// p_view.c #include "g_local.h" #include "m_player.h" static edict_t *current_player; static gclient_t *current_client; static vec3_t forward; static vec3_t right; static vec3_t up; float xyspeed; float bobmove; float bobfracsin; // sin(bobfrac*M_PI) int bobcycle; // odd cycles are right foot going forward qboolean PlayerOnFloor (edict_t *player); /* =============== SV_CalcRoll =============== */ float SV_CalcRoll(vec3_t angles, vec3_t velocity) { float sign; float side; float value; side = DotProduct(velocity, right); sign = (side < 0.0)?-1.0:1.0; side = fabs(side); value = sv_rollangle->value; if (side < sv_rollspeed->value) side = side * value / sv_rollspeed->value; else side = value; return (side * sign); } /* =============== P_DamageFeedback Handles color blends and view kicks =============== */ void P_DamageFeedback(edict_t *player) { gclient_t *client; vec3_t v; float side; float realcount; float count; float kick; int r; int l; static vec3_t power_color = {0.0, 1.0, 0.0}; static vec3_t acolor = {1.0, 1.0, 1.0}; static vec3_t bcolor = {1.0, 0.0, 0.0}; client = player->client; // flash the backgrounds behind the status numbers client->ps.stats[STAT_FLASHES] = 0; if (client->damage_blood) client->ps.stats[STAT_FLASHES] |= 1; if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum)) client->ps.stats[STAT_FLASHES] |= 2; // total points of damage shot at the player this frame count = (client->damage_blood + client->damage_armor + client->damage_parmor); if (count == 0) return; // didn't take any damage // start a pain animation if still in the player model if (client->anim_priority < ANIM_PAIN && player->s.modelindex == (MAX_MODELS-1)) // was 255 { static int i; client->anim_priority = ANIM_PAIN; if (client->ps.pmove.pm_flags & PMF_DUCKED) { player->s.frame = FRAME_crpain1-1; client->anim_end = FRAME_crpain4; } else { i = (i + 1) % 3; switch (i) { case 0: player->s.frame = FRAME_pain101-1; client->anim_end = FRAME_pain104; break; case 1: player->s.frame = FRAME_pain201-1; client->anim_end = FRAME_pain204; break; case 2: player->s.frame = FRAME_pain301-1; client->anim_end = FRAME_pain304; break; } } } realcount = count; if (count < 10) count = 10; // allways make a visible effect // play an apropriate pain sound if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum)) { //CW++ player->pain_debounce_time = level.time + 0.7; if (current_player->burning) { if (random() < 0.5) gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0); else gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0); } else { //CW-- r = 1 + (rand()&1); //player->pain_debounce_time = level.time + 0.7; //CW: moved outside if statement if (player->health < 25) l = 25; else if (player->health < 50) l = 50; else if (player->health < 75) l = 75; else l = 100; gi.sound(player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0); } } // the total alpha of the blend is allways proportional to count if (client->damage_alpha < 0) client->damage_alpha = 0.0; client->damage_alpha += count * 0.01; if (client->damage_alpha < 0.2) client->damage_alpha = 0.2; if (client->damage_alpha > 0.6) client->damage_alpha = 0.6; // don't go too saturated // the color of the blend will vary based on how much was absorbed by different armors VectorClear(v); if (client->damage_parmor) VectorMA(v, (float)client->damage_parmor/realcount, power_color, v); if (client->damage_armor) VectorMA(v, (float)client->damage_armor/realcount, acolor, v); if (client->damage_blood) VectorMA(v, (float)client->damage_blood/realcount, bcolor, v); VectorCopy(v, client->damage_blend); // calculate view angle kicks kick = abs(client->damage_knockback); if (kick && player->health > 0) // kick of 0 means no view adjust at all { kick = kick * 100 / player->health; if (kick < count * 0.5) kick = count * 0.5; if (kick > 50) kick = 50.0; VectorSubtract(client->damage_from, player->s.origin, v); VectorNormalize(v); side = DotProduct(v, right); client->v_dmg_roll = kick * side * 0.3; side = -DotProduct(v, forward); client->v_dmg_pitch = kick * side * 0.3; client->v_dmg_time = level.time + DAMAGE_TIME; } // clear totals client->damage_blood = 0; client->damage_armor = 0; client->damage_parmor = 0; client->damage_knockback = 0; } /* =============== SV_CalcViewOffset Auto pitching on slopes? fall from 128: 400 = 160000 fall from 256: 580 = 336400 fall from 384: 720 = 518400 fall from 512: 800 = 640000 fall from 640: 960 = damage = deltavelocity*deltavelocity * 0.0001 =============== */ void SV_CalcViewOffset(edict_t *ent) { float *angles; float bob; float ratio; float delta; vec3_t v; //=================================== // base angles angles = ent->client->ps.kick_angles; // if dead, fix the angle and don't add any kick if (ent->deadflag) { VectorClear(angles); ent->client->ps.viewangles[ROLL] = 40.0; ent->client->ps.viewangles[PITCH] = -15.0; ent->client->ps.viewangles[YAW] = ent->client->killer_yaw; } else { // add angles based on weapon kick VectorCopy(ent->client->kick_angles, angles); // add angles based on damage kick ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME; if (ratio < 0.0) { ratio = 0.0; ent->client->v_dmg_pitch = 0.0; ent->client->v_dmg_roll = 0.0; } angles[PITCH] += ratio * ent->client->v_dmg_pitch; angles[ROLL] += ratio * ent->client->v_dmg_roll; // add pitch based on fall kick ratio = (ent->client->fall_time - level.time) / FALL_TIME; if (ratio < 0) ratio = 0; angles[PITCH] += ratio * ent->client->fall_value; // add angles based on velocity delta = DotProduct (ent->velocity, forward); angles[PITCH] += delta*run_pitch->value; delta = DotProduct (ent->velocity, right); angles[ROLL] += delta*run_roll->value; // add angles based on bob delta = bobfracsin * bob_pitch->value * xyspeed; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) delta *= 6.0; // crouching angles[PITCH] += delta; delta = bobfracsin * bob_roll->value * xyspeed; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) delta *= 6.0; // crouching if (bobcycle & 1) delta = -delta; angles[ROLL] += delta; } //=================================== // base origin VectorClear(v); // add view height v[2] += ent->viewheight; // add fall height ratio = (ent->client->fall_time - level.time) / FALL_TIME; if (ratio < 0.0) ratio = 0.0; v[2] -= ratio * ent->client->fall_value * 0.4; // add bob height bob = bobfracsin * xyspeed * bob_up->value; if (bob > 6.0) bob = 6.0; v[2] += bob; // add kick offset VectorAdd(v, ent->client->kick_origin, v); // absolutely bound offsets so the view can never be outside the player box //DH++ if (ent->client->spycam) { VectorSet(v, 0.0, 0.0, 0.0); VectorCopy(ent->client->spycam->s.angles, ent->client->ps.viewangles); if (ent->client->spycam->svflags & SVF_MONSTER) ent->client->ps.viewangles[PITCH] = ent->client->spycam->move_angles[PITCH]; } else { //DH-- if (v[0] < -14.0) v[0] = -14.0; else if (v[0] > 14.0) v[0] = 14.0; if (v[1] < -14.0) v[1] = -14.0; else if (v[1] > 14.0) v[1] = 14.0; if (v[2] < -22.0) v[2] = -22.0; else if (v[2] > 30.0) v[2] = 30.0; } VectorCopy(v, ent->client->ps.viewoffset); } /* ============== SV_CalcGunOffset ============== */ void SV_CalcGunOffset (edict_t *ent) { float delta; int i; // gun angles from bobbing ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005; ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01; if (bobcycle & 1) { ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL]; ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW]; } ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005; // gun angles from delta movement for (i = 0; i < 3; i++) { delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i]; if (delta > 180.0) delta -= 360.0; if (delta < -180.0) delta += 360.0; if (delta > 45.0) delta = 45.0; if (delta < -45.0) delta = -45.0; if (i == YAW) ent->client->ps.gunangles[ROLL] += 0.1 * delta; ent->client->ps.gunangles[i] += 0.2 * delta; } // gun height VectorClear(ent->client->ps.gunoffset); // gun_x / gun_y / gun_z are development tools for (i = 0; i < 3; i++) { ent->client->ps.gunoffset[i] += forward[i] * (gun_y->value); ent->client->ps.gunoffset[i] += right[i] * gun_x->value; ent->client->ps.gunoffset[i] += up[i] * (-gun_z->value); } } /* ============= SV_AddBlend ============= */ void SV_AddBlend(float r, float g, float b, float a, float *v_blend) { float a2; float a3; if (a <= 0) return; a2 = v_blend[3] + ((1 - v_blend[3]) * a); // new total alpha a3 = v_blend[3] / a2; // fraction of color from old v_blend[0] = v_blend[0]*a3 + r*(1-a3); v_blend[1] = v_blend[1]*a3 + g*(1-a3); v_blend[2] = v_blend[2]*a3 + b*(1-a3); v_blend[3] = a2; } /* ============= SV_CalcBlend ============= */ void SV_CalcBlend(edict_t *ent) { vec3_t vieworg; int contents; int remaining; ent->client->ps.blend[0] = ent->client->ps.blend[1] = ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0; // add for contents VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg); contents = gi.pointcontents (vieworg); if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER)) ent->client->ps.rdflags |= RDF_UNDERWATER; else ent->client->ps.rdflags &= ~RDF_UNDERWATER; if (contents & (CONTENTS_SOLID|CONTENTS_LAVA)) SV_AddBlend(1.0, 0.3, 0.0, 0.6, ent->client->ps.blend); else if (contents & CONTENTS_SLIME) SV_AddBlend(0.0, 0.1, 0.05, 0.6, ent->client->ps.blend); else if (contents & CONTENTS_WATER) SV_AddBlend(0.5, 0.3, 0.2, 0.4, ent->client->ps.blend); // add for powerups and weapon effects //CW++ if (((int)sv_gametype->value > G_FFA) && (ent->client->invincible_framenum < level.framenum)) ent->s.modelindex4 = 0; if (ent->client->frozen_framenum > level.framenum) { remaining = ent->client->frozen_framenum - level.framenum; if (remaining) SV_AddBlend(0.5, 0.5, 0.7, 0.2, ent->client->ps.blend); } else if (ent->client->held_by_agm) SV_AddBlend(0.5, 0.5, 1, 0.08, ent->client->ps.blend); //CW-- else if (ent->client->invincible_framenum > level.framenum) { //CW++ if (((int)sv_gametype->value > G_FFA) && !ent->s.modelindex4) ent->s.modelindex4 = gi.modelindex("sprites/s_invuln.sp2"); //CW-- remaining = ent->client->invincible_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend); //CW++ if ((remaining == 1) && ((int)sv_gametype->value > G_FFA)) ent->s.modelindex4 = 0; //CW-- } else if (ent->client->quad_framenum > level.framenum) { remaining = ent->client->quad_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend); } //CW++ else if (ent->client->needle_framenum > level.framenum) { remaining = ent->client->needle_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend(1, 1, 0, 0.04, ent->client->ps.blend); } else if (ent->client->siphon_framenum > level.framenum) { remaining = ent->client->siphon_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/siphon2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend(1, 0, 1, 0.08, ent->client->ps.blend); } //CW-- else if (ent->client->enviro_framenum > level.framenum) { remaining = ent->client->enviro_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend(0, 1, 0, 0.08, ent->client->ps.blend); } else if (ent->client->breather_framenum > level.framenum) { remaining = ent->client->breather_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend(0.4, 1, 0.4, 0.04, ent->client->ps.blend); } //CW++ else if (ent->client->haste_framenum > level.framenum) { remaining = ent->client->haste_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("items/haste2.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend(0.5, 0.5, 0, 0.08, ent->client->ps.blend); } else if (ent->client->antibeam_framenum > level.framenum) { remaining = ent->client->antibeam_framenum - level.framenum; if (remaining == 30) // beginning to fade gi.sound(ent, CHAN_ITEM, gi.soundindex("ctf/tech1.wav"), 1, ATTN_NORM, 0); if (remaining > 30 || (remaining & 4) ) SV_AddBlend(0.1, 0.5, 0.1, 0.04, ent->client->ps.blend); } else if (ent->burning && (ent->health > 0)) SV_AddBlend(1, 0.6, 0, 0.2, ent->client->ps.blend); //CW-- // add for damage if (ent->client->damage_alpha > 0) SV_AddBlend(ent->client->damage_blend[0], ent->client->damage_blend[1], ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend); if (ent->client->bonus_alpha > 0) SV_AddBlend(0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend); // drop the damage value ent->client->damage_alpha -= 0.06; if (ent->client->damage_alpha < 0) ent->client->damage_alpha = 0; // drop the bonus value ent->client->bonus_alpha -= 0.1; if (ent->client->bonus_alpha < 0) ent->client->bonus_alpha = 0; } /* ================= P_FallingDamage ================= */ void P_FallingDamage(edict_t *ent) { float delta; int damage; vec3_t dir; //CW++ trace_t tr; vec3_t bmins; vec3_t bmaxs; int mod = 0; float xyvel; float xyvel_old; //CW-- if (ent->s.modelindex != (MAX_MODELS-1)) // was 255 return; // not in the player model if (ent->movetype == MOVETYPE_NOCLIP) return; if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && !ent->groundentity) delta = ent->client->oldvelocity[2]; else { if (!ent->groundentity) //CW++ goto wallcheck; //CW-- delta = ent->velocity[2] - ent->client->oldvelocity[2]; } //CW++ delta *= delta; delta *= (ent->isabot && (ent->client->thrown_by_agm || ent->client->flung_by_agm))?0.0005:0.0001; //CW-- //ZOID++ // never take damage if just release grapple or on grapple if ((level.time - ent->client->ctf_grapplereleasetime <= FRAMETIME * 2.0) || (ent->client->ctf_grapple && (ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY))) //CW++ { ent->client->thrown_by_agm = false; ent->client->flung_by_agm = false; if (!ent->client->held_by_agm) ent->client->agm_enemy = NULL; //CW-- return; } //ZOID-- // never take falling damage if completely underwater if (ent->waterlevel == 3) return; if (ent->waterlevel == 2) delta *= 0.25; if (ent->waterlevel == 1) delta *= 0.5; if (delta < 1.0) //CW++ { if (!ent->waterlevel) { ent->client->thrown_by_agm = false; ent->client->flung_by_agm = false; if (!ent->client->held_by_agm) ent->client->agm_enemy = NULL; } //CW-- return; } // Lazarus: Changed here to NOT play footstep sounds if ent isn't on the ground. // So player will no longer play footstep sounds when descending a ladder. if (delta < 7) // Knightmare- was 15, changed to 7 { if (!