'s explosive flechettes"; break; case MOD_HEATBEAM: message = "was scorched by"; message2 = "'s plasma beam"; break; case MOD_TESLA: message = "was enlightened by"; message2 = "'s tesla mine"; break; case MOD_PROX: message = "got too close to"; message2 = "'s proximity mine"; break; case MOD_NUKE: message = "was nuked by"; message2 = "'s antimatter bomb"; break; case MOD_NBOMB: message = "was toasted by"; message2 = "'s fuel-air bomb"; break; case MOD_VENGEANCE_SPHERE: message = "was purged by"; message2 = "'s vengeance sphere"; break; case MOD_DEFENDER_SPHERE: message = "had a blast with"; message2 = "'s defender sphere"; break; case MOD_HUNTER_SPHERE: message = "was killed like a dog by"; message2 = "'s hunter sphere"; break; case MOD_TRACKER: message = "was annihilated by"; message2 = "'s disintegrator"; break; case MOD_DOPPLE_EXPLODE: message = "was blown up by"; message2 = "'s doppleganger"; break; case MOD_DOPPLE_VENGEANCE: message = "was purged by"; message2 = "'s doppleganger"; break; case MOD_DOPPLE_HUNTER: message = "was hunted down by"; message2 = "'s doppleganger"; break; // ROGUE //=============== // Knightmare added case MOD_SHOCK_SPHERE: case MOD_SHOCK_SPLASH: message = "was pulverized by"; message2 = "'s shock sphere"; break; // SKWiD MOD case MOD_PLASMA: message = "got an infusion of plasma from"; message2 = "'s plasma rifle"; break; // Zaero /* case MOD_SNIPERRIFLE: message = "was ventilated by"; message2 = "'s bullet"; break;*/ case MOD_TRIPBOMB: message = "tripped over"; message2 = "'s trip bomb"; break; case MOD_FLARE: message = "didn't see"; message2 = "'s flare"; break; case MOD_GL_POLYBLEND: message = "turned off gl_polyblend and was damaged by"; message2 = "'s flare"; break; case MOD_A2K: message = "got dissassembled by"; message2 = ""; break; /* case MOD_SONICCANNON: message = "got microwaved by"; message2 = ""; break;*/ // end Zaero } if (message) { gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2); // ROGUE if (gamerules && gamerules->value) { if (DMGame.Score) { if (ff) DMGame.Score(attacker, self, -1); else DMGame.Score(attacker, self, 1); } return; } // ROGUE if (deathmatch->value) { if (ff) attacker->client->resp.score--; else attacker->client->resp.score++; } return; } } // Knightmare- Single-player obits if (attacker->svflags & (SVF_MONSTER|SVF_AUTOMATON)) { // Light Guard if (!strcmp(attacker->classname, "monster_soldier_light")) message = "was blasted by a"; // Shotgun Guard else if (!strcmp(attacker->classname, "monster_soldier")) message = "was gunned down by a"; // Machinegun Guard else if (!strcmp(attacker->classname, "monster_soldier_ss")) message = "was machinegunned by a"; // Ripper Guard else if (!strcmp(attacker->classname, "monster_soldier_ripper")) message = "was ripped to shreds by a"; // Hyperblaster Guard else if (!strcmp(attacker->classname, "monster_soldier_hypergun")) message = "was melted by a"; // Laser Guard else if (!strcmp(attacker->classname, "monster_soldier_lasergun")) { message = "saw a"; message2 = "'s light"; } // Plasma Guard else if (!strcmp(attacker->classname, "monster_soldier_plasma_re") || !strcmp(attacker->classname, "monster_soldier_plasma_sp")) { message = "got an infusion of plasma from a"; } // Enforcer else if (!strcmp(attacker->classname, "monster_infantry")) { if (mod == MOD_HIT) message = "was bludgened by an"; else message = "was pumped full of lead by an"; } // Gunner else if (!strcmp(attacker->classname, "monster_gunner")) { if (mod == MOD_GRENADE) { message = "was popped by a"; message2 = "'s grenade"; } else if (mod == MOD_G_SPLASH) { message = "was shredded by a"; message2 = "'s shrapnel"; } else message = "was machinegunned by a"; } // Berserker else if (!strcmp(attacker->classname, "monster_berserk")) message = "was smashed by a"; // Gladiator/Beta Class Gladiator else if (!strcmp(attacker->classname, "monster_gladiator") || !strcmp(attacker->classname, "monster_gladb")) { if (mod == MOD_RAILGUN) message = "was railed by a"; else if ((mod == MOD_PHALANX) || (mod == MOD_PHALANX_SPLASH)) { message = "was evaporated by a"; message2 = "'s particle cannon"; } else if (mod == MOD_HIT) { message = "was mangled by a"; message2 = "'s claw"; } } // Medic else if (!strcmp(attacker->classname, "monster_medic") || !strcmp(attacker->classname, "monster_medic_commander")) message = "was blasted by a"; // Icarus else if (!strcmp(attacker->classname, "monster_hover")) message = "was blasted by an"; // Daedalus else if (!strcmp(attacker->classname, "monster_daedalus")) message = "was blasted by a"; // Iron Maiden else if (!strcmp(attacker->classname, "monster_chick")) { if (mod == MOD_ROCKET) { message = "ate an"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged an"; message2 = "'s rocket"; } else if (mod == MOD_HIT) message = "was bitch-slapped by an"; } // Beta Class Iron Maiden else if (!strcmp(attacker->classname, "monster_chick_heat")) { if (mod == MOD_ROCKET) { message = "ate a"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged a"; message2 = "'s rocket"; } else if (mod == MOD_HIT) message = "was bitch-slapped by a"; } // Parasite else if (!strcmp(attacker->classname, "monster_parasite")) message = "was exsanguiated by a"; // Brain else if (!strcmp(attacker->classname, "monster_brain") || !strcmp(attacker->classname, "monster_brain_beta")) { if (mod == MOD_TARGET_LASER) { message = "was lobotomized by a"; message2 = "'s lasers"; } else if (mod == MOD_BRAINTENTACLE) { message = "was drilled by a"; message2 = "'s tongue"; } else { message = "was torn up by a"; message2 = "'s tentacles"; } } // Flyer else if (!strcmp(attacker->classname, "monster_flyer")) { if (mod == MOD_BLASTER) message = "was blasted by a"; else if (mod == MOD_HIT) { message = "was cut up by a"; message2 = "'s sharp wings"; } } // Kamikaze Flyer else if (!strcmp(attacker->classname, "monster_kamikaze")) message = "was dive-bombed by a"; // Technician else if (!strcmp(attacker->classname, "monster_floater")) { if (mod == MOD_BLASTER) message = "was blasted by a"; else if (mod == MOD_HIT) { message = "was gouged to death by a"; message2 = "'s utility claw"; } } // Repair Bot else if (!strcmp(attacker->classname, "monster_fixbot")) message = "was blasted by a"; // Stalker else if (!strcmp(attacker->classname, "monster_stalker")) { if (mod == MOD_BLASTER) message = "was blasted by a"; else if (mod == MOD_HIT) message = "was smacked to death by a"; } // Sentry Turret else if (!strcmp(attacker->classname, "monster_turret")) { if (mod == MOD_BLASTER) message = "was blasted by a"; else if (mod == MOD_RAILGUN) message = "was railed by a"; else if (mod == MOD_ROCKET) { message = "never saw a"; message2 = "'s rocket coming"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged a"; message2 = "'s rocket"; } } // Tank/Tank Commander else if (!strcmp(attacker->classname, "monster_tank") || !strcmp(attacker->classname, "monster_tank_commander")) { if (mod == MOD_BLASTER) message = "was blasted by a"; else if (mod == MOD_ROCKET) { message = "ate a"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged a"; message2 = "'s rocket"; } else message = "was pumped full of lead by a"; } // Supertank/Beta Class Supertank else if (!strcmp(attacker->classname, "monster_supertank") || !strcmp(attacker->classname, "monster_boss5")) { if (mod == MOD_ROCKET) { message = "ate a"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged a"; message2 = "'s rocket"; } else message = "was chaingunned by a"; } // Hornet else if (!strcmp(attacker->classname, "monster_boss2")) { if (mod == MOD_ROCKET) { message = "ate a"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged a"; message2 = "'s rockets"; } else message = "was chaingunned by a"; } // Carrier else if (!strcmp(attacker->classname, "monster_carrier")) { if (mod == MOD_RAILGUN) message = "was railed by a"; else if (mod == MOD_GRENADE) { message = "was popped by a"; message2 = "'s grenade"; } else if (mod == MOD_G_SPLASH) { message = "was shredded by a"; message2 = "'s shrapnel"; } else if (mod == MOD_ROCKET) { message = "ate a"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged a"; message2 = "'s rockets"; } else message = "was chaingunned by a"; } // Jorg else if (!strcmp(attacker->classname, "monster_jorg")) { if (mod == MOD_BFG_LASER) { message = "saw the pretty lights from the"; message2 = "'s BFG"; } else if (mod == MOD_BFG_BLAST) { message = "was disintegrated by the"; message2 = "'s BFG blast"; } else if (mod == MOD_BFG_EFFECT) { message = "couldn't hide from the"; message2 = "'s BFG"; } else { message = "was shredded by the"; message2 = "'s chain-cannons"; } } // Makron else if (!strcmp(attacker->classname, "monster_makron")) { if (mod == MOD_BLASTER) { message = "was melted by the"; message2 = "'s hyperblaster"; } else if (mod == MOD_RAILGUN) message = "was railed by the"; else if (mod == MOD_BFG_LASER) { message = "saw the pretty lights from the"; message2 = "'s BFG"; } else if (mod == MOD_BFG_BLAST) { message = "was disintegrated by the"; message2 = "'s BFG blast"; } else if (mod == MOD_BFG_EFFECT) { message = "couldn't hide from the"; message2 = "'s BFG"; } } // Black Widow else if (!strcmp(attacker->classname, "monster_widow") || !strcmp(attacker->classname, "monster_widow2")) { if (mod == MOD_BLASTER) { message = "was melted by the"; message = "'s hyperblaster"; } else if (mod == MOD_RAILGUN) message = "was railed by the"; else if (mod == MOD_HEATBEAM) { message = "was scorched by the"; message2 = "'s plasma beam"; } else if (mod == MOD_TRACKER) { message = "was annihilated by the"; message2 = "'s disintegrator"; } else if (mod == MOD_HIT) message = "was smashed by the"; } // Barracuda Shark else if (!strcmp(attacker->classname, "monster_flipper")) message = "was chewed up by a"; // Mutant else if (!strcmp(attacker->classname, "monster_mutant")) message = "was clawed by a"; // Gekk else if (!strcmp(attacker->classname, "monster_gekk")) { if (mod == MOD_GEKK) { message = "was dissolved by a"; message2 = "'s acid loogie"; } else message = "was slashed to death by a"; } // Autocannon else if (!strcmp(attacker->classname, "monster_autocannon") || !strcmp(attacker->classname, "monster_autocannon_floor")) { if (mod == MOD_HYPERBLASTER || mod == MOD_BLASTER) { message = "was melted by an"; message2 = "'s blaster"; } else if (mod == MOD_ROCKET) { message = "ate an"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged an"; message2 = "'s rocket"; } else message = "was pumped full of lead by an"; } // Sentien else if (!strcmp(attacker->classname, "monster_sentien")) { if (mod == MOD_TARGET_LASER) message = "was lobotomized by a"; else message = "was pumped full of lead by a"; } // Hound else if (!strcmp(attacker->classname, "monster_hound")) // message = "was mauled by a"; message = "was leg humped to death by a"; // Handler else if (!strcmp(attacker->classname, "monster_handler")) { // message = "was ravished by an"; if (mod == MOD_HIT) message = "was bludgened by an"; else message = "was pumped full of lead by an"; } // ZBoss else if (!strcmp(attacker->classname, "monster_zboss")) { // message = "was killed by a big, bad"; if (mod == MOD_HIT) message = "was pulverized by a big, bad"; else if (mod == MOD_ROCKET) { message = "ate a big, bad"; message2 = "'s rocket"; } else if (mod == MOD_R_SPLASH) { message = "almost dodged a big, bad"; message2 = "'s rocket"; } else { message = "was obliterated by a big, bad"; message2 = "'s plasma cannon"; } } // Rottweiler else if (!strcmp(attacker->classname, "monster_dog")) message = "was mauled by a"; // Quake 1 Monsters // Fiend else if ( !Q_stricmp(attacker->classname, "q1_monster_fiend") || !Q_stricmp(attacker->classname, "monster_q1_demon") ) message ="was eviscerated by a"; // Quake Grunt else if ( !Q_stricmp(attacker->classname, "q1_monster_soldier") || !Q_stricmp(attacker->classname, "monster_q1_army") ) message = "was shot by a"; // Quake Enforcer else if ( !Q_stricmp(attacker->classname, "q1_monster_enforcer") || !Q_stricmp(attacker->classname, "monster_q1_enforcer") ) message = "was blasted by an"; // Ogre else if ( !Q_stricmp(attacker->classname, "q1_monster_ogre") || !Q_stricmp(attacker->classname, "monster_q1_ogre") ) message = "was destroyed by an"; // Knight else if ( !Q_stricmp(attacker->classname, "q1_monster_knight") || !Q_stricmp(attacker->classname, "monster_q1_knight") ) message = "was slashed by a"; // Scrag else if ( !Q_stricmp(attacker->classname, "q1_monster_scrag") || !Q_stricmp(attacker->classname, "monster_q1_wizard") ) message = "was scragged by a"; // Zombie else if ( !Q_stricmp(attacker->classname, "q1_monster_zombie") || !Q_stricmp(attacker->classname, "monster_q1_zombie") ) { message = "joins the"; message2 = "s"; } // Shambler else if ( !Q_stricmp(attacker->classname, "q1_monster_shambler") || !Q_stricmp(attacker->classname, "monster_q1_shambler") ) message = "was smashed by a"; // Rottweiler else if ( !Q_stricmp(attacker->classname, "q1_monster_dog") || !Q_stricmp(attacker->classname, "monster_q1_dog") ) message = "was mauled by a"; // Rotfish else if ( !Q_stricmp(attacker->classname, "q1_monster_fish") || !Q_stricmp(attacker->classname, "monster_q1_fish") ) message = "was fed to the"; // Hell Knight else if ( !Q_stricmp(attacker->classname, "q1_monster_hknight") || !Q_stricmp(attacker->classname, "monster_q1_hknight") ) message = "was slain by at"; // Vore else if ( !Q_stricmp(attacker->classname, "q1_monster_shalrath") || !Q_stricmp(attacker->classname, "monster_q1_shalrath") ) message = "was exploded by a"; // Spawn else if ( !Q_stricmp(attacker->classname, "q1_monster_tarbaby") || !Q_stricmp(attacker->classname, "monster_q1_tarbaby") ) message = "was slimed by a"; } if (message) { gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->common_name, message2); if (coop->value) self->client->resp.score--; self->enemy = NULL; return; } // end Knightmare } // Knightmare- for diagnostics, print name of killing entity /*if (strlen(attacker->classname)) gi.bprintf (PRINT_MEDIUM,"%s was killed by %s.\n", self->client->pers.netname, attacker->classname); else*/ gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname); //ROGUE // if (g_showlogic && g_showlogic->value) // { // if (mod == MOD_UNKNOWN) // gi.dprintf ("Player killed by MOD_UNKNOWN\n"); // else // gi.dprintf ("Player killed by undefined mod %d\n", mod); // } //ROGUE if (deathmatch->value) //ROGUE { if (gamerules && gamerules->value) { if (DMGame.Score) { DMGame.Score(self, self, -1); } return; } else self->client->resp.score--; } //ROGUE } void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); 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 (item && (strcmp (item->pickup_name, "No Weapon") == 0)) item = NULL; // Knightmare- don't drop homing rocket launcher (null model error), drop rocket launcher instead if (item && (strcmp (item->pickup_name, "Homing Rocket Launcher") == 0)) item = FindItem("Rocket Launcher"); 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; } // PMM - fixed to correct for pitch of 0 if (dir[0]) self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]); else if (dir[1] > 0) self->client->killer_yaw = 90; else if (dir[1] < 0) self->client->killer_yaw = 270; else self->client->killer_yaw = 0; } /* ================== player_die ================== */ void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; // Zaero // if we're in a camera, get out if (self->client->zCameraTrack) { stopCamera(self); } // end Zaero // Knightmare- Gen cam code // Get rid of the chasecam crap shouldnt be needed - Skid // if (self->client->chasetoggle && !(self->client->resp.spectator)) if (self->client->chaseactive && !(self->client->resp.spectator)) self->svflags &= ~SVF_NOCLIENT; self->client->pers.spawn_landmark = false; // paranoia check self->client->pers.spawn_levelchange = false; SetLazarusCrosshair(self); //backup crosshair self->client->zooming = 0; self->client->zoomed = false; SetSensitivities(self,true); if (self->client->spycam) camera_off(self); if (self->turret) turret_disengage(self->turret); if (self->client->textdisplay) Text_Close(self); VectorClear (self->avelocity); self->takedamage = DAMAGE_YES; self->movetype = MOVETYPE_TOSS; 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->maxs[2] = -8; // self->solid = SOLID_NOT; 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); if (deathmatch->value) Cmd_Help_f (self); // show scores // clear inventory // this is kind of ugly, but it's how we want to handle keys in coop for (n = 0; n < game.num_items; n++) { if (coop->value && itemlist[n].flags & IT_KEY) self->client->resp.coop_respawn.inventory[n] = self->client->pers.inventory[n]; self->client->pers.inventory[n] = 0; } } if (gamerules && gamerules->value) // if we're in a dm game, alert the game { if (DMGame.PlayerDeath) DMGame.PlayerDeath(self, inflictor, attacker); } // remove powerups self->client->quad_framenum = 0; self->client->invincible_framenum = 0; self->client->breather_framenum = 0; self->client->enviro_framenum = 0; self->flags &= ~(FL_POWER_SHIELD|FL_POWER_SCREEN); self->client->flashlight_active = false; // turn off alt-fire mode if on self->client->pers.fire_mode = 0; self->client->pers.plasma_mode = 0; // SKWiD- plasma rifle fire mode //self->client->nNewLatch &= ~BUTTON_ATTACK2; //============== // ROGUE stuff self->client->double_framenum = 0; // if there's a sphere around, let it know the player died. // vengeance and hunter will die if they're not attacking, // defender should always die if (self->client->owned_sphere) { edict_t *sphere; sphere = self->client->owned_sphere; sphere->die(sphere, self, self, 0, vec3_origin); } // if we've been killed by the tracker, GIB! if ((meansOfDeath & ~MOD_FRIENDLY_FIRE) == MOD_TRACKER) { self->health = self->gib_health; //was -100 damage = 400; } // make sure no trackers are still hurting us. if (self->client->tracker_pain_framenum) { RemoveAttackingPainDaemons (self); } // if we got obliterated by the nuke, don't gib if ((self->health < -80) && (meansOfDeath == MOD_NUKE)) self->flags |= FL_NUKED; // ROGUE //============== if (self->health < self->gib_health) { // PMM // don't toss gibs if we got vaped by the nuke if (!