From eb9fe030c47281e6145908e0331cc543b4aaf432 Mon Sep 17 00:00:00 2001 From: Thilo Schulz Date: Mon, 1 Aug 2011 11:39:33 +0000 Subject: [PATCH] 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. ******************************************************************************** ################################################################################ --- code/botlib/be_ai_move.c | 2 +- code/cgame/cg_draw.c | 4 +- code/cgame/cg_event.c | 67 ++++++++++++++++++++++++++++--- code/cgame/cg_main.c | 5 ++- code/cgame/cg_players.c | 9 +++-- code/cgame/cg_playerstate.c | 7 +++- code/cgame/cg_predict.c | 4 +- code/cgame/cg_servercmds.c | 4 +- code/client/cl_main.c | 4 +- code/game/ai_chat.c | 1 + code/game/ai_dmnet.c | 21 ++++++++-- code/game/ai_dmq3.c | 73 ++++++++++++++++++---------------- code/game/ai_main.c | 45 ++++++++++++++------- code/game/ai_team.c | 14 +++---- code/game/bg_pmove.c | 4 +- code/game/g_active.c | 13 +------ code/game/g_bot.c | 6 +-- code/game/g_client.c | 78 ++++++++++++++----------------------- code/game/g_cmds.c | 2 +- code/game/g_combat.c | 19 ++------- code/game/g_items.c | 20 +++++----- code/game/g_local.h | 2 +- code/game/g_main.c | 30 ++++++-------- code/game/g_misc.c | 12 +++--- code/game/g_mover.c | 34 ++++++++-------- code/game/g_spawn.c | 2 +- code/game/g_team.c | 3 +- code/game/g_weapon.c | 11 +++++- code/q3_ui/ui_gameinfo.c | 4 +- code/q3_ui/ui_players.c | 2 +- code/q3_ui/ui_startserver.c | 2 +- code/ui/ui_gameinfo.c | 4 +- code/ui/ui_main.c | 2 +- code/ui/ui_players.c | 2 +- 34 files changed, 286 insertions(+), 226 deletions(-) diff --git a/code/botlib/be_ai_move.c b/code/botlib/be_ai_move.c index 43e9a337..e633ebcc 100644 --- a/code/botlib/be_ai_move.c +++ b/code/botlib/be_ai_move.c @@ -3187,7 +3187,7 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in else if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_ELEVATOR || (reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_FUNCBOB) { - if ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || + if ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) { ms->reachability_time = AAS_Time() + 5; diff --git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c index 50fcb717..96660831 100644 --- a/code/cgame/cg_draw.c +++ b/code/cgame/cg_draw.c @@ -2123,9 +2123,9 @@ static void CG_DrawTeamVote(void) { char *s; int sec, cs_offset; - if ( cgs.clientinfo->team == TEAM_RED ) + if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) cs_offset = 0; - else if ( cgs.clientinfo->team == TEAM_BLUE ) + else if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) cs_offset = 1; else return; diff --git a/code/cgame/cg_event.c b/code/cgame/cg_event.c index ebb28520..5be58384 100644 --- a/code/cgame/cg_event.c +++ b/code/cgame/cg_event.c @@ -418,6 +418,51 @@ static void CG_ItemPickup( int itemNum ) { } +/* +================ +CG_WaterLevel + +Returns waterlevel for entity origin +================ +*/ +int CG_WaterLevel(centity_t *cent) { + vec3_t point; + int contents, sample1, sample2, anim, waterlevel; + + // get waterlevel, accounting for ducking + waterlevel = 0; + VectorCopy(cent->lerpOrigin, point); + point[2] += MINS_Z + 1; + anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; + + if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) { + point[2] += CROUCH_VIEWHEIGHT; + } else { + point[2] += DEFAULT_VIEWHEIGHT; + } + + contents = CG_PointContents(point, -1); + + if (contents & MASK_WATER) { + sample2 = point[2] - MINS_Z; + sample1 = sample2 / 2; + waterlevel = 1; + point[2] = cent->lerpOrigin[2] + MINS_Z + sample1; + contents = CG_PointContents(point, -1); + + if (contents & MASK_WATER) { + waterlevel = 2; + point[2] = cent->lerpOrigin[2] + MINS_Z + sample2; + contents = CG_PointContents(point, -1); + + if (contents & MASK_WATER) { + waterlevel = 3; + } + } + } + + return waterlevel; +} /* ================ @@ -443,9 +488,16 @@ void CG_PainEvent( centity_t *cent, int health ) { } else { snd = "*pain100_1.wav"; } - trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, - CG_CustomSound( cent->currentState.number, snd ) ); - + // play a gurp sound instead of a normal pain sound + if (CG_WaterLevel(cent) >= 1) { + if (rand()&1) { + trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav")); + } else { + trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav")); + } + } else { + trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd)); + } // save pain time for programitic twitch animation cent->pe.painTime = cg.time; cent->pe.painDirection ^= 1; @@ -1105,8 +1157,13 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) { case EV_DEATH2: case EV_DEATH3: DEBUGNAME("EV_DEATHx"); - trap_S_StartSound( NULL, es->number, CHAN_VOICE, - CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) ); + + if (CG_WaterLevel(cent) >= 1) { + trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav")); + } else { + trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1))); + } + break; diff --git a/code/cgame/cg_main.c b/code/cgame/cg_main.c index 6aaec5ce..6bed3da2 100644 --- a/code/cgame/cg_main.c +++ b/code/cgame/cg_main.c @@ -920,6 +920,7 @@ static void CG_RegisterGraphics( void ) { } if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) { + cgs.media.rocketExplosionShader = trap_R_RegisterShader("rocketExplosion"); cgs.media.overloadBaseModel = trap_R_RegisterModel( "models/powerups/overload_base.md3" ); cgs.media.overloadTargetModel = trap_R_RegisterModel( "models/powerups/overload_target.md3" ); cgs.media.overloadLightsModel = trap_R_RegisterModel( "models/powerups/overload_lights.md3" ); @@ -1189,7 +1190,7 @@ char *CG_GetMenuBuffer(const char *filename) { return NULL; } if ( len >= MAX_MENUFILE ) { - trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) ); + trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) ); trap_FS_FCloseFile( f ); return NULL; } @@ -1446,7 +1447,7 @@ void CG_LoadMenus(const char *menuFile) { } if ( len >= MAX_MENUDEFFILE ) { - trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) ); + trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", menuFile, len, MAX_MENUDEFFILE ) ); trap_FS_FCloseFile( f ); return; } diff --git a/code/cgame/cg_players.c b/code/cgame/cg_players.c index 174c4986..e5cf2f09 100644 --- a/code/cgame/cg_players.c +++ b/code/cgame/cg_players.c @@ -247,7 +247,7 @@ static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) } if ( i != MAX_ANIMATIONS ) { - CG_Printf( "Error parsing animation file: %s", filename ); + CG_Printf( "Error parsing animation file: %s\n", filename ); return qfalse; } @@ -1048,7 +1048,7 @@ void CG_NewClientInfo( int clientNum ) { CG_SetDeferredClientInfo( clientNum, &newInfo ); // if we are low on memory, leave them with this model if ( forceDefer ) { - CG_Printf( "Memory is low. Using deferred model.\n" ); + CG_Printf( "Memory is low. Using deferred model.\n" ); newInfo.deferred = qfalse; } } else { @@ -1081,7 +1081,7 @@ void CG_LoadDeferredPlayers( void ) { if ( ci->infoValid && ci->deferred ) { // if we are low on memory, leave it deferred if ( trap_MemoryRemaining() < 4000000 ) { - CG_Printf( "Memory is low. Using deferred model.\n" ); + CG_Printf( "Memory is low. Using deferred model.\n" ); ci->deferred = qfalse; continue; } @@ -1399,7 +1399,8 @@ static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], v // allow yaw to drift a bit if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE - || ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) { + || ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND + && (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) { // if not standing still, always point all in the same direction cent->pe.torso.yawing = qtrue; // always center cent->pe.torso.pitching = qtrue; // always center diff --git a/code/cgame/cg_playerstate.c b/code/cgame/cg_playerstate.c index 007b3bfe..066e24a1 100644 --- a/code/cgame/cg_playerstate.c +++ b/code/cgame/cg_playerstate.c @@ -415,7 +415,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { } // check for flag pickup - if ( cgs.gametype >= GT_TEAM ) { + if ( cgs.gametype > GT_TEAM ) { 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]) ) @@ -465,6 +465,11 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { // fraglimit warnings if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) { highScore = cgs.scores1; + + if (cgs.gametype == GT_TEAM && cgs.scores2 > highScore) { + highScore = cgs.scores2; + } + if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) { cg.fraglimitWarnings |= 1 | 2 | 4; CG_AddBufferedSound(cgs.media.oneFragSound); diff --git a/code/cgame/cg_predict.c b/code/cgame/cg_predict.c index 2da4e034..b7a69532 100644 --- a/code/cgame/cg_predict.c +++ b/code/cgame/cg_predict.c @@ -287,10 +287,8 @@ static void CG_TouchItem( centity_t *cent ) { return; } } - if( cgs.gametype == GT_CTF || cgs.gametype == GT_HARVESTER ) { -#else - if( cgs.gametype == GT_CTF ) { #endif + if( cgs.gametype == GT_CTF ) { if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED && item->giTag == PW_REDFLAG) return; diff --git a/code/cgame/cg_servercmds.c b/code/cgame/cg_servercmds.c index 2c7a0747..28147c64 100644 --- a/code/cgame/cg_servercmds.c +++ b/code/cgame/cg_servercmds.c @@ -545,7 +545,7 @@ int CG_ParseVoiceChats( const char *filename, voiceChatList_t *voiceChatList, in return qfalse; } if ( len >= MAX_VOICEFILESIZE ) { - trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) ); + trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) ); trap_FS_FCloseFile( f ); return qfalse; } @@ -658,7 +658,7 @@ int CG_HeadModelVoiceChats( char *filename ) { return -1; } if ( len >= MAX_VOICEFILESIZE ) { - trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) ); + trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) ); trap_FS_FCloseFile( f ); return -1; } diff --git a/code/client/cl_main.c b/code/client/cl_main.c index 2e17c970..7c8c2102 100644 --- a/code/client/cl_main.c +++ b/code/client/cl_main.c @@ -2598,7 +2598,7 @@ void CL_ConnectionlessPacket( netadr_t from, msg_t *msg ) { if (clc.state != CA_CONNECTING) { - Com_DPrintf("Unwanted challenge response received. Ignored.\n"); + Com_DPrintf("Unwanted challenge response received. Ignored.\n"); return; } @@ -2677,7 +2677,7 @@ void CL_ConnectionlessPacket( netadr_t from, msg_t *msg ) { // server connection if ( !Q_stricmp(c, "connectResponse") ) { if ( clc.state >= CA_CONNECTED ) { - Com_Printf ("Dup connect received. Ignored.\n"); + Com_Printf ("Dup connect received. Ignored.