2005-08-26 17:39:27 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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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2005-10-29 01:53:09 +00:00
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along with Quake III Arena source code; if not, write to the Free Software
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2005-08-26 17:39:27 +00:00
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_playerstate.c -- this file acts on changes in a new playerState_t
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// With normal play, this will be done after local prediction, but when
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// following another player or playing back a demo, it will be checked
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// when the snapshot transitions like all the other entities
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#include "cg_local.h"
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/*
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==============
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CG_CheckAmmo
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If the ammo has gone low enough to generate the warning, play a sound
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==============
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*/
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void CG_CheckAmmo( void ) {
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int i;
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int total;
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int previous;
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int weapons;
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// see about how many seconds of ammo we have remaining
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weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
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total = 0;
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for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
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if ( ! ( weapons & ( 1 << i ) ) ) {
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continue;
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}
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2017-11-11 03:09:01 +00:00
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if ( cg.snap->ps.ammo[i] < 0 ) {
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2017-11-11 02:28:50 +00:00
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continue;
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}
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2005-08-26 17:39:27 +00:00
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switch ( i ) {
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case WP_ROCKET_LAUNCHER:
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case WP_GRENADE_LAUNCHER:
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case WP_RAILGUN:
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case WP_SHOTGUN:
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#ifdef MISSIONPACK
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case WP_PROX_LAUNCHER:
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#endif
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total += cg.snap->ps.ammo[i] * 1000;
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break;
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default:
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total += cg.snap->ps.ammo[i] * 200;
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break;
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}
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if ( total >= 5000 ) {
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cg.lowAmmoWarning = 0;
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return;
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}
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}
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previous = cg.lowAmmoWarning;
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if ( total == 0 ) {
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cg.lowAmmoWarning = 2;
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} else {
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cg.lowAmmoWarning = 1;
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}
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// play a sound on transitions
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if ( cg.lowAmmoWarning != previous ) {
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trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
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}
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}
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/*
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==============
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CG_DamageFeedback
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==============
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*/
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void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
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float left, front, up;
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float kick;
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int health;
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float scale;
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vec3_t dir;
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vec3_t angles;
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float dist;
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float yaw, pitch;
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// show the attacking player's head and name in corner
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cg.attackerTime = cg.time;
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// the lower on health you are, the greater the view kick will be
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health = cg.snap->ps.stats[STAT_HEALTH];
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if ( health < 40 ) {
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scale = 1;
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} else {
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scale = 40.0 / health;
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}
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kick = damage * scale;
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if (kick < 5)
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kick = 5;
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if (kick > 10)
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kick = 10;
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// if yaw and pitch are both 255, make the damage always centered (falling, etc)
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if ( yawByte == 255 && pitchByte == 255 ) {
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cg.damageX = 0;
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cg.damageY = 0;
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cg.v_dmg_roll = 0;
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cg.v_dmg_pitch = -kick;
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} else {
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// positional
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pitch = pitchByte / 255.0 * 360;
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yaw = yawByte / 255.0 * 360;
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angles[PITCH] = pitch;
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angles[YAW] = yaw;
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angles[ROLL] = 0;
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AngleVectors( angles, dir, NULL, NULL );
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VectorSubtract( vec3_origin, dir, dir );
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front = DotProduct (dir, cg.refdef.viewaxis[0] );
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left = DotProduct (dir, cg.refdef.viewaxis[1] );
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up = DotProduct (dir, cg.refdef.viewaxis[2] );
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dir[0] = front;
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dir[1] = left;
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dir[2] = 0;
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dist = VectorLength( dir );
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if ( dist < 0.1 ) {
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dist = 0.1f;
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}
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cg.v_dmg_roll = kick * left;
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cg.v_dmg_pitch = -kick * front;
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if ( front <= 0.1 ) {
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front = 0.1f;
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}
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cg.damageX = -left / front;
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cg.damageY = up / dist;
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}
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// clamp the position
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if ( cg.damageX > 1.0 ) {
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cg.damageX = 1.0;
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}
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if ( cg.damageX < - 1.0 ) {
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cg.damageX = -1.0;
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}
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if ( cg.damageY > 1.0 ) {
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cg.damageY = 1.0;
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}
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if ( cg.damageY < - 1.0 ) {
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cg.damageY = -1.0;
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}
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// don't let the screen flashes vary as much
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if ( kick > 10 ) {