(self->flags & FL_NUKED)) { // pmm // gib gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); // more meaty gibs for your dollar! if ((deathmatch->value) && (self->health < (self->gib_health * 2))) for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); if (mega_gibs->value) { ThrowGib (self, "models/objects/gibs/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/leg/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/leg/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/bone2/tris.md2", damage, GIB_ORGANIC); } // PMM } self->flags &= ~FL_NUKED; // PMM 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; } gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0); } } #ifdef JETPACK_MOD if ( self->client->jetpack ) { Jet_BecomeExplosion (self, damage); /*stop jetting when dead*/ self->client->jetpack_framenum = 0; self->client->jetpack = false; // DWH: force player to gib self->health = self->gib_health - 1; } #endif self->deadflag = DEAD_DEAD; gi.linkentity (self); } //======================================================================= void SwitchToBestStartWeapon (gclient_t *client) { if (!client) return; if ( client->pers.inventory[slugs_index] && client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] ) { client->pers.weapon = FindItem ("railgun"); return; } if ( client->pers.inventory[magslug_index] && client->pers.inventory[ITEM_INDEX (FindItem ("phalanx"))]) { client->pers.weapon = FindItem ("phalanx"); return; } if ( (client->pers.inventory[cells_index] >= 2) && client->pers.inventory[ITEM_INDEX (FindItem ("ION Ripper"))]) { client->pers.weapon = FindItem ("ION Ripper"); return; } if ( (client->pers.inventory[cells_index] >= 2) && client->pers.inventory[ITEM_INDEX(FindItem("Plasma Beam"))] ) { client->pers.weapon = FindItem ("Plasma Beam"); return; } if ( client->pers.inventory[cells_index] && client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] ) { client->pers.weapon = FindItem ("hyperblaster"); return; } if ( client->pers.inventory[flechettes_index] && client->pers.inventory[ITEM_INDEX(FindItem("ETF Rifle"))] ) { client->pers.weapon = FindItem ("ETF Rifle"); return; } if ( client->pers.inventory[disruptors_index] && client->pers.inventory[ITEM_INDEX(FindItem("Disintegrator"))] ) { client->pers.weapon = FindItem ("Disintegrator"); return; } if ( client->pers.inventory[bullets_index] && client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] ) { client->pers.weapon = FindItem ("chaingun"); return; } if ( client->pers.inventory[bullets_index] && client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] ) { client->pers.weapon = FindItem ("machinegun"); return; } if ( client->pers.inventory[shells_index] >= 2 && client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] ) { client->pers.weapon = FindItem ("super shotgun"); return; } if ( client->pers.inventory[shells_index] && client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] ) { client->pers.weapon = FindItem ("shotgun"); return; } // DWH: Dude may not HAVE a blaster //ent->client->newweapon = FindItem ("blaster"); if ( client->pers.inventory[ITEM_INDEX(FindItem("blaster"))] ) client->pers.weapon = FindItem ("blaster"); else client->pers.weapon = FindItem ("No Weapon"); } void SelectStartWeapon (gclient_t *client, int style) { gitem_t *item; int n; // Lazarus: We allow choice of weapons (or no weapon) at startup // If style is non-zero, first clear player inventory of all // weapons and ammo that might have been passed over through // target_changelevel or acquired when previously called by // InitClientPersistant if (style) { for (n = 0; n < MAX_ITEMS; n++) { if (itemlist[n].flags & IT_WEAPON) client->pers.inventory[n] = 0; } client->pers.inventory[shells_index] = 0; client->pers.inventory[bullets_index] = 0; client->pers.inventory[grenades_index] = 0; client->pers.inventory[rockets_index] = 0; client->pers.inventory[cells_index] = 0; client->pers.inventory[slugs_index] = 0; client->pers.inventory[homing_index] = 0; client->pers.inventory[magslug_index] = 0; client->pers.inventory[flechettes_index] = 0; client->pers.inventory[prox_index] = 0; client->pers.inventory[disruptors_index] = 0; client->pers.inventory[tesla_index] = 0; client->pers.inventory[trap_index] = 0; client->pers.inventory[shocksphere_index] = 0; } switch (style) { case -1: item = FindItem("No Weapon"); break; case -2: case 2: item = FindItem("Shotgun"); break; case -3: case 3: item = FindItem("Super Shotgun"); break; case -4: case 4: item = FindItem("Machinegun"); break; case -5: case 5: item = FindItem("Chaingun"); break; case -6: case 6: item = FindItem("Grenade Launcher"); break; case -7: case 7: item = FindItem("Rocket Launcher"); break; case -8: case 8: item = FindItem("HyperBlaster"); break; case -9: case 9: item = FindItem("Railgun"); break; case -10: case 10: item = FindItem("BFG10K"); break; case -11: case 11: item = FindItem("ION Ripper"); break; case -12: case 12: item = FindItem("Phalanx"); break; case -13: case 13: item = FindItem("ETF Rifle"); break; case -14: case 14: item = FindItem("Prox Launcher"); break; case -15: case 15: item = FindItem("Plasma Beam"); break; case -16: case 16: item = FindItem("Disintegrator"); break; case -17: case 17: item = FindItem("Chainfist"); break; case -18: case 18: item = FindItem("Shockwave"); break; default: item = FindItem("Blaster"); break; } client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; client->pers.weapon = item; // Lazarus: If default weapon is NOT "No Weapon", then give player // a blaster if (style > 1) client->pers.inventory[ITEM_INDEX(FindItem("Blaster"))] = 1; // Knightmare- player always has null weapon in SP to allow holstering if (!deathmatch->value) client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] = 1; // Zaero if (!deathmatch->value && IsZaeroMap()) { item = FindItem("Flare Gun"); client->pers.inventory[ITEM_INDEX(item)] = 1; item = FindItem("Flares"); client->pers.inventory[ITEM_INDEX(item)] = 3; } // end Zaero // and give him standard ammo if (item->ammo) { gitem_t *ammo; ammo = FindItem (item->ammo); if ( deathmatch->value && ((int)dmflags->value & DF_INFINITE_AMMO) ) client->pers.inventory[ITEM_INDEX(ammo)] += 1000; else client->pers.inventory[ITEM_INDEX(ammo)] += ammo->quantity; } // Knightmare- DM start values if (deathmatch->value) { client->pers.inventory[ITEM_INDEX(FindItem("Shells"))] = sk_dm_start_shells->value; client->pers.inventory[ITEM_INDEX(FindItem("Bullets"))] = sk_dm_start_bullets->value; client->pers.inventory[ITEM_INDEX(FindItem("Rockets"))] = sk_dm_start_rockets->value; client->pers.inventory[ITEM_INDEX(FindItem("Homing Rockets"))] = sk_dm_start_homing->value; client->pers.inventory[ITEM_INDEX(FindItem("Grenades"))] = sk_dm_start_grenades->value; client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] = sk_dm_start_cells->value; client->pers.inventory[ITEM_INDEX(FindItem("Slugs"))] = sk_dm_start_slugs->value; client->pers.inventory[ITEM_INDEX(FindItem("Magslug"))] = sk_dm_start_magslugs->value; client->pers.inventory[ITEM_INDEX(FindItem("Trap"))] = sk_dm_start_traps->value; client->pers.inventory[ITEM_INDEX(FindItem("Flechettes"))] = sk_dm_start_flechettes->value; client->pers.inventory[ITEM_INDEX(FindItem("Disruptors"))] = sk_dm_start_rounds->value; client->pers.inventory[ITEM_INDEX(FindItem("Prox"))] = sk_dm_start_prox->value; client->pers.inventory[ITEM_INDEX(FindItem("Tesla"))] = sk_dm_start_tesla->value; client->pers.inventory[ITEM_INDEX(FindItem("Shocksphere"))] = sk_dm_start_shocksphere->value; client->pers.inventory[ITEM_INDEX(FindItem("Flares"))] = sk_dm_start_flares->value; client->pers.inventory[ITEM_INDEX(FindItem("IRED"))] = sk_dm_start_tbombs->value; client->pers.inventory[ITEM_INDEX(FindItem("EMPNuke"))] = sk_dm_start_empnuke->value; client->pers.inventory[ITEM_INDEX(FindItem("Plasma Shield"))] = sk_dm_start_plasmashield->value; client->pers.inventory[ITEM_INDEX(FindItem("Shotgun"))] = sk_dm_start_shotgun->value; client->pers.inventory[ITEM_INDEX(FindItem("Super Shotgun"))] = sk_dm_start_sshotgun->value; client->pers.inventory[ITEM_INDEX(FindItem("Machinegun"))] = sk_dm_start_machinegun->value; client->pers.inventory[ITEM_INDEX(FindItem("Chaingun"))] = sk_dm_start_chaingun->value; client->pers.inventory[ITEM_INDEX(FindItem("Grenade Launcher"))] = sk_dm_start_grenadelauncher->value; client->pers.inventory[ITEM_INDEX(FindItem("Rocket Launcher"))] = sk_dm_start_rocketlauncher->value; client->pers.inventory[ITEM_INDEX(FindItem("Homing Rocket Launcher"))] = sk_dm_start_rocketlauncher->value; client->pers.inventory[ITEM_INDEX(FindItem("HyperBlaster"))] = sk_dm_start_hyperblaster->value; client->pers.inventory[ITEM_INDEX(FindItem("Railgun"))] = sk_dm_start_railgun->value; client->pers.inventory[ITEM_INDEX(FindItem("BFG10K"))] = sk_dm_start_bfg->value; client->pers.inventory[ITEM_INDEX(FindItem("ION Ripper"))] = sk_dm_start_ionripper->value; client->pers.inventory[ITEM_INDEX(FindItem("Phalanx"))] = sk_dm_start_phalanx->value; client->pers.inventory[ITEM_INDEX(FindItem("ETF Rifle"))] = sk_dm_start_etfrifle->value; client->pers.inventory[ITEM_INDEX(FindItem("Prox Launcher"))] = sk_dm_start_proxlauncher->value; client->pers.inventory[ITEM_INDEX(FindItem("Plasma Beam"))] = sk_dm_start_plasmabeam->value; client->pers.inventory[ITEM_INDEX(FindItem("Disintegrator"))] = sk_dm_start_disruptor->value; client->pers.inventory[ITEM_INDEX(FindItem("Chainfist"))] = sk_dm_start_chainfist->value; client->pers.inventory[ITEM_INDEX(FindItem("Shockwave"))] = sk_dm_start_shockwave->value; client->pers.inventory[ITEM_INDEX(FindItem(PLASMA_PICKUP_NAME))] = sk_dm_start_plasmarifle->value; client->pers.inventory[ITEM_INDEX(FindItem("Flare Gun"))] = sk_dm_start_flaregun->value; // client->pers.inventory[ITEM_INDEX(FindItem("Sniper Rifle"))] = sk_dm_start_sniperrifle->value; // client->pers.inventory[ITEM_INDEX(FindItem("Sonic Cannon"))] = sk_dm_start_soniccannon->value; SwitchToBestStartWeapon (client); } } /* ============== 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, int style) { //gitem_t *item; memset (&client->pers, 0, sizeof(client->pers)); client->homing_rocket = NULL; SelectStartWeapon (client, style); //item = FindItem("Blaster"); //client->pers.selected_item = ITEM_INDEX(item); //client->pers.inventory[client->pers.selected_item] = 1; //client->pers.weapon = item; client->pers.health = 100; if (deathmatch->value) client->pers.max_health = sk_max_health_dm->value; else client->pers.max_health = sk_max_health->value; client->pers.max_fc_health = sk_max_foodcube_health->value; client->pers.max_bullets = sk_max_bullets->value; client->pers.max_shells = sk_max_shells->value; client->pers.max_rockets = sk_max_rockets->value; client->pers.max_grenades = sk_max_grenades->value; client->pers.max_cells = sk_max_cells->value; client->pers.max_slugs = sk_max_slugs->value; client->pers.max_magslug = sk_max_magslugs->value; client->pers.max_trap = sk_max_traps->value; client->pers.max_shockspheres = sk_max_shocksphere->value; client->pers.max_homing_rockets = sk_max_rockets->value; client->pers.max_fuel = sk_max_fuel->value; // ROGUE client->pers.max_prox = sk_max_prox->value; client->pers.max_tesla = sk_max_tesla->value; client->pers.max_flechettes = sk_max_flechettes->value; client->pers.max_disruptors = sk_max_rounds->value; // end ROGUE // Zaero // These are currently unused, but init them anyway. client->pers.max_flares = 30; // sk_max_flares->value; client->pers.max_tbombs = 30; // sk_max_tbombs->value; client->pers.max_a2k = 1; client->pers.max_empnuke = 50; // sk_max_empnuke->value; client->pers.max_plasmashield = 20; // sk_max_plasmashield->value; // end Zaero client->pers.fire_mode = 0; // Lazarus alternate fire mode client->pers.plasma_mode = 0; // SKWiD- plasma rifle fire mode client->pers.connected = true; client->zooming = 0; client->zoomed = false; client->spycam = NULL; client->pers.spawn_landmark = false; client->pers.spawn_levelchange = false; } void InitClientResp (gclient_t *client) { memset (&client->resp, 0, sizeof(client->resp)); client->resp.enterframe = level.framenum; client->resp.coop_respawn = client->pers; } /* ================== 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.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_SHIELD|FL_POWER_SCREEN)); if (coop->value) game.clients[i].pers.score = ent->client->resp.score; } } void FetchClientEntData (edict_t *ent) { ent->health = ent->client->pers.health; ent->gib_health = -80; ent->max_health = ent->client->pers.max_health; ent->flags |= ent->client->pers.savedFlags; 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 (); } //=============== //ROGUE edict_t *SelectLavaCoopSpawnPoint (edict_t *ent) { int index; edict_t *spot = NULL; float lavatop; edict_t *lava; edict_t *pointWithLeastLava; float lowest; edict_t *spawnPoints [64]; vec3_t center; int numPoints; edict_t *highestlava; lavatop = -99999; highestlava = NULL; // first, find the highest lava // remember that some will stop moving when they've filled their // areas... lava = NULL; while (1) { lava = G_Find (lava, FOFS(classname), "func_door"); if (!lava) break; VectorAdd (lava->absmax, lava->absmin, center); VectorScale (center, 0.5, center); if (lava->spawnflags & 2 && (gi.pointcontents(center) & MASK_WATER)) { if (lava->absmax[2] > lavatop) { lavatop = lava->absmax[2]; highestlava = lava; } } } // if we didn't find ANY lava, then return NULL if (!highestlava) return NULL; // find the top of the lava and include a small margin of error (plus bbox size) lavatop = highestlava->absmax[2] + 64; // find all the lava spawn points and store them in spawnPoints[] spot = NULL; numPoints = 0; while (spot = G_Find (spot, FOFS(classname), "info_player_coop_lava")) { if (numPoints == 64) break; spawnPoints[numPoints++] = spot; } if (numPoints < 1) return NULL; // walk up the sorted list and return the lowest, open, non-lava spawn point spot = NULL; lowest = 999999; pointWithLeastLava = NULL; for (index = 0; index < numPoints; index++) { if (spawnPoints[index]->s.origin[2] < lavatop) continue; if (PlayersRangeFromSpot(spawnPoints[index]) > 32) { if (spawnPoints[index]->s.origin[2] < lowest) { // save the last point pointWithLeastLava = spawnPoints[index]; lowest = spawnPoints[index]->s.origin[2]; } } } // FIXME - better solution???? // well, we may telefrag someone, but oh well... if (pointWithLeastLava) return pointWithLeastLava; return NULL; } //ROGUE //=============== edict_t *SelectCoopSpawnPoint (edict_t *ent) { int index; edict_t *spot = NULL; char *target; //ROGUE // rogue hack, but not too gross... if (!Q_stricmp(level.mapname, "rmine2p") || !Q_stricmp(level.mapname, "rmine2")) return SelectLavaCoopSpawnPoint (ent); //ROGUE 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, int *style, int *health) { edict_t *spot = NULL; if (deathmatch->value) spot = SelectDeathmatchSpawnPoint (); else if (coop->value) spot = SelectCoopSpawnPoint (ent); // find a single player start spot if (!spot) { 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); } } if (style) *style = spot->style; if (health) *health = spot->health; 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 < self->gib_health) { 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); if (mega_gibs->value) { ThrowGib (self, "models/objects/gibs/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/leg/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/leg/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/bone2/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); body->solid = ent->solid; body->clipmask = ent->clipmask; body->owner = ent->owner; body->movetype = ent->movetype; body->die = body_die; body->takedamage = DAMAGE_YES; gi.linkentity (body); } //Skid void ChasecamStart (edict_t *ent); void respawn (edict_t *self) { //CHASECAM Knightmare- Gen cam code qboolean chase=false; if (self->client->chaseactive) { chase = true; if (self->client->oldplayer != NULL) { gi.TagFree(self->client->oldplayer->client); G_FreeEdict(self->client->oldplayer); } if (self->client->chasecam != NULL) G_FreeEdict(self->client->chasecam); } //CHASECAM if (deathmatch->value || coop->value) { // spectators don't leave bodies if (self->movetype != MOVETYPE_NOCLIP) CopyToBodyQue (self); self->svflags &= ~SVF_NOCLIENT; PutClientInServer (self); // 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; if (chase == true) //Knightmare- Gen cam code ChasecamStart(self); return; } // restart the entire server gi.AddCommandString ("menu_loadgame\n"); } /* * only called when pers.spectator changes * note that resp.spectator should be the opposite of pers.spectator here */ void spectator_respawn (edict_t *ent) { int i, numspec; // if the user wants to become a spectator, make sure he doesn't // exceed max_spectators if (ent->client->pers.spectator) { char *value = Info_ValueForKey (ent->client->pers.userinfo, "spectator"); if (*spectator_password->string && strcmp(spectator_password->string, "none") && strcmp(spectator_password->string, value)) { gi.cprintf(ent, PRINT_HIGH, "Spectator password incorrect.\n"); ent->client->pers.spectator = false; gi.WriteByte (svc_stufftext); gi.WriteString ("spectator 0\n"); gi.unicast(ent, true); return; } // count spectators for (i = 1, numspec = 0; i <= maxclients->value; i++) { if (g_edicts[i].inuse && g_edicts[i].client->pers.spectator) numspec++; } if (numspec >= maxspectators->value) { gi.cprintf(ent, PRINT_HIGH, "Server spectator limit is full."); ent->client->pers.spectator = false; // reset his spectator var gi.WriteByte (svc_stufftext); gi.WriteString ("spectator 0\n"); gi.unicast(ent, true); return; } } else { // he was a spectator and wants to join the game // he must have the right password char *value = Info_ValueForKey (ent->client->pers.userinfo, "password"); if (*password->string && strcmp(password->string, "none") && strcmp(password->string, value)) { gi.cprintf(ent, PRINT_HIGH, "Password incorrect.\n"); ent->client->pers.spectator = true; gi.WriteByte (svc_stufftext); gi.WriteString ("spectator 1\n"); gi.unicast(ent, true); return; } } // clear score on respawn ent->client->pers.score = ent->client->resp.score = 0; ent->svflags &= ~SVF_NOCLIENT; PutClientInServer (ent); // add a teleportation effect if (!ent->client->pers.spectator) { // send effect gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_LOGIN); gi.multicast (ent->s.origin, MULTICAST_PVS); // hold in place briefly ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; ent->client->ps.pmove.pm_time = 14; } ent->client->respawn_time = level.time; if (ent->client->pers.spectator) gi.bprintf (PRINT_HIGH, "%s has moved to the sidelines\n", ent->client->pers.netname); else gi.bprintf (PRINT_HIGH, "%s joined the game\n", ent->client->pers.netname); } //============================================================== /* =========== PutClientInServer Called when a player connects to a server or respawns in a deathmatch. ============ */ void PutClientInServer (edict_t *ent) { extern int nostatus; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; int index; vec3_t spawn_origin, spawn_angles, spawn_viewangles; gclient_t *client; int i, tempchase; gitem_t *newweapon; char userinfo[MAX_INFO_STRING]; qboolean spawn_landmark; qboolean spawn_levelchange; int spawn_gunframe; int spawn_modelframe; int spawn_anim_end; int spawn_pm_flags; int spawn_style; int spawn_health; client_persistant_t saved; client_respawn_t resp; // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if (gamerules && gamerules->value && DMGame.SelectSpawnPoint) // PGM DMGame.SelectSpawnPoint (ent, spawn_origin, spawn_angles, &spawn_style, &spawn_health); // PGM else // PGM // SelectSpawnPoint (ent, spawn_origin, spawn_angles); SelectSpawnPoint (ent, spawn_origin, spawn_angles, &spawn_style, &spawn_health); index = ent-g_edicts-1; client = ent->client; newweapon = client->pers.newweapon; spawn_landmark = client->pers.spawn_landmark; spawn_levelchange= client->pers.spawn_levelchange; spawn_gunframe = client->pers.spawn_gunframe; spawn_modelframe = client->pers.spawn_modelframe; spawn_anim_end = client->pers.spawn_anim_end; client->pers.spawn_landmark = false; client->pers.spawn_levelchange = false; if (spawn_landmark) { spawn_origin[2] -= 9; VectorAdd(spawn_origin,client->pers.spawn_offset,spawn_origin); VectorCopy(client->pers.spawn_angles,spawn_angles); VectorCopy(client->pers.spawn_viewangles,spawn_viewangles); VectorCopy(client->pers.spawn_velocity,ent->velocity); spawn_pm_flags = client->pers.spawn_pm_flags; } // deathmatch wipes most client data every spawn if (deathmatch->value) { resp = client->resp; memcpy (userinfo, client->pers.userinfo, sizeof(userinfo)); InitClientPersistant (client, spawn_style); ClientUserinfoChanged (ent, userinfo); } else if (coop->value) { // int n; 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 < game.num_items; n++) { if (itemlist[n].flags & IT_KEY) resp.coop_respawn.inventory[n] = client->pers.inventory[n]; }*/ resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged; resp.coop_respawn.helpchanged = client->pers.helpchanged; 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)); } // A bug in Q2 that you couldn't see without thirdpp // Knightmare- make sure skin doesn't reset to male/grunt after level change memcpy (userinfo, ent->client->pers.userinfo, sizeof(userinfo)); ClientUserinfoChanged (ent, userinfo); //Knightmare- backup chasetoggle if (client->chasetoggle) tempchase = 1; else tempchase = 0; // clear everything but the persistant data saved = client->pers; memset (client, 0, sizeof(*client)); client->pers = saved; if (client->pers.health <= 0) InitClientPersistant(client, spawn_style); else if (spawn_style) SelectStartWeapon(client, spawn_style); client->resp = resp; // copy some data from the client to the entity FetchClientEntData (ent); // Lazarus: Starting health < max. Presumably player was hurt in a crash if ( (spawn_health > 0) && !deathmatch->value && !coop->value) ent->health = min(ent->health, spawn_health); // 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->in_mud = 0; ent->flags &= ~FL_NO_KNOCKBACK; ent->svflags &= ~SVF_DEADMONSTER; // tpp ent->svflags &= ~SVF_NOCLIENT; // turn on prediction ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; // end tpp ent->client->spycam = NULL; ent->client->camplayer = NULL; ent->flags &= ~FL_SAM_RAIMI; // PGM - turn off sam raimi flag VectorCopy (mins, ent->mins); VectorCopy (maxs, ent->maxs); if (!spawn_landmark) { VectorClear (ent->velocity); VectorClear (ent->relative_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; } // DWH client->original_fov = client->ps.fov; // end DWH //PGM if (client->pers.weapon) client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model); else client->ps.gunindex = 0; //PGM // Server-side speed control stuff #ifdef KMQUAKE2_ENGINE_MOD client->ps.maxspeed = player_max_speed->value; client->ps.duckspeed = player_crouch_speed->value; client->ps.accel = player_accel->value; client->ps.stopspeed = player_stopspeed->value; #endif // clear entity state values ent->s.effects = 0; ent->s.modelindex = MAX_MODELS-1; // was 255, will use the skin specified model if (ITEM_INDEX(client->pers.weapon) == noweapon_index) ent->s.modelindex2 = 0; else ent->s.modelindex2 = MAX_MODELS-1; // was 255, custom gun model // skinnum is player num and weapon number // weapon number will be added in changeweapon ent->s.skinnum = ent - g_edicts - 1; 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; if (spawn_landmark) { VectorCopy(spawn_viewangles, client->ps.viewangles); // client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; } else VectorCopy(ent->s.angles, client->ps.viewangles); VectorCopy (ent->s.angles, client->v_angle); // spawn a spectator if (client->pers.spectator) { client->chase_target = NULL; client->resp.spectator = true; ent->movetype = MOVETYPE_NOCLIP; ent->solid = SOLID_NOT; ent->svflags |= SVF_NOCLIENT; ent->client->ps.gunindex = 0; gi.linkentity (ent); return; } else client->resp.spectator = false; client->flashlight_active = false; if (!KillBox (ent)) { // could't spawn in? } gi.linkentity (ent); // My tribute to Cash's level-specific hacks. I hope I live // up to his trailblazing cheese. if (Q_stricmp(level.mapname, "rboss") == 0) { // if you get on to rboss in single player or coop, ensure // the player has the nuke key. (not in DM) if (!(deathmatch->value)) { gitem_t *item; item = FindItem("Antimatter Bomb"); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; } } if (spawn_levelchange && !client->chasetoggle && !client->pers.newweapon) { // we already had a weapon when the level changed... no need to bring it up int i; client->pers.lastweapon = client->pers.weapon; client->newweapon = NULL; client->machinegun_shots = 0; i = ((client->pers.weapon->weapmodel & 0xff) << 8); ent->s.skinnum = (ent - g_edicts - 1) | i; if (client->pers.weapon->ammo) client->ammo_index = ITEM_INDEX(FindItem(client->pers.weapon->ammo)); else client->ammo_index = 0; client->weaponstate = WEAPON_READY; client->ps.gunframe = 0; client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model); client->ps.gunframe = spawn_gunframe; ent->s.frame = spawn_modelframe; client->anim_end = spawn_anim_end; } else { // force the current weapon up client->newweapon = client->pers.weapon; ChangeWeapon (ent); } // Paril's fix for this getting reset after map changes if (!ent->client->pers.connected) ent->client->pers.connected = true; // Knightmare- restore chasetoggle ent->client->chasetoggle = tempchase; } /* ===================== 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); //PGM if (gamerules && gamerules->value && DMGame.ClientBegin) { DMGame.ClientBegin (ent); } //PGM // locate ent at a spawn point PutClientInServer (ent); if (level.intermissiontime) { MoveClientToIntermission (ent); } else { // 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); // make sure all view stuff is valid ClientEndServerFrame (ent); //Knightmare- restart chasecam if (ent->client->chasetoggle) ChasecamStart (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); if (deathmatch->value) { ClientBeginDeathmatch (ent); return; } Fog_Off (ent); stuffcmd(ent,"alias +zoomin zoomin;alias -zoomin zoominstop\n"); stuffcmd(ent,"alias +zoomout zoomout;alias -zoomout zoomoutstop\n"); stuffcmd(ent,"alias +zoom zoomon;alias -zoom zoomoff\n"); // 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) { 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); } } // DWH SetLazarusCrosshair(ent); //backup crosshair SetSensitivities(ent,true); if (game.maxclients == 1) { // For SP games, check for monsters who were mad at player // in previous level and have changed levels with the player edict_t *monster; for (i=2; iinuse) continue; if (!(monster->svflags & SVF_MONSTER)) continue; if (monster->health <= 0) continue; if (monster->monsterinfo.aiflags & AI_RESPAWN_FINDPLAYER) { monster->monsterinfo.aiflags &= ~AI_RESPAWN_FINDPLAYER; if (!monster->enemy) { monster->enemy = ent; FoundTarget(monster); } } } } // 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 ShowGun(edict_t *ent); void ClientUserinfoChanged (edict_t *ent, char *userinfo) { char *s; int playernum; // check for malformed or illegal info strings if (!Info_Validate(userinfo)) { // strncpy (userinfo, "\\name\\badinfo\\skin\\male/grunt"); Com_strcpy (userinfo, MAX_INFO_STRING, "\\name\\badinfo\\skin\\male/grunt"); // userinfo is always length of MAX_INFO_STRING } // set name s = Info_ValueForKey (userinfo, "name"); strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1); // set spectator s = Info_ValueForKey (userinfo, "spectator"); // spectators are only supported in deathmatch // if (deathmatch->value && strcmp(s, "0")) if (deathmatch->value && *s && strcmp(s, "0")) ent->client->pers.spectator = true; else ent->client->pers.spectator = false; // set skin s = Info_ValueForKey (userinfo, "skin"); playernum = ent-g_edicts-1; // combine name and skin into a configstring gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) ); // 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;*/ float new_fov; new_fov = atoi(Info_ValueForKey(userinfo, "fov")); if (new_fov < 1) new_fov = 90; else if (new_fov > 160) new_fov = 160; if (new_fov != ent->client->original_fov) { ent->client->ps.fov = new_fov; ent->client->original_fov = new_fov; } } // handedness s = Info_ValueForKey (userinfo, "hand"); if (strlen(s)) { ent->client->pers.hand = atoi(s); } // save off the userinfo in case we want to check something later strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1); if (use_vwep->value) ShowGun(ent); //Knightmare- added vwep code } /* =========== 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; // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if (SV_FilterPacket(value)) { Info_SetValueForKey(userinfo, "rejmsg", "Banned."); return false; } // check for a spectator value = Info_ValueForKey (userinfo, "spectator"); // if (deathmatch->value && strcmp(value, "0")) if (deathmatch->value && *value && strcmp(value, "0")) { int i, numspec; if (*spectator_password->string && strcmp(spectator_password->string, "none") && strcmp(spectator_password->string, value)) { Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect."); return false; } // count spectators for (i = numspec = 0; i < maxclients->value; i++) { if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator) numspec++; } if (numspec >= maxspectators->value) { Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full."); return false; } } else { // 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); // 