mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2024-11-23 21:02:46 +00:00
1087 lines
26 KiB
C
1087 lines
26 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "g_local.h"
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#include "m_player.h"
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static edict_t *current_player;
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static gclient_t *current_client;
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static vec3_t forward, right, up;
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float xyspeed;
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float bobmove;
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int bobcycle; // odd cycles are right foot going forward
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float bobfracsin; // sin(bobfrac*M_PI)
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/*
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===============
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SV_CalcRoll
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===============
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*/
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float SV_CalcRoll (vec3_t angles, vec3_t velocity)
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{
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float sign;
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float side;
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float value;
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs(side);
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value = sv_rollangle->value;
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if (side < sv_rollspeed->value)
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side = side * value / sv_rollspeed->value;
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else
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side = value;
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return side*sign;
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}
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/*
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===============
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P_DamageFeedback
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Handles color blends and view kicks
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===============
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*/
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void P_DamageFeedback (edict_t *player)
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{
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gclient_t *client;
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float side;
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float realcount, count, kick;
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vec3_t v;
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int r, l;
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static vec3_t power_color = {0.0, 1.0, 0.0};
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static vec3_t acolor = {1.0, 1.0, 1.0};
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static vec3_t bcolor = {1.0, 0.0, 0.0};
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client = player->client;
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// flash the backgrounds behind the status numbers
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client->ps.stats[STAT_FLASHES] = 0;
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if (client->damage_blood)
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client->ps.stats[STAT_FLASHES] |= 1;
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if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
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client->ps.stats[STAT_FLASHES] |= 2;
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// total points of damage shot at the player this frame
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count = (client->damage_blood + client->damage_armor + client->damage_parmor);
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if (count == 0)
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return; // didn't take any damage
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// start a pain animation if still in the player model
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if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
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{
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static int i;
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client->anim_priority = ANIM_PAIN;
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if (client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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player->s.frame = FRAME_crpain1-1;
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client->anim_end = FRAME_crpain4;
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}
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else
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{
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i = (i+1)%3;
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switch (i)
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{
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case 0:
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player->s.frame = FRAME_pain101-1;
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client->anim_end = FRAME_pain104;
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break;
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case 1:
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player->s.frame = FRAME_pain201-1;
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client->anim_end = FRAME_pain204;
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break;
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case 2:
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player->s.frame = FRAME_pain301-1;
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client->anim_end = FRAME_pain304;
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break;
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}
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}
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}
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realcount = count;
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if (count < 10)
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count = 10; // always make a visible effect
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// play an apropriate pain sound
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if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
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{
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r = 1 + (rand()&1);
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player->pain_debounce_time = level.time + 0.7;
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if (player->health < 25)
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l = 25;
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else if (player->health < 50)
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l = 50;
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else if (player->health < 75)
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l = 75;
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else
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l = 100;
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gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
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}
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// the total alpha of the blend is always proportional to count
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if (client->damage_alpha < 0)
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client->damage_alpha = 0;
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client->damage_alpha += count*0.01;
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if (client->damage_alpha < 0.2)
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client->damage_alpha = 0.2;
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if (client->damage_alpha > 0.6)
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client->damage_alpha = 0.6; // don't go too saturated
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// the color of the blend will vary based on how much was absorbed
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// by different armors
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VectorClear (v);
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if (client->damage_parmor)
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VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
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if (client->damage_armor)
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VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
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if (client->damage_blood)
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VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
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VectorCopy (v, client->damage_blend);
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//
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// calculate view angle kicks
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//
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kick = abs(client->damage_knockback);
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if (kick && player->health > 0) // kick of 0 means no view adjust at all
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{
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kick = kick * 100 / player->health;
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if (kick < count*0.5)
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kick = count*0.5;
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if (kick > 50)
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kick = 50;
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VectorSubtract (client->damage_from, player->s.origin, v);
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VectorNormalize (v);
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side = DotProduct (v, right);
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client->v_dmg_roll = kick*side*0.3;
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side = -DotProduct (v, forward);
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client->v_dmg_pitch = kick*side*0.3;
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client->v_dmg_time = level.time + DAMAGE_TIME;
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}
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//
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// clear totals
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//
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_parmor = 0;
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client->damage_knockback = 0;
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}
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/*
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===============
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SV_CalcViewOffset
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Auto pitching on slopes?
