// this include must remain at the top of every bg_xxxx CPP file #include "common_headers.h" // included in both game dll and client //#include "q_shared.h" #include "g_local.h" #include "bg_public.h" #include "g_items.h" #include "g_vehicles.h" extern weaponData_t weaponData[WP_NUM_WEAPONS]; extern ammoData_t ammoData[AMMO_MAX]; #define PICKUPSOUND "sound/weapons/w_pkup.wav" /*QUAKED weapon_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION for weapons, ammo, and item pickups. The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface. The NOPLAYER flag makes it so player cannot pick it up. The ALLOWNPC flag allows only NPCs to pick it up, too USEPICKUP - Player must be holding "use" to pick it up STATIONARY - Cannot be moved around by force push/pull, radius damage, knockback, etc... If an item is the target of another entity, it will spawn as normal, use INVISIBLE to hide it. An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired. "wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning. "random" random number of plus or minus seconds varied from the respawn time "count" override quantity or duration on most items. "team" only this team can pick it up "player" "neutral" "enemy" */ /*QUAKED weapon_stun_baton (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY NOGLOW USEPICKUP STATIONARY model="/models/weapons2/stun_baton/baton.md3" */ /*QUAKED weapon_saber (.3 .3 1) (-16 -16 -8) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID LEANING INVISIBLE NOGLOW USEPICKUP STATIONARY SUSPENDED - allow items to hang in the air, otherwise they are dropped to the next surface. NOPLAYER - makes it so player cannot pick it up. ALLOWNPC - allows only NPCs to pick it up, too LEANING - lean back against wall NOGLOW - No Glow USEPICKUP - Player must be holding "use" to pick it up STATIONARY - Cannot be moved around by force push/pull, radius damage, knockback, etc... model="/models/weapons2/saber/saber_w.md3" When picked up, will be used as a second saber unless: 1) It's a two-handed saber 2) The old saber was two-handed 3) You set "saberSolo" to "1" 4) You have 2 sabers and the saber pickup is on your right when you touch it saberType - entry name from sabers.cfg - which kind of saber this is - use "player" to make it so that the saber will be whatever saber the player is configured to use saberColor - red, orange, yellow, green, blue, and purple saberLeftHand - always be added as a left-hand saber saberSolo - set to "1" and this will be the only saber the person who picks this up will be holding saberPitch - if set "LEANING" flag, you can specify the exact pitch to lean forward/back count - how many you can pick up before it's removed (default is 1, -1 is infinite) */ /*QUAKED weapon_bryar_pistol (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/briar_pistol/briar_pistol.md3" */ /*QUAKED weapon_blaster_pistol (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/blaster_pistol/blaster_pistol.md3" */ /*QUAKED weapon_blaster (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/blaster_r/blaster.md3" */ /*QUAKED weapon_disruptor (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/disruptor/disruptor.md3" */ /*QUAKED weapon_bowcaster (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/bowcaster/bowcaster.md3" */ /*QUAKED weapon_repeater (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/heavy_repeater/heavy_repeater.md3" */ /*QUAKED weapon_demp2 (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/demp2/demp2.md3" */ /*QUAKED weapon_flechette (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/golan_arms/golan_arms.md3" */ /*QUAKED weapon_concussion_rifle (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/c_rifle/c_rifle.md3" */ /*QUAKED weapon_rocket_launcher (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/merr_sonn/merr_sonn.md3" */ /*QUAKED weapon_thermal (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/thermal/thermal.md3" */ /*QUAKED weapon_trip_mine (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/laser_trap/laser_trap.md3" */ /*QUAKED weapon_det_pack (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY model="/models/weapons2/detpack/det_pack.md3" */ /*QUAKED item_seeker (.3 .3 1) (-8 -8 -4) (8 8 16) suspended 30 seconds of seeker drone */ /*QUAKED item_bacta (.3 .3 1) (-8 -8 0) (8 8 16) suspended model="/models/items/bacta.md3" */ /*QUAKED item_datapad (.3 .3 1) (-8 -8 0) (8 8 16) suspended model="/models/items/datapad.md3" */ /*QUAKED item_binoculars (.3 .3 1) (-8 -8 0) (8 8 16) suspended model="/models/items/binoculars.md3" */ /*QUAKED item_sentry_gun (.3 .3 1) (-8 -8 0) (8 8 