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, world->style); } ClientUserinfoChanged (ent, userinfo); if (game.maxclients > 1) gi.dprintf ("%s connected\n", ent->client->pers.netname); ent->svflags = 0; // make sure we start with known default 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; if (!ent->client) return; // DWH SetLazarusCrosshair(ent); //backup crosshair ent->client->zooming = 0; ent->client->zoomed = false; SetSensitivities(ent,true); // end DWH if (ent->client->textdisplay) Text_Close(ent); gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname); //============ //ROGUE // make sure no trackers are still hurting us. if (ent->client->tracker_pain_framenum) RemoveAttackingPainDaemons (ent); if (ent->client->owned_sphere) { if (ent->client->owned_sphere->inuse) G_FreeEdict (ent->client->owned_sphere); ent->client->owned_sphere = NULL; } if (gamerules && gamerules->value) { if (DMGame.PlayerDisconnect) DMGame.PlayerDisconnect(ent); } //ROGUE //============ // 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; if (ent->client->spycam) camera_off(ent); playernum = ent-g_edicts-1; gi.configstring (CS_PLAYERSKINS+playernum, ""); } //============================================================== 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); } void RemovePush(edict_t *ent) { ent->client->push->s.sound = 0; ent->client->push->activator = NULL; ent->client->push = NULL; ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; // If tpp is NOT always on, and auto-switch for func_pushables IS on, // and we're currently in third-person view, switch it off // Knightmare- don't autoswitch if client-side chasecam is on if (tpp_auto->value && (!cl_thirdperson->value || deathmatch->value || coop->value) && !ent->client->chasetoggle) // Cmd_Chasecam_Toggle(ent); ChasecamRemove (ent); } void ClientPushPushable(edict_t *ent) { edict_t *box = ent->client->push; vec_t dist; vec3_t new_origin, v, vbox; VectorAdd (box->absmax,box->absmin,vbox); VectorScale (vbox,0.5,vbox); if (point_infront(ent,vbox)) { VectorSubtract (ent->s.origin, box->offset, new_origin); VectorSubtract (new_origin, box->s.origin, v); v[2] = 0; dist = VectorLength(v); if (dist > 8) { // func_pushable got hung up somehow. Break off contact RemovePush(ent); } else if (dist > 0) { if (!box->speaker) box->s.sound = box->noise_index; box_walkmove ( box, vectoyaw(v), dist ); } else box->s.sound = 0; } else RemovePush(ent); } void ClientSpycam(edict_t *ent) { gclient_t *client = ent->client; edict_t *camera = ent->client->spycam; pmove_t pm; qboolean is_actor; trace_t tr; vec3_t forward, left, up; vec3_t dir, start; float dist; int i; memset (&pm, 0, sizeof(pm)); if (client->ucmd.sidemove && level.time > ent->last_move_time + 1) { camera->flags &= ~FL_ROBOT; if (camera->viewer == ent) camera->viewer = NULL; if (client->ucmd.sidemove > 0) camera = G_FindNextCamera(camera,client->monitor); else camera = G_FindPrevCamera(camera,client->monitor); if (camera) { if (!camera->viewer) camera->viewer = ent; client->spycam = camera; VectorAdd(camera->s.origin,camera->move_origin,ent->s.origin); if (camera->viewmessage) gi.centerprintf(ent,camera->viewmessage); ent->last_move_time = level.time; } else camera = client->spycam; if (camera->monsterinfo.aiflags & AI_ACTOR) { camera->flags |= FL_ROBOT; if (camera->monsterinfo.aiflags & AI_FOLLOW_LEADER) { camera->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER; camera->monsterinfo.old_leader = NULL; camera->monsterinfo.leader = NULL; camera->movetarget = camera->goalentity = NULL; camera->monsterinfo.stand(camera); } } } if ((camera->svflags & SVF_MONSTER) && (camera->monsterinfo.aiflags & AI_ACTOR)) is_actor = true; else is_actor = false; if (camera->enemy && (camera->enemy->deadflag || !camera->enemy->inuse)) camera->enemy = NULL; AngleVectors(camera->s.angles,forward,left,up); if (is_actor && !camera->enemy) { if ((abs(client->ucmd.forwardmove) > 199) && (camera->groundentity)) { // walk/run edict_t *thing; vec3_t end; float dist; thing = camera->vehicle; VectorMA(camera->s.origin, WORLD_SIZE, forward, end); // was 8192 tr = gi.trace(camera->s.origin,camera->mins,camera->maxs,end,camera,MASK_SOLID); if (client->ucmd.forwardmove < 0) { trace_t back; VectorMA(camera->s.origin, -WORLD_SIZE, forward, end); // was -8192 back = gi.trace(camera->s.origin,camera->mins,camera->maxs,end,camera,MASK_SOLID); VectorSubtract(back.endpos,camera->s.origin,end); dist = VectorLength(end); VectorCopy(tr.endpos,end); } else { VectorSubtract(tr.endpos,camera->s.origin,end); dist = VectorLength(end) - 8; VectorMA(camera->s.origin,dist,forward,end); } if (dist > 8) { if (!thing || !thing->inuse || Q_stricmp(thing->classname,"thing")) thing = camera->vehicle = SpawnThing(); thing->touch_debounce_time = level.time + 5.0; thing->target_ent = camera; VectorCopy(end,thing->s.origin); ED_CallSpawn(thing); camera->monsterinfo.aiflags |= AI_CHASE_THING; camera->monsterinfo.aiflags &= ~(AI_CHICKEN | AI_STAND_GROUND); camera->monsterinfo.pausetime = 0; camera->movetarget = camera->goalentity = thing; camera->monsterinfo.old_leader = NULL; camera->monsterinfo.leader = thing; VectorSubtract (thing->s.origin, camera->s.origin, dir); camera->ideal_yaw = vectoyaw(dir); if (client->ucmd.forwardmove > 300) actor_run(camera); else if (client->ucmd.forwardmove > 199) actor_walk(camera); else if (client->ucmd.forwardmove < -300) actor_run_back(camera); else actor_walk_back(camera); } else if (thing) { camera->monsterinfo.aiflags &= ~AI_CHASE_THING; camera->movetarget = camera->goalentity = NULL; G_FreeEdict(thing); camera->vehicle = NULL; actor_stand(camera); } } if ((client->ucmd.forwardmove == 0) && (camera->groundentity)) { // stop edict_t *thing = camera->vehicle; if (thing) { camera->monsterinfo.aiflags &= ~AI_CHASE_THING; camera->movetarget = camera->goalentity = NULL; G_FreeEdict(thing); camera->vehicle = NULL; actor_stand(camera); } } if (client->ucmd.upmove) { if ((client->ucmd.upmove > 0) && camera->groundentity && !camera->waterlevel) { // jump if (client->ucmd.forwardmove > 300) VectorScale(forward,400,camera->velocity); else if (client->ucmd.forwardmove > 199) VectorScale(forward,200,camera->velocity); else if (client->ucmd.forwardmove < -300) VectorScale(forward,-400,camera->velocity); else if (client->ucmd.forwardmove < -199) VectorScale(forward,-200,camera->velocity); camera->velocity[2] = 250; camera->monsterinfo.savemove = camera->monsterinfo.currentmove; actor_jump(camera); camera->groundentity = NULL; } else if ((client->ucmd.upmove < 0) && (camera->groundentity) && !(camera->monsterinfo.aiflags & AI_CROUCH)) { // crouch if ( (camera->monsterinfo.currentmove == &actor_move_walk) || (camera->monsterinfo.currentmove == &actor_move_run) || (camera->monsterinfo.currentmove == &actor_move_run_bad) ) { camera->monsterinfo.currentmove = &actor_move_crouchwalk; camera->maxs[2] -= 28; camera->viewheight -= 28; camera->move_origin[2] -= 28; camera->monsterinfo.aiflags |= AI_CROUCH; } else if ( (camera->monsterinfo.currentmove == &actor_move_walk_back) || (camera->monsterinfo.currentmove == &actor_move_run_back) ) { camera->monsterinfo.currentmove = &actor_move_crouchwalk_back; camera->maxs[2] -= 28; camera->viewheight -= 28; camera->move_origin[2] -= 28; camera->monsterinfo.aiflags |= AI_CROUCH; } else if (camera->monsterinfo.currentmove == &actor_move_stand) { camera->monsterinfo.currentmove = &actor_move_crouch; camera->maxs[2] -= 28; camera->viewheight -= 28; camera->move_origin[2] -= 28; camera->monsterinfo.aiflags |= AI_CROUCH; } } } if ( (client->ucmd.upmove >= 0) && (camera->monsterinfo.aiflags & AI_CROUCH)) { // come out of crouch camera->maxs[2] += 28; camera->viewheight += 28; camera->move_origin[2] += 28; camera->monsterinfo.aiflags &= ~AI_CROUCH; if (camera->monsterinfo.currentmove == &actor_move_crouchwalk) actor_walk(camera); else if (camera->monsterinfo.currentmove == &actor_move_crouchwalk_back) actor_walk_back(camera); else if (camera->monsterinfo.currentmove == &actor_move_crouch) actor_stand(camera); } } client->ps.pmove.pm_type = PM_FREEZE; if (camera->viewer == ent) { if ( (client->old_owner_angles[0] != client->ucmd.angles[0]) || (client->old_owner_angles[1] != client->ucmd.angles[1]) ) { // Give game a bit of time to catch up after player // causes ucmd pitch angle to roll over... otherwise // we'll hit on the above test even though player // hasn't hit +lookup/+lookdown float delta; delta = level.time - camera->touch_debounce_time; if ( delta < 0 || delta > 1.0) { if (is_actor) { float diff; diff = SHORT2ANGLE(client->ucmd.angles[1] - client->old_owner_angles[1]); if (diff < -180) diff += 360; if (diff > 180) diff -= 360; camera->ideal_yaw += diff; if ((abs(diff) > 100) && camera->vehicle) { vec3_t angles; vec3_t end, f; VectorSet(angles,0,camera->ideal_yaw,0); AngleVectors(angles,f,NULL,NULL); VectorMA(camera->s.origin, WORLD_SIZE, f, end); // was 8192 tr = gi.trace(camera->s.origin,camera->mins,camera->maxs,end,camera,MASK_SOLID); VectorCopy(tr.endpos,camera->vehicle->s.origin); camera->vehicle->touch_debounce_time = level.time + 5.0; gi.linkentity(camera->vehicle); } ai_turn(camera,0.); diff = SHORT2ANGLE(client->ucmd.angles[0]-client->old_owner_angles[0]); if (diff < -180) diff += 360; if (diff > 180) diff -= 360; camera->move_angles[0] += diff; client->old_owner_angles[0] = client->ucmd.angles[0]; client->old_owner_angles[1] = client->ucmd.angles[1]; } } } if ( client->ucmd.buttons & BUTTON_ATTACK && camera->sounds >= 0 ) { if (level.time >= camera->monsterinfo.attack_finished) { client->latched_buttons &= ~BUTTON_ATTACK; if (!Q_stricmp(camera->classname,"turret_breach") || !Q_stricmp(camera->classname,"model_turret")) { if ( (camera->sounds == 5) || (camera->sounds == 6) ) camera->monsterinfo.attack_finished = level.time; else camera->monsterinfo.attack_finished = level.time + 1.0; turret_breach_fire(camera); } else if (is_actor) { int weapon = camera->actor_weapon[camera->actor_current_weapon]; if (!camera->enemy) { edict_t *target; target = LookingAt(ent,0,NULL,NULL); if (target && target->takedamage && (target != client->camplayer)) { if (camera->vehicle) { // Currently following "thing" - turn that off camera->monsterinfo.aiflags &= ~AI_CHASE_THING; camera->movetarget = camera->goalentity = NULL; G_FreeEdict(camera->vehicle); camera->vehicle = NULL; } camera->enemy = target; actor_fire(camera); camera->enemy = NULL; if (camera->monsterinfo.aiflags & AI_HOLD_FRAME) camera->monsterinfo.attack_finished = level.time + FRAMETIME; else camera->monsterinfo.attack_finished = level.time + 1.0; } } } } } if (client->zoomed) { camera->touch_debounce_time = max(camera->touch_debounce_time, level.time + 1.0); } } VectorMA(camera->s.origin, camera->move_origin[0],forward,start); VectorMA(start, -camera->move_origin[1],left, start); VectorMA(start, camera->move_origin[2],up, start); tr = gi.trace(camera->s.origin, NULL, NULL, start, camera, MASK_SOLID); if (tr.fraction < 1.0) { VectorSubtract(tr.endpos,camera->s.origin,dir); dist = VectorNormalize(dir) - 2; if (dist < 0) dist = 0.; VectorMA(camera->s.origin,dist,dir,start); } VectorCopy(start,ent->s.origin); VectorCopy(camera->velocity,ent->velocity); client->resp.cmd_angles[0] = SHORT2ANGLE(client->ucmd.angles[0]); client->resp.cmd_angles[1] = SHORT2ANGLE(client->ucmd.angles[1]); client->resp.cmd_angles[2] = SHORT2ANGLE(client->ucmd.angles[2]); memset (&pm, 0, sizeof(pm)); pm.s = client->ps.pmove; for (i=0 ; i<3 ; i++) { pm.s.origin[i] = ent->s.origin[i]*8; client->ps.pmove.delta_angles[i] = ANGLE2SHORT(client->ps.viewangles[i] - client->resp.cmd_angles[i]); } if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s))) pm.snapinitial = true; pm.cmd = client->ucmd; pm.trace = PM_trace; // adds default parms pm.pointcontents = gi.pointcontents; gi.Pmove (&pm); gi.linkentity (ent); // client->old_owner_angles[0] = client->ucmd.angles[0]; // client->old_owner_angles[1] = client->ucmd.angles[1]; G_TouchTriggers (ent); // we'll only allow touching trigger_look with "Cam Owner" SF } /* ============== 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; edict_t *ground; pmove_t pm; vec_t t; // vec3_t view; vec3_t oldorigin, oldvelocity; int i, j; float ground_speed; level.current_entity = ent; client = ent->client; // Lazarus: Copy latest usercmd stuff for use in other routines client->ucmd = *ucmd; VectorCopy(ent->s.origin,oldorigin); VectorCopy(ent->velocity,oldvelocity); ground = ent->groundentity; if (ground && (ground->movetype == MOVETYPE_PUSH) && (ground != world) && ground->turn_rider) ground_speed = VectorLength(ground->velocity); else ground_speed = 0; // Knightmare- determine if client-side prediction should be on // Thanks to DH if ( (ent->in_mud) || (ent->client->push) || (ent->vehicle) || (ent->client->chasetoggle) || (ent->turret) || (ent->client->spycam) || (ground_speed > 0) ) ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; else ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; // Server-side speed control stuff #ifdef KMQUAKE2_ENGINE_MOD client->ps.maxspeed = player_max_speed->value; client->ps.duckspeed = player_crouch_speed->value; client->ps.accel = player_accel->value; client->ps.stopspeed = player_stopspeed->value; #endif // VectorCopy(ent->s.origin,view); // view[2] += ent->viewheight; Fog (ent); //view); // MUD - get mud level if (level.mud_puddles) { edict_t *mud; ent->in_mud = 0; for (i=game.maxclients+1; iin_mud; i++) { mud = &g_edicts[i]; if (!mud->inuse) continue; if (!(mud->svflags & SVF_MUD)) continue; if (ent->absmin[0] > mud->absmax[0]) continue; if (ent->absmin[1] > mud->absmax[1]) continue; if (ent->absmin[2] > mud->absmax[2]) continue; if (ent->absmax[0] < mud->absmin[0]) continue; if (ent->absmax[1] < mud->absmin[1]) continue; if (ent->absmax[2] < mud->absmin[2]) continue; ent->in_mud = 1; if (ent->s.origin[2] < mud->absmax[2]) ent->in_mud = 2; if (ent->s.origin[2] + ent->viewheight < mud->absmax[2]) ent->in_mud = 3; } } // USE - special actions taken when +use is pressed if (!client->use && (ucmd->buttons & BUTTON_USE)) { // use key was NOT pressed, but now is client->use = 1; if (client->spycam) camera_off(ent); else { edict_t *viewing; vec3_t intersect; float range; viewing = LookingAt(ent,0,intersect,&range); if (viewing && viewing->classname) { if (!Q_stricmp(viewing->classname,"crane_control") && range <= 100) crane_control_action(viewing,ent,intersect); if (!Q_stricmp(viewing->classname,"target_lock_digit") && range <= 100) lock_digit_increment(viewing,ent); if (!Q_stricmp(viewing->classname,"func_trainbutton") && (viewing->spawnflags & 1) && range <= 64) trainbutton_use(viewing,ent,ent); // Knightmare- different range for chasecam if (!Q_stricmp(viewing->classname,"func_monitor") && ((range <= 100) || (client->chaseactive && range <= 190)) ) { use_camera(viewing,ent,ent); if (client->spycam && client->spycam->viewer == ent) { client->old_owner_angles[0] = ucmd->angles[0]; client->old_owner_angles[1] = ucmd->angles[1]; } } if (viewing->monsterinfo.aiflags & AI_ACTOR) { if (viewing->monsterinfo.aiflags & AI_FOLLOW_LEADER) { viewing->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER; viewing->monsterinfo.old_leader = NULL; viewing->monsterinfo.leader = NULL; viewing->movetarget = viewing->goalentity = NULL; viewing->monsterinfo.stand(viewing); } else { vec3_t dir; viewing->monsterinfo.aiflags |= AI_FOLLOW_LEADER; viewing->monsterinfo.leader = ent; VectorSubtract(ent->s.origin,viewing->s.origin,dir); viewing->ideal_yaw = vectoyaw(dir); if (fabs(viewing->s.angles[YAW] - viewing->ideal_yaw) < 90) actor_salute(viewing); } } } } } if (ucmd->buttons & BUTTON_USE) client->use = 1; else client->use = 0; if ( client->push ) { // currently pushing or pulling a func_pushable if ( !client->use ) { // whoops - released USE key RemovePush(ent); } else if ( (!ent->groundentity) && (ent->waterlevel==0 || client->push->waterlevel == 0 ) ) { // oops, we fall down RemovePush(ent); } else { // Scale client velocity by mass of func_pushable t = VectorLength(ent->velocity); if ( t > client->maxvelocity ) VectorScale(ent->velocity, client->maxvelocity/t, ent->velocity); client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; t = 200./client->push->mass; ucmd->forwardmove *= t; ucmd->sidemove *= t; } } if (ent->turret && ucmd->upmove > 20) turret_disengage (ent->turret); // INTERMISSION if (level.intermissiontime) { // Lazarus spycam if (client->spycam) camera_off(ent); 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; } // Zaero if (ent->movetype == MOVETYPE_FREEZE) { client->ps.pmove.pm_type = PM_FREEZE; return; } // Zaero // TARGET_MONITOR angles if (ent->target_ent && !Q_stricmp(ent->target_ent->classname,"target_monitor")) { edict_t *monitor = ent->target_ent; if (monitor->target_ent && monitor->target_ent->inuse) { if (monitor->spawnflags & 2) VectorCopy(monitor->target_ent->s.angles,client->ps.viewangles); else { vec3_t dir; VectorSubtract(monitor->target_ent->s.origin,monitor->s.origin,dir); vectoangles(dir,client->ps.viewangles); } } else VectorCopy (monitor->s.angles, client->ps.viewangles); VectorCopy(monitor->s.origin,ent->s.origin); client->ps.pmove.pm_type = PM_FREEZE; return; } // THIRDPERSON VIEW in/out // if NOT pushing something AND in third person AND use key is pressed, // move viewpoint in/out /* if (client->chasetoggle && !client->push) { if ((ucmd->buttons & BUTTON_USE) && (!deathmatch->value)) { client->use = 1; if ((ucmd->forwardmove < 0) && (client->zoom < 100)) client->zoom++; else if ((ucmd->forwardmove > 0) && (client->zoom > -40)) client->zoom--; ucmd->forwardmove = 0; ucmd->sidemove = 0; } else if (client->use) { //client->zoom = 0; if (client->oldplayer) { // set angles for (i=0 ; i<3 ; i++) { ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->oldplayer->s.angles[i] - ent->client->resp.cmd_angles[i]); } } client->use = 0; } }*/ // ZOOM if (client->zooming) { client->pers.hand = 2; if (client->zooming > 0) { if (client->ps.fov > 5) { client->ps.fov -= client->frame_zoomrate; if (client->ps.fov < 5) client->ps.fov = 5; } else { client->ps.fov = 5; } client->zoomed = true; } else { if (client->ps.fov < client->original_fov) { client->ps.fov += client->frame_zoomrate; if (client->ps.fov > client->original_fov) { client->ps.fov = client->original_fov; client->zoomed = false; } else client->zoomed = true; } else { client->ps.fov = client->original_fov; client->zoomed = false; } } } //Mappack - stop client from turning when this flag is set. // if (ent->client->incamera) // return; // SPYCAM if (client->spycam) { ClientSpycam(ent); return; // no movement while in cam } pm_passent = ent; //Knightmare- restart chasecam if toggled on and not active if (ent->client->chasetoggle && !ent->client->chaseactive) ChasecamStart (ent); if (ent->client->chase_target) { 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]); //Knightmare- Gen cam code // ### Hentai ### BEGIN - this is improved chasecam stuff if (ucmd->forwardmove < 0) { ent->speed--; if (ent->speed < 0) ent->speed = 0; } else if (ucmd->forwardmove > 0) { ent->speed++; } // ### Hentai ### END } 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 != (MAX_MODELS-1)) //was 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; //PGM trigger_gravity support if (level.time > ent->gravity_debounce_time) // client->ps.pmove.gravity = sv_gravity->value; client->ps.pmove.gravity = sv_gravity->value * ent->gravity; //PGM else client->ps.pmove.gravity = 0; #ifdef JETPACK_MOD if ( client->jetpack ) { if ( (ucmd->upmove != 0) || (ucmd->forwardmove != 0) || (ucmd->sidemove != 0) ) { if (ucmd->upmove > 0 || !ent->groundentity) { if (!client->jetpack_thrusting) { gi.sound (ent, CHAN_AUTO, gi.soundindex("jetpack/rev.wav"), 1, ATTN_NORM, 0); client->jetpack_start_thrust = level.framenum; } client->jetpack_thrusting = true; } else client->jetpack_thrusting = false; } else client->jetpack_thrusting = false; if (client->jetpack_framenum + client->pers.inventory[fuel_index] > level.framenum) { if (jetpack_weenie->value) { Jet_ApplyJet( ent, ucmd ); if (client->jetpack_framenum < level.framenum) { if (!client->jetpack_infinite) client->pers.inventory[fuel_index] -= 10; client->jetpack_framenum = level.framenum + 10; } } else { if (client->jetpack_thrusting) Jet_ApplyJet( ent, ucmd ); if (client->jetpack_framenum <= level.framenum) { if (client->jetpack_thrusting) { if (!client->jetpack_infinite) client->pers.inventory[fuel_index] -= 1; client->jetpack_framenum = level.framenum + 10; } else { if (!client->jetpack_infinite) client->pers.inventory[fuel_index]--; client->jetpack_framenum = level.framenum + 10; } } if (ucmd->upmove == 0) { // accelerate to 75% gravity in 2 seconds float gravity; float g_max = 0.75 * sv_gravity->value; gravity = g_max * (level.framenum - client->jetpack_last_thrust)/20; if (gravity > g_max) gravity = g_max; client->ps.pmove.gravity = (short)gravity; } else client->jetpack_last_thrust = level.framenum; } } else { client->jetpack = false; ent->s.frame = FRAME_jump2; // reset from stand to avoid goofiness } } #endif // #ifdef JETPACK_MOD //Knightmare- Gen cam code //Smoother Chasecam ? // if (client->chasetoggle || client->chase_target) if (client->chaseactive || client->chase_target) { if (ent->groundentity) client->ps.pmove.gravity = 0; } pm.s = client->ps.pmove; for (i=0 ; i<3 ; i++) { pm.s.origin[i] = ent->s.origin[i]*8; // FIXME: make sure this short doesn't overflow 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; if (ent->vehicle) pm.s.pm_flags |= PMF_ON_GROUND; // perform a pmove gi.Pmove (&pm); // save results of pmove client->ps.pmove = pm.s; client->old_pmove = pm.s; 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; } 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]); #ifdef JETPACK_MOD if ( client->jetpack && jetpack_weenie->value ) { if ( pm.groundentity ) // are we on ground if ( Jet_AvoidGround(ent) ) // then lift us if possible pm.groundentity = NULL; // now we are no longer on ground } #endif // MUD - "correct" Pmove physics if (pm.waterlevel && ent->in_mud) { vec3_t point; vec3_t end; vec3_t deltapos, deltavel; float frac; pm.watertype |= CONTENTS_MUD; ent->in_mud = pm.waterlevel; VectorSubtract(ent->s.origin,oldorigin,deltapos); VectorSubtract(ent->velocity,oldvelocity,deltavel); if (pm.waterlevel == 1) { frac = MUD1BASE + MUD1AMP*sin( (float)(level.framenum%10)/10.*2*M_PI); ent->s.origin[0] = oldorigin[0] + frac*deltapos[0]; ent->s.origin[1] = oldorigin[1] + frac*deltapos[1]; ent->s.origin[2] = oldorigin[2] + 0.75*deltapos[2]; ent->velocity[0] = oldvelocity[0] + frac*deltavel[0]; ent->velocity[1] = oldvelocity[1] + frac*deltavel[1]; ent->velocity[2] = oldvelocity[2] + 0.75*deltavel[2]; } else if (pm.waterlevel == 2) { trace_t tr; float dist; VectorCopy(oldorigin,point); point[2] += ent->maxs[2]; end[0] = point[0]; end[1] = point[1]; end[2] = oldorigin[2] + ent->mins[2]; tr = gi.trace(point,NULL,NULL,end,ent,CONTENTS_WATER); dist = point[2] - tr.endpos[2]; // frac = waterlevel 1 frac at dist=32 or more, // = waterlevel 3 frac at dist=10 or less if (dist <= 10) frac = MUD3; else frac = MUD3 + (dist-10)/22.*(MUD1BASE-MUD3); ent->s.origin[0] = oldorigin[0] + frac*deltapos[0]; ent->s.origin[1] = oldorigin[1] + frac*deltapos[1]; ent->s.origin[2] = oldorigin[2] + frac*deltapos[2]; ent->velocity[0] = oldvelocity[0] + frac*deltavel[0]; ent->velocity[1] = oldvelocity[1] + frac*deltavel[1]; ent->velocity[2] = oldvelocity[2] + frac*deltavel[2]; if (!ent->groundentity) { // Player can't possibly move up ent->s.origin[2] = min(oldorigin[2], ent->s.origin[2]); ent->velocity[2] = min(oldvelocity[2],ent->velocity[2]); ent->velocity[2] = min(-10,ent->velocity[2]); } } else { ent->s.origin[0] = oldorigin[0] + MUD3*deltapos[0]; ent->s.origin[1] = oldorigin[1] + MUD3*deltapos[1]; ent->velocity[0] = oldvelocity[0] + MUD3*deltavel[0]; ent->velocity[1] = oldvelocity[1] + MUD3*deltavel[1]; if (ent->groundentity) { ent->s.origin[2] = oldorigin[2] + MUD3*deltapos[2]; ent->velocity[2] = oldvelocity[2] + MUD3*deltavel[2]; } else { ent->s.origin[2] = min(oldorigin[2],ent->s.origin[2]); ent->velocity[2] = min(oldvelocity[2], 0); } } } else ent->in_mud = 0; // end MUD if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0) && !client->jetpack) { // Knightmare- allow disabling of STUPID grunting when jumping if ((deathmatch->value || player_jump_sounds->value) && !ent->vehicle) { gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0); PlayerNoise(ent, ent->s.origin, PNOISE_SELF); } // Paril's vehicle targeting if (ent->vehicle) G_UseTargets (ent->vehicle, ent); // Lazarus: temporarily match velocities with entity we just // jumped from (add platform's velocity to jumping player) VectorAdd (ent->groundentity->velocity, ent->velocity, ent->velocity); } //ROGUE sam raimi cam support /* if (ent->flags & FL_SAM_RAIMI) ent->viewheight = 8; else ent->viewheight = pm.viewheight;*/ //ROGUE if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0)) ent->client->jumping = 1; if (ent->deadflag != DEAD_FROZEN) 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; // Lazarus - lie about ground when driving a vehicle. // Pmove apparently doesn't think the ground // can be "owned" if (ent->vehicle && !ent->groundentity) { ent->groundentity = ent->vehicle; ent->groundentity_linkcount = ent->vehicle->linkcount; } if (ent->deadflag) { if (ent->deadflag != DEAD_FROZEN) { 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); } #ifdef JETPACK_MOD if ( client->jetpack && !(ucmd->buttons & BUTTONS_ATTACK)) ent->s.frame = FRAME_stand20; #endif gi.linkentity (ent); //PGM trigger_gravity support ent->gravity = 1.0; //PGM if (ent->movetype != MOVETYPE_NOCLIP) G_TouchTriggers (ent); if ( (world->effects & FX_WORLDSPAWN_JUMPKICK) && (ent->client->jumping) && (ent->client->ucmd.upmove >= 20) && (ent->solid != SOLID_NOT)) kick_attack(ent); // touch other objects // Lazarus: but NOT if game is frozen if (!level.freeze) { 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; // CDawg - add here! if (ucmd->forwardmove < -1) ent->client->backpedaling = true; else ent->client->backpedaling = false; // CDawg end here! // fire weapon from final position if needed if (client->latched_buttons & BUTTON_ATTACK) { if (client->resp.spectator) { client->latched_buttons = 0; if (client->chase_target) { client->chase_target = NULL; client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; } else GetChaseTarget(ent); } else if (!client->weapon_thunk) { client->weapon_thunk = true; Think_Weapon (ent); } } if (client->resp.spectator) { 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); } } else client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD; } // update chase cam if being followed for (i = 1; i <= maxclients->value; i++) { other = g_edicts + i; if (other->inuse && other->client->chase_target == ent) UpdateChaseCam(other); } //Knightmare- Gen cam code // update chase cam if being followed /* for (i = 1; i <= maxclients->value; i++) { other = g_edicts + i; if (other->inuse && other->client->chase_target == ent) UpdateChaseCam(other); }*/ if (client->push != NULL) { if (client->use && ( (ucmd->forwardmove != 0) || (ucmd->sidemove != 0) ) ) ClientPushPushable(ent); else client->push->s.sound = 0; } } /* ============== 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; // DWH if (client->spycam) client = client->camplayer->client; if (deathmatch->value && client->pers.spectator != client->resp.spectator && (level.time - client->respawn_time) >= 5) { spectator_respawn(ent); return; } // run weapon animations if it hasn't been done by a ucmd_t if (!client->weapon_thunk && !client->resp.spectator) Think_Weapon (ent); else client->weapon_thunk = false; // Zaero // make sure the fov and weapon models are gone if we're in camera mode if (client->zCameraTrack) { client->ps.fov = 90; client->ps.gunindex = 0; } // end Zaero if (ent->deadflag) { // wait for any button just going down if ( level.time > client->respawn_time) { // 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 // DWH: Don't add player trail for players in camera if (!deathmatch->value && !client->spycam) if (!visible (ent, PlayerTrail_LastSpot() ) ) PlayerTrail_Add (ent->s.old_origin); client->latched_buttons = 0; } /* ============== RemoveAttackingPainDaemons This is called to clean up the pain daemons that the disruptor attaches to clients to damage them. ============== */ void RemoveAttackingPainDaemons (edict_t *self) { edict_t *tracker; tracker = G_Find (NULL, FOFS(classname), "pain daemon"); while (tracker) { if (tracker->enemy == self) G_FreeEdict(tracker); tracker = G_Find (tracker, FOFS(classname), "pain daemon"); } if (self->client) self->client->tracker_pain_framenum = 0; }