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kick = 10;
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}
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cg.damageValue = kick;
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cg.v_dmg_time = cg.time + DAMAGE_TIME;
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cg.damageTime = cg.snap->serverTime;
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}
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/*
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================
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CG_Respawn
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A respawn happened this snapshot
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================
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*/
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void CG_Respawn( void ) {
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// no error decay on player movement
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cg.thisFrameTeleport = qtrue;
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// display weapons available
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cg.weaponSelectTime = cg.time;
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// select the weapon the server says we are using
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cg.weaponSelect = cg.snap->ps.weapon;
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}
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extern char *eventnames[];
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/*
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==============
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CG_CheckPlayerstateEvents
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==============
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*/
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void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
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int i;
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int event;
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centity_t *cent;
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if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
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cent = &cg_entities[ ps->clientNum ];
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cent->currentState.event = ps->externalEvent;
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cent->currentState.eventParm = ps->externalEventParm;
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CG_EntityEvent( cent, cent->lerpOrigin );
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}
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cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
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// go through the predictable events buffer
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for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
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// if we have a new predictable event
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if ( i >= ops->eventSequence
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// or the server told us to play another event instead of a predicted event we already issued
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// or something the server told us changed our prediction causing a different event
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|| (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) {
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event = ps->events[ i & (MAX_PS_EVENTS-1) ];
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cent->currentState.event = event;
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cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
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CG_EntityEvent( cent, cent->lerpOrigin );
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cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
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cg.eventSequence++;
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}
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}
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}
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/*
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==================
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CG_CheckChangedPredictableEvents
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==================
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*/
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void CG_CheckChangedPredictableEvents( playerState_t *ps ) {
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int i;
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int event;
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centity_t *cent;
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cent = &cg.predictedPlayerEntity;
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for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
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//
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if (i >= cg.eventSequence) {
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continue;
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}
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// if this event is not further back in than the maximum predictable events we remember
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if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) {
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// if the new playerstate event is different from a previously predicted one
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if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) {
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event = ps->events[ i & (MAX_PS_EVENTS-1) ];
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cent->currentState.event = event;
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cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
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CG_EntityEvent( cent, cent->lerpOrigin );
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cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
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if ( cg_showmiss.integer ) {
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CG_Printf("WARNING: changed predicted event\n");
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}
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}
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}
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}
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}
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/*
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==================
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pushReward
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==================
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*/
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static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) {
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if (cg.rewardStack < (MAX_REWARDSTACK-1)) {
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cg.rewardStack++;
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cg.rewardSound[cg.rewardStack] = sfx;
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cg.rewardShader[cg.rewardStack] = shader;
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cg.rewardCount[cg.rewardStack] = rewardCount;
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}
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}
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/*
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==================
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CG_CheckLocalSounds
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==================
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*/
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void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
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2011-07-29 12:27:00 +00:00
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int highScore, reward;
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#ifdef MISSIONPACK
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int health, armor;
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#endif
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2005-08-26 17:39:27 +00:00
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sfxHandle_t sfx;
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// don't play the sounds if the player just changed teams
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if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) {
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return;
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}
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// hit changes
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if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
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2011-07-29 12:27:00 +00:00
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#ifdef MISSIONPACK
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2005-08-26 17:39:27 +00:00
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armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
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health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
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if (armor > 50 ) {
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trap_S_StartLocalSound( cgs.media.hitSoundHighArmor, CHAN_LOCAL_SOUND );
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} else if (armor || health > 100) {
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trap_S_StartLocalSound( cgs.media.hitSoundLowArmor, CHAN_LOCAL_SOUND );
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} else {
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trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
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}
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#else