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fall from 128: 400 = 160000
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fall from 256: 580 = 336400
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fall from 384: 720 = 518400
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fall from 512: 800 = 640000
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fall from 640: 960 =
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damage = deltavelocity*deltavelocity * 0.0001
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===============
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*/
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void SV_CalcViewOffset (edict_t *ent)
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{
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float *angles;
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float bob;
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float ratio;
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float delta;
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vec3_t v;
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//===================================
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// base angles
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angles = ent->client->ps.kick_angles;
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// if dead, fix the angle and don't add any kick
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if (ent->deadflag)
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{
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VectorClear (angles);
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ent->client->ps.viewangles[ROLL] = 40;
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ent->client->ps.viewangles[PITCH] = -15;
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ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
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}
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else
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{
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// add angles based on weapon kick
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VectorCopy (ent->client->kick_angles, angles);
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// add angles based on damage kick
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ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
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if (ratio < 0)
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{
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ratio = 0;
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ent->client->v_dmg_pitch = 0;
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ent->client->v_dmg_roll = 0;
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}
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angles[PITCH] += ratio * ent->client->v_dmg_pitch;
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angles[ROLL] += ratio * ent->client->v_dmg_roll;
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// add pitch based on fall kick
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ratio = (ent->client->fall_time - level.time) / FALL_TIME;
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if (ratio < 0)
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ratio = 0;
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angles[PITCH] += ratio * ent->client->fall_value;
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// add angles based on velocity
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delta = DotProduct (ent->velocity, forward);
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angles[PITCH] += delta*run_pitch->value;
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delta = DotProduct (ent->velocity, right);
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angles[ROLL] += delta*run_roll->value;
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// add angles based on bob
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delta = bobfracsin * bob_pitch->value * xyspeed;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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delta *= 6; // crouching
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angles[PITCH] += delta;
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delta = bobfracsin * bob_roll->value * xyspeed;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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delta *= 6; // crouching
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if (bobcycle & 1)
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delta = -delta;
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angles[ROLL] += delta;
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}
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//===================================
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// base origin
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VectorClear (v);
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// add view height
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v[2] += ent->viewheight;
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// add fall height
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ratio = (ent->client->fall_time - level.time) / FALL_TIME;
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if (ratio < 0)
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ratio = 0;
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v[2] -= ratio * ent->client->fall_value * 0.4;
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// add bob height
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bob = bobfracsin * xyspeed * bob_up->value;
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if (bob > 6)
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bob = 6;
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//gi.DebugGraph (bob *2, 255);
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v[2] += bob;
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// add kick offset
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VectorAdd (v, ent->client->kick_origin, v);
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// absolutely bound offsets
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// so the view can never be outside the player box
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if (v[0] < -14)
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v[0] = -14;
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else if (v[0] > 14)
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v[0] = 14;
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if (v[1] < -14)
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v[1] = -14;
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else if (v[1] > 14)
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v[1] = 14;
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if (v[2] < -22)
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v[2] = -22;
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else if (v[2] > 30)
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v[2] = 30;
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VectorCopy (v, ent->client->ps.viewoffset);
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}
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/*
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==============
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SV_CalcGunOffset
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==============
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*/
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void SV_CalcGunOffset (edict_t *ent)
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{
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int i;
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float delta;
