// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #include "bg_saga.h" extern void Jedi_Cloak( gentity_t *self ); extern void Jedi_Decloak( gentity_t *self ); #include "../namespace_begin.h" qboolean PM_SaberInTransition( int move ); qboolean PM_SaberInStart( int move ); qboolean PM_SaberInReturn( int move ); qboolean WP_SaberStyleValidForSaber( saberInfo_t *saber1, saberInfo_t *saber2, int saberHolstered, int saberAnimLevel ); #include "../namespace_end.h" qboolean saberCheckKnockdown_DuelLoss(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other); extern vmCvar_t g_saberLockRandomNess; void P_SetTwitchInfo(gclient_t *client) { client->ps.painTime = level.time; client->ps.painDirection ^= 1; } /* =============== G_DamageFeedback Called just before a snapshot is sent to the given player. Totals up all damage and generates both the player_state_t damage values to that client for pain blends and kicks, and global pain sound events for all clients. =============== */ void P_DamageFeedback( gentity_t *player ) { gclient_t *client; float count; vec3_t angles; client = player->client; if ( client->ps.pm_type == PM_DEAD ) { return; } // total points of damage shot at the player this frame count = client->damage_blood + client->damage_armor; if ( count == 0 ) { return; // didn't take any damage } if ( count > 255 ) { count = 255; } // send the information to the client // world damage (falling, slime, etc) uses a special code // to make the blend blob centered instead of positional if ( client->damage_fromWorld ) { client->ps.damagePitch = 255; client->ps.damageYaw = 255; client->damage_fromWorld = qfalse; } else { vectoangles( client->damage_from, angles ); client->ps.damagePitch = angles[PITCH]/360.0 * 256; client->ps.damageYaw = angles[YAW]/360.0 * 256; //cap them since we can't send negative values in here across the net if (client->ps.damagePitch < 0) { client->ps.damagePitch = 0; } if (client->ps.damageYaw < 0) { client->ps.damageYaw = 0; } } // play an apropriate pain sound if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && !(player->s.eFlags & EF_DEAD) ) { // don't do more than two pain sounds a second // nmckenzie: also don't make him loud and whiny if he's only getting nicked. if ( level.time - client->ps.painTime < 500 || count < 10) { return; } P_SetTwitchInfo(client); player->pain_debounce_time = level.time + 700; G_AddEvent( player, EV_PAIN, player->health ); client->ps.damageEvent++; if (client->damage_armor && !client->damage_blood) { client->ps.damageType = 1; //pure shields } else if (client->damage_armor) { client->ps.damageType = 2; //shields and health } else { client->ps.damageType = 0; //pure health } } client->ps.damageCount = count; // // clear totals // client->damage_blood = 0; client->damage_armor = 0; client->damage_knockback = 0; } /* ============= P_WorldEffects Check for lava / slime contents and drowning ============= */ void P_WorldEffects( gentity_t *ent ) { qboolean envirosuit; int waterlevel; if ( ent->client->noclip ) { ent->client->airOutTime = level.time + 12000; // don't need air return; } waterlevel = ent->waterlevel; envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time; // // check for drowning // if ( waterlevel == 3 ) { // envirosuit give air if ( envirosuit ) { ent->client->airOutTime = level.time + 10000; } // if out of air, start drowning if ( ent->client->airOutTime < level.time) { // drown! ent->client->airOutTime += 1000; if ( ent->health > 0 ) { // take more damage the longer underwater ent->damage += 2; 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"*/"sound/player/gurp1.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; G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } // // check for sizzle damage (move to pmove?) // if (waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (ent->health > 0 && ent->pain_debounce_time <= level.time ) { if ( envirosuit ) { G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 ); } else { if (ent->watertype & CONTENTS_LAVA) { G_Damage (ent, NULL, NULL, NULL, NULL, 30*waterlevel, 0, MOD_LAVA); } if (ent->watertype & CONTENTS_SLIME) { G_Damage (ent, NULL, NULL, NULL, NULL, 10*waterlevel, 0, MOD_SLIME); } } } } } //============================================================== extern void G_ApplyKnockback( gentity_t *targ, vec3_t newDir, float knockback ); void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf ) { float magnitude, my_mass; vec3_t velocity; int cont; qboolean easyBreakBrush = qtrue; if( self->client ) { VectorCopy( self->client->ps.velocity, velocity ); if( !self->mass ) { my_mass = 10; } else { my_mass = self->mass; } } else { VectorCopy( self->s.pos.trDelta, velocity ); if ( self->s.pos.trType == TR_GRAVITY ) { velocity[2] -= 0.25f * g_gravity.value; } if( !self->mass ) { my_mass = 1; } else if ( self->mass <= 10 ) { my_mass = 10; } else { my_mass = self->mass;///10; } } magnitude = VectorLength( velocity ) * my_mass / 10; /* if(pointcontents(self.absmax)==CONTENT_WATER)//FIXME: or other watertypes magnitude/=3; //water absorbs 2/3 velocity if(self.classname=="barrel"&&self.aflag)//rolling barrels are made for impacts! magnitude*=3; if(self.frozen>0&&magnitude<300&&self.flags&FL_ONGROUND&&loser==world&&self.velocity_z<-20&&self.last_onground+0.3material == MAT_GLASS || other->material == MAT_GLASS_METAL || other->material == MAT_GRATE1 || ((other->flags&FL_BBRUSH)&&(other->spawnflags&8/*THIN*/)) || (other->r.svFlags&SVF_GLASS_BRUSH) ) { easyBreakBrush = qtrue; } if ( !self->client || self->client->ps.lastOnGround+300client->ps.lastOnGround+100 < level.time && easyBreakBrush ) ) { vec3_t dir1, dir2; float force = 0, dot; if ( easyBreakBrush ) magnitude *= 2; //damage them if ( magnitude >= 100 && other->s.number < ENTITYNUM_WORLD ) { VectorCopy( velocity, dir1 ); VectorNormalize( dir1 ); if( VectorCompare( other->r.currentOrigin, vec3_origin ) ) {//a brush with no origin VectorCopy ( dir1, dir2 ); } else { VectorSubtract( other->r.currentOrigin, self->r.currentOrigin, dir2 ); VectorNormalize( dir2 ); } dot = DotProduct( dir1, dir2 ); if ( dot >= 0.2 ) { force = dot; } else { force = 0; } force *= (magnitude/50); cont = trap_PointContents( other->r.absmax, other->s.number ); if( (cont&CONTENTS_WATER) )//|| (self.classname=="barrel"&&self.aflag))//FIXME: or other watertypes { force /= 3; //water absorbs 2/3 velocity } /* if(self.frozen>0&&force>10) force=10; */ if( ( force >= 1 && other->s.number != 0 ) || force >= 10) { /* dprint("Damage other ("); dprint(loser.classname); dprint("): "); dprint(ftos(force)); dprint("\n"); */ if ( other->r.svFlags & SVF_GLASS_BRUSH ) { other->splashRadius = (float)(self->r.maxs[0] - self->r.mins[0])/4.0f; } if ( other->takedamage ) { G_Damage( other, self, self, velocity, self->r.currentOrigin, force, DAMAGE_NO_ARMOR, MOD_CRUSH);//FIXME: MOD_IMPACT } else { G_ApplyKnockback( other, dir2, force ); } } } if ( damageSelf && self->takedamage ) { //Now damage me //FIXME: more lenient falling damage, especially for when driving a vehicle if ( self->client && self->client->ps.fd.forceJumpZStart ) {//we were force-jumping if ( self->r.currentOrigin[2] >= self->client->ps.fd.forceJumpZStart ) {//we landed at same height or higher than we landed magnitude = 0; } else {//FIXME: take off some of it, at least? magnitude = (self->client->ps.fd.forceJumpZStart-self->r.currentOrigin[2])/3; } } //if(self.classname!="monster_mezzoman"&&self.netname!="spider")//Cats always land on their feet if( ( magnitude >= 100 + self->health && self->s.number != 0 && self->s.weapon != WP_SABER ) || ( magnitude >= 700 ) )//&& self.safe_time < level.time ))//health here is used to simulate structural integrity { if ( (self->s.weapon == WP_SABER || self->s.number == 0) && self->client && self->client->ps.groundEntityNum < ENTITYNUM_NONE && magnitude < 1000 ) {//players and jedi take less impact damage //allow for some lenience on high falls magnitude /= 2; /* if ( self.absorb_time >= time )//crouching on impact absorbs 1/2 the damage { magnitude/=2; } */ } magnitude /= 40; magnitude = magnitude - force/2;//If damage other, subtract half of that damage off of own injury if ( magnitude >= 1 ) { //FIXME: Put in a thingtype impact sound function /* dprint("Damage self ("); dprint(self.classname); dprint("): "); dprint(ftos(magnitude)); dprint("\n"); */ /* if ( self.classname=="player_sheep "&& self.flags&FL_ONGROUND && self.velocity_z > -50 ) return; */ G_Damage( self, NULL, NULL, NULL, self->r.currentOrigin, magnitude/2, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT } } } //FIXME: slow my velocity some? // NOTENOTE We don't use lastimpact as of yet // self->lastImpact = level.time; /* if(self.flags&FL_ONGROUND) self.last_onground=time; */ } } void Client_CheckImpactBBrush( gentity_t *self, gentity_t *other ) { if ( !other || !other->inuse ) { return; } if (!self || !self->inuse || !self->client || self->client->tempSpectate >= level.time || self->client->sess.sessionTeam == TEAM_SPECTATOR) { //hmm.. let's not let spectators ram into breakables. return; } /* if (BG_InSpecialJump(self->client->ps.legsAnim)) { //don't do this either, qa says it creates "balance issues" return; } */ if ( other->material == MAT_GLASS || other->material == MAT_GLASS_METAL || other->material == MAT_GRATE1 || ((other->flags&FL_BBRUSH)&&(other->spawnflags&8/*THIN*/)) || ((other->flags&FL_BBRUSH)&&(other->health<=10)) || (other->r.svFlags&SVF_GLASS_BRUSH) ) {//clients only do impact damage against easy-break breakables DoImpact( self, other, qfalse ); } } /* =============== G_SetClientSound =============== */ void G_SetClientSound( gentity_t *ent ) { if (ent->client && ent->client->isHacking) { //loop hacking sound ent->client->ps.loopSound = level.snd_hack; ent->s.loopIsSoundset = qfalse; } else if (ent->client && ent->client->isMedHealed > level.time) { //loop healing sound ent->client->ps.loopSound = level.snd_medHealed; ent->s.loopIsSoundset = qfalse; } else if (ent->client && ent->client->isMedSupplied > level.time) { //loop supplying sound ent->client->ps.loopSound = level.snd_medSupplied; ent->s.loopIsSoundset = qfalse; } else if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { ent->client->ps.loopSound = level.snd_fry; ent->s.loopIsSoundset = qfalse; } else { ent->client->ps.loopSound = 0; ent->s.loopIsSoundset = qfalse; } } //============================================================== /* ============== ClientImpacts ============== */ void ClientImpacts( gentity_t *ent, pmove_t *pm ) { int i, j; trace_t trace; gentity_t *other; memset( &trace, 0, sizeof( trace ) ); for (i=0 ; inumtouch ; i++) { for (j=0 ; jtouchents[j] == pm->touchents[i] ) { break; } } if (j != i) { continue; // duplicated } other = &g_entities[ pm->touchents[i] ]; if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, other, &trace ); } if ( !other->touch ) { continue; } other->touch( other, ent, &trace ); } } /* ============ G_TouchTriggers Find all trigger entities that ent's current position touches. Spectators will only interact with teleporters. ============ */ void G_TouchTriggers( gentity_t *ent ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; trace_t trace; vec3_t mins, maxs; static vec3_t range = { 40, 40, 52 }; if ( !ent->client ) { return; } // dead clients don't activate triggers! if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) { return; } VectorSubtract( ent->client->ps.origin, range, mins ); VectorAdd( ent->client->ps.origin, range, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // can't use ent->r.absmin, because that has a one unit pad VectorAdd( ent->client->ps.origin, ent->r.mins, mins ); VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs ); for ( i=0 ; itouch && !ent->touch ) { continue; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } // ignore most entities if a spectator if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( hit->s.eType != ET_TELEPORT_TRIGGER && // this is ugly but adding a new ET_? type will // most likely cause network incompatibilities hit->touch != Touch_DoorTrigger) { continue; } } // use seperate code for determining if an item is picked up // so you don't have to actually contact its bounding box if ( hit->s.eType == ET_ITEM ) { if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) { continue; } } else { if ( !trap_EntityContact( mins, maxs, hit ) ) { continue; } } memset( &trace, 0, sizeof(trace) ); if ( hit->touch ) { hit->touch (hit, ent, &trace); } if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, hit, &trace ); } } // if we didn't touch a jump pad this pmove frame if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) { ent->client->ps.jumppad_frame = 0; ent->client->ps.jumppad_ent = 0; } } /* ============ G_MoverTouchTriggers Find all trigger entities that ent's current position touches. Spectators will only interact with teleporters. ============ */ void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg ) { int i, num; float step, stepSize, dist; int touch[MAX_GENTITIES]; gentity_t *hit; trace_t trace; vec3_t mins, maxs, dir, size, checkSpot; const vec3_t range = { 40, 40, 52 }; // non-moving movers don't hit triggers! if ( !VectorLengthSquared( ent->s.pos.trDelta ) ) { return; } VectorSubtract( ent->r.mins, ent->r.maxs, size ); stepSize = VectorLength( size ); if ( stepSize < 1 ) { stepSize = 1; } VectorSubtract( ent->r.currentOrigin, oldOrg, dir ); dist = VectorNormalize( dir ); for ( step = 0; step <= dist; step += stepSize ) { VectorMA( ent->r.currentOrigin, step, dir, checkSpot ); VectorSubtract( checkSpot, range, mins ); VectorAdd( checkSpot, range, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // can't use ent->r.absmin, because that has a one unit pad VectorAdd( checkSpot, ent->r.mins, mins ); VectorAdd( checkSpot, ent->r.maxs, maxs ); for ( i=0 ; is.eType != ET_PUSH_TRIGGER ) { continue; } if ( hit->touch == NULL ) { continue; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } if ( !trap_EntityContact( mins, maxs, hit ) ) { continue; } memset( &trace, 0, sizeof(trace) ); if ( hit->touch != NULL ) { hit->touch(hit, ent, &trace); } } } } /* ================= SpectatorThink ================= */ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { pmove_t pm; gclient_t *client; client = ent->client; if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { client->ps.pm_type = PM_SPECTATOR; client->ps.speed = 400; // faster than normal client->ps.basespeed = 400; //hmm, shouldn't have an anim if you're a spectator, make sure //it gets cleared. client->ps.legsAnim = 0; client->ps.legsTimer = 0; client->ps.torsoAnim = 0; client->ps.torsoTimer = 0; // set up for pmove memset (&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.noSpecMove = g_noSpecMove.integer; pm.animations = NULL; pm.nonHumanoid = qfalse; //Set up bg entity data pm.baseEnt = (bgEntity_t *)g_entities; pm.entSize = sizeof(gentity_t); // perform a pmove Pmove (&pm); // save results of pmove VectorCopy( client->ps.origin, ent->s.origin ); if (ent->client->tempSpectate < level.time) { G_TouchTriggers( ent ); } trap_UnlinkEntity( ent ); } client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; if (client->tempSpectate < level.time) { // attack button cycles through spectators if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) { Cmd_FollowCycle_f( ent, 1 ); } if (client->sess.spectatorState == SPECTATOR_FOLLOW && (ucmd->upmove > 0)) { //jump now removes you from follow mode StopFollowing(ent); } } } /* ================= ClientInactivityTimer Returns qfalse if the client is dropped ================= */ qboolean ClientInactivityTimer( gclient_t *client ) { if ( ! g_inactivity.integer ) { // give everyone some time, so if the operator sets g_inactivity during // gameplay, everyone isn't kicked client->inactivityTime = level.time + 60 * 1000; client->inactivityWarning = qfalse; } else if ( client->pers.cmd.forwardmove || client->pers.cmd.rightmove || client->pers.cmd.upmove || (client->pers.cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) ) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; } else if ( !client->pers.localClient ) { if ( level.time > client->inactivityTime ) { trap_DropClient( client - level.clients, "Dropped due to inactivity" ); return qfalse; } if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) { client->inactivityWarning = qtrue; trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); } } return qtrue; } /* ================== ClientTimerActions Actions that happen once a second ================== */ void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } } } /* ==================== ClientIntermissionThink ==================== */ void ClientIntermissionThink( gclient_t *client ) { client->ps.eFlags &= ~EF_TALK; client->ps.eFlags &= ~EF_FIRING; // the level will exit when everyone wants to or after timeouts // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = client->pers.cmd.buttons; if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) { // this used to be an ^1 but once a player says ready, it should stick client->readyToExit = 1; } } extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags); void G_VehicleAttachDroidUnit( gentity_t *vehEnt ) { if ( vehEnt && vehEnt->m_pVehicle && vehEnt->m_pVehicle->m_pDroidUnit != NULL ) { gentity_t *droidEnt = (gentity_t *)vehEnt->m_pVehicle->m_pDroidUnit; mdxaBone_t boltMatrix; vec3_t fwd; trap_G2API_GetBoltMatrix(vehEnt->ghoul2, 0, vehEnt->m_pVehicle->m_iDroidUnitTag, &boltMatrix, vehEnt->r.currentAngles, vehEnt->r.currentOrigin, level.time, NULL, vehEnt->modelScale); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, droidEnt->r.currentOrigin); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, fwd); vectoangles( fwd, droidEnt->r.currentAngles ); if ( droidEnt->client ) { VectorCopy( droidEnt->r.currentAngles, droidEnt->client->ps.viewangles ); VectorCopy( droidEnt->r.currentOrigin, droidEnt->client->ps.origin ); } G_SetOrigin( droidEnt, droidEnt->r.currentOrigin ); trap_LinkEntity( droidEnt ); if ( droidEnt->NPC ) { NPC_SetAnim( droidEnt, SETANIM_BOTH, BOTH_STAND2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } } //called gameside only from pmove code (convenience) void G_CheapWeaponFire(int entNum, int ev) { gentity_t *ent = &g_entities[entNum]; if (!ent->inuse || !ent->client) { return; } switch (ev) { case EV_FIRE_WEAPON: if (ent->m_pVehicle && ent->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER && ent->client && ent->client->ps.m_iVehicleNum) { //a speeder with a pilot gentity_t *rider = &g_entities[ent->client->ps.m_iVehicleNum-1]; if (rider->inuse && rider->client) { //pilot is valid... if (rider->client->ps.weapon != WP_MELEE && (rider->client->ps.weapon != WP_SABER || !rider->client->ps.saberHolstered)) { //can only attack on speeder when using melee or when saber is holstered break; } } } FireWeapon( ent, qfalse ); ent->client->dangerTime = level.time; ent->client->ps.eFlags &= ~EF_INVULNERABLE; ent->client->invulnerableTimer = 0; break; case EV_ALT_FIRE: FireWeapon( ent, qtrue ); ent->client->dangerTime = level.time; ent->client->ps.eFlags &= ~EF_INVULNERABLE; ent->client->invulnerableTimer = 0; break; } } /* ================ ClientEvents Events will be passed on to the clients for presentation, but any server game effects are handled here ================ */ #include "../namespace_begin.h" qboolean BG_InKnockDownOnly( int anim ); #include "../namespace_end.h" void ClientEvents( gentity_t *ent, int oldEventSequence ) { int i;//, j; int event; gclient_t *client; int damage; vec3_t dir; // vec3_t origin, angles; // qboolean fired; // gitem_t *item; // gentity_t *drop; client = ent->client; if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) { oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS; } for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) { event = client->ps.events[ i & (MAX_PS_EVENTS-1) ]; switch ( event ) { case EV_FALL: case EV_ROLL: { int delta = client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ]; qboolean knockDownage = qfalse; if (ent->client && ent->client->ps.fallingToDeath) { break; } if ( ent->s.eType != ET_PLAYER ) { break; // not in the player model } if ( g_dmflags.integer & DF_NO_FALLING ) { break; } if (BG_InKnockDownOnly(ent->client->ps.legsAnim)) { if (delta <= 14) { break; } knockDownage = qtrue; } else { if (delta <= 44) { break; } } if (knockDownage) { damage = delta*1; //you suffer for falling unprepared. A lot. Makes throws and things useful, and more realistic I suppose. } else { if (g_gametype.integer == GT_SIEGE && delta > 60) { //longer falls hurt more damage = delta*1; //good enough for now, I guess } else { damage = delta*0.16; //good enough for now, I guess } } VectorSet (dir, 0, 0, 1); ent->pain_debounce_time = level.time + 200; // no normal pain sound G_Damage (ent, NULL, NULL, NULL, NULL, damage, DAMAGE_NO_ARMOR, MOD_FALLING); if (ent->health < 1) { G_Sound(ent, CHAN_AUTO, G_SoundIndex( "sound/player/fallsplat.wav" )); } } break; case EV_FIRE_WEAPON: FireWeapon( ent, qfalse ); ent->client->dangerTime = level.time; ent->client->ps.eFlags &= ~EF_INVULNERABLE; ent->client->invulnerableTimer = 0; break; case EV_ALT_FIRE: FireWeapon( ent, qtrue ); ent->client->dangerTime = level.time; ent->client->ps.eFlags &= ~EF_INVULNERABLE; ent->client->invulnerableTimer = 0; break; case EV_SABER_ATTACK: ent->client->dangerTime = level.time; ent->client->ps.eFlags &= ~EF_INVULNERABLE; ent->client->invulnerableTimer = 0; break; //rww - Note that these must be in the same order (ITEM#-wise) as they are in holdable_t case EV_USE_ITEM1: //seeker droid ItemUse_Seeker(ent); break; case EV_USE_ITEM2: //shield ItemUse_Shield(ent); break; case EV_USE_ITEM3: //medpack ItemUse_MedPack(ent); break; case EV_USE_ITEM4: //big medpack ItemUse_MedPack_Big(ent); break; case EV_USE_ITEM5: //binoculars ItemUse_Binoculars(ent); break; case EV_USE_ITEM6: //sentry gun ItemUse_Sentry(ent); break; case EV_USE_ITEM7: //jetpack ItemUse_Jetpack(ent); break; case EV_USE_ITEM8: //health disp //ItemUse_UseDisp(ent, HI_HEALTHDISP); break; case EV_USE_ITEM9: //ammo disp //ItemUse_UseDisp(ent, HI_AMMODISP); break; case EV_USE_ITEM10: //eweb ItemUse_UseEWeb(ent); break; case EV_USE_ITEM11: //cloak ItemUse_UseCloak(ent); break; default: break; } } } /* ============== SendPendingPredictableEvents ============== */ void SendPendingPredictableEvents( playerState_t *ps ) { gentity_t *t; int event, seq; int extEvent, number; // if there are still events pending if ( ps->entityEventSequence < ps->eventSequence ) { // create a temporary entity for this event which is sent to everyone // except the client who generated the event seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); // set external event to zero before calling BG_PlayerStateToEntityState extEvent = ps->externalEvent; ps->externalEvent = 0; // create temporary entity for event t = G_TempEntity( ps->origin, event ); number = t->s.number; BG_PlayerStateToEntityState( ps, &t->s, qtrue ); t->s.number = number; t->s.eType = ET_EVENTS + event; t->s.eFlags |= EF_PLAYER_EVENT; t->s.otherEntityNum = ps->clientNum; // send to everyone except the client who generated the event t->r.svFlags |= SVF_NOTSINGLECLIENT; t->r.singleClient = ps->clientNum; // set back external event ps->externalEvent = extEvent; } } /* ================== G_UpdateClientBroadcasts Determines whether this client should be broadcast to any other clients. A client is broadcast when another client is using force sight or is ================== */ #define MAX_JEDIMASTER_DISTANCE 2500 #define MAX_JEDIMASTER_FOV 100 #define MAX_SIGHT_DISTANCE 1500 #define MAX_SIGHT_FOV 100 static void G_UpdateForceSightBroadcasts ( gentity_t *self ) { int i; // Any clients with force sight on should see this client for ( i = 0; i < level.numConnectedClients; i ++ ) { gentity_t *ent = &g_entities[level.sortedClients[i]]; float dist; vec3_t angles; if ( ent == self ) { continue; } // Not using force sight so we shouldnt broadcast to this one if ( !