16) suspended */ /*QUAKED item_la_goggles (.3 .3 1) (-8 -8 0) (8 8 16) suspended */ /*QUAKED ammo_force (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID Ammo for the force. */ /*QUAKED ammo_blaster (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID Ammo for the Bryar and Blaster pistols. */ /*QUAKED ammo_powercell (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic Pulse (demp2 ) guns */ /*QUAKED ammo_metallic_bolts (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID Ammo for Imperial Heavy Repeater and the Golan Arms Flechette */ /*QUAKED ammo_rockets (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID Ammo for Merr-Sonn portable missile launcher */ /*QUAKED ammo_thermal (.3 .5 1) (-16 -16 -0) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID Belt of thermal detonators */ /*QUAKED ammo_tripmine (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID 3 pack of tripmines */ /*QUAKED ammo_detpack (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID 3 pack of detpacks */ /*QUAKED item_medpak_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY */ /*QUAKED item_shield_sm_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY */ /*QUAKED item_shield_lrg_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW USEPICKUP STATIONARY */ /*QUAKED item_goodie_key (.3 .3 1) (-8 -8 0) (8 8 16) suspended */ /*QUAKED item_security_key (.3 .3 1) (-8 -8 0) (8 8 16) suspended message - used to differentiate one key from another. */ /*QUAKED item_battery (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID model="/models/items/battery.md3" battery pickup item */ /*QUAKED holocron_force_heal (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force heal pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_levitation (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force levitation pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_speed (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force speed pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_push (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force push pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_pull (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force pull pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_telepathy (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force telepathy pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_grip (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force grip pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_lightining (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force lighting pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ /*QUAKED holocron_force_saberthrow (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID force saberthrow pickup item "count" level of force power this holocron gives activator ( range: 0-3, default 1) */ gitem_t bg_itemlist[ITM_NUM_ITEMS+1];//need a null on the end //int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) ; const int bg_numItems = ITM_NUM_ITEMS; /* =============== FindItemForWeapon =============== */ gitem_t *FindItemForWeapon( weapon_t weapon ) { int i; for ( i = 1 ; i < bg_numItems ; i++ ) { if ( bg_itemlist[i].giType == IT_WEAPON && bg_itemlist[i].giTag == weapon ) { return &bg_itemlist[i]; } } Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon); return NULL; } //---------------------------------------------- gitem_t *FindItemForInventory( int inv ) { int i; gitem_t *it; // Now just check for any other kind of item. for ( i = 1 ; i < bg_numItems ; i++ ) { it = &bg_itemlist[i]; if ( it->giType == IT_HOLDABLE ) { if ( it->giTag == inv ) { return it; } } } Com_Error( ERR_DROP, "Couldn't find item for inventory %i", inv ); return NULL; } /* =============== FindItemForWeapon =============== */ gitem_t *FindItemForAmmo( ammo_t ammo ) { int i; for ( i = 1 ; i < bg_numItems ; i++ ) { if ( bg_itemlist[i].giType == IT_AMMO && bg_itemlist[i].giTag == ammo ) { return &bg_itemlist[i]; } } Com_Error( ERR_DROP, "Couldn't find item for ammo %i", ammo ); return NULL; } /* =============== FindItem =============== */ gitem_t *FindItem( const char *className ) { int i; for ( i = 1 ; i < bg_numItems ; i++ ) { if ( !Q_stricmp( bg_itemlist[i].classname, className ) ) return &bg_itemlist[i]; } return NULL; } /* ================ BG_CanItemBeGrabbed Returns false if the item should not be picked up. This needs to be the same for client side prediction and server use. ================ */ qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps ) { gitem_t *item; if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) { Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" ); } item = &bg_itemlist[ent->modelindex]; switch( item->giType ) { case IT_WEAPON: // See if we already have this weapon. if ( !