jedioutcast/code/game/g_active.cpp

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2013-04-04 14:52:42 +00:00
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "..\cgame\cg_local.h"
#include "Q3_Interface.h"
#include "wp_saber.h"
#define SLOWDOWN_DIST 128.0f
#define MIN_NPC_SPEED 16.0f
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern void G_MaintainFormations(gentity_t *self);
extern void BG_CalculateOffsetAngles( gentity_t *ent, usercmd_t *ucmd );//in bg_pangles.cpp
extern void TryUse( gentity_t *ent );
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
extern void ScoreBoardReset(void);
extern void WP_SaberReflectCheck( gentity_t *self, usercmd_t *ucmd );
extern void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd );
extern void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd );
extern void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd );
extern gentity_t *SeekerAcquiresTarget ( gentity_t *ent, vec3_t pos );
extern void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin, vec3_t dir );
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
extern qboolean PM_AdjustAnglesToGripper( gentity_t *gent, usercmd_t *cmd );
extern qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove );
extern qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly );
extern qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd );
extern qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd );
extern qboolean PM_AdjustAnglesForKnockdown( gentity_t *ent, usercmd_t *ucmd, qboolean angleClampOnly );
extern qboolean PM_SpinningSaberAnim( int anim );
extern qboolean PM_SaberInAttack( int move );
extern int PM_AnimLength( int index, animNumber_t anim );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern qboolean PM_InRoll( playerState_t *ps );
extern void PM_CmdForRoll( int anim, usercmd_t *pCmd );
extern qboolean PM_CrouchAnim( int anim );
extern qboolean PM_FlippingAnim( int anim );
extern qboolean PM_InCartwheel( int anim );
extern qboolean PM_InForceGetUp( playerState_t *ps );
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
extern bool in_camera;
extern qboolean player_locked;
extern qboolean stop_icarus;
extern cvar_t *g_spskill;
void ClientEndPowerUps( gentity_t *ent );
int G_FindLookItem( gentity_t *self )
{
//FIXME: should be a more intelligent way of doing this, like auto aim?
//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
gentity_t *ent;
int bestEntNum = ENTITYNUM_NONE;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t center, mins, maxs, fwdangles, forward, dir;
int i, e;
float radius = 256;
float rating, bestRating = 0.0f;
//FIXME: no need to do this in 1st person?
fwdangles[1] = self->client->ps.viewangles[1];
AngleVectors( fwdangles, forward, NULL, NULL );
VectorCopy( self->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
if ( !numListedEntities )
{
return ENTITYNUM_NONE;
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if ( !ent->item )
{
continue;
}
if ( ent->s.eFlags&EF_NODRAW )
{
continue;
}
if ( (ent->spawnflags&4/*ITMSF_MONSTER*/) )
{//NPCs only
continue;
}
if ( !BG_CanItemBeGrabbed( &ent->s, &self->client->ps ) )
{//don't need it
continue;
}
if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
{//not even potentially visible
continue;
}
if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
{//can't see him
continue;
}
//rate him based on how close & how in front he is
VectorSubtract( ent->currentOrigin, center, dir );
rating = (1.0f-(VectorNormalize( dir )/radius));
rating *= DotProduct( forward, dir );
if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == INV_SECURITY_KEY1 )
{//security keys are of the highest importance
rating *= 2.0f;
}
if ( rating > bestRating )
{
bestEntNum = ent->s.number;
bestRating = rating;
}
}
return bestEntNum;
}
qboolean G_ClearViewEntity( gentity_t *ent )
{
if ( !ent->client->ps.viewEntity )
return qfalse;
if ( &g_entities[ent->client->ps.viewEntity] )
{
g_entities[ent->client->ps.viewEntity].svFlags &= ~SVF_BROADCAST;
}
ent->client->ps.viewEntity = 0;
return qtrue;
}
void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity )
{
if ( !self || !self->client || !viewEntity )
{
return;
}
if ( self->s.number == 0 && cg.zoomMode )
{
// yeah, it should really toggle them so it plays the end sound....
cg.zoomMode = 0;
}
//clear old one first
G_ClearViewEntity( self );
//set new one
self->client->ps.viewEntity = viewEntity->s.number;
viewEntity->svFlags |= SVF_BROADCAST;
}
qboolean G_ValidateLookEnemy( gentity_t *self, gentity_t *enemy )
{
if ( !enemy )
{
return qfalse;
}
if ( enemy->flags&FL_NOTARGET )
{
return qfalse;
}
if ( !enemy || enemy == self || !enemy->inuse )
{
return qfalse;
}
if ( !enemy->client || !enemy->NPC )
{//not valid
if ( (enemy->svFlags&SVF_NONNPC_ENEMY)
&& enemy->s.weapon == WP_TURRET
&& enemy->noDamageTeam != self->client->playerTeam
&& enemy->health > 0 )
{//a turret
return qtrue;
}
return qfalse;
}
if ( enemy->health <= 0 && ((level.time-enemy->s.time) > 3000||!InFront(enemy->currentOrigin,self->currentOrigin,self->client->ps.viewangles,0.2f)||DistanceHorizontal(enemy->currentOrigin,self->currentOrigin)>16384))//>128
{//corpse, been dead too long or too out of sight to be interesting
if ( !enemy->message )
{
return qfalse;
}
}
if ( enemy->client->playerTeam == self->client->playerTeam )
{//on same team
return qfalse;
}
if ( (!InFront( enemy->currentOrigin, self->currentOrigin, self->client->ps.viewangles, 0.0f) || !G_ClearLOS( self, self->client->renderInfo.eyePoint, enemy ) )
&& ( DistanceHorizontalSquared( enemy->currentOrigin, self->currentOrigin ) > 65536 || fabs(enemy->currentOrigin[2]-self->currentOrigin[2]) > 384 ) )
{//(not in front or not clear LOS) & greater than 256 away
return qfalse;
}
//LOS?
return qtrue;
}
void G_ChooseLookEnemy( gentity_t *self, usercmd_t *ucmd )
{
//FIXME: should be a more intelligent way of doing this, like auto aim?