(ent->client->ps.fd.forcePowersActive & (1<client->ps.origin, ent->client->ps.origin, angles ); dist = VectorLengthSquared ( angles ); vectoangles ( angles, angles ); // Too far away then just forget it if ( dist > MAX_SIGHT_DISTANCE * MAX_SIGHT_DISTANCE ) { continue; } // If not within the field of view then forget it if ( !InFieldOfVision ( ent->client->ps.viewangles, MAX_SIGHT_FOV, angles ) ) { break; } // Turn on the broadcast bit for the master and since there is only one // master we are done self->r.broadcastClients[ent->s.clientNum/32] |= (1 << (ent->s.clientNum%32)); break; } } static void G_UpdateJediMasterBroadcasts ( gentity_t *self ) { int i; // Not jedi master mode then nothing to do if ( g_gametype.integer != GT_JEDIMASTER ) { return; } // This client isnt the jedi master so it shouldnt broadcast if ( !self->client->ps.isJediMaster ) { return; } // Broadcast ourself to all clients within range for ( i = 0; i < level.numConnectedClients; i ++ ) { gentity_t *ent = &g_entities[level.sortedClients[i]]; float dist; vec3_t angles; if ( ent == self ) { continue; } VectorSubtract( self->client->ps.origin, ent->client->ps.origin, angles ); dist = VectorLengthSquared ( angles ); vectoangles ( angles, angles ); // Too far away then just forget it if ( dist > MAX_JEDIMASTER_DISTANCE * MAX_JEDIMASTER_DISTANCE ) { continue; } // If not within the field of view then forget it if ( !InFieldOfVision ( ent->client->ps.viewangles, MAX_JEDIMASTER_FOV, angles ) ) { continue; } // Turn on the broadcast bit for the master and since there is only one // master we are done self->r.broadcastClients[ent->s.clientNum/32] |= (1 << (ent->s.clientNum%32)); } } void G_UpdateClientBroadcasts ( gentity_t *self ) { // Clear all the broadcast bits for this client memset ( self->r.broadcastClients, 0, sizeof ( self->r.broadcastClients ) ); // The jedi master is broadcast to everyone in range G_UpdateJediMasterBroadcasts ( self ); // Anyone with force sight on should see this client G_UpdateForceSightBroadcasts ( self ); } void G_AddPushVecToUcmd( gentity_t *self, usercmd_t *ucmd ) { vec3_t forward, right, moveDir; float pushSpeed, fMove, rMove; if ( !self->client ) { return; } pushSpeed = VectorLengthSquared(self->client->pushVec); if(!pushSpeed) {//not being pushed return; } AngleVectors(self->client->ps.viewangles, forward, right, NULL); VectorScale(forward, ucmd->forwardmove/127.0f * self->client->ps.speed, moveDir); VectorMA(moveDir, ucmd->rightmove/127.0f * self->client->ps.speed, right, moveDir); //moveDir is now our intended move velocity VectorAdd(moveDir, self->client->pushVec, moveDir); self->client->ps.speed = VectorNormalize(moveDir); //moveDir is now our intended move velocity plus our push Vector fMove = 127.0 * DotProduct(forward, moveDir); rMove = 127.0 * DotProduct(right, moveDir); ucmd->forwardmove = floor(fMove);//If in the same dir , will be positive ucmd->rightmove = floor(rMove);//If in the same dir , will be positive if ( self->client->pushVecTime < level.time ) { VectorClear( self->client->pushVec ); } } qboolean G_StandingAnim( int anim ) {//NOTE: does not check idles or special (cinematic) stands switch ( anim ) { case BOTH_STAND1: case BOTH_STAND2: case BOTH_STAND3: case BOTH_STAND4: return qtrue; break; } return qfalse; } qboolean G_ActionButtonPressed(int buttons) { if (buttons & BUTTON_ATTACK) { return qtrue; } else if (buttons & BUTTON_USE_HOLDABLE) { return qtrue; } else if (buttons & BUTTON_GESTURE) { return qtrue; } else if (buttons & BUTTON_USE) { return qtrue; } else if (buttons & BUTTON_FORCEGRIP) { return qtrue; } else if (buttons & BUTTON_ALT_ATTACK) { return qtrue; } else if (buttons & BUTTON_FORCEPOWER) { return qtrue; } else if (buttons & BUTTON_FORCE_LIGHTNING) { return qtrue; } else if (buttons & BUTTON_FORCE_DRAIN) { return qtrue; } return qfalse; } void G_CheckClientIdle( gentity_t *ent, usercmd_t *ucmd ) { vec3_t viewChange; qboolean actionPressed; int buttons; if ( !ent || !ent->client || ent->health <= 0 || ent->client->ps.stats[STAT_HEALTH] <= 0 || ent->client->sess.sessionTeam == TEAM_SPECTATOR || (ent->client->ps.pm_flags & PMF_FOLLOW)) { return; } buttons = ucmd->buttons; if (ent->r.svFlags & SVF_BOT) { //they press use all the time.. buttons &= ~BUTTON_USE; } actionPressed = G_ActionButtonPressed(buttons); VectorSubtract(ent->client->ps.viewangles, ent->client->idleViewAngles, viewChange); if ( !VectorCompare( vec3_origin, ent->client->ps.velocity ) || actionPressed || ucmd->forwardmove || ucmd->rightmove || ucmd->upmove || !G_StandingAnim( ent->client->ps.legsAnim ) || (ent->health+ent->client->ps.stats[STAT_ARMOR]) != ent->client->idleHealth || VectorLength(viewChange) > 10 || ent->client->ps.legsTimer > 0 || ent->client->ps.torsoTimer > 0 || ent->client->ps.weaponTime > 0 || ent->client->ps.weaponstate == WEAPON_CHARGING || ent->client->ps.weaponstate == WEAPON_CHARGING_ALT || ent->client->ps.zoomMode || (ent->client->ps.weaponstate != WEAPON_READY && ent->client->ps.weapon != WP_SABER) || ent->client->ps.forceHandExtend != HANDEXTEND_NONE || ent->client->ps.saberBlocked != BLOCKED_NONE || ent->client->ps.saberBlocking >= level.time || ent->client->ps.weapon == WP_MELEE || (ent->client->ps.weapon != ent->client->pers.cmd.weapon && ent->s.eType != ET_NPC)) {//FIXME: also check for turning? qboolean brokeOut = qfalse; if ( !VectorCompare( vec3_origin, ent->client->ps.velocity ) || actionPressed || ucmd->forwardmove || ucmd->rightmove || ucmd->upmove || (ent->health+ent->client->ps.stats[STAT_ARMOR]) != ent->client->idleHealth || ent->client->ps.zoomMode || (ent->client->ps.weaponstate != WEAPON_READY && ent->client->ps.weapon != WP_SABER) || (ent->client->ps.weaponTime > 0 && ent->client->ps.weapon == WP_SABER) || ent->client->ps.weaponstate == WEAPON_CHARGING || ent->client->ps.weaponstate == WEAPON_CHARGING_ALT || ent->client->ps.forceHandExtend != HANDEXTEND_NONE || ent->client->ps.saberBlocked != BLOCKED_NONE || ent->client->ps.saberBlocking >= level.time || ent->client->ps.weapon == WP_MELEE || (ent->client->ps.weapon != ent->client->pers.cmd.weapon && ent->s.eType != ET_NPC)) { //if in an idle, break out switch ( ent->client->ps.legsAnim ) { case BOTH_STAND1IDLE1: case BOTH_STAND2IDLE1: case BOTH_STAND2IDLE2: case BOTH_STAND3IDLE1: case BOTH_STAND5IDLE1: ent->client->ps.legsTimer = 0; brokeOut = qtrue; break; } switch ( ent->client->ps.torsoAnim ) { case BOTH_STAND1IDLE1: case BOTH_STAND2IDLE1: case BOTH_STAND2IDLE2: case BOTH_STAND3IDLE1: case BOTH_STAND5IDLE1: ent->client->ps.torsoTimer = 0; ent->client->ps.weaponTime = 0; ent->client->ps.saberMove = LS_READY; brokeOut = qtrue; break; } } // ent->client->idleHealth = (ent->health+ent->client->ps.stats[STAT_ARMOR]); VectorCopy(ent->client->ps.viewangles, ent->client->idleViewAngles); if ( ent->client->idleTime < level.time ) { ent->client->idleTime = level.time; } if (brokeOut && (ent->client->ps.weaponstate == WEAPON_CHARGING || ent->client->ps.weaponstate == WEAPON_CHARGING_ALT)) { ent->client->ps.torsoAnim = TORSO_RAISEWEAP1; } } else if ( level.time - ent->client->idleTime > 5000 ) {//been idle for 5 seconds int idleAnim = -1; switch ( ent->client->ps.legsAnim ) { case BOTH_STAND1: idleAnim = BOTH_STAND1IDLE1; break; case BOTH_STAND2: idleAnim = BOTH_STAND2IDLE1;//Q_irand(BOTH_STAND2IDLE1,BOTH_STAND2IDLE2); break; case BOTH_STAND3: idleAnim = BOTH_STAND3IDLE1; break; case BOTH_STAND5: idleAnim = BOTH_STAND5IDLE1; break; } if (idleAnim == BOTH_STAND2IDLE1 && Q_irand(1, 10) <= 5) { idleAnim = BOTH_STAND2IDLE2; } if ( idleAnim != -1 && /*PM_HasAnimation( ent, idleAnim )*/idleAnim > 0 && idleAnim < MAX_ANIMATIONS ) { G_SetAnim(ent, ucmd, SETANIM_BOTH, idleAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0); //don't idle again after this anim for a while //ent->client->idleTime = level.time + PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)idleAnim ) + Q_irand( 0, 2000 ); ent->client->idleTime = level.time + ent->client->ps.legsTimer + Q_irand( 0, 2000 ); } } } void NPC_Accelerate( gentity_t *ent, qboolean fullWalkAcc, qboolean fullRunAcc ) { if ( !ent->client || !ent->NPC ) { return; } if ( !ent->NPC->stats.acceleration ) {//No acceleration means just start and stop ent->NPC->currentSpeed = ent->NPC->desiredSpeed; } //FIXME: in cinematics always accel/decel? else if ( ent->NPC->desiredSpeed <= ent->NPC->stats.walkSpeed ) {//Only accelerate if at walkSpeeds if ( ent->NPC->desiredSpeed > ent->NPC->currentSpeed + ent->NPC->stats.acceleration ) { //ent->client->ps.friction = 0; ent->NPC->currentSpeed += ent->NPC->stats.acceleration; } else if ( ent->NPC->desiredSpeed > ent->NPC->currentSpeed ) { //ent->client->ps.friction = 0; ent->NPC->currentSpeed = ent->NPC->desiredSpeed; } else if ( fullWalkAcc && ent->NPC->desiredSpeed < ent->NPC->currentSpeed - ent->NPC->stats.acceleration ) {//decelerate even when walking ent->NPC->currentSpeed -= ent->NPC->stats.acceleration; } else if ( ent->NPC->desiredSpeed < ent->NPC->currentSpeed ) {//stop on a dime ent->NPC->currentSpeed = ent->NPC->desiredSpeed; } } else// if ( ent->NPC->desiredSpeed > ent->NPC->stats.walkSpeed ) {//Only decelerate if at runSpeeds if ( fullRunAcc && ent->NPC->desiredSpeed > ent->NPC->currentSpeed + ent->NPC->stats.acceleration ) {//Accelerate to runspeed //ent->client->ps.friction = 0; ent->NPC->currentSpeed += ent->NPC->stats.acceleration; } else if ( ent->NPC->desiredSpeed > ent->NPC->currentSpeed ) {//accelerate instantly //ent->client->ps.friction = 0; ent->NPC->currentSpeed = ent->NPC->desiredSpeed; } else if ( fullRunAcc && ent->NPC->desiredSpeed < ent->NPC->currentSpeed - ent->NPC->stats.acceleration ) { ent->NPC->currentSpeed -= ent->NPC->stats.acceleration; } else if ( ent->NPC->desiredSpeed < ent->NPC->currentSpeed ) { ent->NPC->currentSpeed = ent->NPC->desiredSpeed; } } } /* ------------------------- NPC_GetWalkSpeed ------------------------- */ static int NPC_GetWalkSpeed( gentity_t *ent ) { int walkSpeed = 0; if ( ( ent->client == NULL ) || ( ent->NPC == NULL ) ) return 0; switch ( ent->client->playerTeam ) { case NPCTEAM_PLAYER: //To shutup compiler, will add entries later (this is stub code) default: walkSpeed = ent->NPC->stats.walkSpeed; break; } return walkSpeed; } /* ------------------------- NPC_GetRunSpeed ------------------------- */ static int NPC_GetRunSpeed( gentity_t *ent ) { int runSpeed = 0; if ( ( ent->client == NULL ) || ( ent->NPC == NULL ) ) return 0; /* switch ( ent->client->playerTeam ) { case TEAM_BORG: runSpeed = ent->NPC->stats.runSpeed; runSpeed += BORG_RUN_INCR * (g_spskill->integer%3); break; case TEAM_8472: runSpeed = ent->NPC->stats.runSpeed; runSpeed += SPECIES_RUN_INCR * (g_spskill->integer%3); break; case TEAM_STASIS: runSpeed = ent->NPC->stats.runSpeed; runSpeed += STASIS_RUN_INCR * (g_spskill->integer%3); break; case TEAM_BOTS: runSpeed = ent->NPC->stats.runSpeed; break; default: runSpeed = ent->NPC->stats.runSpeed; break; } */ // team no longer indicates species/race. Use NPC_class to adjust speed for specific npc types switch( ent->client->NPC_class) { case CLASS_PROBE: // droid cases here to shut-up compiler case CLASS_GONK: case CLASS_R2D2: case CLASS_R5D2: case CLASS_MARK1: case CLASS_MARK2: case CLASS_PROTOCOL: case CLASS_ATST: // hmm, not really your average droid case CLASS_MOUSE: case CLASS_SEEKER: case CLASS_REMOTE: runSpeed = ent->NPC->stats.runSpeed; break; default: runSpeed = ent->NPC->stats.runSpeed*1.3f; //rww - seems to slow in MP for some reason. break; } return runSpeed; } //Seems like a slightly less than ideal method for this, could it be done on the client? extern qboolean FlyingCreature( gentity_t *ent ); void G_CheckMovingLoopingSounds( gentity_t *ent, usercmd_t *ucmd ) { if ( ent->client ) { if ( (ent->NPC&&!VectorCompare( vec3_origin, ent->client->ps.moveDir ))//moving using moveDir || ucmd->forwardmove || ucmd->rightmove//moving using ucmds || (ucmd->upmove&&FlyingCreature( ent ))//flier using ucmds to move || (FlyingCreature( ent )&&!VectorCompare( vec3_origin, ent->client->ps.velocity )&&ent->health>0))//flier using velocity to move { switch( ent->client->NPC_class ) { case CLASS_R2D2: ent->s.loopSound = G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" ); break; case CLASS_R5D2: ent->s.loopSound = G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp2.wav" ); break; case CLASS_MARK2: ent->s.loopSound = G_SoundIndex( "sound/chars/mark2/misc/mark2_move_lp" ); break; case CLASS_MOUSE: ent->s.loopSound = G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" ); break; case CLASS_PROBE: ent->s.loopSound = G_SoundIndex( "sound/chars/probe/misc/probedroidloop" ); } } else {//not moving under your own control, stop loopSound if ( ent->client->NPC_class == CLASS_R2D2 || ent->client->NPC_class == CLASS_R5D2 || ent->client->NPC_class == CLASS_MARK2 || ent->client->NPC_class == CLASS_MOUSE || ent->client->NPC_class == CLASS_PROBE ) { ent->s.loopSound = 0; } } } } void G_HeldByMonster( gentity_t *ent, usercmd_t **ucmd ) { if ( ent && ent->client && ent->client->ps.hasLookTarget )//NOTE: lookTarget is an entity number, so this presumes that client 0 is NOT a Rancor... { gentity_t *monster = &g_entities[ent->client->ps.lookTarget]; if ( monster && monster->client ) { //take the monster's waypoint as your own ent->waypoint = monster->waypoint; if ( monster->s.NPC_class == CLASS_RANCOR ) {//only possibility right now, may add Wampa and Sand Creature later BG_AttachToRancor( monster->ghoul2, //ghoul2 info monster->r.currentAngles[YAW], monster->r.currentOrigin, level.time, NULL, monster->modelScale, (monster->client->ps.eFlags2&EF2_GENERIC_NPC_FLAG), ent->client->ps.origin, ent->client->ps.viewangles, NULL ); } VectorClear( ent->client->ps.velocity ); G_SetOrigin( ent, ent->client->ps.origin ); SetClientViewAngle( ent, ent->client->ps.viewangles ); G_SetAngles( ent, ent->client->ps.viewangles ); trap_LinkEntity( ent );//redundant? } } // don't allow movement, weapon switching, and most kinds of button presses (*ucmd)->forwardmove = 0; (*ucmd)->rightmove = 0; (*ucmd)->upmove = 0; } enum { TAUNT_TAUNT = 0, TAUNT_BOW, TAUNT_MEDITATE, TAUNT_FLOURISH, TAUNT_GLOAT }; void G_SetTauntAnim( gentity_t *ent, int taunt ) { if (ent->client->pers.cmd.upmove || ent->client->pers.cmd.forwardmove || ent->client->pers.cmd.rightmove) { //hack, don't do while moving return; } if ( taunt != TAUNT_TAUNT ) {//normal taunt always allowed if ( g_gametype.integer != GT_DUEL && g_gametype.integer != GT_POWERDUEL ) {//no taunts unless in Duel return; } } if ( ent->client->ps.torsoTimer < 1 && ent->client->ps.forceHandExtend == HANDEXTEND_NONE && ent->client->ps.legsTimer < 1 && ent->client->ps.weaponTime < 1 && ent->client->ps.saberLockTime < level.time ) { int anim = -1; switch ( taunt ) { case TAUNT_TAUNT: if ( ent->client->ps.weapon != WP_SABER ) { anim = BOTH_ENGAGETAUNT; } else if ( ent->client->saber[0].tauntAnim != -1 ) { anim = ent->client->saber[0].tauntAnim; } else if ( ent->client->saber[1].model && ent->client->saber[1].model[0] && ent->client->saber[1].tauntAnim != -1 ) { anim = ent->client->saber[1].tauntAnim; } else { switch ( ent->client->ps.fd.saberAnimLevel ) { case SS_FAST: case SS_TAVION: if ( ent->client->ps.saberHolstered == 1 && ent->client->saber[1].model && ent->client->saber[1].model[0] ) {//turn off second saber G_Sound( ent, CHAN_WEAPON, ent->client->saber[1].soundOff ); } else if ( ent->client->ps.saberHolstered == 0 ) {//turn off first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOff ); } ent->client->ps.saberHolstered = 2; anim = BOTH_GESTURE1; break; case SS_MEDIUM: case SS_STRONG: case SS_DESANN: anim = BOTH_ENGAGETAUNT; break; case SS_DUAL: if ( ent->client->ps.saberHolstered == 1 && ent->client->saber[1].model && ent->client->saber[1].model[0] ) {//turn on second saber G_Sound( ent, CHAN_WEAPON, ent->client->saber[1].soundOn ); } else if ( ent->client->ps.saberHolstered == 2 ) {//turn on first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn ); } ent->client->ps.saberHolstered = 0; anim = BOTH_DUAL_TAUNT; break; case SS_STAFF: if ( ent->client->ps.saberHolstered > 0 ) {//turn on all blades G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn ); } ent->client->ps.saberHolstered = 0; anim = BOTH_STAFF_TAUNT; break; } } break; case TAUNT_BOW: if ( ent->client->saber[0].bowAnim != -1 ) { anim = ent->client->saber[0].bowAnim; } else if ( ent->client->saber[1].model && ent->client->saber[1].model[0] && ent->client->saber[1].bowAnim != -1 ) { anim = ent->client->saber[1].bowAnim; } else { anim = BOTH_BOW; } if ( ent->client->ps.saberHolstered == 1 && ent->client->saber[1].model && ent->client->saber[1].model[0] ) {//turn off second saber G_Sound( ent, CHAN_WEAPON, ent->client->saber[1].soundOff ); } else if ( ent->client->ps.saberHolstered == 0 ) {//turn off first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOff ); } ent->client->ps.saberHolstered = 2; break; case TAUNT_MEDITATE: if ( ent->client->saber[0].meditateAnim != -1 ) { anim = ent->client->saber[0].meditateAnim; } else if ( ent->client->saber[1].model && ent->client->saber[1].model[0] && ent->client->saber[1].meditateAnim != -1 ) { anim = ent->client->saber[1].meditateAnim; } else { anim = BOTH_MEDITATE; } if ( ent->client->ps.saberHolstered == 1 && ent->client->saber[1].model && ent->client->saber[1].model[0] ) {//turn off second saber G_Sound( ent, CHAN_WEAPON, ent->client->saber[1].soundOff ); } else if ( ent->client->ps.saberHolstered == 0 ) {//turn off first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOff ); } ent->client->ps.saberHolstered = 2; break; case TAUNT_FLOURISH: if ( ent->client->ps.weapon == WP_SABER ) { if ( ent->client->ps.saberHolstered == 1 && ent->client->saber[1].model && ent->client->saber[1].model[0] ) {//turn on second saber G_Sound( ent, CHAN_WEAPON, ent->client->saber[1].soundOn ); } else if ( ent->client->ps.saberHolstered == 2 ) {//turn on first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn ); } ent->client->ps.saberHolstered = 0; if ( ent->client->saber[0].flourishAnim != -1 ) { anim = ent->client->saber[0].flourishAnim; } else if ( ent->client->saber[1].model && ent->client->saber[1].model[0] && ent->client->saber[1].flourishAnim != -1 ) { anim = ent->client->saber[1].flourishAnim; } else { switch ( ent->client->ps.fd.saberAnimLevel ) { case SS_FAST: case SS_TAVION: anim = BOTH_SHOWOFF_FAST; break; case SS_MEDIUM: anim = BOTH_SHOWOFF_MEDIUM; break; case SS_STRONG: case SS_DESANN: anim = BOTH_SHOWOFF_STRONG; break; case SS_DUAL: anim = BOTH_SHOWOFF_DUAL; break; case SS_STAFF: anim = BOTH_SHOWOFF_STAFF; break; } } } break; case TAUNT_GLOAT: if ( ent->client->saber[0].gloatAnim != -1 ) { anim = ent->client->saber[0].gloatAnim; } else if ( ent->client->saber[1].model && ent->client->saber[1].model[0] && ent->client->saber[1].gloatAnim != -1 ) { anim = ent->client->saber[1].gloatAnim; } else { switch ( ent->client->ps.fd.saberAnimLevel ) { case SS_FAST: case SS_TAVION: anim = BOTH_VICTORY_FAST; break; case SS_MEDIUM: anim = BOTH_VICTORY_MEDIUM; break; case SS_STRONG: case SS_DESANN: if ( ent->client->ps.saberHolstered ) {//turn on first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn ); } ent->client->ps.saberHolstered = 0; anim = BOTH_VICTORY_STRONG; break; case SS_DUAL: if ( ent->client->ps.saberHolstered == 1 && ent->client->saber[1].model && ent->client->saber[1].model[0] ) {//turn on second saber G_Sound( ent, CHAN_WEAPON, ent->client->saber[1].soundOn ); } else if ( ent->client->ps.saberHolstered == 2 ) {//turn on first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn ); } ent->client->ps.saberHolstered = 0; anim = BOTH_VICTORY_DUAL; break; case SS_STAFF: if ( ent->client->ps.saberHolstered ) {//turn on first G_Sound( ent, CHAN_WEAPON, ent->client->saber[0].soundOn ); } ent->client->ps.saberHolstered = 0; anim = BOTH_VICTORY_STAFF; break; } } break; } if ( anim != -1 ) { if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) { ent->client->ps.forceHandExtend = HANDEXTEND_TAUNT; ent->client->ps.forceDodgeAnim = anim; ent->client->ps.forceHandExtendTime = level.time + BG_AnimLength(ent->localAnimIndex, (animNumber_t)anim); } if ( taunt != TAUNT_MEDITATE && taunt != TAUNT_BOW ) {//no sound for meditate or bow G_AddEvent( ent, EV_TAUNT, taunt ); } } } } /* ============== ClientThink This will be called once for each client frame, which will usually be a couple times for each server frame on fast clients. If "g_synchronousClients 1" is set, this will be called exactly once for each server frame, which makes for smooth demo recording. ============== */ void ClientThink_real( gentity_t *ent ) { gclient_t *client; pmove_t pm; int oldEventSequence; int msec; usercmd_t *ucmd; qboolean isNPC = qfalse; qboolean controlledByPlayer = qfalse; qboolean killJetFlags = qtrue; client = ent->client; if (ent->s.eType == ET_NPC) { isNPC = qtrue; } // don't think if the client is not yet connected (and thus not yet spawned in) if (client->pers.connected != CON_CONNECTED && !isNPC) { return; } // This code was moved here from clientThink to fix a problem with g_synchronousClients // being set to 1 when in vehicles. if ( ent->s.number < MAX_CLIENTS && ent->client->ps.m_iVehicleNum ) {//driving a vehicle if (g_entities[ent->client->ps.m_iVehicleNum].client) { gentity_t *veh = &g_entities[ent->client->ps.m_iVehicleNum]; if (veh->m_pVehicle && veh->m_pVehicle->m_pPilot == (bgEntity_t *)ent) { //only take input from the pilot... veh->client->ps.commandTime = ent->client->ps.commandTime; memcpy(&veh->m_pVehicle->m_ucmd, &ent->client->pers.cmd, sizeof(usercmd_t)); if ( veh->m_pVehicle->m_ucmd.buttons & BUTTON_TALK ) { //forced input if "chat bubble" is up veh->m_pVehicle->m_ucmd.buttons = BUTTON_TALK; veh->m_pVehicle->m_ucmd.forwardmove = 0; veh->m_pVehicle->m_ucmd.rightmove = 0; veh->m_pVehicle->m_ucmd.upmove = 0; } } } } if (!(client->ps.pm_flags & PMF_FOLLOW)) { if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1 && bgSiegeClasses[client->siegeClass].saberStance) { //the class says we have to use this stance set. if (!(bgSiegeClasses[client->siegeClass].saberStance & (1 << client->ps.fd.saberAnimLevel))) { //the current stance is not in the bitmask, so find the first one that is. int i = SS_FAST; while (i < SS_NUM_SABER_STYLES) { if (bgSiegeClasses[client->siegeClass].saberStance & (1 << i)) { if (i == SS_DUAL && client->ps.saberHolstered == 1 ) {//one saber should be off, adjust saberAnimLevel accordinly client->ps.fd.saberAnimLevelBase = i; client->ps.fd.saberAnimLevel = SS_FAST; client->ps.fd.saberDrawAnimLevel = client->ps.fd.saberAnimLevel; } else if ( i == SS_STAFF && client->ps.saberHolstered == 1 && client->saber[0].singleBladeStyle != SS_NONE) {//one saber or blade should be off, adjust saberAnimLevel accordinly client->ps.fd.saberAnimLevelBase = i; client->ps.fd.saberAnimLevel = client->saber[0].singleBladeStyle; client->ps.fd.saberDrawAnimLevel = client->ps.fd.saberAnimLevel; } else { client->ps.fd.saberAnimLevelBase = client->ps.fd.saberAnimLevel = i; client->ps.fd.saberDrawAnimLevel = i; } break; } i++; } } } else if (client->saber[0].model[0] && client->saber[1].model[0]) { //with two sabs always use akimbo style if ( client->ps.saberHolstered == 1 ) {//one saber should be off, adjust saberAnimLevel accordinly client->ps.fd.saberAnimLevelBase = SS_DUAL; client->ps.fd.saberAnimLevel = SS_FAST; client->ps.fd.saberDrawAnimLevel = client->ps.fd.saberAnimLevel; } else { if ( !WP_SaberStyleValidForSaber( &client->saber[0], &client->saber[1], client->ps.saberHolstered, client->ps.fd.saberAnimLevel ) ) {//only use dual style if the style we're trying to use isn't valid client->ps.fd.saberAnimLevelBase = client->ps.fd.saberAnimLevel = SS_DUAL; } client->ps.fd.saberDrawAnimLevel = client->ps.fd.saberAnimLevel; } } else { if (client->saber[0].stylesLearned == (1<ps.fd.saberAnimLevelBase = SS_STAFF; } if ( client->ps.fd.saberAnimLevelBase == SS_STAFF ) {//using staff style if ( client->ps.saberHolstered == 1 && client->saber[0].singleBladeStyle != SS_NONE) {//one blade should be off, adjust saberAnimLevel accordinly client->ps.fd.saberAnimLevel = client->saber[0].singleBladeStyle; client->ps.fd.saberDrawAnimLevel = client->ps.fd.saberAnimLevel; } else { client->ps.fd.saberAnimLevel = SS_STAFF; client->ps.fd.saberDrawAnimLevel = client->ps.fd.saberAnimLevel; } } } } // mark the time, so the connection sprite can be removed ucmd = &ent->client->pers.cmd; if ( client && (client->ps.eFlags2&EF2_HELD_BY_MONSTER) ) { G_HeldByMonster( ent, &ucmd ); } // sanity check the command time to prevent speedup cheating if ( ucmd->serverTime > level.time + 200 ) { ucmd->serverTime = level.time + 200; // G_Printf("serverTime <<<<<\n" ); } if ( ucmd->serverTime < level.time - 1000 ) { ucmd->serverTime = level.time - 1000; // G_Printf("serverTime >>>>>\n" ); } if (isNPC && (ucmd->serverTime - client->ps.commandTime) < 1) { ucmd->serverTime = client->ps.commandTime + 100; } msec = ucmd->serverTime - client->ps.commandTime; // following others may result in bad times, but we still want // to check for follow toggles if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) { return; } if ( msec > 200 ) { msec = 200; } if ( pmove_msec.integer < 8 ) { trap_Cvar_Set("pmove_msec", "8"); } else if (pmove_msec.integer > 33) { trap_Cvar_Set("pmove_msec", "33"); } if ( pmove_fixed.integer || client->pers.pmoveFixed ) { ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; //if (ucmd->serverTime - client->ps.commandTime <= 0) // return; } // // check for exiting intermission // if ( level.intermissiontime ) { if ( ent->s.number < MAX_CLIENTS || client->NPC_class == CLASS_VEHICLE ) {//players and vehicles do nothing in intermissions ClientIntermissionThink( client ); return; } } // spectators don't do much if ( client->sess.sessionTeam == TEAM_SPECTATOR || client->tempSpectate > level.time ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { return; } SpectatorThink( ent, ucmd ); return; } if (ent && ent->client && (ent->client->ps.eFlags & EF_INVULNERABLE)) { if (ent->client->invulnerableTimer <= level.time) { ent->client->ps.eFlags &= ~EF_INVULNERABLE; } } if (ent->s.eType != ET_NPC) { // check for inactivity timer, but never drop the local client of a non-dedicated server if ( !ClientInactivityTimer( client ) ) { return; } } //Check if we should have a fullbody push effect around the player if (client->pushEffectTime > level.time) { client->ps.eFlags |= EF_BODYPUSH; } else if (client->pushEffectTime) { client->pushEffectTime = 0; client->ps.eFlags &= ~EF_BODYPUSH; } if (client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_JETPACK)) { client->ps.eFlags |= EF_JETPACK; } else { client->ps.eFlags &= ~EF_JETPACK; } if ( client->noclip ) { client->ps.pm_type = PM_NOCLIP; } else if ( client->ps.eFlags & EF_DISINTEGRATION ) { client->ps.pm_type = PM_NOCLIP; } else if ( client->ps.stats[STAT_HEALTH] <= 0 ) { client->ps.pm_type = PM_DEAD; } else { if (client->ps.forceGripChangeMovetype) { client->ps.pm_type = client->ps.forceGripChangeMovetype; } else { if (client->jetPackOn) { client->ps.pm_type = PM_JETPACK; client->ps.eFlags |= EF_JETPACK_ACTIVE; killJetFlags = qfalse; } else { client->ps.pm_type = PM_NORMAL; } } } if (killJetFlags) { client->ps.eFlags &= ~EF_JETPACK_ACTIVE; client->ps.eFlags &= ~EF_JETPACK_FLAMING; } #define SLOWDOWN_DIST 128.0f #define MIN_NPC_SPEED 16.0f if (client->bodyGrabIndex != ENTITYNUM_NONE) { gentity_t *grabbed = &g_entities[client->bodyGrabIndex]; if (!grabbed->inuse || grabbed->s.eType != ET_BODY || (grabbed->s.eFlags & EF_DISINTEGRATION) || (grabbed->s.eFlags & EF_NODRAW)) { if (grabbed->inuse && grabbed->s.eType == ET_BODY) { grabbed->s.ragAttach = 0; } client->bodyGrabIndex = ENTITYNUM_NONE; } else { mdxaBone_t rhMat; vec3_t rhOrg, tAng; vec3_t bodyDir; float bodyDist; ent->client->ps.forceHandExtend = HANDEXTEND_DRAGGING; if (ent->client->ps.forceHandExtendTime < level.time + 500) { ent->client->ps.forceHandExtendTime = level.time + 1000; } VectorSet(tAng, 0, ent->client->ps.viewangles[YAW], 0); trap_G2API_GetBoltMatrix(ent->ghoul2, 0, 0, &rhMat, tAng, ent->client->ps.origin, level.time, NULL, ent->modelScale); //0 is always going to be right hand bolt BG_GiveMeVectorFromMatrix(&rhMat, ORIGIN, rhOrg); VectorSubtract(rhOrg, grabbed->r.currentOrigin, bodyDir); bodyDist = VectorLength(bodyDir); if (bodyDist > 40.0f) { //can no longer reach grabbed->s.ragAttach = 0; client->bodyGrabIndex = ENTITYNUM_NONE; } else if (bodyDist > 24.0f) { bodyDir[2] = 0; //don't want it floating //VectorScale(bodyDir, 0.1f, bodyDir); VectorAdd(grabbed->epVelocity, bodyDir, grabbed->epVelocity); G_Sound(grabbed, CHAN_AUTO, G_SoundIndex("sound/player/roll1.wav")); } } } else if (ent->client->ps.forceHandExtend == HANDEXTEND_DRAGGING) { ent->client->ps.forceHandExtend = HANDEXTEND_WEAPONREADY; } if (ent->NPC && ent->s.NPC_class != CLASS_VEHICLE) //vehicles manage their own speed { //FIXME: swoop should keep turning (and moving forward?) for a little bit? if ( ent->NPC->combatMove == qfalse ) { //if ( !(ucmd->buttons & BUTTON_USE) ) if (1) {//Not leaning qboolean Flying = (ucmd->upmove && (ent->client->ps.eFlags2&EF2_FLYING));//ent->client->moveType == MT_FLYSWIM); qboolean Climbing = (ucmd->upmove && ent->watertype&CONTENTS_LADDER ); //client->ps.friction = 6; if ( ucmd->forwardmove || ucmd->rightmove || Flying ) { //if ( ent->NPC->behaviorState != BS_FORMATION ) {//In - Formation NPCs set thier desiredSpeed themselves if ( ucmd->buttons & BUTTON_WALKING ) { ent->NPC->desiredSpeed = NPC_GetWalkSpeed( ent );//ent->NPC->stats.walkSpeed; } else//running { ent->NPC->desiredSpeed = NPC_GetRunSpeed( ent );//ent->NPC->stats.runSpeed; } if ( ent->NPC->currentSpeed >= 80 && !controlledByPlayer ) {//At higher speeds, need to slow down close to stuff //Slow down as you approach your goal // if ( ent->NPC->distToGoal < SLOWDOWN_DIST && client->race != RACE_BORG && !(ent->NPC->aiFlags&NPCAI_NO_SLOWDOWN) )//128 if ( ent->NPC->distToGoal < SLOWDOWN_DIST && !(ent->NPC->aiFlags&NPCAI_NO_SLOWDOWN) )//128 { if ( ent->NPC->desiredSpeed > MIN_NPC_SPEED ) { float slowdownSpeed = ((float)ent->NPC->desiredSpeed) * ent->NPC->distToGoal / SLOWDOWN_DIST; ent->NPC->desiredSpeed = ceil(slowdownSpeed); if ( ent->NPC->desiredSpeed < MIN_NPC_SPEED ) {//don't slow down too much ent->NPC->desiredSpeed = MIN_NPC_SPEED; } } } } } } else if ( Climbing ) { ent->NPC->desiredSpeed = ent->NPC->stats.walkSpeed; } else {//We want to stop ent->NPC->desiredSpeed = 0; } NPC_Accelerate( ent, qfalse, qfalse ); if ( ent->NPC->currentSpeed <= 24 && ent->NPC->desiredSpeed < ent->NPC->currentSpeed ) {//No-one walks this slow client->ps.speed = ent->NPC->currentSpeed = 0;//Full stop ucmd->forwardmove = 0; ucmd->rightmove = 0; } else { if ( ent->NPC->currentSpeed <= ent->NPC->stats.walkSpeed ) {//Play the walkanim ucmd->buttons |= BUTTON_WALKING; } else { ucmd->buttons &= ~BUTTON_WALKING; } if ( ent->NPC->currentSpeed > 0 ) {//We should be moving if ( Climbing || Flying ) { if ( !ucmd->upmove ) {//We need to force them to take a couple more steps until stopped ucmd->upmove = ent->NPC->last_ucmd.upmove;//was last_upmove; } } else if ( !ucmd->forwardmove && !ucmd->rightmove ) {//We need to force them to take a couple more steps until stopped ucmd->forwardmove = ent->NPC->last_ucmd.forwardmove;//was last_forwardmove; ucmd->rightmove = ent->NPC->last_ucmd.rightmove;//was last_rightmove; } } client->ps.speed = ent->NPC->currentSpeed; // if ( player && player->client && player->client->ps.viewEntity == ent->s.number ) // { // } // else //rwwFIXMEFIXME: do this and also check for all real client if (1) { //Slow down on turns - don't orbit!!! float turndelta = 0; // if the NPC is locked into a Yaw, we want to check the lockedDesiredYaw...otherwise the NPC can't walk backwards, because it always thinks it trying to turn according to desiredYaw //if( client->renderInfo.renderFlags & RF_LOCKEDANGLE ) // yeah I know the RF_ flag is a pretty ugly hack... if (0) //rwwFIXMEFIXME: ... { turndelta = (180 - fabs( AngleDelta( ent->r.currentAngles[YAW], ent->NPC->lockedDesiredYaw ) ))/180; } else { turndelta = (180 - fabs( AngleDelta( ent->r.currentAngles[YAW], ent->NPC->desiredYaw ) ))/180; } if ( turndelta < 0.75f ) { client->ps.speed = 0; } else if ( ent->NPC->distToGoal < 100 && turndelta < 1.0 ) {//Turn is greater than 45 degrees or closer than 100 to goal client->ps.speed = floor(((float)(client->ps.speed))*turndelta); } } } } } else { ent->NPC->desiredSpeed = ( ucmd->buttons & BUTTON_WALKING ) ? NPC_GetWalkSpeed( ent ) : NPC_GetRunSpeed( ent ); client->ps.speed = ent->NPC->desiredSpeed; } if (ucmd->buttons & BUTTON_WALKING) { //sort of a hack I guess since MP handles walking differently from SP (has some proxy cheat prevention methods) /* if (ent->client->ps.speed > 64) { ent->client->ps.speed = 64; } */ if (ucmd->forwardmove > 64) { ucmd->forwardmove = 64; } else if (ucmd->forwardmove < -64) { ucmd->forwardmove = -64; } if (ucmd->rightmove > 64) { ucmd->rightmove = 64; } else if ( ucmd->rightmove < -64) { ucmd->rightmove = -64; } //ent->client->ps.speed = ent->client->ps.basespeed = NPC_GetRunSpeed( ent ); } client->ps.basespeed = client->ps.speed; } else if (!client->ps.m_iVehicleNum && (!ent->NPC || ent->s.NPC_class != CLASS_VEHICLE)) //if riding a vehicle it will manage our speed and such { // set speed client->ps.speed = g_speed.value; //Check for a siege class speed multiplier if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1) { client->ps.speed *= bgSiegeClasses[client->siegeClass].speed; } if (client->bodyGrabIndex != ENTITYNUM_NONE) { //can't go nearly as fast when dragging a body around client->ps.speed *= 0.2f; } client->ps.basespeed = client->ps.speed; } if ( !ent->NPC || !(ent->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY) ) {//use global gravity if (ent->NPC && ent->s.NPC_class == CLASS_VEHICLE && ent->m_pVehicle && ent->m_pVehicle->m_pVehicleInfo->gravity) { //use custom veh gravity client->ps.gravity = ent->m_pVehicle->m_pVehicleInfo->gravity; } else { if (ent->client->inSpaceIndex && ent->client->inSpaceIndex != ENTITYNUM_NONE) { //in space, so no gravity... client->ps.gravity = 1.0f; if (ent->s.number < MAX_CLIENTS) { VectorScale(client->ps.velocity, 0.8f, client->ps.velocity); } } else { if (client->ps.eFlags2 & EF2_SHIP_DEATH) { //float there VectorClear(client->ps.velocity); client->ps.gravity = 1.0f; } else { client->ps.gravity = g_gravity.value; } } } } if (ent->client->ps.duelInProgress) { gentity_t *duelAgainst = &g_entities[ent->client->ps.duelIndex]; //Keep the time updated, so once this duel ends this player can't engage in a duel for another //10 seconds. This will give other people a chance to engage in duels in case this player wants //to engage again right after he's done fighting and someone else is waiting. ent->client->ps.fd.privateDuelTime = level.time + 10000; if (ent->client->ps.duelTime < level.time) { //Bring out the sabers if (ent->client->ps.weapon == WP_SABER && ent->client->ps.saberHolstered && ent->client->ps.duelTime ) { ent->client->ps.saberHolstered = 0; if (ent->client->saber[0].soundOn) { G_Sound(ent, CHAN_AUTO, ent->client->saber[0].soundOn); } if (ent->client->saber[1].soundOn) { G_Sound(ent, CHAN_AUTO, ent->client->saber[1].soundOn); } G_AddEvent(ent, EV_PRIVATE_DUEL, 2); ent->client->ps.duelTime = 0; } if (duelAgainst && duelAgainst->client && duelAgainst->inuse && duelAgainst->client->ps.weapon == WP_SABER && duelAgainst->client->ps.saberHolstered && duelAgainst->client->ps.duelTime) { duelAgainst->client->ps.saberHolstered = 0; if (duelAgainst->client->saber[0].soundOn) { G_Sound(duelAgainst, CHAN_AUTO, duelAgainst->client->saber[0].soundOn); } if (duelAgainst->client->saber[1].soundOn) { G_Sound(duelAgainst, CHAN_AUTO, duelAgainst->client->saber[1].soundOn); } G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 2); duelAgainst->client->ps.duelTime = 0; } } else { client->ps.speed = 0; client->ps.basespeed = 0; ucmd->forwardmove = 0; ucmd->rightmove = 0; ucmd->upmove = 0; } if (!duelAgainst || !duelAgainst->client || !duelAgainst->inuse || duelAgainst->client->ps.duelIndex != ent->s.number) { ent->client->ps.duelInProgress = 0; G_AddEvent(ent, EV_PRIVATE_DUEL, 0); } else if (duelAgainst->health < 1 || duelAgainst->client->ps.stats[STAT_HEALTH] < 1) { ent->client->ps.duelInProgress = 0; duelAgainst->client->ps.duelInProgress = 0; G_AddEvent(ent, EV_PRIVATE_DUEL, 0); G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 0); //Winner gets full health.. providing he's still alive if (ent->health > 0 && ent->client->ps.stats[STAT_HEALTH] > 0) { if (ent->health < ent->client->ps.stats[STAT_MAX_HEALTH]) { ent->client->ps.stats[STAT_HEALTH] = ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; } if (g_spawnInvulnerability.integer) { ent->client->ps.eFlags |= EF_INVULNERABLE; ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer; } } /* trap_SendServerCommand( ent-g_entities, va("print \"%s %s\n\"", ent->client->pers.netname, G_GetStringEdString("MP_SVGAME", "PLDUELWINNER")) ); trap_SendServerCommand( duelAgainst-g_entities, va("print \"%s %s\n\"", ent->client->pers.netname, G_GetStringEdString("MP_SVGAME", "PLDUELWINNER")) ); */ //Private duel announcements are now made globally because we only want one duel at a time. if (ent->health > 0 && ent->client->ps.stats[STAT_HEALTH] > 0) { trap_SendServerCommand( -1, va("cp \"%s %s %s!