thirtyflightsofloving/game/p_client.c
Knightmare66 a4b5a70fff Added red hyperblaster turret.
Misc improvements/fixes to player-controlled turrets.
2020-08-04 21:33:39 -04:00

3648 lines
93 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#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, disgustuing hack section
//
// this function is an ugly as hell hack to fix some map flaws
//
// the coop spawn spots on some maps are SNAFU. There are coop spots
// with the wrong targetname as well as spots with no name at all
//
// we use carnal knowledge of the maps to fix the coop spot targetnames to match
// that of the nearest named single player spot
/*static*/ void SP_FixCoopSpots (edict_t *self)
{
edict_t *spot;
vec3_t d;
spot = NULL;
while (1)
{
spot = G_Find(spot, FOFS(classname), "info_player_start");
if (!spot)
return;
if (!spot->targetname)
continue;
VectorSubtract(self->s.origin, spot->s.origin, d);
if (VectorLength(d) < 384)
{
if ((!self->targetname) || 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->s.origin[0] = 188 - 64;
spot->s.origin[1] = -164;
spot->s.origin[2] = 80;
spot->targetname = "jail3";
spot->s.angles[1] = 90;
spot = G_Spawn();
spot->classname = "info_player_coop";
spot->s.origin[0] = 188 + 64;
spot->s.origin[1] = -164;
spot->s.origin[2] = 80;
spot->targetname = "jail3";
spot->s.angles[1] = 90;
spot = G_Spawn();
spot->classname = "info_player_coop";
spot->s.origin[0] = 188 + 128;
spot->s.origin[1] = -164;
spot->s.origin[2] = 80;
spot->targetname = "jail3";
spot->s.angles[1] = 90;
return;
}
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
The normal starting point for a level.
*/
void SP_info_player_start(edict_t *self)
{
if (!coop->value)
return;
if (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)
potential spawning position for deathmatch games
*/
void SP_info_player_deathmatch(edict_t *self)
{
if (!deathmatch->value)
{
G_FreeEdict (self);
return;
}
SP_misc_teleporter_dest (self);
}
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for coop games
*/
void SP_info_player_coop(edict_t *self)
{
if (!coop->value)
{
G_FreeEdict (self);
return;
}
if ((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_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(void)
{
}
//=======================================================================
void player_pain (edict_t *self, edict_t *other, float kick, int damage)
{
// player pain is handled at the end of the frame in P_DamageFeedback
}
qboolean IsFemale (edict_t *ent)
{
char *info;
if (!ent->client)
return false;
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:
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;
}
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;
default:
if (IsNeutral(self))
message = "killed itself";
else if (IsFemale(self))
message = "killed herself";
else
message = "killed himself";
break;
}
}
if (message)
{
safe_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;
//ZOID
case MOD_GRAPPLE:
message = "was caught by";
message2 = "'s grapple";
break;
//ZOID
case MOD_VEHICLE:
message = "was splattered by";
message2 = "'s vehicle";
break;
case MOD_KICK:
message = "was booted by";
message2 = "'s foot";
break;
}
if (message)
{
safe_bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
if (deathmatch->value)
{
if (ff)
attacker->client->resp.score--;
else
attacker->client->resp.score++;
}
return;
}
}
// Knightmare- Single-player obits
if (attacker->svflags & SVF_MONSTER)
{ // 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";
// 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
else if (!strcmp(attacker->classname, "monster_gladiator"))
{
if (mod == MOD_RAILGUN)
message = "was railed by a";
else
{
message = "was mangled by a";
message2 = "'s claw";
}
}
// Medic
else if (!strcmp(attacker->classname, "monster_medic"))
message = "was blasted by a";
// Icarus
else if (!strcmp(attacker->classname, "monster_hover"))
message = "was blasted by an";
// 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";
}
// Parasite
else if (!strcmp(attacker->classname, "monster_parasite"))
message = "was exsanguiated by a";
// Brain
else if (!strcmp(attacker->classname, "monster_brain"))
{
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";
}
}
// 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";
}
}
// 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
else if (!strcmp(attacker->classname, "monster_supertank"))
{
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";
}
// 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";
}
}
// 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";
}
if (message)
{
safe_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
}
safe_bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
if (deathmatch->value)
self->client->resp.score--;
}