\n"); return; } if ( clc.state != CA_CHALLENGING ) { diff --git a/code/game/ai_chat.c b/code/game/ai_chat.c index 373eb5e9..3a5928b5 100644 --- a/code/game/ai_chat.c +++ b/code/game/ai_chat.c @@ -381,6 +381,7 @@ int BotValidChatPosition(bot_state_t *bs) { if (BotIsDead(bs)) return qtrue; //never start chatting with a powerup if (bs->inventory[INVENTORY_QUAD] || + bs->inventory[INVENTORY_ENVIRONMENTSUIT] || bs->inventory[INVENTORY_HASTE] || bs->inventory[INVENTORY_INVISIBILITY] || bs->inventory[INVENTORY_REGEN] || diff --git a/code/game/ai_dmnet.c b/code/game/ai_dmnet.c index 9983a9e6..e8f461db 100644 --- a/code/game/ai_dmnet.c +++ b/code/game/ai_dmnet.c @@ -193,8 +193,12 @@ int BotNearbyGoal(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) { //check if the bot should go for air if (BotGoForAir(bs, tfl, ltg, range)) return qtrue; - //if the bot is carrying the enemy flag - if (BotCTFCarryingFlag(bs)) { + // if the bot is carrying a flag or cubes + if (BotCTFCarryingFlag(bs) +#ifdef MISSIONPACK + || Bot1FCTFCarryingFlag(bs) || BotHarvesterCarryingCubes(bs) +#endif + ) { //if the bot is just a few secs away from the base if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, bs->teamgoal.areanum, TFL_DEFAULT) < 300) { @@ -1303,7 +1307,11 @@ int BotSelectActivateWeapon(bot_state_t *bs) { return WEAPONINDEX_CHAINGUN; else if (bs->inventory[INVENTORY_NAILGUN] > 0 && bs->inventory[INVENTORY_NAILS] > 0) return WEAPONINDEX_NAILGUN; + else if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 && bs->inventory[INVENTORY_MINES] > 0) + return WEAPONINDEX_PROXLAUNCHER; #endif + else if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 && bs->inventory[INVENTORY_GRENADES] > 0) + return WEAPONINDEX_GRENADE_LAUNCHER; else if (bs->inventory[INVENTORY_RAILGUN] > 0 && bs->inventory[INVENTORY_SLUGS] > 0) return WEAPONINDEX_RAILGUN; else if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0) @@ -1962,11 +1970,12 @@ void AIEnter_Battle_Fight(bot_state_t *bs, char *s) { BotRecordNodeSwitch(bs, "battle fight", "", s); trap_BotResetLastAvoidReach(bs->ms); bs->ainode = AINode_Battle_Fight; + bs->flags &= ~BFL_FIGHTSUICIDAL; } /* ================== -AIEnter_Battle_Fight +AIEnter_Battle_SuicidalFight ================== */ void AIEnter_Battle_SuicidalFight(bot_state_t *bs, char *s) { @@ -2083,6 +2092,12 @@ int AINode_Battle_Fight(bot_state_t *bs) { } //if the enemy is not visible if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { +#ifdef MISSIONPACK + if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { + AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); + return qfalse; + } +#endif if (BotWantsToChase(bs)) { AIEnter_Battle_Chase(bs, "battle fight: enemy out of sight"); return qfalse; diff --git a/code/game/ai_dmq3.c b/code/game/ai_dmq3.c index 722a9908..ada5b5d6 100644 --- a/code/game/ai_dmq3.c +++ b/code/game/ai_dmq3.c @@ -141,16 +141,17 @@ BotTeam ================== */ int BotTeam(bot_state_t *bs) { - char info[1024]; if (bs->client < 0 || bs->client >= MAX_CLIENTS) { - //BotAI_Print(PRT_ERROR, "BotCTFTeam: client out of range\n"); return qfalse; } - trap_GetConfigstring(CS_PLAYERS+bs->client, info, sizeof(info)); - // - if (atoi(Info_ValueForKey(info, "t")) == TEAM_RED) return TEAM_RED; - else if (atoi(Info_ValueForKey(info, "t")) == TEAM_BLUE) return TEAM_BLUE; + + if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { + return TEAM_RED; + } else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) { + return TEAM_BLUE; + } + return TEAM_FREE; } @@ -1677,8 +1678,8 @@ void BotCheckItemPickup(bot_state_t *bs, int *oldinventory) { //trap_BotEnterChat(bs->cs, leader, CHAT_TELL); } } - bs->teamtaskpreference |= TEAMTP_ATTACKER; } + bs->teamtaskpreference |= TEAMTP_ATTACKER; } bs->teamtaskpreference &= ~TEAMTP_DEFENDER; } @@ -2283,7 +2284,7 @@ int BotWantsToRetreat(bot_state_t *bs) { else if (gametype == GT_OBELISK) { //the bots should be dedicated to attacking the enemy obelisk if (bs->ltgtype == LTG_ATTACKENEMYBASE) { - if (bs->enemy != redobelisk.entitynum || + if (bs->enemy != redobelisk.entitynum && bs->enemy != blueobelisk.entitynum) { return qtrue; } @@ -2302,8 +2303,12 @@ int BotWantsToRetreat(bot_state_t *bs) { if (bs->enemy >= 0) { //if the enemy is carrying a flag BotEntityInfo(bs->enemy, &entinfo); - if (EntityCarriesFlag(&entinfo)) - return qfalse; + // if the enemy is carrying a flag + if (EntityCarriesFlag(&entinfo)) return qfalse; +#ifdef MISSIONPACK + // if the enemy is carrying cubes + if (EntityCarriesCubes(&entinfo)) return qfalse; +#endif } //if the bot is getting the flag if (bs->ltgtype == LTG_GETFLAG) @@ -2344,7 +2349,7 @@ int BotWantsToChase(bot_state_t *bs) { else if (gametype == GT_OBELISK) { //the bots should be dedicated to attacking the enemy obelisk if (bs->ltgtype == LTG_ATTACKENEMYBASE) { - if (bs->enemy != redobelisk.entitynum || + if (bs->enemy != redobelisk.entitynum && bs->enemy != blueobelisk.entitynum) { return qfalse; } @@ -2352,8 +2357,11 @@ int BotWantsToChase(bot_state_t *bs) { } else if (gametype == GT_HARVESTER) { //never chase if carrying cubes - if (BotHarvesterCarryingCubes(bs)) - return qfalse; + if (BotHarvesterCarryingCubes(bs)) return qfalse; + + BotEntityInfo(bs->enemy, &entinfo); + // always chase if the enemy is carrying cubes + if (EntityCarriesCubes(&entinfo)) return qtrue; } #endif //if the bot is getting the flag @@ -2767,22 +2775,19 @@ BotSameTeam ================== */ int BotSameTeam(bot_state_t *bs, int entnum) { - char info1[1024], info2[1024]; if (bs->client < 0 || bs->client >= MAX_CLIENTS) { - //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n"); return qfalse; } + if (entnum < 0 || entnum >= MAX_CLIENTS) { - //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n"); return qfalse; } - if ( gametype >= GT_TEAM ) { - trap_GetConfigstring(CS_PLAYERS+bs->client, info1, sizeof(info1)); - trap_GetConfigstring(CS_PLAYERS+entnum, info2, sizeof(info2)); - // - if (atoi(Info_ValueForKey(info1, "t")) == atoi(Info_ValueForKey(info2, "t"))) return qtrue; + + if (gametype >= GT_TEAM) { + if (level.clients[bs->client].sess.sessionTeam == level.clients[entnum].sess.sessionTeam) return qtrue; } + return qfalse; } @@ -3636,7 +3641,7 @@ void BotCheckAttack(bot_state_t *bs) { VectorMA(start, -12, forward, start); BotAI_Trace(&trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT); //if the entity is a client - if (trace.ent > 0 && trace.ent <= MAX_CLIENTS) { + if (trace.ent >= 0 && trace.ent < MAX_CLIENTS) { if (trace.ent != attackentity) { //if a teammate is hit if (BotSameTeam(bs, trace.ent)) @@ -5133,7 +5138,7 @@ void BotSetupAlternativeRouteGoals(void) { #ifdef MISSIONPACK if (gametype == GT_CTF) { if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0) - BotAI_Print(PRT_WARNING, "no alt routes without Neutral Flag\n"); + BotAI_Print(PRT_WARNING, "No alt routes without Neutral Flag\n"); if (ctf_neutralflag.areanum) { // red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( @@ -5151,7 +5156,8 @@ void BotSetupAlternativeRouteGoals(void) { } } else if (gametype == GT_1FCTF) { - // + if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0) + BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Obelisk\n"); red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( ctf_neutralflag.origin, ctf_neutralflag.areanum, ctf_redflag.origin, ctf_redflag.areanum, TFL_DEFAULT, @@ -5167,7 +5173,7 @@ void BotSetupAlternativeRouteGoals(void) { } else if (gametype == GT_OBELISK) { if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0) - BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n"); + BotAI_Print(PRT_WARNING, "No alt routes without Neutral Obelisk\n"); // red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( neutralobelisk.origin, neutralobelisk.areanum, @@ -5183,7 +5189,8 @@ void BotSetupAlternativeRouteGoals(void) { ALTROUTEGOAL_VIEWPORTALS); } else if (gametype == GT_HARVESTER) { - // + if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0) + BotAI_Print(PRT_WARNING, "Harvester without Neutral Obelisk\n"); red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( neutralobelisk.origin, neutralobelisk.areanum, redobelisk.origin, redobelisk.areanum, TFL_DEFAULT, @@ -5414,27 +5421,27 @@ void BotSetupDeathmatchAI(void) { if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0) BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Flag\n"); if (trap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0) - BotAI_Print(PRT_WARNING, "CTF without Red Flag\n"); + BotAI_Print(PRT_WARNING, "One Flag CTF without Red Flag\n"); if (trap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0) - BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n"); + BotAI_Print(PRT_WARNING, "One Flag CTF without Blue Flag\n"); } else if (gametype == GT_OBELISK) { if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0) - BotAI_Print(PRT_WARNING, "Obelisk without red obelisk\n"); + BotAI_Print(PRT_WARNING, "Overload without Red Obelisk\n"); BotSetEntityNumForGoal(&redobelisk, "team_redobelisk"); if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0) - BotAI_Print(PRT_WARNING, "Obelisk without blue obelisk\n"); + BotAI_Print(PRT_WARNING, "Overload without Blue Obelisk\n"); BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk"); } else if (gametype == GT_HARVESTER) { if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0) - BotAI_Print(PRT_WARNING, "Harvester without red obelisk\n"); + BotAI_Print(PRT_WARNING, "Harvester without Red Obelisk\n"); BotSetEntityNumForGoal(&redobelisk, "team_redobelisk"); if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0) - BotAI_Print(PRT_WARNING, "Harvester without blue obelisk\n"); + BotAI_Print(PRT_WARNING, "Harvester without Blue Obelisk\n"); BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk"); if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0) - BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n"); + BotAI_Print(PRT_WARNING, "Harvester without Neutral Obelisk\n"); BotSetEntityNumForGoal(&neutralobelisk, "team_neutralobelisk"); } #endif diff --git a/code/game/ai_main.c b/code/game/ai_main.c index fb37c283..bbf5fd57 100644 --- a/code/game/ai_main.c +++ b/code/game/ai_main.c @@ -821,11 +821,10 @@ void BotInputToUserCommand(bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3] vec3_t angles, forward, right; short temp; int j; + float f, r, u, m; //clear the whole structure memset(ucmd, 0, sizeof(usercmd_t)); - // - //Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed); //the duration for the user command in milli seconds ucmd->serverTime = time; // @@ -876,21 +875,37 @@ void BotInputToUserCommand(bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3] //bot input speed is in the range [0, 400] bi->speed = bi->speed * 127 / 400; //set the view independent movement - ucmd->forwardmove = DotProduct(forward, bi->dir) * bi->speed; - ucmd->rightmove = DotProduct(right, bi->dir) * bi->speed; - ucmd->upmove = abs(forward[2]) * bi->dir[2] * bi->speed; - //normal keyboard movement - if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove += 127; - if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove -= 127; - if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove -= 127; - if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove += 127; + f = DotProduct(forward, bi->dir); + r = DotProduct(right, bi->dir); + u = abs(forward[2]) * bi->dir[2]; + m = fabs(f); + + if (fabs(r) > m) { + m = fabs(r); + } + + if (fabs(u) > m) { + m = fabs(u); + } + + if (m > 0) { + f *= bi->speed / m; + r *= bi->speed / m; + u *= bi->speed / m; + } + + ucmd->forwardmove = f; + ucmd->rightmove = r; + ucmd->upmove = u; + + if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove = 127; + if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove = -127; + if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove = -127; + if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove = 127; //jump/moveup - if (bi->actionflags & ACTION_JUMP) ucmd->upmove += 127; + if (bi->actionflags & ACTION_JUMP) ucmd->upmove = 127; //crouch/movedown - if (bi->actionflags & ACTION_CROUCH) ucmd->upmove -= 127; - // - //Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove); - //Com_Printf("ucmd->serverTime = %d\n", ucmd->serverTime); + if (bi->actionflags & ACTION_CROUCH) ucmd->upmove = -127; } /* diff --git a/code/game/ai_team.c b/code/game/ai_team.c index 858c16cd..2abcce16 100644 --- a/code/game/ai_team.c +++ b/code/game/ai_team.c @@ -458,11 +458,11 @@ void BotCTFOrders_FlagNotAtBase(bot_state_t *bs) { case 1: break; case 2: { - //both will go for the enemy flag + // keep one near the base for when the flag is returned ClientName(teammates[0], name, sizeof(name)); BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); BotSayTeamOrder(bs, teammates[0]); - BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); // ClientName(teammates[1], name, sizeof(name)); BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); @@ -494,7 +494,7 @@ void BotCTFOrders_FlagNotAtBase(bot_state_t *bs) { //keep some people near the base for when the flag is returned defenders = (int) (float) numteammates * 0.3 + 0.5; if (defenders > 3) defenders = 3; - attackers = (int) (float) numteammates * 0.7 + 0.5; + attackers = (int) (float) numteammates * 0.6 + 0.5; if (attackers > 6) attackers = 6; for (i = 0; i < defenders; i++) { // @@ -537,7 +537,7 @@ void BotCTFOrders_FlagNotAtBase(bot_state_t *bs) { { //everyone go for the flag ClientName(teammates[0], name, sizeof(name)); - BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); BotSayTeamOrder(bs, teammates[0]); BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG); // @@ -1349,7 +1349,7 @@ void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) { if (defenders > 8) defenders = 8; //10% will try to return the flag attackers = (int) (float) numteammates * 0.1 + 0.5; - if (attackers > 2) attackers = 2; + if (attackers > 1) attackers = 1; for (i = 0; i < defenders; i++) { // ClientName(teammates[i], name, sizeof(name)); @@ -1410,7 +1410,7 @@ void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) { { //70% defend the base defenders = (int) (float) numteammates * 0.7 + 0.5; - if (defenders > 8) defenders = 8; + if (defenders > 7) defenders = 7; //20% try to return the flag attackers = (int) (float) numteammates * 0.2 + 0.5; if (attackers > 2) attackers = 2; @@ -1573,7 +1573,7 @@ void Bot1FCTFOrders_EnemyDroppedFlag(bot_state_t *bs) { ClientName(teammates[numteammates - i - 1], name, sizeof(name)); BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); BotSayTeamOrder(bs, teammates[numteammates - i - 1]); - BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_DEFEND); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); } // break; diff --git a/code/game/bg_pmove.c b/code/game/bg_pmove.c index 799a3851..7485a4f4 100644 --- a/code/game/bg_pmove.c +++ b/code/game/bg_pmove.c @@ -424,7 +424,7 @@ static qboolean PM_CheckWaterJump( void ) { spot[2] += 16; cont = pm->pointcontents (spot, pm->ps->clientNum ); - if ( cont ) { + if ( cont & (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) ) { return qfalse; } @@ -1862,7 +1862,7 @@ void PmoveSingle (pmove_t *pmove) { } // set the firing flag for continuous beam weapons - if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION + if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && (!pm->ps->pm_type == PM_NOCLIP) && ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) { pm->ps->eFlags |= EF_FIRING; } else { diff --git a/code/game/g_active.c b/code/game/g_active.c index 136e1bae..df56efd8 100644 --- a/code/game/g_active.c +++ b/code/game/g_active.c @@ -128,15 +128,6 @@ void P_WorldEffects( gentity_t *ent ) { if (ent->damage > 15) ent->damage = 15; - // play a gurp sound instead of a normal pain sound - if (ent->health <= ent->damage) { - G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav")); - } else if (rand()&1) { - G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav")); - } else { - G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav")); - } - // don't play a normal pain sound ent->pain_debounce_time = level.time + 200; @@ -999,13 +990,13 @@ void ClientThink_real( gentity_t *ent ) { // forcerespawn is to prevent users from waiting out powerups if ( g_forcerespawn.integer > 0 && ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) { - respawn( ent ); + ClientRespawn( ent ); return; } // pressing attack or use is the normal respawn method if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { - respawn( ent ); + ClientRespawn( ent ); } } return; diff --git a/code/game/g_bot.c b/code/game/g_bot.c index cecf40c8..db495d10 100644 --- a/code/game/g_bot.c +++ b/code/game/g_bot.c @@ -132,7 +132,7 @@ static void G_LoadArenasFromFile( char *filename ) { return; } if ( len >= MAX_ARENAS_TEXT ) { - trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) ); + trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) ); trap_FS_FCloseFile( f ); return; } @@ -651,7 +651,7 @@ static void G_AddBot( const char *name, float skill, const char *team, int delay // have the server allocate a client slot clientNum = trap_BotAllocateClient(); if ( clientNum == -1 ) { - G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" ); + G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" ); G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" ); return; } @@ -863,7 +863,7 @@ static void G_LoadBotsFromFile( char *filename ) { return; } if ( len >= MAX_BOTS_TEXT ) { - trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) ); + trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) ); trap_FS_FCloseFile( f ); return; } diff --git a/code/game/g_client.c b/code/game/g_client.c index 441030bd..60e243f8 100644 --- a/code/game/g_client.c +++ b/code/game/g_client.c @@ -419,8 +419,6 @@ void CopyToBodyQue( gentity_t *ent ) { body = level.bodyQue[ level.bodyQueIndex ]; level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE; - trap_UnlinkEntity (body); - body->s = ent->s; body->s.eFlags = EF_DEAD; // clear EF_TALK, etc #ifdef MISSIONPACK @@ -526,18 +524,13 @@ void SetClientViewAngle( gentity_t *ent, vec3_t angle ) { /* ================ -respawn +ClientRespawn ================ */ -void respawn( gentity_t *ent ) { - gentity_t *tent; +void ClientRespawn( gentity_t *ent ) { CopyToBodyQue (ent); ClientSpawn(ent); - - // add a teleportation effect - tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); - tent->s.clientNum = ent->s.clientNum; } /* @@ -1007,7 +1000,6 @@ and on transition between teams, but doesn't happen on respawns void ClientBegin( int clientNum ) { gentity_t *ent; gclient_t *client; - gentity_t *tent; int flags; ent = g_entities + clientNum; @@ -1039,10 +1031,6 @@ void ClientBegin( int clientNum ) { ClientSpawn( ent ); if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { - // send event - tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); - tent->s.clientNum = ent->s.clientNum; - if ( g_gametype.integer != GT_TOURNAMENT ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) ); } @@ -1071,6 +1059,7 @@ void ClientSpawn(gentity_t *ent) { clientSession_t savedSess; int persistant[MAX_PERSISTANT]; gentity_t *spawnPoint; + gentity_t *tent; int flags; int savedPing; // char *savedAreaBits; @@ -1206,19 +1195,6 @@ void ClientSpawn(gentity_t *ent) { trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); SetClientViewAngle( ent, spawn_angles ); - - if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { - - } else { - G_KillBox( ent ); - trap_LinkEntity (ent); - - // force the base weapon up - client->ps.weapon = WP_MACHINEGUN; - client->ps.weaponstate = WEAPON_READY; - - } - // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; @@ -1231,36 +1207,40 @@ void ClientSpawn(gentity_t *ent) { client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; - if ( level.intermissiontime ) { - MoveClientToIntermission( ent ); - } else { - // fire the targets of the spawn point - G_UseTargets( spawnPoint, ent ); + if (!level.intermissiontime) { + if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) { + G_KillBox(ent); + // force the base weapon up + client->ps.weapon = WP_MACHINEGUN; + client->ps.weaponstate = WEAPON_READY; + // fire the targets of the spawn point + G_UseTargets(spawnPoint, ent); + // select the highest weapon number available, after any spawn given items have fired + client->ps.weapon = 1; - // select the highest weapon number available, after any - // spawn given items have fired - client->ps.weapon = 1; - for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) { - if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) { - client->ps.weapon = i; - break; + for (i = WP_NUM_WEAPONS - 1 ; i > 0 ; i--) { + if (client->ps.stats[STAT_WEAPONS] & (1 << i)) { + client->ps.weapon = i; + break; + } } - } - } + // positively link the client, even if the command times are weird + VectorCopy(ent->client->ps.origin, ent->r.currentOrigin); + tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN); + tent->s.clientNum = ent->s.clientNum; + + trap_LinkEntity (ent); + } + } else { + // move players to intermission + MoveClientToIntermission(ent); + } // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ent->client->pers.cmd.serverTime = level.time; ClientThink( ent-g_entities ); - - // positively link the client, even if the command times are weird - if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { - BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); - VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); - trap_LinkEntity( ent ); - } - // run the presend to set anything else ClientEndFrame( ent ); diff --git a/code/game/g_cmds.c b/code/game/g_cmds.c index 02469b30..2b86b66c 100644 --- a/code/game/g_cmds.c +++ b/code/game/g_cmds.c @@ -1171,7 +1171,7 @@ Cmd_Where_f ================== */ void Cmd_Where_f( gentity_t *ent ) { - trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos( ent->s.origin ) ) ); + trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos(ent->r.currentOrigin) ) ); } static const char *gameNames[] = { diff --git a/code/game/g_combat.c b/code/game/g_combat.c index 37095632..388407c7 100644 --- a/code/game/g_combat.c +++ b/code/game/g_combat.c @@ -561,22 +561,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int } } - // if client is in a nodrop area, don't drop anything (but return CTF flags!) - contents = trap_PointContents( self->r.currentOrigin, -1 ); - if ( !( contents & CONTENTS_NODROP )) { - TossClientItems( self ); - } - else { - if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF - Team_ReturnFlag( TEAM_FREE ); - } - else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF - Team_ReturnFlag( TEAM_RED ); - } - else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF - Team_ReturnFlag( TEAM_BLUE ); - } - } + TossClientItems( self ); #ifdef MISSIONPACK TossClientPersistantPowerups( self ); if( g_gametype.integer == GT_HARVESTER ) { @@ -626,6 +611,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) ); // never gib in a nodrop + contents = trap_PointContents( self->r.currentOrigin, -1 ); + if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) { // gib death GibEntity( self, killer ); diff --git a/code/game/g_items.c b/code/game/g_items.c index 8eff46f5..26439830 100644 --- a/code/game/g_items.c +++ b/code/game/g_items.c @@ -724,11 +724,11 @@ void G_CheckTeamItems( void ) { // check for the two flags item = BG_FindItem( "Red Flag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" ); } item = BG_FindItem( "Blue Flag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" ); } } #ifdef MISSIONPACK @@ -738,15 +738,15 @@ void G_CheckTeamItems( void ) { // check for all three flags item = BG_FindItem( "Red Flag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" ); } item = BG_FindItem( "Blue Flag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" ); } item = BG_FindItem( "Neutral Flag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map\n" ); } } @@ -757,13 +757,13 @@ void G_CheckTeamItems( void ) { ent = NULL; ent = G_Find( ent, FOFS(classname), "team_redobelisk" ); if( !ent ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" ); } ent = NULL; ent = G_Find( ent, FOFS(classname), "team_blueobelisk" ); if( !ent ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" ); } } @@ -774,19 +774,19 @@ void G_CheckTeamItems( void ) { ent = NULL; ent = G_Find( ent, FOFS(classname), "team_redobelisk" ); if( !ent ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" ); } ent = NULL; ent = G_Find( ent, FOFS(classname), "team_blueobelisk" ); if( !ent ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" ); } ent = NULL; ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" ); if( !ent ) { - G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map" ); + G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map\n" ); } } #endif diff --git a/code/game/g_local.h b/code/game/g_local.h index 2d9e3a93..f7f24ce3 100644 --- a/code/game/g_local.h +++ b/code/game/g_local.h @@ -573,7 +573,7 @@ team_t PickTeam( int ignoreClientNum ); void SetClientViewAngle( gentity_t *ent, vec3_t angle ); gentity_t *SelectSpawnPoint (vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot); void CopyToBodyQue( gentity_t *ent ); -void respawn (gentity_t *ent); +void ClientRespawn(gentity_t *ent); void BeginIntermission (void); void InitClientPersistant (gclient_t *client); void InitClientResp (gclient_t *client); diff --git a/code/game/g_main.c b/code/game/g_main.c index 61fa107f..be150026 100644 --- a/code/game/g_main.c +++ b/code/game/g_main.c @@ -496,8 +496,6 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) { if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) { G_ModelIndex( SP_PODIUM_MODEL ); - G_SoundIndex( "sound/player/gurp1.wav" ); - G_SoundIndex( "sound/player/gurp2.wav" ); } if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { @@ -933,7 +931,7 @@ void MoveClientToIntermission( gentity_t *ent ) { StopFollowing( ent ); } - + FindIntermissionPoint(); // move to the spot VectorCopy( level.intermission_origin, ent->s.origin ); VectorCopy( level.intermission_origin, ent->client->ps.origin ); @@ -1001,8 +999,17 @@ void BeginIntermission( void ) { } level.intermissiontime = level.time; - FindIntermissionPoint(); - + // move all clients to the intermission point + for (i=0 ; i< level.maxclients ; i++) { + client = g_entities + i; + if (!client->inuse) + continue; + // respawn if dead + if (client->health <= 0) { + ClientRespawn(client); + } + MoveClientToIntermission( client ); + } #ifdef MISSIONPACK if (g_singlePlayer.integer) { trap_Cvar_Set("ui_singlePlayerActive", "0"); @@ -1015,19 +1022,6 @@ void BeginIntermission( void ) { SpawnModelsOnVictoryPads(); } #endif - - // move all clients to the intermission point - for (i=0 ; i< level.maxclients ; i++) { - client = g_entities + i; - if (!client->inuse) - continue; - // respawn if dead - if (client->health <= 0) { - respawn(client); - } - MoveClientToIntermission( client ); - } - // send the current scoring to all clients SendScoreboardMessageToAllClients(); diff --git a/code/game/g_misc.c b/code/game/g_misc.c index b736cfd5..4a16d33f 100644 --- a/code/game/g_misc.c +++ b/code/game/g_misc.c @@ -78,7 +78,9 @@ TELEPORTERS void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) { gentity_t *tent; + qboolean noAngles; + noAngles = (angles[0] > 999999.0); // use temp events at source and destination to prevent the effect // from getting dropped by a second player event if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) { @@ -94,19 +96,17 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) { VectorCopy ( origin, player->client->ps.origin ); player->client->ps.origin[2] += 1; - + if (!noAngles) { // spit the player out AngleVectors( angles, player->client->ps.velocity, NULL, NULL ); VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity ); player->client->ps.pm_time = 160; // hold time player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; - + // set angles + SetClientViewAngle(player, angles); + } // toggle the teleport bit so the client knows to not lerp player->client->ps.eFlags ^= EF_TELEPORT_BIT; - - // set angles - SetClientViewAngle( player, angles ); - // kill anything at the destination if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) { G_KillBox (player); diff --git a/code/game/g_mover.c b/code/game/g_mover.c index 8cc46f12..e124e2d4 100644 --- a/code/game/g_mover.c +++ b/code/game/g_mover.c @@ -829,26 +829,26 @@ Touch_DoorTriggerSpectator ================ */ static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) { - int i, axis; - vec3_t origin, dir, angles; + int axis; + float doorMin, doorMax; + vec3_t origin; axis = ent->count; - VectorClear(dir); - if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) < - fabs(other->s.origin[axis] - ent->r.absmin[axis])) { - origin[axis] = ent->r.absmin[axis] - 10; - dir[axis] = -1; + // the constants below relate to constants in Think_SpawnNewDoorTrigger() + doorMin = ent->r.absmin[axis] + 100; + doorMax = ent->r.absmax[axis] - 