(ent->watertype & CONTENTS_MUD) && (ent->groundentity || PlayerOnFloor(ent)) ) ent->s.event = EV_FOOTSTEP; // Knightmare- move Lazarus footsteps client-side return; } if (delta < 15.0) { //CW++ ent->client->thrown_by_agm = false; ent->client->flung_by_agm = false; if (!ent->client->held_by_agm) { ent->client->agm_enemy = NULL; PlayerNoise(ent, ent->s.origin, PNOISE_SELF); //CW-- // Knightmare- loud footstep for softer landing if (delta > 7) ent->s.event = EV_LOUDSTEP; else ent->s.event = EV_FOOTSTEP; } return; } ent->client->fall_time = level.time + FALL_TIME; ent->client->fall_value = delta * 0.5; if (ent->client->fall_value > 40.0) ent->client->fall_value = 40.0; if (delta > 30.0) { if (ent->health > 0) { //CW++ if (!ent->client->held_by_agm) { PlayerNoise(ent, ent->s.origin, PNOISE_SELF); //CW-- if (delta >= 55) ent->s.event = EV_FALLFAR; else ent->s.event = EV_FALL; } } ent->pain_debounce_time = level.time; // no normal pain sound damage = (int)(0.5 * (delta - 30.0)); //CW if (damage < 1) damage = 1; VectorSet(dir, 0.0, 0.0, 1.0); if (!((int)dmflags->value & DF_NO_FALLING)) //CW //CW++ { if (ent->client->flung_by_agm || ent->client->held_by_agm) { if (ent->groundentity && (ent->client->oldvelocity[2] < 0.0)) { if (ent->client->flung_by_agm) { mod = MOD_AGM_FLING; if ((ent->client->agm_enemy != NULL) && (ent->client->agm_enemy->client->quad_framenum > level.framenum)) damage *= (int)sv_quad_factor->value; } else mod = MOD_AGM_SMASH; } } else { if (ent->client->agm_enemy != NULL) { if (ent->client->oldvelocity[2] < 0.0) { mod = MOD_AGM_DROP; if (damage > 100) damage = 100 + (int)(0.2 * (damage - 100)); } } else mod = MOD_FALLING; } if (mod) { if (mod == MOD_FALLING) T_Damage(ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); else T_Damage(ent, world, ent->client->agm_enemy, dir, ent->s.origin, vec3_origin, damage, 0, 0, mod); ent->client->thrown_by_agm = false; ent->client->flung_by_agm = false; if (!ent->client->held_by_agm) ent->client->agm_enemy = NULL; } return; //CW-- } } else { //CW++ ent->client->thrown_by_agm = false; ent->client->flung_by_agm = false; if (!ent->client->held_by_agm) { ent->client->agm_enemy = NULL; PlayerNoise(ent, ent->s.origin, PNOISE_SELF); //CW-- ent->s.event = EV_FALLSHORT; } return; } //CW++ wallcheck: // We're only interested in impact damage caused by an AGM wielder. if (ent->client->agm_enemy == NULL) return; // The victim can't get damaged if they're grappling. if ((level.time - ent->client->ctf_grapplereleasetime <= FRAMETIME * 2.0) || (ent->client->ctf_grapple && (ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY))) return; // Check to see if we're very close to a hard surface. If so, there's a chance we've been // smacked into it hard enough to cause damage. VectorSubtract(ent->mins, vec3_border, bmins); VectorAdd(ent->maxs, vec3_border, bmaxs); tr = gi.trace(ent->s.origin, bmins, bmaxs, ent->s.origin, ent, MASK_PLAYERSOLID); if ((tr.fraction < 1.0) && !(tr.surface->flags & SURF_SKY)) { if (!ent->client->agm_enemy->client->agm_pull) { // Determine previous and current XY-plane velocities. xyvel = sqrt((ent->velocity[0] * ent->velocity[0]) + (ent->velocity[1] * ent->velocity[1])); xyvel_old = sqrt((ent->client->oldvelocity[0] * ent->client->oldvelocity[0]) + (ent->client->oldvelocity[1] * ent->client->oldvelocity[1])); delta = xyvel_old - xyvel; // If the XY-plane velocity change is insufficient to cause damage, check for a ceiling hit. if (delta < 30.0) { if ((ent->client->oldvelocity[2] > 0) && (ent->velocity[2] < ent->client->oldvelocity[2])) delta = ent->client->oldvelocity[2] - ent->velocity[2]; } // If the change in velocity is large enough, apply damage. if (delta > 30.0) { damage = (int)((ent->isabot)?(0.15 * (delta - 30.0)):(0.03 * (delta - 30.0))); //CW if (ent->client->agm_enemy->client->quad_framenum > level.framenum) damage *= (int)sv_quad_factor->value; if (damage < 1) damage = 1; if (tr.ent->client) { if (!CheckTeamDamage(tr.ent, ent->client->agm_enemy)) T_Damage(tr.ent, ent, ent->client->agm_enemy, ent->client->oldvelocity, tr.ent->s.origin, vec3_origin, damage, damage, 0, MOD_AGM_HIT); T_Damage(ent, tr.ent, ent->client->agm_enemy, vec3_origin, ent->s.origin, vec3_origin, damage, 0, 0, MOD_AGM_HIT); } else { if (ent->client->flung_by_agm) mod = MOD_AGM_FLING; else if (ent->client->held_by_agm) mod = MOD_AGM_SMASH; else mod = MOD_AGM_THROW; T_Damage(ent, world, ent->client->agm_enemy, vec3_origin, ent->s.origin, vec3_origin, damage, 