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, "Grapple") == 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;
}
if (dir[0])
self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
else {
self->client->killer_yaw = 0;
if (dir[1] > 0)
self->client->killer_yaw = 90;
else if (dir[1] < 0)
self->client->killer_yaw = -90;
}
if (self->client->killer_yaw < 0)
self->client->killer_yaw += 360;
}
/*
==================
player_die
==================
*/
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// tpp
if (self->client->chasetoggle)
{
ChasecamRemove (self, OPTION_OFF);
self->client->pers.chasetoggle = 1;
}
else
self->client->pers.chasetoggle = 0;
// end tpp
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
//ZOID
self->s.modelindex3 = 0; // remove linked ctf flag
//ZOID
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);
//ZOID
if (ctf->value)
{
// if at start and same team, clear
if (meansOfDeath == MOD_TELEFRAG &&
self->client->resp.ctf_state < 2 &&
self->client->resp.ctf_team == attacker->client->resp.ctf_team) {
attacker->client->resp.score--;
self->client->resp.ctf_state = 0;
}
CTFFragBonuses(self, inflictor, attacker);
}
//ZOID
TossClientWeapon (self);
//ZOID
if (ctf->value)
{
CTFPlayerResetGrapple(self);
CTFDeadDropFlag(self);
}
CTFDeadDropTech(self);
//ZOID
// Knightmare added- drop ammogen backpack
if (!OnSameTeam(self, attacker))
CTFApplyAmmogen(attacker, 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;
}
}
// 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 = false;
// turn off alt-fire mode if on
self->client->pers.fire_mode=0;
//self->client->nNewLatch &= ~BUTTON_ATTACK2;
//if (self->health < self->gib_health)
if (self->health < player_gib_health->value)
{ // gib
int num_giblets = 4;
//if (deathmatch->value && (self->health < (self->gib_health*2)))
if (deathmatch->value && (self->health < (player_gib_health->value*2)))
num_giblets = 8;
gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < num_giblets; 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);
}
ThrowClientHead (self, damage);
//ZOID
self->client->anim_priority = ANIM_DEATH;
self->client->anim_end = 0;
//ZOID
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;
self->health = player_gib_health->value-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[cells_index]
&& client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
{
client->pers.weapon = FindItem ("hyperblaster");
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] > 1
&& 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;
}
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;
default:
item = FindItem("Blaster");
break;
}
client->pers.selected_item = ITEM_INDEX(item);
client->pers.inventory[client->pers.selected_item] = 1;
client->pers.weapon = item;
//ZOID
if (ctf->value)
{
client->pers.lastweapon = item;
item = FindItem("Grapple");
client->pers.inventory[ITEM_INDEX(item)] = 1;
}
//ZOID
// 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 to allow holstering
client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] = 1;
// 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("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;
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)
{
memset (&client->pers, 0, sizeof(client->pers));
client->homing_rocket = NULL;
SelectStartWeapon (client, style);
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_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_fuel = sk_max_fuel->value;
client->pers.max_homing_rockets = sk_max_rockets->value;
client->pers.fire_mode = 0; // Lazarus alternate fire mode
client->pers.connected = true;
// tpp
//Default chasecam to tpp setting
client->pers.chasetoggle = tpp->value;
// end tpp
// Lazarus
client->zooming = 0;
client->zoomed = false;
client->spycam = NULL;
client->pers.spawn_landmark = false;
client->pers.spawn_levelchange = false;
}
void InitClientResp (gclient_t *client)
{
//ZOID
int ctf_team = client->resp.ctf_team;
qboolean id_state = client->resp.id_state;
//ZOID
memset (&client->resp, 0, sizeof(client->resp));
//ZOID
client->resp.ctf_team = ctf_team;
client->resp.id_state = id_state;
//ZOID
client->resp.enterframe = level.framenum;
client->resp.coop_respawn = client->pers;
//ZOID
if (ctf->value && client->resp.ctf_team < CTF_TEAM1)
CTFAssignTeam(client);
//ZOID
}
/*
==================
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 ; i<game.maxclients ; i++)
{
ent = &g_edicts[1+i];
if (!ent->inuse)
continue;
// tpp
game.clients[i].pers.chasetoggle = ent->client->pers.chasetoggle;
// end tpp
game.clients[i].pers.newweapon = ent->client->newweapon;
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 = player_gib_health->value; // was -40
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;
}
// Lazarus: This is wrong. If there is no spot1 or spot2, all spots should
// be valid.