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// gun angles from bobbing
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ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
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ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
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if (bobcycle & 1)
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{
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ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
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ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
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}
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ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
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// gun angles from delta movement
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for (i=0 ; i<3 ; i++)
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{
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delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
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if (delta > 180)
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delta -= 360;
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if (delta < -180)
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delta += 360;
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if (delta > 45)
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delta = 45;
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if (delta < -45)
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delta = -45;
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if (i == YAW)
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ent->client->ps.gunangles[ROLL] += 0.1*delta;
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ent->client->ps.gunangles[i] += 0.2 * delta;
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}
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// gun height
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VectorClear (ent->client->ps.gunoffset);
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// ent->ps->gunorigin[2] += bob;
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// gun_x / gun_y / gun_z are development tools
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for (i=0 ; i<3 ; i++)
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{
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ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
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ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
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ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
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}
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}
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/*
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=============
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SV_AddBlend
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=============
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*/
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void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
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{
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float a2, a3;
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if (a <= 0)
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return;
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a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
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a3 = v_blend[3]/a2; // fraction of color from old
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v_blend[0] = v_blend[0]*a3 + r*(1-a3);
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v_blend[1] = v_blend[1]*a3 + g*(1-a3);
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v_blend[2] = v_blend[2]*a3 + b*(1-a3);
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v_blend[3] = a2;
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}
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/*
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=============
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SV_CalcBlend
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=============
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*/
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void SV_CalcBlend (edict_t *ent)
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{
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int contents;
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vec3_t vieworg;
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int remaining;
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ent->client->ps.blend[0] = ent->client->ps.blend[1] =
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ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
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// add for contents
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VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
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contents = gi.pointcontents (vieworg);
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if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
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ent->client->ps.rdflags |= RDF_UNDERWATER;
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else
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ent->client->ps.rdflags &= ~RDF_UNDERWATER;
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if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
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SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
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else if (contents & CONTENTS_SLIME)
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SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
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else if (contents & CONTENTS_WATER)
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SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
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// add for powerups
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if (ent->client->quad_framenum > level.framenum)
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{
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remaining = ent->client->quad_framenum - level.framenum;
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if (remaining == 30) // beginning to fade
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gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
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if (remaining > 30 || (remaining & 4) )
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SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
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}
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else if (ent->client->invincible_framenum > level.framenum)
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{
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remaining = ent->client->invincible_framenum - level.framenum;
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if (remaining == 30) // beginning to fade
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gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
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if (remaining > 30 || (remaining & 4) )
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SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
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}
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else if (ent->client->enviro_framenum > level.framenum)
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{
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remaining = ent->client->enviro_framenum - level.framenum;