0, 0, mod); } } } } //CW-- } /* ============= P_WorldEffects ============= */ void P_WorldEffects(void) { qboolean breather; qboolean envirosuit; int waterlevel; int old_waterlevel; //CW++ int damage; int mod; //CW-- if (current_player->movetype == MOVETYPE_NOCLIP) { current_player->air_finished = level.time + 12.0; // don't need air return; } waterlevel = current_player->waterlevel; old_waterlevel = current_client->old_waterlevel; current_client->old_waterlevel = waterlevel; breather = current_client->breather_framenum > level.framenum; envirosuit = current_client->enviro_framenum > level.framenum; //CW++ // Extinguish flame if on fire and in deep enough water. if (current_player->burning) { if (waterlevel > 1) { current_player->burning = false; if (current_player->flame) { current_player->flame->touch = NULL; current_player->flame->think = Flame_Expire; current_player->flame->nextthink = level.time + FRAMETIME; } } } //CW-- // if just entered a water volume, play a sound if (!old_waterlevel && waterlevel) { if (current_player->watertype & CONTENTS_LAVA) gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0); else if (current_player->watertype & CONTENTS_SLIME) gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); else if (current_player->watertype & CONTENTS_WATER) gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); //CW current_player->flags |= FL_INWATER; // clear damage_debounce, so the pain sound will play immediately current_player->damage_debounce_time = level.time - 1.0; } // if just completely exited a water volume, play a sound if (old_waterlevel && !waterlevel) { gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0); current_player->flags &= ~FL_INWATER; //CW++ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); if (current_player->client->agm_enemy != NULL) { current_player->client->thrown_by_agm = false; current_player->client->flung_by_agm = false; if (!current_player->client->held_by_agm) current_player->client->agm_enemy = NULL; } //CW-- } // check for head just going under water if ((old_waterlevel != 3) && (waterlevel == 3)) gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0); // check for head just coming out of water if ((old_waterlevel == 3) && (waterlevel != 3)) { if (current_player->air_finished < level.time) // gasp for air { gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0); PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); //CW } else if (current_player->air_finished < level.time + 11.0) // just break surface gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0); } // check for drowning if (waterlevel == 3) { // breather or envirosuit give air if (breather || envirosuit) { current_player->air_finished = level.time + 10.0; if (((current_client->breather_framenum - level.framenum) % 25) == 0) { if (!current_client->breather_sound) gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0); else gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0); PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); current_client->breather_sound ^= 1; } } // if out of air, start drowning if (current_player->air_finished < level.time) { // drown! if ((current_player->client->next_drown_time < level.time) && (current_player->health > 0)) { current_player->client->next_drown_time = level.time + 1.0; // take more damage the longer underwater current_player->dmg += 2; if (current_player->dmg > 15) current_player->dmg = 15; // play a gurp sound instead of a normal pain sound if (current_player->health <= current_player->dmg) gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0); else if (rand()&1) gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0); else gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0); current_player->pain_debounce_time = level.time; //CW++ if ((current_player->client->agm_enemy != NULL) && current_player->client->held_by_agm) T_Damage(current_player, world, current_player->client->agm_enemy, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_AGM_WATER_HELD); else //CW-- T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { current_player->air_finished = level.time + 12.0; current_player->dmg = 2; } // check for sizzle damage if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME))) { if (current_player->watertype & CONTENTS_LAVA) { if ((current_player->health > 0) && (current_player->pain_debounce_time <= level.time) && (current_client->invincible_framenum < level.framenum)) { current_player->pain_debounce_time = level.time + 1.0; if (rand() & 1) gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0); else gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0); } //CW++ if (current_player->client->agm_enemy != NULL) { if (current_player->client->held_by_agm) mod = MOD_AGM_LAVA_HELD; else mod = MOD_AGM_LAVA_DROP; } else mod = MOD_LAVA; damage = (envirosuit) ? waterlevel : 3*waterlevel; if (mod == MOD_LAVA) T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, damage, 0, 0, mod); else T_Damage(current_player, world, current_player->client->agm_enemy, vec3_origin, current_player->s.origin, vec3_origin, damage, 0, 0, mod); //CW-- } if (current_player->watertype & CONTENTS_SLIME) { if (!envirosuit) // no damage from slime with envirosuit { //CW++ if (current_player->client->agm_enemy != NULL) { if (current_player->client->held_by_agm) mod = MOD_AGM_SLIME_HELD; else mod = MOD_AGM_SLIME_DROP; } else mod = MOD_SLIME; if (mod == MOD_SLIME) T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, waterlevel, 0, 0, mod); else T_Damage(current_player, world, current_player->client->agm_enemy, vec3_origin, current_player->s.origin, vec3_origin, waterlevel, 0, 0, mod); //CW-- } } } } /* =============== G_SetClientEffects =============== */ void G_SetClientEffects(edict_t *ent) { int pa_type; int remaining; ent->s.effects = 0; ent->s.renderfx = 0; if ((ent->health <= 0) || level.intermissiontime) return; //ZOID++ CTFEffects(ent); //CW //ZOID-- // show cheaters if (ent->flags & FL_GODMODE) //CW { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE); //CW++ return; //CW-- } if (ent->powerarmor_time > level.time) { pa_type = PowerArmorType(ent); if (pa_type == POWER_ARMOR_SCREEN) ent->s.effects |= EF_POWERSCREEN; else if (pa_type == POWER_ARMOR_SHIELD) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } //CW++ return; // makes it clear to other players //CW-- } // Powerup/weapon effect colour shells. if (ent->client->invincible_framenum > level.framenum) //CW { remaining = ent->client->invincible_framenum - level.framenum; if (remaining > 30 || (remaining & 4)) CTFSetPowerUpEffect(ent, EF_PENT); } //CW++ else if (ent->client->held_by_agm) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_HALF_DAM | RF_SHELL_BLUE; } else if (ent->client->frozen_framenum > level.framenum) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_BLUE; } //CW-- else if (ent->client->quad_framenum > level.framenum) //CW { remaining = ent->client->quad_framenum - level.framenum; if (remaining > 30 || (remaining & 4) ) CTFSetPowerUpEffect(ent, EF_QUAD); } //CW++ else if (ent->client->needle_framenum > level.framenum) { remaining = ent->client->needle_framenum - level.framenum; if ((remaining > 30) || (remaining & 4)) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_HALF_DAM | RF_SHELL_RED; } } else if (ent->client->siphon_framenum > level.framenum) { remaining = ent->client->siphon_framenum - level.framenum; if ((remaining > 30) || (remaining & 4)) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED | RF_SHELL_BLUE; } } else if (ent->client->haste_framenum > level.framenum) { remaining = ent->client->haste_framenum - level.framenum; if ((remaining > 30) || (remaining & 4)) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED | RF_SHELL_GREEN; } } else if (ent->client->antibeam_framenum > level.framenum) { remaining = ent->client->antibeam_framenum - level.framenum; if ((remaining > 30) || (remaining & 4)) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_HALF_DAM | RF_SHELL_GREEN; } } if (ent->burning) ent->s.effects |= EF_ROCKET; //CW-- } /* =============== G_SetClientEvent =============== */ void G_SetClientEvent(edict_t *ent) { if (ent->s.event) return; // if (ent->groundentity && (xyspeed > 225.0)) if ( ent->groundentity || PlayerOnFloor(ent) ) { if ( !ent->waterlevel && (xyspeed > 225) ) { if ((int)(current_client->bobtime + bobmove) != bobcycle) { ent->s.event = EV_FOOTSTEP; PlayerNoise(ent, ent->s.origin, PNOISE_SELF); //CW } } /* else if (ent->in_mud && (ent->waterlevel == 1) && (xyspeed > 40)) { if ( (level.framenum % 10) == 0 ) { ent->s.event = EV_WADE_MUD; // Knightmare- move this client-side } }*/ else if ( ((ent->waterlevel == 1) || (ent->waterlevel == 2)) && (xyspeed > 100) /*&& !(ent->in_mud)*/ ) { if ( (int)(current_client->bobtime+bobmove) != bobcycle ) { if (ent->waterlevel == 1) ent->s.event = EV_SLOSH; // Knightmare- move Lazarus footsteps client-side else if (ent->waterlevel == 2) ent->s.event = EV_WADE; // Knightmare- move Lazarus footsteps client-side } } } // Knightmare- swimming sounds else if ((ent->waterlevel == 2) && (xyspeed > 60) /*&& !