jedi-academy/codemp/game/g_active.c

3876 lines
106 KiB
C

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