// else
// count -= 2;
else
{
if (spot1) count--;
if (spot2) count--;
}
selection = rand() % count;
spot = NULL;
do
{
spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
if (spot == spot1 || spot == spot2)
selection++;
} while (selection--);
return spot;
}
/*
================
SelectFarthestDeathmatchSpawnPoint
================
*/
edict_t *SelectFarthestDeathmatchSpawnPoint (void)
{
edict_t *bestspot;
float bestdistance, bestplayerdistance;
edict_t *spot;
spot = NULL;
bestspot = NULL;
bestdistance = 0;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
{
bestplayerdistance = PlayersRangeFromSpot (spot);
if (bestplayerdistance > bestdistance)
{
bestspot = spot;
bestdistance = bestplayerdistance;
}
}
if (bestspot)
{
return bestspot;
}
// if there is a player just spawned on each and every start spot
// we have no choice to turn one into a telefrag meltdown
spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
return spot;
}
edict_t *SelectDeathmatchSpawnPoint (void)
{
if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
return SelectFarthestDeathmatchSpawnPoint ();
else
return SelectRandomDeathmatchSpawnPoint ();
}
edict_t *SelectCoopSpawnPoint (edict_t *ent)
{
int index;
edict_t *spot = NULL;
char *target;
index = ent->client - game.clients;
// player 0 starts in normal player spawn point
if (!index)
return NULL;
spot = NULL;
// assume there are four coop spots at each spawnpoint
while (1)
{
spot = G_Find (spot, FOFS(classname), "info_player_coop");
if (!spot)
return NULL; // we didn't have enough...
target = spot->targetname;
if (!target)
target = "";
if ( Q_stricmp(game.spawnpoint, target) == 0 )
{ // this is a coop spawn point for one of the clients here
index--;
if (!index)
return spot; // this is it
}
}
return spot;
}
/*
===========
SelectSpawnPoint
Chooses a player start, deathmatch start, coop start, etc
============
*/
void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles, int *style, int *health)
{
edict_t *spot = NULL;
if (deathmatch->value) {
//ZOID
if (ctf->value)
spot = SelectCTFSpawnPoint(ent);
else
//ZOID
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);
if (!deathmatch->value && !coop->value) {
spot->count--;
if (!spot->count) {
spot->think = G_FreeEdict;
spot->nextthink = level.time + 1;
}
}
}
//======================================================================
void InitBodyQue (void)
{
// DWH: bodyque isn't used in SP, so why reserve space for it?