\n\"", ent->client->pers.netname, G_GetStringEdString("MP_SVGAME", "PLDUELWINNER"), duelAgainst->client->pers.netname) ); } else { //it was a draw, because we both managed to die in the same frame trap_SendServerCommand( -1, va("cp \"%s\n\"", G_GetStringEdString("MP_SVGAME", "PLDUELTIE")) ); } } else { vec3_t vSub; float subLen = 0; VectorSubtract(ent->client->ps.origin, duelAgainst->client->ps.origin, vSub); subLen = VectorLength(vSub); if (subLen >= 1024) { ent->client->ps.duelInProgress = 0; duelAgainst->client->ps.duelInProgress = 0; G_AddEvent(ent, EV_PRIVATE_DUEL, 0); G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 0); trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "PLDUELSTOP")) ); } } } if (ent->client->doingThrow > level.time) { gentity_t *throwee = &g_entities[ent->client->throwingIndex]; if (!throwee->inuse || !throwee->client || throwee->health < 1 || throwee->client->sess.sessionTeam == TEAM_SPECTATOR || (throwee->client->ps.pm_flags & PMF_FOLLOW) || throwee->client->throwingIndex != ent->s.number) { ent->client->doingThrow = 0; ent->client->ps.forceHandExtend = HANDEXTEND_NONE; if (throwee->inuse && throwee->client) { throwee->client->ps.heldByClient = 0; throwee->client->beingThrown = 0; if (throwee->client->ps.forceHandExtend != HANDEXTEND_POSTTHROWN) { throwee->client->ps.forceHandExtend = HANDEXTEND_NONE; } } } } if (ent->client->beingThrown > level.time) { gentity_t *thrower = &g_entities[ent->client->throwingIndex]; if (!thrower->inuse || !thrower->client || thrower->health < 1 || thrower->client->sess.sessionTeam == TEAM_SPECTATOR || (thrower->client->ps.pm_flags & PMF_FOLLOW) || thrower->client->throwingIndex != ent->s.number) { ent->client->ps.heldByClient = 0; ent->client->beingThrown = 0; if (ent->client->ps.forceHandExtend != HANDEXTEND_POSTTHROWN) { ent->client->ps.forceHandExtend = HANDEXTEND_NONE; } if (thrower->inuse && thrower->client) { thrower->client->doingThrow = 0; thrower->client->ps.forceHandExtend = HANDEXTEND_NONE; } } else if (thrower->inuse && thrower->client && thrower->ghoul2 && trap_G2_HaveWeGhoul2Models(thrower->ghoul2)) { #if 0 int lHandBolt = trap_G2API_AddBolt(thrower->ghoul2, 0, "*l_hand"); int pelBolt = trap_G2API_AddBolt(thrower->ghoul2, 0, "pelvis"); if (lHandBolt != -1 && pelBolt != -1) #endif { float pDif = 40.0f; vec3_t boltOrg, pBoltOrg; vec3_t tAngles; vec3_t vDif; vec3_t entDir, otherAngles; vec3_t fwd, right; //Always look at the thrower. VectorSubtract( thrower->client->ps.origin, ent->client->ps.origin, entDir ); VectorCopy( ent->client->ps.viewangles, otherAngles ); otherAngles[YAW] = vectoyaw( entDir ); SetClientViewAngle( ent, otherAngles ); VectorCopy(thrower->client->ps.viewangles, tAngles); tAngles[PITCH] = tAngles[ROLL] = 0; //Get the direction between the pelvis and position of the hand #if 0 mdxaBone_t boltMatrix, pBoltMatrix; trap_G2API_GetBoltMatrix(thrower->ghoul2, 0, lHandBolt, &boltMatrix, tAngles, thrower->client->ps.origin, level.time, 0, thrower->modelScale); boltOrg[0] = boltMatrix.matrix[0][3]; boltOrg[1] = boltMatrix.matrix[1][3]; boltOrg[2] = boltMatrix.matrix[2][3]; trap_G2API_GetBoltMatrix(thrower->ghoul2, 0, pelBolt, &pBoltMatrix, tAngles, thrower->client->ps.origin, level.time, 0, thrower->modelScale); pBoltOrg[0] = pBoltMatrix.matrix[0][3]; pBoltOrg[1] = pBoltMatrix.matrix[1][3]; pBoltOrg[2] = pBoltMatrix.matrix[2][3]; #else //above tends to not work once in a while, for various reasons I suppose. VectorCopy(thrower->client->ps.origin, pBoltOrg); AngleVectors(tAngles, fwd, right, 0); boltOrg[0] = pBoltOrg[0] + fwd[0]*8 + right[0]*pDif; boltOrg[1] = pBoltOrg[1] + fwd[1]*8 + right[1]*pDif; boltOrg[2] = pBoltOrg[2]; #endif //G_TestLine(boltOrg, pBoltOrg, 0x0000ff, 50); VectorSubtract(ent->client->ps.origin, boltOrg, vDif); if (VectorLength(vDif) > 32.0f && (thrower->client->doingThrow - level.time) < 4500) { //the hand is too far away, and can no longer hold onto us, so escape. ent->client->ps.heldByClient = 0; ent->client->beingThrown = 0; thrower->client->doingThrow = 0; thrower->client->ps.forceHandExtend = HANDEXTEND_NONE; G_EntitySound( thrower, CHAN_VOICE, G_SoundIndex("*pain25.wav") ); ent->client->ps.forceDodgeAnim = 2; ent->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN; ent->client->ps.forceHandExtendTime = level.time + 500; ent->client->ps.velocity[2] = 400; G_PreDefSound(ent->client->ps.origin, PDSOUND_FORCEJUMP); } else if ((client->beingThrown - level.time) < 4000) { //step into the next part of the throw, and go flying back float vScale = 400.0f; ent->client->ps.forceHandExtend = HANDEXTEND_POSTTHROWN; ent->client->ps.forceHandExtendTime = level.time + 1200; ent->client->ps.forceDodgeAnim = 0; thrower->client->ps.forceHandExtend = HANDEXTEND_POSTTHROW; thrower->client->ps.forceHandExtendTime = level.time + 200; ent->client->ps.heldByClient = 0; ent->client->ps.heldByClient = 0; ent->client->beingThrown = 0; thrower->client->doingThrow = 0; AngleVectors(thrower->client->ps.viewangles, vDif, 0, 0); ent->client->ps.velocity[0] = vDif[0]*vScale; ent->client->ps.velocity[1] = vDif[1]*vScale; ent->client->ps.velocity[2] = 400; G_EntitySound( ent, CHAN_VOICE, G_SoundIndex("*pain100.wav") ); G_EntitySound( thrower, CHAN_VOICE, G_SoundIndex("*jump1.wav") ); //Set the thrower as the "other killer", so if we die from fall/impact damage he is credited. ent->client->ps.otherKiller = thrower->s.number; ent->client->ps.otherKillerTime = level.time + 8000; ent->client->ps.otherKillerDebounceTime = level.time + 100; ent->client->otherKillerMOD = MOD_FALLING; ent->client->otherKillerVehWeapon = 0; ent->client->otherKillerWeaponType = WP_NONE; } else { //see if we can move to be next to the hand.. if it's not clear, break the throw. vec3_t intendedOrigin; trace_t tr; trace_t tr2; VectorSubtract(boltOrg, pBoltOrg, vDif); VectorNormalize(vDif); VectorClear(ent->client->ps.velocity); intendedOrigin[0] = pBoltOrg[0] + vDif[0]*pDif; intendedOrigin[1] = pBoltOrg[1] + vDif[1]*pDif; intendedOrigin[2] = thrower->client->ps.origin[2]; trap_Trace(&tr, intendedOrigin, ent->r.mins, ent->r.maxs, intendedOrigin, ent->s.number, ent->clipmask); trap_Trace(&tr2, ent->client->ps.origin, ent->r.mins, ent->r.maxs, intendedOrigin, ent->s.number, CONTENTS_SOLID); if (tr.fraction == 1.0 && !tr.startsolid && tr2.fraction == 1.0 && !tr2.startsolid) { VectorCopy(intendedOrigin, ent->client->ps.origin); if ((client->beingThrown - level.time) < 4800) { ent->client->ps.heldByClient = thrower->s.number+1; } } else { //if the guy can't be put here then it's time to break the throw off. ent->client->ps.heldByClient = 0; ent->client->beingThrown = 0; thrower->client->doingThrow = 0; thrower->client->ps.forceHandExtend = HANDEXTEND_NONE; G_EntitySound( thrower, CHAN_VOICE, G_SoundIndex("*pain25.wav") ); ent->client->ps.forceDodgeAnim = 2; ent->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN; ent->client->ps.forceHandExtendTime = level.time + 500; ent->client->ps.velocity[2] = 400; G_PreDefSound(ent->client->ps.origin, PDSOUND_FORCEJUMP); } } } } } else if (ent->client->ps.heldByClient) { ent->client->ps.heldByClient = 0; } /* if ( client->ps.powerups[PW_HASTE] ) { client->ps.speed *= 1.3; } */ //Will probably never need this again, since we have g2 properly serverside now. //But just in case. /* if (client->ps.usingATST && ent->health > 0) { //we have special shot clip boxes as an ATST ent->r.contents |= CONTENTS_NOSHOT; ATST_ManageDamageBoxes(ent); } else { ent->r.contents &= ~CONTENTS_NOSHOT; client->damageBoxHandle_Head = 0; client->damageBoxHandle_RLeg = 0; client->damageBoxHandle_LLeg = 0; } */ //rww - moved this stuff into the pmove code so that it's predicted properly //BG_AdjustClientSpeed(&client->ps, &client->pers.cmd, level.time); // set up for pmove oldEventSequence = client->ps.eventSequence; memset (&pm, 0, sizeof(pm)); if ( ent->flags & FL_FORCE_GESTURE ) { ent->flags &= ~FL_FORCE_GESTURE; ent->client->pers.cmd.buttons |= BUTTON_GESTURE; } if (ent->client && ent->client->ps.fallingToDeath && (level.time - FALL_FADE_TIME) > ent->client->ps.fallingToDeath) { //die! if (ent->health > 0) { gentity_t *otherKiller = ent; if (ent->client->ps.otherKillerTime > level.time && ent->client->ps.otherKiller != ENTITYNUM_NONE) { otherKiller = &g_entities[ent->client->ps.otherKiller]; if (!otherKiller->inuse) { otherKiller = ent; } } G_Damage(ent, otherKiller, otherKiller, NULL, ent->client->ps.origin, 9999, DAMAGE_NO_PROTECTION, MOD_FALLING); //player_die(ent, ent, ent, 100000, MOD_FALLING); // if (!ent->NPC) // { // respawn(ent); // } // ent->client->ps.fallingToDeath = 0; G_MuteSound(ent->s.number, CHAN_VOICE); //stop screaming, because you are dead! } } if (ent->client->ps.otherKillerTime > level.time && ent->client->ps.groundEntityNum != ENTITYNUM_NONE && ent->client->ps.otherKillerDebounceTime < level.time) { ent->client->ps.otherKillerTime = 0; ent->client->ps.otherKiller = ENTITYNUM_NONE; } else if (ent->client->ps.otherKillerTime > level.time && ent->client->ps.groundEntityNum == ENTITYNUM_NONE) { if (ent->client->ps.otherKillerDebounceTime < (level.time + 100)) { ent->client->ps.otherKillerDebounceTime = level.time + 100; } } // WP_ForcePowersUpdate( ent, msec, ucmd); //update any active force powers // WP_SaberPositionUpdate(ent, ucmd); //check the server-side saber point, do apprioriate server-side actions (effects are cs-only) //NOTE: can't put USE here *before* PMove!! if ( ent->client->ps.useDelay > level.time && ent->client->ps.m_iVehicleNum ) {//when in a vehicle, debounce the use... ucmd->buttons &= ~BUTTON_USE; } //FIXME: need to do this before check to avoid walls and cliffs (or just cliffs?) G_AddPushVecToUcmd( ent, ucmd ); //play/stop any looping sounds tied to controlled movement G_CheckMovingLoopingSounds( ent, ucmd ); pm.ps = &client->ps; pm.cmd = *ucmd; if ( pm.ps->pm_type == PM_DEAD ) { pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else if ( ent->r.svFlags & SVF_BOT ) { pm.tracemask = MASK_PLAYERSOLID | CONTENTS_MONSTERCLIP; } else { pm.tracemask = MASK_PLAYERSOLID; } pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0; pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; pm.pmove_msec = pmove_msec.integer; pm.animations = bgAllAnims[ent->localAnimIndex].anims;//NULL; //rww - bgghoul2 pm.ghoul2 = NULL; #ifdef _DEBUG if (g_disableServerG2.integer) { } else #endif if (ent->ghoul2) { if (ent->localAnimIndex > 1) { //if it isn't humanoid then we will be having none of this. pm.ghoul2 = NULL; } else { pm.ghoul2 = ent->ghoul2; pm.g2Bolts_LFoot = trap_G2API_AddBolt(ent->ghoul2, 0, "*l_leg_foot"); pm.g2Bolts_RFoot = trap_G2API_AddBolt(ent->ghoul2, 0, "*r_leg_foot"); } } //point the saber data to the right place #if 0 k = 0; while (k < MAX_SABERS) { if (ent->client->saber[k].model[0]) { pm.saber[k] = &ent->client->saber[k]; } else { pm.saber[k] = NULL; } k++; } #endif //I'll just do this every frame in case the scale changes in realtime (don't need to update the g2 inst for that) VectorCopy(ent->modelScale, pm.modelScale); //rww end bgghoul2 pm.gametype = g_gametype.integer; pm.debugMelee = g_debugMelee.integer; pm.stepSlideFix = g_stepSlideFix.integer; pm.noSpecMove = g_noSpecMove.integer; pm.nonHumanoid = (ent->localAnimIndex > 0); VectorCopy( client->ps.origin, client->oldOrigin ); /* if (level.intermissionQueued != 0 && g_singlePlayer.integer) { if ( level.time - level.intermissionQueued >= 1000 ) { pm.cmd.buttons = 0; pm.cmd.forwardmove = 0; pm.cmd.rightmove = 0; pm.cmd.upmove = 0; if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) { trap_SendConsoleCommand( EXEC_APPEND, "centerview\n"); } ent->client->ps.pm_type = PM_SPINTERMISSION; } } */ //Set up bg entity data pm.baseEnt = (bgEntity_t *)g_entities; pm.entSize = sizeof(gentity_t); if (ent->client->ps.saberLockTime > level.time) { gentity_t *blockOpp = &g_entities[ent->client->ps.saberLockEnemy]; if (blockOpp && blockOpp->inuse && blockOpp->client) { vec3_t lockDir, lockAng; //VectorClear( ent->client->ps.velocity ); VectorSubtract( blockOpp->r.currentOrigin, ent->r.currentOrigin, lockDir ); //lockAng[YAW] = vectoyaw( defDir ); vectoangles(lockDir, lockAng); SetClientViewAngle( ent, lockAng ); } if ( ent->client->ps.saberLockHitCheckTime < level.time ) {//have moved to next frame since last lock push ent->client->ps.saberLockHitCheckTime = level.time;//so we don't push more than once per server frame if ( ( ent->client->buttons & BUTTON_ATTACK ) && ! ( ent->client->oldbuttons & BUTTON_ATTACK ) ) { if ( ent->client->ps.saberLockHitIncrementTime < level.time ) {//have moved to next frame since last saberlock attack button press int lockHits = 0; ent->client->ps.saberLockHitIncrementTime = level.time;//so we don't register an attack key press more than once per server frame //NOTE: FP_SABER_OFFENSE level already taken into account in PM_SaberLocked if ( (ent->client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowerLevel[FP_RAGE]; } else {//normal attack switch ( ent->client->ps.fd.saberAnimLevel ) { case SS_FAST: lockHits = 1; break; case SS_MEDIUM: case SS_TAVION: case SS_DUAL: case SS_STAFF: lockHits = 2; break; case SS_STRONG: case SS_DESANN: lockHits = 3; break; } } if ( ent->client->ps.fd.forceRageRecoveryTime > level.time && Q_irand( 0, 1 ) ) {//finished raging: weak lockHits -= 1; } lockHits += ent->client->saber[0].lockBonus; if ( ent->client->saber[1].model && ent->client->saber[1].model[0] && !ent->client->ps.saberHolstered ) { lockHits += ent->client->saber[1].lockBonus; } ent->client->ps.saberLockHits += lockHits; if ( g_saberLockRandomNess.integer ) { ent->client->ps.saberLockHits += Q_irand( 0, g_saberLockRandomNess.integer ); if ( ent->client->ps.saberLockHits < 0 ) { ent->client->ps.saberLockHits = 0; } } } } if ( ent->client->ps.saberLockHits > 0 ) { if ( !ent->client->ps.saberLockAdvance ) { ent->client->ps.saberLockHits--; } ent->client->ps.saberLockAdvance = qtrue; } } } else { ent->client->ps.saberLockFrame = 0; //check for taunt if ( (pm.cmd.generic_cmd == GENCMD_ENGAGE_DUEL) && (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) ) {//already in a duel, make it a taunt command pm.cmd.buttons |= BUTTON_GESTURE; } } if (ent->s.number >= MAX_CLIENTS) { VectorCopy(ent->r.mins, pm.mins); VectorCopy(ent->r.maxs, pm.maxs); #if 1 if (ent->s.NPC_class == CLASS_VEHICLE && ent->m_pVehicle ) { if ( ent->m_pVehicle->m_pPilot) { //vehicles want to use their last pilot ucmd I guess if ((level.time - ent->m_pVehicle->m_ucmd.serverTime) > 2000) { //Previous owner disconnected, maybe ent->m_pVehicle->m_ucmd.serverTime = level.time; ent->client->ps.commandTime = level.time-100; msec = 100; } memcpy(&pm.cmd, &ent->m_pVehicle->m_ucmd, sizeof(usercmd_t)); //no veh can strafe pm.cmd.rightmove = 0; //no crouching or jumping! pm.cmd.upmove = 0; //NOTE: button presses were getting lost! assert(g_entities[ent->m_pVehicle->m_pPilot->s.number].client); pm.cmd.buttons = (g_entities[ent->m_pVehicle->m_pPilot->s.number].client->pers.cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)); } if ( ent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER ) { if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) {//ATST crushes anything underneath it gentity_t *under = &g_entities[ent->client->ps.groundEntityNum]; if ( under && under->health && under->takedamage ) { vec3_t down = {0,0,-1}; //FIXME: we'll be doing traces down from each foot, so we'll have a real impact origin G_Damage( under, ent, ent, down, under->r.currentOrigin, 100, 0, MOD_CRUSH ); } } } } #endif } Pmove (&pm); if (ent->client->solidHack) { if (ent->client->solidHack > level.time) { //whee! ent->r.contents = 0; } else { ent->r.contents = CONTENTS_BODY; ent->client->solidHack = 0; } } if ( ent->NPC ) { VectorCopy( ent->client->ps.viewangles, ent->r.currentAngles ); } if (pm.checkDuelLoss) { if (pm.checkDuelLoss > 0 && (pm.checkDuelLoss <= MAX_CLIENTS || (pm.checkDuelLoss < (MAX_GENTITIES-1) && g_entities[pm.checkDuelLoss-1].s.eType == ET_NPC) ) ) { gentity_t *clientLost = &g_entities[pm.checkDuelLoss-1]; if (clientLost && clientLost->inuse && clientLost->client && Q_irand(0, 40) > clientLost->health) { vec3_t attDir; VectorSubtract(ent->client->ps.origin, clientLost->client->ps.origin, attDir); VectorNormalize(attDir); VectorClear(clientLost->client->ps.velocity); clientLost->client->ps.forceHandExtend = HANDEXTEND_NONE; clientLost->client->ps.forceHandExtendTime = 0; gGAvoidDismember = 1; G_Damage(clientLost, ent, ent, attDir, clientLost->client->ps.origin, 9999, DAMAGE_NO_PROTECTION, MOD_SABER); if (clientLost->health < 1) { gGAvoidDismember = 2; G_CheckForDismemberment(clientLost, ent, clientLost->client->ps.origin, 999, (clientLost->client->ps.legsAnim), qfalse); } gGAvoidDismember = 0; } else if (clientLost && clientLost->inuse && clientLost->client && clientLost->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN && clientLost->client->ps.saberEntityNum) { //if we didn't knock down it was a circle lock. So as punishment, make them lose their saber and go into a proper anim saberCheckKnockdown_DuelLoss(&g_entities[clientLost->client->ps.saberEntityNum], clientLost, ent); } } pm.checkDuelLoss = 0; } if ( ent->client->ps.groundEntityNum < ENTITYNUM_WORLD ) {//standing on an ent gentity_t *groundEnt = &g_entities[ent->client->ps.groundEntityNum]; if ( groundEnt && groundEnt->s.eType == ET_NPC && groundEnt->s.NPC_class == CLASS_VEHICLE && groundEnt->inuse && groundEnt->health > 0 && groundEnt->m_pVehicle ) {//standing on a valid, living vehicle if ( !groundEnt->client->ps.speed && groundEnt->m_pVehicle->m_ucmd.upmove > 0 ) {//a vehicle that's trying to take off! //just kill me vec3_t up = {0,0,1}; G_Damage( ent, NULL, NULL, up, ent->r.currentOrigin, 9999999, DAMAGE_NO_PROTECTION, MOD_CRUSH ); return; } } } if (pm.cmd.generic_cmd && (pm.cmd.generic_cmd != ent->client->lastGenCmd || ent->client->lastGenCmdTime < level.time)) { ent->client->lastGenCmd = pm.cmd.generic_cmd; if (pm.cmd.generic_cmd != GENCMD_FORCE_THROW && pm.cmd.generic_cmd != GENCMD_FORCE_PULL) { //these are the only two where you wouldn't care about a delay between ent->client->lastGenCmdTime = level.time + 300; //default 100ms debounce between issuing the same command. } switch(pm.cmd.generic_cmd) { case 0: break; case GENCMD_SABERSWITCH: Cmd_ToggleSaber_f(ent); break; case GENCMD_ENGAGE_DUEL: if ( g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL ) {//already in a duel, made it a taunt command } else { Cmd_EngageDuel_f(ent); } break; case GENCMD_FORCE_HEAL: ForceHeal(ent); break; case GENCMD_FORCE_SPEED: ForceSpeed(ent, 0); break; case GENCMD_FORCE_THROW: ForceThrow(ent, qfalse); break; case GENCMD_FORCE_PULL: ForceThrow(ent, qtrue); break; case GENCMD_FORCE_DISTRACT: ForceTelepathy(ent); break; case GENCMD_FORCE_RAGE: ForceRage(ent); break; case GENCMD_FORCE_PROTECT: ForceProtect(ent); break; case GENCMD_FORCE_ABSORB: ForceAbsorb(ent); break; case GENCMD_FORCE_HEALOTHER: ForceTeamHeal(ent); break; case GENCMD_FORCE_FORCEPOWEROTHER: ForceTeamForceReplenish(ent); break; case GENCMD_FORCE_SEEING: ForceSeeing(ent); break; case GENCMD_USE_SEEKER: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SEEKER)) && G_ItemUsable(&ent->client->ps, HI_SEEKER) ) { ItemUse_Seeker(ent); G_AddEvent(ent, EV_USE_ITEM0+HI_SEEKER, 0); ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SEEKER); } break; case GENCMD_USE_FIELD: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SHIELD)) && G_ItemUsable(&ent->client->ps, HI_SHIELD) ) { ItemUse_Shield(ent); G_AddEvent(ent, EV_USE_ITEM0+HI_SHIELD, 0); ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SHIELD); } break; case GENCMD_USE_BACTA: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC)) && G_ItemUsable(&ent->client->ps, HI_MEDPAC) ) { ItemUse_MedPack(ent); G_AddEvent(ent, EV_USE_ITEM0+HI_MEDPAC, 0); ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_MEDPAC); } break; case GENCMD_USE_BACTABIG: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC_BIG)) && G_ItemUsable(&ent->client->ps, HI_MEDPAC_BIG) ) { ItemUse_MedPack_Big(ent); G_AddEvent(ent, EV_USE_ITEM0+HI_MEDPAC_BIG, 0); ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_MEDPAC_BIG); } break; case GENCMD_USE_ELECTROBINOCULARS: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_BINOCULARS)) && G_ItemUsable(&ent->client->ps, HI_BINOCULARS) ) { ItemUse_Binoculars(ent); if (ent->client->ps.zoomMode == 0) { G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1); } else { G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2); } } break; case GENCMD_ZOOM: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_BINOCULARS)) && G_ItemUsable(&ent->client->ps, HI_BINOCULARS) ) { ItemUse_Binoculars(ent); if (ent->client->ps.zoomMode == 0) { G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1); } else { G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2); } } break; case GENCMD_USE_SENTRY: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SENTRY_GUN)) && G_ItemUsable(&ent->client->ps, HI_SENTRY_GUN) ) { ItemUse_Sentry(ent); G_AddEvent(ent, EV_USE_ITEM0+HI_SENTRY_GUN, 0); ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SENTRY_GUN); } break; case GENCMD_USE_JETPACK: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_JETPACK)) && G_ItemUsable(&ent->client->ps, HI_JETPACK) ) { ItemUse_Jetpack(ent); G_AddEvent(ent, EV_USE_ITEM0+HI_JETPACK, 0); /* if (ent->client->ps.zoomMode == 0) { G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1); } else { G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2); } */ } break; case GENCMD_USE_HEALTHDISP: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_HEALTHDISP)) && G_ItemUsable(&ent->client->ps, HI_HEALTHDISP) ) { //ItemUse_UseDisp(ent, HI_HEALTHDISP); G_AddEvent(ent, EV_USE_ITEM0+HI_HEALTHDISP, 0); } break; case GENCMD_USE_AMMODISP: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_AMMODISP)) && G_ItemUsable(&ent->client->ps, HI_AMMODISP) ) { //ItemUse_UseDisp(ent, HI_AMMODISP); G_AddEvent(ent, EV_USE_ITEM0+HI_AMMODISP, 0); } break; case GENCMD_USE_EWEB: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_EWEB)) && G_ItemUsable(&ent->client->ps, HI_EWEB) ) { ItemUse_UseEWeb(ent); G_AddEvent(ent, EV_USE_ITEM0+HI_EWEB, 0); } break; case GENCMD_USE_CLOAK: if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_CLOAK)) && G_ItemUsable(&ent->client->ps, HI_CLOAK) ) { if ( ent->client->ps.powerups[PW_CLOAKED] ) {//decloak Jedi_Decloak( ent ); } else {//cloak Jedi_Cloak( ent ); } } break; case GENCMD_SABERATTACKCYCLE: Cmd_SaberAttackCycle_f(ent); break; case GENCMD_TAUNT: G_SetTauntAnim( ent, TAUNT_TAUNT ); break; case GENCMD_BOW: G_SetTauntAnim( ent, TAUNT_BOW ); break; case GENCMD_MEDITATE: G_SetTauntAnim( ent, TAUNT_MEDITATE ); break; case GENCMD_FLOURISH: G_SetTauntAnim( ent, TAUNT_FLOURISH ); break; case GENCMD_GLOAT: G_SetTauntAnim( ent, TAUNT_GLOAT ); break; default: break; } } // save results of pmove if ( ent->client->ps.eventSequence != oldEventSequence ) { ent->eventTime = level.time; } if (g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qfalse ); //rww - 12-03-02 - Don't snap the origin of players! It screws prediction all up. } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qfalse ); } if (isNPC) { ent->s.eType = ET_NPC; } SendPendingPredictableEvents( &ent->client->ps ); if ( !