(ps->stats[ STAT_WEAPONS ] & ( 1 << item->giTag ))) { // Don't have this weapon yet, so pick it up. return qtrue; } else if ( item->giTag == WP_SABER ) {//always pick up a saber, might be a new one? return qtrue; } // Make sure that we aren't already full on ammo for this weapon if ( ps->ammo[weaponData[item->giTag].ammoIndex] >= ammoData[weaponData[item->giTag].ammoIndex].max ) { // full, so don't grab the item return qfalse; } return qtrue; // could use more of this type of ammo, so grab the item case IT_AMMO: if (item->giTag != AMMO_FORCE) { // since the ammo is the weapon in this case, picking up ammo should actually give you the weapon switch( item->giTag ) { case AMMO_THERMAL: if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_THERMAL ) ) ) { return qtrue; } break; case AMMO_DETPACK: if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_DET_PACK ) ) ) { return qtrue; } break; case AMMO_TRIPMINE: if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_TRIP_MINE ) ) ) { return qtrue; } break; } if ( ps->ammo[ item->giTag ] >= ammoData[item->giTag].max ) // checkme { return qfalse; // can't hold any more } } else { if (ps->forcePower >= ammoData[item->giTag].max*2) { return qfalse; // can't hold any more } } return qtrue; case IT_ARMOR: // we also clamp armor to the maxhealth for handicapping if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] ) { return qfalse; } return qtrue; case IT_HEALTH: if ((ps->forcePowersActive & (1 << FP_RAGE))) {//ragers can't use health return qfalse; } // don't pick up if already at max if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) { return qfalse; } return qtrue; case IT_BATTERY: // don't pick up if already at max if ( ps->batteryCharge >= MAX_BATTERIES ) { return qfalse; } return qtrue; case IT_HOLOCRON: // pretty lame but for now you can always pick these up return qtrue; case IT_HOLDABLE: if ( item->giTag >= INV_ELECTROBINOCULARS && item->giTag <= INV_SENTRY ) { // hardcoded--can only pick up five of any holdable if ( ps->inventory[item->giTag] >= 5 ) { return qfalse; } } return qtrue; } return qfalse; } //====================================================================== /* ================ EvaluateTrajectory ================ */ void EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) { float deltaTime; float phase; switch( tr->trType ) { case TR_STATIONARY: case TR_INTERPOLATE: VectorCopy( tr->trBase, result ); break; case TR_LINEAR: deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); break; case TR_SINE: deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; phase = (float)sin( deltaTime * M_PI * 2 ); VectorMA( tr->trBase, phase, tr->trDelta, result ); break; case TR_LINEAR_STOP: if ( atTime > tr->trTime + tr->trDuration ) { atTime = tr->trTime + tr->trDuration; } //old totally linear deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds if ( deltaTime < 0 ) {//going past the total duration deltaTime = 0; } VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); break; case TR_NONLINEAR_STOP: if ( atTime > tr->trTime + tr->trDuration ) { atTime = tr->trTime + tr->trDuration; } //new slow-down at end if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 ) { deltaTime = 0; } else {//FIXME: maybe scale this somehow? So that it starts out faster and stops faster? deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) )); } VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); break; case TR_GRAVITY: deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); result[2] -= 0.5F * g_gravity->value * deltaTime * deltaTime;//DEFAULT_GRAVITY break; default: Com_Error( ERR_DROP, "EvaluateTrajectory: unknown trType: %i", tr->trTime ); break; } } /* ================ EvaluateTrajectoryDelta Returns current speed at given time ================ */ void EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) { float deltaTime; float phase; switch( tr->trType ) { case TR_STATIONARY: case TR_INTERPOLATE: VectorClear( result ); break; case TR_LINEAR: VectorCopy( tr->trDelta, result ); break; case TR_SINE: deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; phase = (float)cos( deltaTime * M_PI * 2 ); // derivative of sin = cos phase *= 0.5; VectorScale( tr->trDelta, phase, result ); break; case TR_LINEAR_STOP: if ( atTime > tr->trTime + tr->trDuration ) { VectorClear( result ); return; } VectorCopy( tr->trDelta, result ); break; case TR_NONLINEAR_STOP: if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 ) { VectorClear( result ); return; } deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) )); VectorScale( tr->trDelta, deltaTime, result ); break; case TR_GRAVITY: deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds VectorCopy( tr->trDelta, result ); result[2] -= g_gravity->value * deltaTime; // DEFAULT_GRAVITY break; default: Com_Error( ERR_DROP, "EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime ); break; } } /* =============== AddEventToPlayerstate Handles the sequence numbers =============== */ void AddEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) { ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent; ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm; ps->eventSequence++; } /* =============== CurrentPlayerstateEvent =============== */ int CurrentPlayerstateEvent( playerState_t *ps ) { return ps->events[ (ps->eventSequence-1) & (MAX_PS_EVENTS-1) ]; } /* ======================== PlayerStateToEntityState This is done after each set of usercmd_t on the server, and after local prediction on the client ======================== */ void PlayerStateToEntityState( playerState_t *ps, entityState_t *s ) { int i; if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) { s->eType = ET_INVISIBLE; } /*else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) { s->eType = ET_INVISIBLE; } */ else { s->eType = ET_PLAYER; } s->number = ps->clientNum; s->pos.trType = TR_INTERPOLATE; VectorCopy( ps->origin, s->pos.trBase ); //SnapVector( s->pos.trBase ); s->apos.trType = TR_INTERPOLATE; VectorCopy( ps->viewangles, s->apos.trBase ); //SnapVector( s->apos.trBase ); s->angles2[YAW] = ps->movementDir; s->legsAnim = ps->legsAnim; s->torsoAnim = ps->torsoAnim; s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number // so corpses can also reference the proper config s->eFlags = ps->eFlags; // new sabre stuff s->saberActive = ps->SaberActive();//WHY is this on the entityState_t, too??? s->saberInFlight = ps->saberInFlight; // NOTE: Although we store this stuff locally on a vehicle, who's to say we // can't bring back these variables and fill them at the appropriate time? -Aurelio // We need to bring these in from the vehicle NPC. if ( g_entities[ps->clientNum].client && g_entities[ps->clientNum].client->NPC_class == CLASS_VEHICLE && g_entities[ps->clientNum].NPC ) { Vehicle_t *pVeh = g_entities[ps->clientNum].m_pVehicle; s->vehicleArmor = pVeh->m_iArmor; VectorCopy( pVeh->m_vOrientation, s->vehicleAngles ); } s->weapon = ps->weapon; s->groundEntityNum = ps->groundEntityNum; s->powerups = 0; for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if ( ps->powerups[ i ] ) { s->powerups |= 1 << i; } } #if 0 if ( ps->externalEvent ) { s->event = ps->externalEvent; s->eventParm = ps->externalEventParm; } else { int seq; seq = (ps->eventSequence-1) & (MAX_PS_EVENTS-1); s->event = ps->events[ seq ] | ( ( ps->eventSequence & 3 ) << 8 ); s->eventParm = ps->eventParms[ seq ]; } // show some roll in the body based on velocity and angle if ( ps->stats[STAT_HEALTH] > 0 ) { vec3_t right; float sign; float side; float value; AngleVectors( ps->viewangles, NULL, right, NULL ); side = DotProduct (ps->velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); value = 2; // g_rollangle->value; if (side < 200 /* g_rollspeed->value */ ) side = side * value / 200; // g_rollspeed->value; else side = value; s->angles[ROLL] = (int)(side*sign * 4); } #endif } /* ============ BG_PlayerTouchesItem Items can be picked up without actually touching their physical bounds ============ */ qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) { vec3_t origin; EvaluateTrajectory( &item->pos, atTime, origin ); // we are ignoring ducked differences here if ( ps->origin[0] - origin[0] > 44 || ps->origin[0] - origin[0] < -50 || ps->origin[1] - origin[1] > 36 || ps->origin[1] - origin[1] < -36 || ps->origin[2] - origin[2] > 36 || ps->origin[2] - origin[2] < -36 ) { return qfalse; } return qtrue; } /* ================= BG_EmplacedView Shared code for emplaced angle gun constriction ================= */ int BG_EmplacedView(vec3_t baseAngles, vec3_t angles, float *newYaw, float constraint) { float dif = AngleSubtract(baseAngles[YAW], angles[YAW]); if (dif > constraint || dif < -constraint) { float amt; if (dif > constraint) { amt = (dif-constraint); dif = constraint; } else if (dif < -constraint) { amt = (dif+constraint); dif = -constraint; } else { amt = 0.0f; } *newYaw = AngleSubtract(angles[YAW], -dif); if (amt > 1.0f || amt < -1.0f) { //significant, force the view return 2; } else { //just a little out of range return 1; } } return 0; }