if (deathmatch->value || coop->value)
{
int i;
edict_t *ent;
level.body_que = 0;
for (i=0; i<BODY_QUEUE_SIZE; i++)
{
ent = G_Spawn();
ent->classname = "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)
if (self->health < player_gib_health->value)
{
int num_giblets = 4;
//if (deathmatch->value && (self->health < (self->gib_health*2)))
if (deathmatch->value && (self->health < (player_gib_health->value*2)))
num_giblets = 8;
gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n=0; n < num_giblets; 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);
}
void respawn (edict_t *self)
{
// tpp
if (self->crosshair)
G_FreeEdict(self->crosshair);
self->crosshair = NULL;
if (self->client->oldplayer)
G_FreeEdict (self->client->oldplayer);
self->client->oldplayer = NULL;
if (self->client->chasecam)
G_FreeEdict (self->client->chasecam);
self->client->chasecam = NULL;
// end tpp
if (deathmatch->value || coop->value)
{
// ACEBOT_ADD special respawning code
if (self->is_bot)
{
ACESP_Respawn (self);
return;
}
// ACEBOT_END
// spectator's 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;
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)) {
safe_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)
{
safe_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))
{
safe_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 client on respawn
ent->client->resp.score = ent->client->pers.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)
safe_bprintf (PRINT_HIGH, "%s has moved to the sidelines\n", ent->client->pers.netname);
else
safe_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;
// tpp
int chasetoggle;
gitem_t *newweapon;
char userinfo[MAX_INFO_STRING];
// end tpp
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
SelectSpawnPoint (ent, spawn_origin, spawn_angles, &spawn_style, &spawn_health);
index = ent-g_edicts-1;
client = ent->client;
// tpp
chasetoggle = client->pers.chasetoggle;
// end tpp
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)
{
char userinfo[MAX_INFO_STRING];
resp = client->resp;
memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
InitClientPersistant (client,spawn_style);
ClientUserinfoChanged (ent, userinfo);
}
else if (coop->value)
{
// int n;
char userinfo[MAX_INFO_STRING];
resp = client->resp;
memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
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));
}
// tpp
// A bug in Q2 that you couldn't see without thirdpp
memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
ClientUserinfoChanged (ent, userinfo);
// end tpp
// 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;
// tpp
client->pers.chasetoggle = chasetoggle;
// end tpp
client->pers.newweapon = newweapon;
// 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->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;
// ACEBOT_ADD
ent->is_bot = false;
ent->last_node = -1;
ent->is_jumping = false;
// ACEBOT_END
VectorCopy (mins, ent->mins);
VectorCopy (maxs, ent->maxs);
if (!spawn_landmark)
VectorClear (ent->velocity);
// clear playerstate values
memset (&ent->client->ps, 0, sizeof(client->ps));
if (spawn_landmark)
client->ps.pmove.pm_flags = spawn_pm_flags;
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
client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
// 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; // 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; // custom gun model
// sknum 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] = ent->s.angles[ROLL] = 0;
ent->s.angles[YAW] = spawn_angles[YAW];
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 (client->ps.viewangles, 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;
// DWH:
client->flashlight = false;
client->secs_per_frame = 0.025; // assumed 40 fps until we know better
client->fps_time_start = level.time;
if (!KillBox (ent))
{ // could't spawn in?
}
//ZOID
if (ctf->value && CTFStartClient(ent))
return;
//ZOID
gi.linkentity (ent);
// tpp
client->chasetoggle = 0;
// If chasetoggle set then turn on (delayed start of 5 frames - 0.5s)
if (client->pers.chasetoggle)
client->delayedstart = 5;
// end tpp
if (spawn_levelchange && !client->pers.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;
}
/*
=====================
ClientBeginDeathmatch
A client has just connected to the server in
deathmatch mode, so clear everything out before starting them.
