mirror of
https://github.com/ioquake/jedi-academy.git
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3876 lines
106 KiB
C
3876 lines
106 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#include "bg_saga.h"
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extern void Jedi_Cloak( gentity_t *self );
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extern void Jedi_Decloak( gentity_t *self );
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#include "../namespace_begin.h"
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qboolean PM_SaberInTransition( int move );
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qboolean PM_SaberInStart( int move );
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qboolean PM_SaberInReturn( int move );
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qboolean WP_SaberStyleValidForSaber( saberInfo_t *saber1, saberInfo_t *saber2, int saberHolstered, int saberAnimLevel );
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#include "../namespace_end.h"
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qboolean saberCheckKnockdown_DuelLoss(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other);
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extern vmCvar_t g_saberLockRandomNess;
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void P_SetTwitchInfo(gclient_t *client)
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{
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client->ps.painTime = level.time;
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client->ps.painDirection ^= 1;
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}
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/*
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===============
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G_DamageFeedback
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Called just before a snapshot is sent to the given player.
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Totals up all damage and generates both the player_state_t
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damage values to that client for pain blends and kicks, and
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global pain sound events for all clients.
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===============
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*/
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void P_DamageFeedback( gentity_t *player ) {
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gclient_t *client;
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float count;
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vec3_t angles;
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client = player->client;
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if ( client->ps.pm_type == PM_DEAD ) {
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return;
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}
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// total points of damage shot at the player this frame
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count = client->damage_blood + client->damage_armor;
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if ( count == 0 ) {
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return; // didn't take any damage
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}
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if ( count > 255 ) {
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count = 255;
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}
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// send the information to the client
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// world damage (falling, slime, etc) uses a special code
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// to make the blend blob centered instead of positional
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if ( client->damage_fromWorld ) {
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client->ps.damagePitch = 255;
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client->ps.damageYaw = 255;
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client->damage_fromWorld = qfalse;
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} else {
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vectoangles( client->damage_from, angles );
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client->ps.damagePitch = angles[PITCH]/360.0 * 256;
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client->ps.damageYaw = angles[YAW]/360.0 * 256;
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//cap them since we can't send negative values in here across the net
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if (client->ps.damagePitch < 0)
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{
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client->ps.damagePitch = 0;
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}
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if (client->ps.damageYaw < 0)
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{
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client->ps.damageYaw = 0;
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}
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}
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// play an apropriate pain sound
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if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && !(player->s.eFlags & EF_DEAD) ) {
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// don't do more than two pain sounds a second
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// nmckenzie: also don't make him loud and whiny if he's only getting nicked.
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if ( level.time - client->ps.painTime < 500 || count < 10) {
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return;
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}
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P_SetTwitchInfo(client);
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player->pain_debounce_time = level.time + 700;
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G_AddEvent( player, EV_PAIN, player->health );
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client->ps.damageEvent++;
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if (client->damage_armor && !client->damage_blood)
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{
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client->ps.damageType = 1; //pure shields
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}
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else if (client->damage_armor)
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{
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client->ps.damageType = 2; //shields and health
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}
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else
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{
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client->ps.damageType = 0; //pure health
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}
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}
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client->ps.damageCount = count;
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//
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// clear totals
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//
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_knockback = 0;
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}
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/*
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=============
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P_WorldEffects
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Check for lava / slime contents and drowning
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=============
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*/
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void P_WorldEffects( gentity_t *ent ) {
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qboolean envirosuit;
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int waterlevel;
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if ( ent->client->noclip ) {
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ent->client->airOutTime = level.time + 12000; // don't need air
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return;
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}
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waterlevel = ent->waterlevel;
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envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
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//
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// check for drowning
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//
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if ( waterlevel == 3 ) {
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// envirosuit give air
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if ( envirosuit ) {
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ent->client->airOutTime = level.time + 10000;
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}
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// if out of air, start drowning
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if ( ent->client->airOutTime < level.time) {
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// drown!
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ent->client->airOutTime += 1000;
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if ( ent->health > 0 ) {
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// take more damage the longer underwater
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ent->damage += 2;
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if (ent->damage > 15)
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ent->damage = 15;
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// play a gurp sound instead of a normal pain sound
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if (ent->health <= ent->damage) {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex(/*"*drown.wav"*/"sound/player/gurp1.wav"));
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} else if (rand()&1) {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
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} else {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
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}
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// don't play a normal pain sound
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ent->pain_debounce_time = level.time + 200;
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G_Damage (ent, NULL, NULL, NULL, NULL,
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ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
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}
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}
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} else {
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ent->client->airOutTime = level.time + 12000;
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ent->damage = 2;
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}
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//
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// check for sizzle damage (move to pmove?)