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trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
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#endif
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} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
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trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
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}
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// health changes of more than -1 should make pain sounds
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if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 ) {
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if ( ps->stats[STAT_HEALTH] > 0 ) {
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CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[STAT_HEALTH] );
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}
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}
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// if we are going into the intermission, don't start any voices
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if ( cg.intermissionStarted ) {
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return;
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}
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// reward sounds
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reward = qfalse;
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if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
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pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]);
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reward = qtrue;
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//Com_Printf("capture\n");
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}
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if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) {
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#ifdef MISSIONPACK
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if (ps->persistant[PERS_IMPRESSIVE_COUNT] == 1) {
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sfx = cgs.media.firstImpressiveSound;
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} else {
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sfx = cgs.media.impressiveSound;
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}
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#else
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sfx = cgs.media.impressiveSound;
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#endif
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pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]);
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reward = qtrue;
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//Com_Printf("impressive\n");
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}
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if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) {
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#ifdef MISSIONPACK
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if (ps->persistant[PERS_EXCELLENT_COUNT] == 1) {
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sfx = cgs.media.firstExcellentSound;
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} else {
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|
|
sfx = cgs.media.excellentSound;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
sfx = cgs.media.excellentSound;
|
|
|
|
#endif
|
|
|
|
pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]);
|
|
|
|
reward = qtrue;
|
|
|
|
//Com_Printf("excellent\n");
|
|
|
|
}
|
|
|
|
if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
|
|
|
|
#ifdef MISSIONPACK
|
2012-07-01 17:27:52 +00:00
|
|
|
if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) {
|
2005-08-26 17:39:27 +00:00
|
|
|
sfx = cgs.media.firstHumiliationSound;
|
|
|
|
} else {
|
|
|
|
sfx = cgs.media.humiliationSound;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
sfx = cgs.media.humiliationSound;
|
|
|
|
#endif
|
|
|
|
pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
|
|
|
|
reward = qtrue;
|
2014-03-13 01:20:54 +00:00
|
|
|
//Com_Printf("gauntlet frag\n");
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
|
|
|
|
pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);
|
|
|
|
reward = qtrue;
|
|
|
|
//Com_Printf("defend\n");
|
|
|
|
}
|
|
|
|
if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) {
|
|
|
|
pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]);
|
|
|
|
reward = qtrue;
|
|
|
|
//Com_Printf("assist\n");
|
|
|
|
}
|
|
|
|
// if any of the player event bits changed
|
|
|
|
if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
|
|
|
|
if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
|
|
|
|
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
|
|
|
|
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
|
|
|
|
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
|
|
|
|
trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
reward = qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for flag pickup
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
if ( cgs.gametype > GT_TEAM ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
|
|
|
|
(ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
|
|
|
|
(ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) )
|
|
|
|
{
|
|
|
|
trap_S_StartLocalSound( cgs.media.youHaveFlagSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// lead changes
|
|
|
|
if (!reward) {
|
|
|
|
//
|
|
|
|
if ( !cg.warmup ) {
|
|
|
|
// never play lead changes during warmup
|
|
|
|
if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) {
|
|
|
|
if ( cgs.gametype < GT_TEAM) {
|
|
|
|
if ( ps->persistant[PERS_RANK] == 0 ) {
|
|
|
|
CG_AddBufferedSound(cgs.media.takenLeadSound);
|
|
|
|
} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
|
|
|
|
CG_AddBufferedSound(cgs.media.tiedLeadSound);
|
|
|
|
} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
|
|
|
|
CG_AddBufferedSound(cgs.media.lostLeadSound);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// timelimit warnings
|
|
|
|
if ( cgs.timelimit > 0 ) {
|
|
|
|
int msec;
|
|
|
|
|
|
|
|
msec = cg.time - cgs.levelStartTime;
|
|
|
|
if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
|
|
|
|
cg.timelimitWarnings |= 1 | 2 | 4;
|
|
|
|
trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) {
|
|
|
|
cg.timelimitWarnings |= 1 | 2;
|
|
|
|
trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) {
|
|
|
|
cg.timelimitWarnings |= 1;
|
|
|
|
trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// fraglimit warnings
|
|
|
|
if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
|
|
|
|
highScore = cgs.scores1;
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
|
|
|
|
if (cgs.gametype == GT_TEAM && cgs.scores2 > highScore) {
|
|
|
|
highScore = cgs.scores2;
|
|
|
|
}
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
|
|
|
|
cg.fraglimitWarnings |= 1 | 2 | 4;
|
|
|
|
CG_AddBufferedSound(cgs.media.oneFragSound);
|
|
|
|
}
|
|
|
|
else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
|
|
|
|
cg.fraglimitWarnings |= 1 | 2;
|
|
|
|
CG_AddBufferedSound(cgs.media.twoFragSound);
|
|
|
|
}
|
|
|
|
else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) {
|
|
|
|
cg.fraglimitWarnings |= 1;
|
|
|
|
CG_AddBufferedSound(cgs.media.threeFragSound);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
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===============
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CG_TransitionPlayerState
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===============
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*/
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void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) {
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// check for changing follow mode
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if ( ps->clientNum != ops->clientNum ) {
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cg.thisFrameTeleport = qtrue;
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// make sure we don't get any unwanted transition effects
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*ops = *ps;
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}
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// damage events (player is getting wounded)
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if ( ps->damageEvent != ops->damageEvent && ps->damageCount ) {
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CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount );
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}
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// respawning
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if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) {
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CG_Respawn();
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}
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if ( cg.mapRestart ) {
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CG_Respawn();
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cg.mapRestart = qfalse;
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}
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if ( cg.snap->ps.pm_type != PM_INTERMISSION
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&& ps->persistant[PERS_TEAM] != TEAM_SPECTATOR ) {
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CG_CheckLocalSounds( ps, ops );
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}
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// check for going low on ammo
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CG_CheckAmmo();
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// run events
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CG_CheckPlayerstateEvents( ps, ops );
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// smooth the ducking viewheight change
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if ( ps->viewheight != ops->viewheight ) {
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cg.duckChange = ps->viewheight - ops->viewheight;
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cg.duckTime = cg.time;
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}
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}
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