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if (remaining == 30) // beginning to fade
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gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
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if (remaining > 30 || (remaining & 4) )
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SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
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}
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else if (ent->client->breather_framenum > level.framenum)
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{
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remaining = ent->client->breather_framenum - level.framenum;
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if (remaining == 30) // beginning to fade
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gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
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if (remaining > 30 || (remaining & 4) )
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SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
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}
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// add for damage
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if (ent->client->damage_alpha > 0)
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SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
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,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
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if (ent->client->bonus_alpha > 0)
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SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
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// drop the damage value
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ent->client->damage_alpha -= 0.06;
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if (ent->client->damage_alpha < 0)
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ent->client->damage_alpha = 0;
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// drop the bonus value
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ent->client->bonus_alpha -= 0.1;
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if (ent->client->bonus_alpha < 0)
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ent->client->bonus_alpha = 0;
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}
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/*
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=================
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P_FallingDamage
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=================
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*/
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void P_FallingDamage (edict_t *ent)
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{
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float delta;
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int damage;
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vec3_t dir;
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if (ent->s.modelindex != 255)
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return; // not in the player model
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|
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if (ent->movetype == MOVETYPE_NOCLIP)
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return;
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if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
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{
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delta = ent->client->oldvelocity[2];
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}
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else
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{
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if (!ent->groundentity)
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return;
|
|
delta = ent->velocity[2] - ent->client->oldvelocity[2];
|
|
}
|
|
delta = delta*delta * 0.0001;
|
|
|
|
// never take falling damage if completely underwater
|
|
if (ent->waterlevel == 3)
|
|
return;
|
|
if (ent->waterlevel == 2)
|
|
delta *= 0.25;
|
|
if (ent->waterlevel == 1)
|
|
delta *= 0.5;
|
|
|
|
if (delta < 1)
|
|
return;
|
|
|
|
if (delta < 15)
|
|
{
|
|
ent->s.event = EV_FOOTSTEP;
|
|
return;
|
|
}
|
|
|
|
ent->client->fall_value = delta*0.5;
|
|
if (ent->client->fall_value > 40)
|
|
ent->client->fall_value = 40;
|
|
ent->client->fall_time = level.time + FALL_TIME;
|
|
|
|
if (delta > 30)
|
|
{
|
|
if (ent->health > 0)
|
|
{
|
|
if (delta >= 55)
|
|
ent->s.event = EV_FALLFAR;
|
|
else
|
|
ent->s.event = EV_FALL;
|
|
}
|
|
ent->pain_debounce_time = level.time; // no normal pain sound
|
|
damage = (delta-30)/2;
|
|
if (damage < 1)
|
|
damage = 1;
|
|
VectorSet (dir, 0, 0, 1);
|
|
|
|
if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
|
|
T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
|
|
}
|
|
else
|
|
{
|
|
ent->s.event = EV_FALLSHORT;
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
P_WorldEffects
|
|
=============
|
|
*/
|
|
void P_WorldEffects (void)
|
|
{
|
|
qboolean breather;
|
|
qboolean envirosuit;
|
|
int waterlevel, old_waterlevel;
|
|
|
|
if (current_player->movetype == MOVETYPE_NOCLIP)
|
|
{
|
|
current_player->air_finished = level.time + 12; // don't need air
|
|
return;
|
|
}
|
|
|
|
waterlevel = current_player->waterlevel;
|
|
old_waterlevel = current_client->old_waterlevel;
|
|
current_client->old_waterlevel = waterlevel;
|
|
|
|
breather = current_client->breather_framenum > level.framenum;
|
|
envirosuit = current_client->enviro_framenum > level.framenum;
|
|
|
|
//
|
|
// if just entered a water volume, play a sound
|
|
//
|
|
if (!old_waterlevel && waterlevel)
|
|
{
|
|
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
|
|
if (current_player->watertype & CONTENTS_LAVA)
|
|
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
|
|
else if (current_player->watertype & CONTENTS_SLIME)
|
|
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
|
|
else if (current_player->watertype & CONTENTS_WATER)
|
|
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
|
|
current_player->flags |= FL_INWATER;
|
|
|
|
// clear damage_debounce, so the pain sound will play immediately
|
|
current_player->damage_debounce_time = level.time - 1;
|
|
}
|
|
|
|
//
|
|
// if just completely exited a water volume, play a sound
|
|
//
|
|
if (old_waterlevel && ! waterlevel)
|
|
{
|
|
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
|
|
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
|
|
current_player->flags &= ~FL_INWATER;
|
|
}
|
|
|
|
//
|
|
// check for head just going under water
|
|
//
|
|
if (old_waterlevel != 3 && waterlevel == 3)
|
|
{
|
|
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
//
|
|
// check for head just coming out of water
|
|
//
|
|
if (old_waterlevel == 3 && waterlevel != 3)
|
|
{
|
|
if (current_player->air_finished < level.time)
|
|
{ // gasp for air
|
|
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
|
|
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
|
|
}
|
|
else if (current_player->air_finished < level.time + 11)
|
|
{ // just break surface
|
|
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
|
|
//
|
|
// check for drowning
|
|
//
|
|
if (waterlevel == 3)
|
|
{
|
|
// breather or envirosuit give air
|
|
if (breather || envirosuit)
|
|
{
|
|
current_player->air_finished = level.time + 10;
|
|
|
|
if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
|
|
{
|
|
if (!current_client->breather_sound)
|
|
gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
|
|
current_client->breather_sound ^= 1;
|
|
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
|
|
//FIXME: release a bubble?
|
|
}
|
|
}
|
|
|
|
// if out of air, start drowning
|
|
if (current_player->air_finished < level.time)
|
|
{ // drown!