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//
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if (waterlevel &&
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(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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if (ent->health > 0
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&& ent->pain_debounce_time <= level.time ) {
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if ( envirosuit ) {
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G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
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} else {
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if (ent->watertype & CONTENTS_LAVA) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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30*waterlevel, 0, MOD_LAVA);
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}
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if (ent->watertype & CONTENTS_SLIME) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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10*waterlevel, 0, MOD_SLIME);
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}
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}
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}
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}
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}
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//==============================================================
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extern void G_ApplyKnockback( gentity_t *targ, vec3_t newDir, float knockback );
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void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf )
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{
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float magnitude, my_mass;
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vec3_t velocity;
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int cont;
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qboolean easyBreakBrush = qtrue;
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if( self->client )
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{
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VectorCopy( self->client->ps.velocity, velocity );
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if( !self->mass )
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{
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my_mass = 10;
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}
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else
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{
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my_mass = self->mass;
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}
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}
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else
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{
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VectorCopy( self->s.pos.trDelta, velocity );
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if ( self->s.pos.trType == TR_GRAVITY )
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{
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velocity[2] -= 0.25f * g_gravity.value;
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}
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if( !self->mass )
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{
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my_mass = 1;
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}
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else if ( self->mass <= 10 )
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{
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my_mass = 10;
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}
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else
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{
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my_mass = self->mass;///10;
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}
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}
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magnitude = VectorLength( velocity ) * my_mass / 10;
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/*
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if(pointcontents(self.absmax)==CONTENT_WATER)//FIXME: or other watertypes
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magnitude/=3; //water absorbs 2/3 velocity
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if(self.classname=="barrel"&&self.aflag)//rolling barrels are made for impacts!
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magnitude*=3;
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if(self.frozen>0&&magnitude<300&&self.flags&FL_ONGROUND&&loser==world&&self.velocity_z<-20&&self.last_onground+0.3<time)
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magnitude=300;
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*/
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if ( other->material == MAT_GLASS
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|| other->material == MAT_GLASS_METAL
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|| other->material == MAT_GRATE1
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|| ((other->flags&FL_BBRUSH)&&(other->spawnflags&8/*THIN*/))
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|| (other->r.svFlags&SVF_GLASS_BRUSH) )
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{
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easyBreakBrush = qtrue;
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}
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if ( !self->client || self->client->ps.lastOnGround+300<level.time || ( self->client->ps.lastOnGround+100 < level.time && easyBreakBrush ) )
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{
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vec3_t dir1, dir2;
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float force = 0, dot;
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if ( easyBreakBrush )
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magnitude *= 2;
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//damage them
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if ( magnitude >= 100 && other->s.number < ENTITYNUM_WORLD )
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{
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VectorCopy( velocity, dir1 );
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VectorNormalize( dir1 );
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if( VectorCompare( other->r.currentOrigin, vec3_origin ) )
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{//a brush with no origin
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VectorCopy ( dir1, dir2 );
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}
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else
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{
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VectorSubtract( other->r.currentOrigin, self->r.currentOrigin, dir2 );
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VectorNormalize( dir2 );
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}
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dot = DotProduct( dir1, dir2 );
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if ( dot >= 0.2 )
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{
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force = dot;
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}
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else
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{
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force = 0;
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}
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force *= (magnitude/50);
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cont = trap_PointContents( other->r.absmax, other->s.number );
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if( (cont&CONTENTS_WATER) )//|| (self.classname=="barrel"&&self.aflag))//FIXME: or other watertypes
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{
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force /= 3; //water absorbs 2/3 velocity
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}
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/*
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if(self.frozen>0&&force>10)
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force=10;
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*/
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if( ( force >= 1 && other->s.number != 0 ) || force >= 10)
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{
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/*
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dprint("Damage other (");
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dprint(loser.classname);
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dprint("): ");
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dprint(ftos(force));
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dprint("\n");
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*/
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if ( other->r.svFlags & SVF_GLASS_BRUSH )
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{
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other->splashRadius = (float)(self->r.maxs[0] - self->r.mins[0])/4.0f;
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}
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if ( other->takedamage )
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{
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G_Damage( other, self, self, velocity, self->r.currentOrigin, force, DAMAGE_NO_ARMOR, MOD_CRUSH);//FIXME: MOD_IMPACT
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}
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else
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{
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G_ApplyKnockback( other, dir2, force );
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}
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}
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}
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if ( damageSelf && self->takedamage )
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{
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//Now damage me
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//FIXME: more lenient falling damage, especially for when driving a vehicle
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if ( self->client && self->client->ps.fd.forceJumpZStart )
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{//we were force-jumping
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if ( self->r.currentOrigin[2] >= self->client->ps.fd.forceJumpZStart )
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{//we landed at same height or higher than we landed
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magnitude = 0;
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}
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else
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{//FIXME: take off some of it, at least?