(ent->in_mud)*/ && (world->effects & FX_WORLDSPAWN_STEPSOUNDS)) { if ( (int)(current_client->bobtime+bobmove) != bobcycle ) ent->s.event = EV_WADE; // Knightmare- move Lazarus footsteps client-side } // Ladder sounds else if ( (level.framenum % 4) == 0) { if (!ent->waterlevel && (ent->movetype != MOVETYPE_NOCLIP) && (fabs(ent->velocity[2]) > 50)) { vec3_t end, forward; trace_t tr; AngleVectors(ent->s.angles,forward,NULL,NULL); VectorMA(ent->s.origin,2,forward,end); tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,end,ent,CONTENTS_LADDER); if (tr.fraction < 1.0) ent->s.event = EV_CLIMB_LADDER; // Knightmare- move Lazarus footsteps client-side } } } /* =============== G_SetClientSound =============== */ void G_SetClientSound(edict_t *ent) { int weap; //CW if (ent->client->resp.game_helpchanged != game.helpchanged) { ent->client->resp.game_helpchanged = game.helpchanged; ent->client->resp.helpchanged = 1; } // help beep (no more than three times) if (ent->client->resp.helpchanged && (ent->client->resp.helpchanged <= 3) && !(level.framenum & 63)) { ent->client->resp.helpchanged++; gi.sound (ent, CHAN_VOICE, gi.soundindex("misc/pc_up.wav"), 1, ATTN_STATIC, 0); } //CW++ if (ent->client->pers.weapon) weap = ent->client->pers.weapon->weapmodel; else weap = 0; //CW-- if (ent->waterlevel && (ent->watertype & (CONTENTS_LAVA|CONTENTS_SLIME))) ent->s.sound = snd_fry; else if (weap == WEAP_RAILGUN) //CW ent->s.sound = gi.soundindex("weapons/rg_hum.wav"); //CW++ else if (weap == WEAP_SHOCKRIFLE) ent->s.sound = gi.soundindex("weapons/bfg_hum.wav"); else if ((weap == WEAP_AGM) && (ent->client->agm_target != NULL)) ent->s.sound = gi.soundindex("world/amb15.wav"); else if (weap == WEAP_DISCLAUNCHER) ent->s.sound = gi.soundindex("weapons/disc/idle.wav"); else if (weap == WEAP_CHAINSAW) ent->s.sound = gi.soundindex("weapons/chainsaw/idle.wav"); //CW-- else if (ent->client->weapon_sound) ent->s.sound = ent->client->weapon_sound; else ent->s.sound = 0; } //#define MAX_STEP_FRACTION 0.80 qboolean PlayerOnFloor (edict_t *player) { trace_t tr; vec3_t end = {0, 0, -2}; if (!player->client) return false; VectorMA (player->s.origin, 50, end, end); tr = gi.trace (player->s.origin, NULL, NULL, end, player, MASK_ALL); //Com_Printf("%f\n", tr.fraction); if (tr.fraction >= sv_step_fraction->value) return false; else if (player->client->oldvelocity[2] > 0 || player->velocity[2] > 0) return false; return true; } /* =============== G_SetClientFrame =============== */ void G_SetClientFrame(edict_t *ent) { gclient_t *client; qboolean duck; qboolean run; qboolean floor; if (ent->s.modelindex != (MAX_MODELS-1)) // was 255 return; // not in the player model client = ent->client; if (client->ps.pmove.pm_flags & PMF_DUCKED) duck = true; else duck = false; if (xyspeed) run = true; else run = false; // Knightmare- do the check here, to be sure not to skip over the frame increment floor = PlayerOnFloor(ent); // check for stand/duck and stop/go transitions if ((duck != client->anim_duck) && (client->anim_priority < ANIM_DEATH)) goto newanim; if ((run != client->anim_run) && (client->anim_priority == ANIM_BASIC)) goto newanim; if (!ent->groundentity && (client->anim_priority <= ANIM_WAVE)) goto newanim; // Knightmare- only skip increment if greater than step or swimming if (!ent->groundentity && client->anim_priority <= ANIM_WAVE && (!floor || ent->waterlevel > 2)) goto newanim; if (client->anim_priority == ANIM_REVERSE) { if (ent->s.frame > client->anim_end) { ent->s.frame--; return; } } else if (ent->s.frame < client->anim_end) { // continue an animation ent->s.frame++; return; } if (client->anim_priority == ANIM_DEATH) return; // stay there if (client->anim_priority == ANIM_JUMP) { if (!ent->groundentity) return; // stay there ent->client->anim_priority = ANIM_WAVE; ent->s.frame = FRAME_jump3; ent->client->anim_end = FRAME_jump6; return; } newanim: // return to either a running or standing frame client->anim_priority = ANIM_BASIC; client->anim_duck = duck; client->anim_run = run; if (!ent->groundentity && (!floor || ent->waterlevel > 2)) // CDawg modify this { //ZOID++ // If on grapple, don't go into jump frame, go into standing frame. if (client->ctf_grapple) { ent->s.frame = FRAME_stand01; client->anim_end = FRAME_stand40; } else { //ZOID-- client->anim_priority = ANIM_JUMP; if (ent->s.frame != FRAME_jump2) ent->s.frame = FRAME_jump1; client->anim_end = FRAME_jump2; } } else if (run) { // running if (duck) { ent->s.frame = FRAME_crwalk1; client->anim_end = FRAME_crwalk6; } else { // CDawg - add here! if (client->backpedaling) { client->anim_priority = ANIM_REVERSE; ent->s.frame = FRAME_run6; client->anim_end = FRAME_run1; } else { ent->s.frame = FRAME_run1; client->anim_end = FRAME_run6; } // CDawg end here! } } else { // standing if (duck) { ent->s.frame = FRAME_crstnd01; client->anim_end = FRAME_crstnd19; } else { ent->s.frame = FRAME_stand01; client->anim_end = FRAME_stand40; } } } /* ================= ClientEndServerFrame Called for each player at the end of the server frame and right after spawning ================= */ void ClientEndServerFrame(edict_t *ent) { //CW++ edict_t *e; edict_t *check; int inLOS = 0; int inPVS = 0; //CW-- float bobtime; int i; //CW++ // Display developer info on entities if flagged to do so (NB: 'show_hostile' abused for this!). if (ent->show_hostile) { for (i = 0; i < globals.num_edicts; ++i) { check = &g_edicts[i]; if (!check->inuse) continue; if (check->svflags & SVF_NOCLIENT) continue; if (visible(ent, check)) ++inLOS; if (gi.inPVS(ent->s.origin, check->s.origin)) ++inPVS; } gi_cprintf(ent, PRINT_HIGH, "%4d inLOS %4d inPVS\n", inLOS, inPVS); } //CW-- current_player = ent; current_client = ent->client; // If the origin or velocity have changed since ClientThink(), update the pmove values. // This will happen when the client is pushed by a bmodel or kicked by an explosion. // If it wasn't updated here, the view position would lag a frame behind the body position // when pushed - eg. causing "sinking into plats". for (i = 0; i < 3; ++i) { current_client->ps.pmove.origin[i] = ent->s.origin[i] * 8.0; current_client->ps.pmove.velocity[i] = ent->velocity[i] * 8.0; } // If the end of unit layout is displayed, don't give the player any normal movement attributes. if (level.intermissiontime) { // FIXME: add view drifting here? current_client->ps.blend[3] = 0.0; current_client->ps.fov = 90.0; G_SetStats(ent); return; } AngleVectors(ent->client->v_angle, forward, right, up); // Add burns from lava, slime, etc. P_WorldEffects(); // Set the model angles from view angles, so other things in the world can tell in which direction // you are looking. //Maj++ if (!ent->isabot) { //Maj-- if (ent->client->v_angle[PITCH] > 180.0) ent->s.angles[PITCH] = (-360.0 + ent->client->v_angle[PITCH]) * 0.333; //CW else ent->s.angles[PITCH] = ent->client->v_angle[PITCH] * 0.333; //CW ent->s.angles[YAW] = ent->client->v_angle[YAW]; ent->s.angles[ROLL] = 0.0; ent->s.angles[ROLL] = SV_CalcRoll(ent->s.angles, ent->velocity) * 4.0; } // Calculate speed and cycle to be used for all cyclic walking effects. xyspeed = sqrt((ent->velocity[0] * ent->velocity[0]) + (ent->velocity[1] * ent->velocity[1])); //Maj++ SetBotXYSpeed(ent, &xyspeed); //Maj-- if (xyspeed < 5.0) { bobmove = 0; current_client->bobtime = 0; // start at beginning of cycle again } else if (ent->groundentity) // so bobbing only cycles when on ground { if (xyspeed > 210.0) bobmove = 0.25; else if (xyspeed > 100.0) bobmove = 0.125; else bobmove = 0.0625; } bobtime = (current_client->bobtime += bobmove); if (current_client->ps.pmove.pm_flags & PMF_DUCKED) bobtime *= 4.0; bobcycle = (int)bobtime; bobfracsin = fabs(sin(bobtime * M_PI)); // Detect hitting the floor. P_FallingDamage(ent); // Apply all the damage taken this frame. P_DamageFeedback(ent); // Determine the view offsets. SV_CalcViewOffset(ent); // Determine the gun offsets. SV_CalcGunOffset(ent); // Determine the full screen color blend; must be done after viewoffset, so eye contents // can be accurately determined. // FIXME: with client prediction, the contents should be determined by the client SV_CalcBlend(ent); //ZOID++ if (!ent->client->chase_target) //ZOID-- G_SetStats(ent); //ZOID++ // Update chasecam follower stats. for (i = 1; i <= (int)maxclients->value; ++i) { e = g_edicts + i; if (!e->inuse) continue; if (e->client->chase_target != ent) continue; memcpy(e->client->ps.stats, ent->client->ps.stats, sizeof(ent->client->ps.stats)); e->client->ps.stats[STAT_LAYOUTS] = 1; break; } //ZOID-- G_SetClientEvent(ent); G_SetClientEffects(ent); G_SetClientSound(ent); G_SetClientFrame(ent); VectorCopy(ent->velocity, ent->client->oldvelocity); VectorCopy(ent->client->ps.viewangles, ent->client->oldviewangles); // Clear weapon kicks. VectorClear(ent->client->kick_origin); VectorClear(ent->client->kick_angles); // If the scoreboard is up, update it (CW: update every frame for Gauss Pistol targeting). //Maj++ // don't unicast() to bots! if (ent->isabot) return; //Maj-- //CW++ if (ent->client->showscores || ent->client->show_gausstarget) //CW-- { //ZOID++ if (ent->client->menu && !(level.framenum & 31)) //CW { PMenu_Do_Update(ent); ent->client->menudirty = false; ent->client->menutime = level.time; } //ZOID-- //CW++ else if (!ent->client->menu) { if ((ent->client->showscores && !(level.framenum & 31)) || (ent->client->show_gausstarget && !ent->client->showscores)) //CW-- DeathmatchScoreboardMessage(ent, ent->enemy); } gi.unicast(ent, false); } }