100; + + VectorCopy(other->client->ps.origin, origin); + + if (origin[axis] < doorMin || origin[axis] > doorMax) return; + + if (fabs(origin[axis] - doorMax) < fabs(origin[axis] - doorMin)) { + origin[axis] = doorMin - 10; + } else { + origin[axis] = doorMax + 10; } - else { - origin[axis] = ent->r.absmax[axis] + 10; - dir[axis] = 1; - } - for (i = 0; i < 3; i++) { - if (i == axis) continue; - origin[i] = (ent->r.absmin[i] + ent->r.absmax[i]) * 0.5; - } - vectoangles(dir, angles); - TeleportPlayer(other, origin, angles ); + + TeleportPlayer(other, origin, tv(10000000.0, 0, 0)); } /* diff --git a/code/game/g_spawn.c b/code/game/g_spawn.c index d6370fd5..9d05cc5e 100644 --- a/code/game/g_spawn.c +++ b/code/game/g_spawn.c @@ -485,7 +485,7 @@ char *G_AddSpawnVarToken( const char *string ) { l = strlen( string ); if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) { - G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" ); + G_Error( "G_AddSpawnVarToken: MAX_SPAWN_VARS" ); } dest = level.spawnVarChars + level.numSpawnVarChars; diff --git a/code/game/g_team.c b/code/game/g_team.c index 9abcc740..c68263ea 100644 --- a/code/game/g_team.c +++ b/code/game/g_team.c @@ -782,7 +782,8 @@ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { player->client->ps.eFlags |= EF_AWARD_ASSIST; player->client->rewardTime = level.time + REWARD_SPRITE_TIME; - } else if (player->client->pers.teamState.lastfraggedcarrier + + } + if (player->client->pers.teamState.lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) { AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS); other->client->pers.teamState.assists++; diff --git a/code/game/g_weapon.c b/code/game/g_weapon.c index 6913adf7..458a9697 100644 --- a/code/game/g_weapon.c +++ b/code/game/g_weapon.c @@ -85,8 +85,15 @@ qboolean CheckGauntletAttack( gentity_t *ent ) { return qfalse; } + if ( ent->client->noclip ) { + return qfalse; + } + traceEnt = &g_entities[ tr.entityNum ]; + if ( traceEnt->client->noclip ) { + return qfalse; + } // send blood impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); @@ -142,9 +149,9 @@ void SnapVectorTowards( vec3_t v, vec3_t to ) { for ( i = 0 ; i < 3 ; i++ ) { if ( to[i] <= v[i] ) { - v[i] = (int)v[i]; + v[i] = floor(v[i]); } else { - v[i] = (int)v[i] + 1; + v[i] = ceil(v[i]); } } } diff --git a/code/q3_ui/ui_gameinfo.c b/code/q3_ui/ui_gameinfo.c index d9deacd7..493d1721 100644 --- a/code/q3_ui/ui_gameinfo.c +++ b/code/q3_ui/ui_gameinfo.c @@ -148,7 +148,7 @@ static void UI_LoadArenasFromFile( char *filename ) { return; } if ( len >= MAX_ARENAS_TEXT ) { - trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) ); + trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) ); trap_FS_FCloseFile( f ); return; } @@ -337,7 +337,7 @@ static void UI_LoadBotsFromFile( char *filename ) { return; } if ( len >= MAX_BOTS_TEXT ) { - trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) ); + trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) ); trap_FS_FCloseFile( f ); return; } diff --git a/code/q3_ui/ui_players.c b/code/q3_ui/ui_players.c index a21d906d..28a58ccd 100644 --- a/code/q3_ui/ui_players.c +++ b/code/q3_ui/ui_players.c @@ -1045,7 +1045,7 @@ static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animat } if ( i != MAX_ANIMATIONS ) { - Com_Printf( "Error parsing animation file: %s", filename ); + Com_Printf( "Error parsing animation file: %s\n", filename ); return qfalse; } diff --git a/code/q3_ui/ui_startserver.c b/code/q3_ui/ui_startserver.c index ce9080c7..e8fe7d6f 100644 --- a/code/q3_ui/ui_startserver.c +++ b/code/q3_ui/ui_startserver.c @@ -1355,7 +1355,7 @@ static void ServerOptions_MenuInit( qboolean multiplayer ) { y = 80; s_serveroptions.botSkill.generic.type = MTYPE_SPINCONTROL; s_serveroptions.botSkill.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT; - s_serveroptions.botSkill.generic.name = "Bot Skill: "; + s_serveroptions.botSkill.generic.name = "Bot Skill:"; s_serveroptions.botSkill.generic.x = 32 + (strlen(s_serveroptions.botSkill.generic.name) + 2 ) * SMALLCHAR_WIDTH; s_serveroptions.botSkill.generic.y = y; s_serveroptions.botSkill.itemnames = botSkill_list; diff --git a/code/ui/ui_gameinfo.c b/code/ui/ui_gameinfo.c index bcb2622e..b4c5cfff 100644 --- a/code/ui/ui_gameinfo.c +++ b/code/ui/ui_gameinfo.c @@ -115,7 +115,7 @@ static void UI_LoadArenasFromFile( char *filename ) { return; } if ( len >= MAX_ARENAS_TEXT ) { - trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) ); + trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) ); trap_FS_FCloseFile( f ); return; } @@ -226,7 +226,7 @@ static void UI_LoadBotsFromFile( char *filename ) { return; } if ( len >= MAX_BOTS_TEXT ) { - trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) ); + trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) ); trap_FS_FCloseFile( f ); return; } diff --git a/code/ui/ui_main.c b/code/ui/ui_main.c index a1c69627..26adcc75 100644 --- a/code/ui/ui_main.c +++ b/code/ui/ui_main.c @@ -655,7 +655,7 @@ char *GetMenuBuffer(const char *filename) { return defaultMenu; } if ( len >= MAX_MENUFILE ) { - trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) ); + trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) ); trap_FS_FCloseFile( f ); return defaultMenu; } diff --git a/code/ui/ui_players.c b/code/ui/ui_players.c index 59a339c2..0f11c5ae 100644 --- a/code/ui/ui_players.c +++ b/code/ui/ui_players.c @@ -1132,7 +1132,7 @@ static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animat } if ( i != MAX_ANIMATIONS ) { - Com_Printf( "Error parsing animation file: %s", filename ); + Com_Printf( "Error parsing animation file: %s\n", filename ); return qfalse; }