|
|
if (current_player->client->next_drown_time < level.time
|
|
&& current_player->health > 0)
|
|
{
|
|
current_player->client->next_drown_time = level.time + 1;
|
|
|
|
// take more damage the longer underwater
|
|
current_player->dmg += 2;
|
|
if (current_player->dmg > 15)
|
|
current_player->dmg = 15;
|
|
|
|
// play a gurp sound instead of a normal pain sound
|
|
if (current_player->health <= current_player->dmg)
|
|
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
|
|
else if (rand()&1)
|
|
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
|
|
|
|
current_player->pain_debounce_time = level.time;
|
|
|
|
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
current_player->air_finished = level.time + 12;
|
|
current_player->dmg = 2;
|
|
}
|
|
|
|
//
|
|
// check for sizzle damage
|
|
//
|
|
if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
|
|
{
|
|
if (current_player->watertype & CONTENTS_LAVA)
|
|
{
|
|
if (current_player->health > 0
|
|
&& current_player->pain_debounce_time <= level.time
|
|
&& current_client->invincible_framenum < level.framenum)
|
|
{
|
|
if (rand()&1)
|
|
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
|
|
current_player->pain_debounce_time = level.time + 1;
|
|
}
|
|
|
|
if (envirosuit) // take 1/3 damage with envirosuit
|
|
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
|
|
else
|
|
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
|
|
}
|
|
|
|
if (current_player->watertype & CONTENTS_SLIME)
|
|
{
|
|
if (!envirosuit)
|
|
{ // no damage from slime with envirosuit
|
|
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
G_SetClientEffects
|
|
===============
|
|
*/
|
|
void G_SetClientEffects (edict_t *ent)
|
|
{
|
|
int pa_type;
|
|
int remaining;
|
|
|
|
ent->s.effects = 0;
|
|
ent->s.renderfx = 0;
|
|
|
|
if (ent->health <= 0 || level.intermissiontime)
|
|
return;
|
|
|
|
if (ent->powerarmor_time > level.time)
|
|
{
|
|
pa_type = PowerArmorType (ent);
|
|
if (pa_type == POWER_ARMOR_SCREEN)
|
|
{
|
|
ent->s.effects |= EF_POWERSCREEN;
|
|
}
|
|
else if (pa_type == POWER_ARMOR_SHIELD)
|
|
{
|
|
ent->s.effects |= EF_COLOR_SHELL;
|
|
ent->s.renderfx |= RF_SHELL_GREEN;
|
|
}
|
|
}
|
|
|
|
if (ent->client->quad_framenum > level.framenum)
|
|
{
|
|
remaining = ent->client->quad_framenum - level.framenum;
|
|
if (remaining > 30 || (remaining & 4) )
|
|
ent->s.effects |= EF_QUAD;
|
|
}
|
|
|
|
if (ent->client->invincible_framenum > level.framenum)
|
|
{
|
|
remaining = ent->client->invincible_framenum - level.framenum;
|
|
if (remaining > 30 || (remaining & 4) )
|
|
ent->s.effects |= EF_PENT;
|
|
}
|
|
|
|
// show cheaters!!!
|
|
if (ent->flags & FL_GODMODE)
|
|
{
|
|
ent->s.effects |= EF_COLOR_SHELL;
|
|
ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
G_SetClientEvent
|
|
===============
|
|
*/
|
|
void G_SetClientEvent (edict_t *ent)
|
|
{
|
|
if (ent->s.event)
|
|
return;
|
|
|
|
if ( ent->groundentity && xyspeed > 225)
|
|
{
|
|
if ( (int)(current_client->bobtime+bobmove) != bobcycle )
|
|
ent->s.event = EV_FOOTSTEP;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
G_SetClientSound
|
|
===============
|
|
*/
|
|
void G_SetClientSound (edict_t *ent)
|
|
{
|
|
char *weap;
|
|
|
|
if (ent->client->pers.game_helpchanged != game.helpchanged)
|
|
{
|
|
ent->client->pers.game_helpchanged = game.helpchanged;
|
|
ent->client->pers.helpchanged = 1;
|
|
}
|
|
|
|
// help beep (no more than three times)
|
|
if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
|
|
{
|
|
ent->client->pers.helpchanged++;
|
|
gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
|
|
}
|
|
|
|
|
|
if (ent->client->pers.weapon)
|
|
weap = ent->client->pers.weapon->classname;
|
|
else
|
|
weap = "";
|
|
|
|
if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
|
|
ent->s.sound = snd_fry;
|
|
else if (strcmp(weap, "weapon_railgun") == 0)
|
|
ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
|
|
else if (strcmp(weap, "weapon_bfg") == 0)
|
|
ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
|
|
else if (ent->client->weapon_sound)
|
|
ent->s.sound = ent->client->weapon_sound;
|
|
else
|
|
ent->s.sound = 0;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
G_SetClientFrame
|
|
===============
|
|
*/
|
|
void G_SetClientFrame (edict_t *ent)
|
|
{
|
|
gclient_t *client;
|
|
qboolean duck, run;
|
|
|
|
if (ent->s.modelindex != 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;
|
|
|
|
// 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;
|
|
|
|
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)
|
|
{
|
|
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
|
|
{
|
|
ent->s.frame = FRAME_run1;
|
|
client->anim_end = FRAME_run6;
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
float bobtime;
|
|
int i;
|
|
|
|
current_player = ent;
|
|
current_client = ent->client;
|
|
|
|
//
|
|
// If the origin or velocity have changed since ClientThink(),
|
|
// update the pmove values. This will happen when the client
|
|
// is pushed by a bmodel or kicked by an explosion.