( ent->client->ps.eFlags & EF_FIRING ) ) { client->fireHeld = qfalse; // for grapple } // use the snapped origin for linking so it matches client predicted versions VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); if (ent->s.eType != ET_NPC || ent->s.NPC_class != CLASS_VEHICLE || !ent->m_pVehicle || !ent->m_pVehicle->m_iRemovedSurfaces) { //let vehicles that are getting broken apart do their own crazy sizing stuff VectorCopy (pm.mins, ent->r.mins); VectorCopy (pm.maxs, ent->r.maxs); } ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; // execute client events ClientEvents( ent, oldEventSequence ); if ( pm.useEvent ) { //TODO: Use // TryUse( ent ); } if ((ent->client->pers.cmd.buttons & BUTTON_USE) && ent->client->ps.useDelay < level.time) { TryUse(ent); ent->client->ps.useDelay = level.time + 100; } // link entity now, after any personal teleporters have been used trap_LinkEntity (ent); if ( !ent->client->noclip ) { G_TouchTriggers( ent ); } // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); //test for solid areas in the AAS file // BotTestAAS(ent->r.currentOrigin); // touch other objects ClientImpacts( ent, &pm ); // save results of triggers and client events if (ent->client->ps.eventSequence != oldEventSequence) { ent->eventTime = level.time; } // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; // G_VehicleAttachDroidUnit( ent ); // Did we kick someone in our pmove sequence? if (client->ps.forceKickFlip) { gentity_t *faceKicked = &g_entities[client->ps.forceKickFlip-1]; if (faceKicked && faceKicked->client && (!OnSameTeam(ent, faceKicked) || g_friendlyFire.integer) && (!faceKicked->client->ps.duelInProgress || faceKicked->client->ps.duelIndex == ent->s.number) && (!ent->client->ps.duelInProgress || ent->client->ps.duelIndex == faceKicked->s.number)) { if ( faceKicked && faceKicked->client && faceKicked->health && faceKicked->takedamage ) {//push them away and do pain vec3_t oppDir; int strength = (int)VectorNormalize2( client->ps.velocity, oppDir ); strength *= 0.05; VectorScale( oppDir, -1, oppDir ); G_Damage( faceKicked, ent, ent, oppDir, client->ps.origin, strength, DAMAGE_NO_ARMOR, MOD_MELEE ); if ( faceKicked->client->ps.weapon != WP_SABER || faceKicked->client->ps.fd.saberAnimLevel != FORCE_LEVEL_3 || (!BG_SaberInAttack(faceKicked->client->ps.saberMove) && !PM_SaberInStart(faceKicked->client->ps.saberMove) && !PM_SaberInReturn(faceKicked->client->ps.saberMove) && !PM_SaberInTransition(faceKicked->client->ps.saberMove)) ) { if (faceKicked->health > 0 && faceKicked->client->ps.stats[STAT_HEALTH] > 0 && faceKicked->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN) { if (BG_KnockDownable(&faceKicked->client->ps) && Q_irand(1, 10) <= 3) { //only actually knock over sometimes, but always do velocity hit faceKicked->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN; faceKicked->client->ps.forceHandExtendTime = level.time + 1100; faceKicked->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim } faceKicked->client->ps.otherKiller = ent->s.number; faceKicked->client->ps.otherKillerTime = level.time + 5000; faceKicked->client->ps.otherKillerDebounceTime = level.time + 100; faceKicked->client->otherKillerMOD = MOD_MELEE; faceKicked->client->otherKillerVehWeapon = 0; faceKicked->client->otherKillerWeaponType = WP_NONE; faceKicked->client->ps.velocity[0] = oppDir[0]*(strength*40); faceKicked->client->ps.velocity[1] = oppDir[1]*(strength*40); faceKicked->client->ps.velocity[2] = 200; } } G_Sound( faceKicked, CHAN_AUTO, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) ); } } client->ps.forceKickFlip = 0; } // check for respawning if ( client->ps.stats[STAT_HEALTH] <= 0 && !(client->ps.eFlags2&EF2_HELD_BY_MONSTER)//can't respawn while being eaten && ent->s.eType != ET_NPC ) { // wait for the attack button to be pressed if ( level.time > client->respawnTime && !gDoSlowMoDuel ) { // forcerespawn is to prevent users from waiting out powerups int forceRes = g_forcerespawn.integer; if (g_gametype.integer == GT_POWERDUEL) { forceRes = 1; } else if (g_gametype.integer == GT_SIEGE && g_siegeRespawn.integer) { //wave respawning on forceRes = 1; } if ( forceRes > 0 && ( level.time - client->respawnTime ) > forceRes * 1000 ) { respawn( ent ); return; } // pressing attack or use is the normal respawn method if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { respawn( ent ); } } else if (gDoSlowMoDuel) { client->respawnTime = level.time + 1000; } return; } // perform once-a-second actions ClientTimerActions( ent, msec ); G_UpdateClientBroadcasts ( ent ); //try some idle anims on ent if getting no input and not moving for some time G_CheckClientIdle( ent, ucmd ); // This code was moved here from clientThink to fix a problem with g_synchronousClients // being set to 1 when in vehicles. if ( ent->s.number < MAX_CLIENTS && ent->client->ps.m_iVehicleNum ) {//driving a vehicle //run it if (g_entities[ent->client->ps.m_iVehicleNum].inuse && g_entities[ent->client->ps.m_iVehicleNum].client) { ClientThink(ent->client->ps.m_iVehicleNum, &g_entities[ent->client->ps.m_iVehicleNum].m_pVehicle->m_ucmd); } else { //vehicle no longer valid? ent->client->ps.m_iVehicleNum = 0; } } } /* ================== G_CheckClientTimeouts Checks whether a client has exceded any timeouts and act accordingly ================== */ void G_CheckClientTimeouts ( gentity_t *ent ) { // Only timeout supported right now is the timeout to spectator mode if ( !g_timeouttospec.integer ) { return; } // Already a spectator, no need to boot them to spectator if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { return; } // See how long its been since a command was received by the client and if its // longer than the timeout to spectator then force this client into spectator mode if ( level.time - ent->client->pers.cmd.serverTime > g_timeouttospec.integer * 1000 ) { SetTeam ( ent, "spectator" ); } } /* ================== ClientThink A new command has arrived from the client ================== */ void ClientThink( int clientNum,usercmd_t *ucmd ) { gentity_t *ent; ent = g_entities + clientNum; if (clientNum < MAX_CLIENTS) { trap_GetUsercmd( clientNum, &ent->client->pers.cmd ); } // mark the time we got info, so we can display the // phone jack if they don't get any for a while ent->client->lastCmdTime = level.time; if (ucmd) { ent->client->pers.cmd = *ucmd; } /* This was moved to clientthink_real, but since its sort of a risky change i left it here for now as a more concrete reference - BSD if ( clientNum < MAX_CLIENTS && ent->client->ps.m_iVehicleNum ) {//driving a vehicle if (g_entities[ent->client->ps.m_iVehicleNum].client) { gentity_t *veh = &g_entities[ent->client->ps.m_iVehicleNum]; if (veh->m_pVehicle && veh->m_pVehicle->m_pPilot == (bgEntity_t *)ent) { //only take input from the pilot... veh->client->ps.commandTime = ent->client->ps.commandTime; memcpy(&veh->m_pVehicle->m_ucmd, &ent->client->pers.cmd, sizeof(usercmd_t)); if ( veh->m_pVehicle->m_ucmd.buttons & BUTTON_TALK ) { //forced input if "chat bubble" is up veh->m_pVehicle->m_ucmd.buttons = BUTTON_TALK; veh->m_pVehicle->m_ucmd.forwardmove = 0; veh->m_pVehicle->m_ucmd.rightmove = 0; veh->m_pVehicle->m_ucmd.upmove = 0; } } } } */ if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { ClientThink_real( ent ); } // vehicles are clients and when running synchronous they still need to think here // so special case them. else if ( clientNum >= MAX_CLIENTS ) { ClientThink_real( ent ); } /* This was moved to clientthink_real, but since its sort of a risky change i left it here for now as a more concrete reference - BSD if ( clientNum < MAX_CLIENTS && ent->client->ps.m_iVehicleNum ) {//driving a vehicle //run it if (g_entities[ent->client->ps.m_iVehicleNum].inuse && g_entities[ent->client->ps.m_iVehicleNum].client) { ClientThink(ent->client->ps.m_iVehicleNum, &g_entities[ent->client->ps.m_iVehicleNum].m_pVehicle->m_ucmd); } else { //vehicle no longer valid? ent->client->ps.m_iVehicleNum = 0; } } */ } void G_RunClient( gentity_t *ent ) { if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { return; } ent->client->pers.cmd.serverTime = level.time; ClientThink_real( ent ); } /* ================== SpectatorClientEndFrame ================== */ void SpectatorClientEndFrame( gentity_t *ent ) { gclient_t *cl; if (ent->s.eType == ET_NPC) { assert(0); return; } // if we are doing a chase cam or a remote view, grab the latest info if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { int clientNum;//, flags; clientNum = ent->client->sess.spectatorClient; // team follow1 and team follow2 go to whatever clients are playing if ( clientNum == -1 ) { clientNum = level.follow1; } else if ( clientNum == -2 ) { clientNum = level.follow2; } if ( clientNum >= 0 ) { cl = &level.clients[ clientNum ]; if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) { //flags = (cl->mGameFlags & ~(PSG_VOTED | PSG_TEAMVOTED)) | (ent->client->mGameFlags & (PSG_VOTED | PSG_TEAMVOTED)); //ent->client->mGameFlags = flags; ent->client->ps.eFlags = cl->ps.eFlags; ent->client->ps = cl->ps; ent->client->ps.pm_flags |= PMF_FOLLOW; return; } else { // drop them to free spectators unless they are dedicated camera followers if ( ent->client->sess.spectatorClient >= 0 ) { ent->client->sess.spectatorState = SPECTATOR_FREE; ClientBegin( ent->client - level.clients, qtrue ); } } } } if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { ent->client->ps.pm_flags |= PMF_SCOREBOARD; } else { ent->client->ps.pm_flags &= ~PMF_SCOREBOARD; } } /* ============== ClientEndFrame Called at the end of each server frame for each connected client A fast client will have multiple ClientThink for each ClientEdFrame, while a slow client may have multiple ClientEndFrame between ClientThink. ============== */ void ClientEndFrame( gentity_t *ent ) { int i; clientPersistant_t *pers; qboolean isNPC = qfalse; if (ent->s.eType == ET_NPC) { isNPC = qtrue; } if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { SpectatorClientEndFrame( ent ); return; } pers = &ent->client->pers; // turn off any expired powerups for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if ( ent->client->ps.powerups[ i ] < level.time ) { ent->client->ps.powerups[ i ] = 0; } } // save network bandwidth #if 0 if ( !g_synchronousClients->integer && (ent->client->ps.pm_type == PM_NORMAL || ent->client->ps.pm_type == PM_JETPACK || ent->client->ps.pm_type == PM_FLOAT) ) { // FIXME: this must change eventually for non-sync demo recording VectorClear( ent->client->ps.viewangles ); } #endif // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if ( level.intermissiontime ) { if ( ent->s.number < MAX_CLIENTS || ent->client->NPC_class == CLASS_VEHICLE ) {//players and vehicles do nothing in intermissions return; } } // burn from lava, etc P_WorldEffects (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // add the EF_CONNECTION flag if we haven't gotten commands recently if ( level.time - ent->client->lastCmdTime > 1000 ) { ent->s.eFlags |= EF_CONNECTION; } else { ent->s.eFlags &= ~EF_CONNECTION; } ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health... G_SetClientSound (ent); // set the latest infor if (g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qfalse ); //rww - 12-03-02 - Don't snap the origin of players! It screws prediction all up. } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qfalse ); } if (isNPC) { ent->s.eType = ET_NPC; } SendPendingPredictableEvents( &ent->client->ps ); // set the bit for the reachability area the client is currently in // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin ); // ent->client->areabits[i >> 3] |= 1 << (i & 7); }