=====================
*/
void ClientBeginDeathmatch (edict_t *ent)
{
// ACEBOT_ADD
//static char current_map[55];
// ACEBOT_END
G_InitEdict (ent);
InitClientResp (ent->client);
// ACEBOT_ADD
ACEIT_PlayerAdded(ent);
// ACEBOT_END
// 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);
}
safe_bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
// ACEBOT_ADD
safe_centerprintf(ent,"\n======================================\nACE Bot II Mod\n\n'sv addbot' to add a new bot.\n'sv removebot <name>' to remove bot.\n'sv dmpause' to pause the game.\n'sv savenodes' to save level path data.\n======================================\n\n");
// Knightmare- moved this to g_spawn.c for bot support in dedicated servers
// If the map changes on us, init and reload the nodes
/*if (strcmp(level.mapname,current_map))
{
ACEND_InitNodes();
ACEND_LoadNodes();
//ACESP_LoadBots(); // Knightmare- removed this
ACESP_LoadBotInfo(); // Knightmare- load bot info file
// strncpy(current_map, level.mapname);
Q_strncpyz(current_map, level.mapname, sizeof(current_map));
}*/
// ACEBOT_END
// make sure all view stuff is valid
ClientEndServerFrame (ent);
}
/*
===========
ClientBegin
called when a client has finished connecting, and is ready
to be placed into the game. This will happen every level load.
============
*/
void ClientBegin (edict_t *ent)
{
int i;
ent->client = game.clients + (ent - g_edicts - 1);
// Lazarus: Set the alias for our alternate attack
// stuffcmd(ent, "alias +attack2 attack2_on; alias -attack2 attack2_off\n");
if (deathmatch->value)
{
ClientBeginDeathmatch (ent);
return;
}
Fog_Off (ent);
// Fog (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);
safe_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; i<globals.num_edicts; i++)
{
monster = &g_edicts[i];
if (!monster->inuse)
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 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");
Q_strncpyz (userinfo, "\\name\\badinfo\\skin\\male/grunt", MAX_INFO_STRING); // 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 && *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
//ZOID
if (ctf->value)
CTFAssignSkin(ent, s);
else
//ZOID
gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
//ZOID
// set player name field (used in id_state view)
gi.configstring (CS_GENERAL+playernum, ent->client->pers.netname);
//ZOID
// fov
if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
{
ent->client->ps.fov = 90;
ent->client->original_fov = ent->client->ps.fov;
}
else
{
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);
}
/*
===========
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 && *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
//ZOID -- force team join
if (ctf->value)
{
ent->client->resp.ctf_team = -1;
ent->client->resp.id_state = true;
}
//ZOID
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;
// tpp
if (ent->client->chasetoggle)
ChasecamRemove(ent,OPTION_OFF);
// end tpp
// 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);
safe_bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
// ACEBOT_ADD
ACEIT_PlayerRemoved(ent);
// ACEBOT_END
//ZOID
CTFDeadDropFlag(ent);
CTFDeadDropTech(ent);
//ZOID
// 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 ; i<c ; i++)
v+= ((byte *)b)[i];
return v;
}
void PrintPmove (pmove_t *pm)
{
unsigned c1, c2;
c1 = CheckBlock (&pm->s, sizeof(pm->s));
c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
}
// DWH
//==========================================================================
// DWH: PM_CmdScale was ripped from Q3 source
//==========================================================================
float PM_CmdScale( usercmd_t *cmd ) {
int max;
float total;
float scale;
max = abs( cmd->forwardmove );
if ( abs( cmd->sidemove ) > max ) {
max = abs( cmd->sidemove );
}
if ( abs( cmd->upmove ) > max ) {
max = abs( cmd->upmove );
}
if ( !max ) {
return 0;
}
total = sqrt( cmd->forwardmove * cmd->forwardmove
+ cmd->sidemove * cmd->sidemove + cmd->upmove * cmd->upmove );
scale = max / total;
return scale;
}
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
#ifdef KMQUAKE2_ENGINE_MOD
if (!tpp->value && tpp_auto->value && (!cl_thirdperson->value || deathmatch->value || coop->value) && ent->client->chasetoggle)
#else
if (!tpp->value && tpp_auto->value && ent->client->chasetoggle)
#endif
Cmd_Chasecam_Toggle(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)