|
|
//
|
|
// If it wasn't updated here, the view position would lag a frame
|
|
// behind the body position when pushed -- "sinking into plats"
|
|
//
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
|
|
current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
|
|
}
|
|
|
|
//
|
|
// If the end of unit layout is displayed, don't give
|
|
// the player any normal movement attributes
|
|
//
|
|
if (level.intermissiontime)
|
|
{
|
|
// FIXME: add view drifting here?
|
|
current_client->ps.blend[3] = 0;
|
|
current_client->ps.fov = 90;
|
|
G_SetStats (ent);
|
|
return;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, up);
|
|
|
|
// burn from lava, etc
|
|
P_WorldEffects ();
|
|
|
|
//
|
|
// set model angles from view angles so other things in
|
|
// the world can tell which direction you are looking
|
|
//
|
|
if (ent->client->v_angle[PITCH] > 180)
|
|
ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
|
|
else
|
|
ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
|
|
ent->s.angles[YAW] = ent->client->v_angle[YAW];
|
|
ent->s.angles[ROLL] = 0;
|
|
ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
|
|
|
|
//
|
|
// calculate speed and cycle to be used for
|
|
// all cyclic walking effects
|
|
//
|
|
xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
|
|
|
|
if (xyspeed < 5)
|
|
{
|
|
bobmove = 0;
|
|
current_client->bobtime = 0; // start at beginning of cycle again
|
|
}
|
|
else if (ent->groundentity)
|
|
{ // so bobbing only cycles when on ground
|
|
if (xyspeed > 210)
|
|
bobmove = 0.25;
|
|
else if (xyspeed > 100)
|
|
bobmove = 0.125;
|
|
else
|
|
bobmove = 0.0625;
|
|
}
|
|
|
|
bobtime = (current_client->bobtime += bobmove);
|
|
|
|
if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
bobtime *= 4;
|
|
|
|
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 after viewoffset, so eye contents can be
|
|
// accurately determined
|
|
// FIXME: with client prediction, the contents
|
|
// should be determined by the client
|
|
SV_CalcBlend (ent);
|
|
|
|
// chase cam stuff
|
|
if (ent->client->resp.spectator)
|
|
G_SetSpectatorStats(ent);
|
|
else
|
|
G_SetStats (ent);
|
|
G_CheckChaseStats(ent);
|
|
|
|
G_SetClientEvent (ent);
|
|
|
|
G_SetClientEffects (ent);
|
|
|
|
G_SetClientSound (ent);
|
|
|
|
G_SetClientFrame (ent);
|
|
|
|
VectorCopy (ent->velocity, ent->client->oldvelocity);
|
|
VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
|
|
|
|
// clear weapon kicks
|
|
VectorClear (ent->client->kick_origin);
|
|
VectorClear (ent->client->kick_angles);
|
|
|
|
// if the scoreboard is up, update it
|
|
if (ent->client->showscores && !(level.framenum & 31) )
|
|
{
|
|
DeathmatchScoreboardMessage (ent, ent->enemy);
|
|
gi.unicast (ent, false);
|
|
}
|
|
}
|
|
|