thirtyflightsofloving/awaken2/p_view.c
Knightmare66 9481c7c513 Rewrote Com_strcpy() and Com_strcat() in game DLLs to not be based on strncpy() and to return size copied.
Changed Zaero and 3ZB2 game DLLs to use WORLD_SIZE for various calculations instead of 8192.
Cleaned up string handling in 3ZB2 game DLL.
Added func_plat2, func_door_secret2, and func_force_wall from Rogue to 3ZB2 game DLL.
Added alternate attack contact explode for grenade launcher in 3ZB2 game DLL.
Added awakening2 game DLL source.
2021-02-01 20:19:52 -05:00

1631 lines
42 KiB
C

// 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);
}
}