safe_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"))
{
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;
// short save_forwardmove;
// Knightmare- dm pause
if (paused && deathmatch->value)
{
safe_centerprintf(ent, "PAUSED\n\n(type \"sv dmpause\" to resume)");
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
return;
}
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;
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
if (client->startframe == 0)
client->startframe = level.framenum;
client->fps_frames++;
if (client->fps_frames >= 100) {
client->secs_per_frame = (level.time-client->fps_time_start)/100;
client->fps_frames = 0;
client->fps_time_start = level.time;
client->frame_zoomrate = zoomrate->value * client->secs_per_frame;
}
// 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; i<globals.num_edicts && !ent->in_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->chasetoggle && range <= client->zoom + 160.00)) )
{
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 > 10)
turret_disengage(ent->turret);
// INTERMISSION
if (level.intermissiontime)
{
// tpp
if (client->chasetoggle)
ChasecamRemove (ent, OPTION_OFF);
// end tpp
// 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;
}
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)
{
// Knigthtmare- and if not about to push something or infront of func_monitor
edict_t *viewing;
vec3_t intersect;
float range;
viewing = LookingAt(ent,0,intersect,&range);
if ( !(viewing && viewing->classname
&& (Q_stricmp(viewing->classname,"func_monitor") || Q_stricmp(viewing->classname,"func_pushable"))
&& range <= 100) )
{
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;
}
}
}
// SPYCAM
if (client->spycam) {
ClientSpycam(ent);
return; // no movement while in cam
} // END SPYCAM
pm_passent = ent;
// Lazarus: developer item movement
if (client->use && client->shift_dir)
ShiftItem(ent, client->shift_dir);
if (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]);
} 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)
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;
if (level.time > ent->gravity_debounce_time)
client->ps.pmove.gravity = sv_gravity->value;
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] -= 11;
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
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
VectorAdd (ent->groundentity->velocity, ent->velocity, ent->velocity);
}
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
//ZOID
if (client->ctf_grapple)
CTFGrapplePull(client->ctf_grapple);
//ZOID
gi.linkentity (ent);
if (ent->movetype != MOVETYPE_NOCLIP)
G_TouchTriggers (ent);
if ( (world->effects & FX_WORLDSPAWN_JUMPKICK) && (ent->client->jumping) && (ent->solid != SOLID_NOT))
kick_attack(ent);
// touch other objects
// Lazarus: but NOT if game is frozen
if (!level.freeze)
{
for (i=0 ; i<pm.numtouch ; i++)
{
other = pm.touchents[i];
for (j=0 ; j<i ; j++)
if (pm.touchents[j] == other)
break;
if (j != i)
continue; // duplicated
if (!other->touch)
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 & BUTTONS_ATTACK
//ZOID
&& !(ctf->value && ent->movetype == MOVETYPE_NOCLIP) )
//ZOID
{
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);
}
}
// ACEBOT_ADD
if (!ent->is_bot && !ent->deadflag && !ent->client->resp.spectator)
ACEND_PathMap(ent);
// ACEBOT_END
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;
}
//ZOID
//regen tech
CTFApplyRegeneration(ent);
//ZOID
// 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;
// tpp
if (client->delayedstart > 0)
client->delayedstart--;
if (client->delayedstart == 1)
ChasecamStart (ent);
// end tpp
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
//ZOID
&& !(ctf->value && ent->movetype == MOVETYPE_NOCLIP) )
//ZOID
Think_Weapon (ent);
else
client->weapon_thunk = false;
if (ent->deadflag)
{
// wait for any button just going down
if ( level.time > client->respawn_time)
{
// tpp
if (ent->crosshair)
G_FreeEdict(ent->crosshair);
ent->crosshair = NULL;
if (ent->client->oldplayer)
G_FreeEdict (ent->client->oldplayer);
ent->client->oldplayer = NULL;
if (ent->client->chasecam)
G_FreeEdict (ent->client->chasecam);
ent->client->chasecam = NULL;
// end tpp
// in deathmatch, only wait for attack button
if (deathmatch->value)
buttonMask = BUTTONS_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;
}