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magnitude = (self->client->ps.fd.forceJumpZStart-self->r.currentOrigin[2])/3;
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}
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}
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//if(self.classname!="monster_mezzoman"&&self.netname!="spider")//Cats always land on their feet
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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
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{
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if ( (self->s.weapon == WP_SABER || self->s.number == 0) && self->client && self->client->ps.groundEntityNum < ENTITYNUM_NONE && magnitude < 1000 )
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{//players and jedi take less impact damage
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//allow for some lenience on high falls
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magnitude /= 2;
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/*
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if ( self.absorb_time >= time )//crouching on impact absorbs 1/2 the damage
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{
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magnitude/=2;
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}
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*/
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}
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magnitude /= 40;
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magnitude = magnitude - force/2;//If damage other, subtract half of that damage off of own injury
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if ( magnitude >= 1 )
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{
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//FIXME: Put in a thingtype impact sound function
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/*
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dprint("Damage self (");
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dprint(self.classname);
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dprint("): ");
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dprint(ftos(magnitude));
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dprint("\n");
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*/
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/*
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if ( self.classname=="player_sheep "&& self.flags&FL_ONGROUND && self.velocity_z > -50 )
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return;
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*/
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G_Damage( self, NULL, NULL, NULL, self->r.currentOrigin, magnitude/2, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT
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}
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}
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}
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//FIXME: slow my velocity some?
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// NOTENOTE We don't use lastimpact as of yet
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// self->lastImpact = level.time;
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/*
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if(self.flags&FL_ONGROUND)
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self.last_onground=time;
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*/
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}
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}
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void Client_CheckImpactBBrush( gentity_t *self, gentity_t *other )
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{
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if ( !other || !other->inuse )
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{
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return;
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}
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if (!self || !self->inuse || !self->client ||
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self->client->tempSpectate >= level.time ||
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self->client->sess.sessionTeam == TEAM_SPECTATOR)
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{ //hmm.. let's not let spectators ram into breakables.
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return;
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}
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/*
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if (BG_InSpecialJump(self->client->ps.legsAnim))
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{ //don't do this either, qa says it creates "balance issues"
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return;
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}
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*/
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if ( other->material == MAT_GLASS
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|| other->material == MAT_GLASS_METAL
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|| other->material == MAT_GRATE1
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|| ((other->flags&FL_BBRUSH)&&(other->spawnflags&8/*THIN*/))
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|| ((other->flags&FL_BBRUSH)&&(other->health<=10))
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|| (other->r.svFlags&SVF_GLASS_BRUSH) )
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{//clients only do impact damage against easy-break breakables
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DoImpact( self, other, qfalse );
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}
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}
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/*
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===============
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G_SetClientSound
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===============
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*/
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void G_SetClientSound( gentity_t *ent ) {
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if (ent->client && ent->client->isHacking)
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{ //loop hacking sound
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ent->client->ps.loopSound = level.snd_hack;
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ent->s.loopIsSoundset = qfalse;
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}
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else if (ent->client && ent->client->isMedHealed > level.time)
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{ //loop healing sound
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ent->client->ps.loopSound = level.snd_medHealed;
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ent->s.loopIsSoundset = qfalse;
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}
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else if (ent->client && ent->client->isMedSupplied > level.time)
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{ //loop supplying sound
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ent->client->ps.loopSound = level.snd_medSupplied;
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ent->s.loopIsSoundset = qfalse;
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}
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else if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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ent->client->ps.loopSound = level.snd_fry;
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ent->s.loopIsSoundset = qfalse;
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} else {
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ent->client->ps.loopSound = 0;
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ent->s.loopIsSoundset = qfalse;
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}
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}
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//==============================================================
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/*
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==============
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ClientImpacts
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==============
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*/
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void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
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int i, j;
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trace_t trace;
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gentity_t *other;
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memset( &trace, 0, sizeof( trace ) );
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for (i=0 ; i<pm->numtouch ; i++) {
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for (j=0 ; j<i ; j++) {
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if (pm->touchents[j] == pm->touchents[i] ) {
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break;
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}
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}
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if (j != i) {
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continue; // duplicated
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}
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other = &g_entities[ pm->touchents[i] ];
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, other, &trace );
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}
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if ( !other->touch ) {
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continue;
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}
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other->touch( other, ent, &trace );
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}
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}
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/*
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============
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G_TouchTriggers
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Find all trigger entities that ent's current position touches.
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Spectators will only interact with teleporters.
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============
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*/
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void G_TouchTriggers( gentity_t *ent ) {
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int i, num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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trace_t trace;
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vec3_t mins, maxs;
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static vec3_t range = { 40, 40, 52 };
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if ( !ent->client ) {
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return;
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}
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// dead clients don't activate triggers!
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if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
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return;
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}
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VectorSubtract( ent->client->ps.origin, range, mins );
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VectorAdd( ent->client->ps.origin, range, maxs );
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|
|
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 ; i<num ; i++ ) {
|
|
hit = &g_entities[touch[i]];
|
|
|
|
if ( !hit->touch && !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 ; i<num ; i++ )
|
|
{
|
|
hit = &g_entities[touch[i]];
|
|
|
|
if ( hit->s.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<<FP_SEE) ) )
|
|
{
|
|
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_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<<SS_STAFF) )
|
|
{ //then *always* use the staff style
|
|
client->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<<FP_RAGE)) )
|
|
{//raging: push harder
|
|
lockHits = 1+ent->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);
|
|
}
|
|
|
|
|