//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
gentity_t *ent, *bestEnt = NULL;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t center, mins, maxs, fwdangles, forward, dir;
int i, e;
float radius = 256;
float rating, bestRating = 0.0f;
//FIXME: no need to do this in 1st person?
fwdangles[1] = self->client->ps.viewangles[1];
AngleVectors( fwdangles, forward, NULL, NULL );
VectorCopy( self->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
if ( !numListedEntities )
{//should we clear the enemy?
return;
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
{//not even potentially visible
continue;
}
if ( !G_ValidateLookEnemy( self, ent ) )
{//doesn't meet criteria of valid look enemy (don't check current since we would have done that before this func's call
continue;
}
if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
{//can't see him
continue;
}
//rate him based on how close & how in front he is
VectorSubtract( ent->currentOrigin, center, dir );
rating = (1.0f-(VectorNormalize( dir )/radius));
rating *= DotProduct( forward, dir )+1.0f;
if ( ent->health <= 0 )
{
if ( (ucmd->buttons&BUTTON_ATTACK) || (ucmd->buttons&BUTTON_ALT_ATTACK) )
{//if attacking, don't consider dead enemies
continue;
}
if ( ent->message )
{//keyholder
rating *= 0.5f;
}
else
{
rating *= 0.1f;
}
}
if ( ent->s.weapon == WP_SABER )
{
rating *= 2.0f;
}
if ( ent->enemy == self )
{//he's mad at me, he's more important
rating *= 2.0f;
}
else if ( ent->NPC && ent->NPC->blockedSpeechDebounceTime > level.time - 6000 )
{//he's detected me, he's more important
if ( ent->NPC->blockedSpeechDebounceTime > level.time + 4000 )
{
rating *= 1.5f;
}
else
{//from 1.0f to 1.5f
rating += rating * ((float)(ent->NPC->blockedSpeechDebounceTime-level.time) + 6000.0f)/20000.0f;
}
}
/*
if ( g_crosshairEntNum == ent && !self->enemy )
{//we don't have an enemy and we are aiming at this guy
rading *= 2.0f;
}
*/
if ( rating > bestRating )
{
bestEnt = ent;
bestRating = rating;
}
}
if ( bestEnt )
{
self->enemy = bestEnt;
}
}
/*
===============
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;
}
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 ) {
int waterlevel;
if ( ent->client->noclip )
{
ent->client->airOutTime = level.time + 12000; // don't need air
return;
}
waterlevel = ent->waterlevel;
//
// check for drowning
//
if ( waterlevel == 3 && !(ent->watertype&CONTENTS_LADDER) )
{
if ( ent->client->NPC_class == CLASS_SWAMPTROOPER )
{//they have air tanks
ent->client->airOutTime = level.time + 12000; // don't need air
ent->damage = 2;
}
else if ( ent->client->airOutTime < level.time)
{// if out of air, start drowning
// 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_AddEvent( ent, EV_WATER_DROWN, 0 );
}
else
{
G_AddEvent( ent, Q_irand(EV_WATER_GURP1, EV_WATER_GURP2), 0 );
}
// don't play a normal pain sound
ent->painDebounceTime = 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->painDebounceTime < level.time ) {
if (ent->watertype & CONTENTS_LAVA) {
G_Damage (ent, NULL, NULL, NULL, NULL,
15*waterlevel, 0, MOD_LAVA);
}
if (ent->watertype & CONTENTS_SLIME) {
G_Damage (ent, NULL, NULL, NULL, NULL,
1, 0, MOD_SLIME);
}
}
}
// Poisoned?
if ((ent->client->poisonDamage) && (ent->client->poisonTime < level.time))
{
ent->client->poisonDamage -= 2;
ent->client->poisonTime = level.time + 1000;
G_Damage( ent, NULL, NULL, 0, 0, 2, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_ARMOR, MOD_UNKNOWN );//FIXME: MOD_POISON?
if (ent->client->poisonDamage<0)
{
ent->client->poisonDamage = 0;
}
}
}
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound( gentity_t *ent ) {
// if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
// ent->s.loopSound = G_SoundIndex("sound/weapons/stasis/electricloop.wav");
// else
// ent->s.loopSound = 0;
}
//==============================================================
void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf )
{
float magnitude, my_mass;
vec3_t velocity;
if( self->client )
{
VectorCopy( self->client->ps.velocity, velocity );
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 / 50;
if ( !self->client || self->client->ps.lastOnGround+300<level.time || ( self->client->ps.lastOnGround+100 < level.time && other->material >= MAT_GLASS ) )
{
vec3_t dir1, dir2;
float force = 0, dot;
if ( other->material >= MAT_GLASS || ((other->svFlags&SVF_BBRUSH)&&(other->spawnflags&4/*THIN*/)) )//(other->absmax[0]-other->absmin[0]<=32||other->absmax[1]-other->absmin[1]<=32||other->absmax[2]-other->absmin[2]<=32)) )
{//glass and thin breakable brushes (axially aligned only, unfortunately) take more impact damage
magnitude *= 2;
}
//damage them
if ( magnitude >= 100 && other->s.number < ENTITYNUM_WORLD )
{
VectorCopy( velocity, dir1 );
VectorNormalize( dir1 );
if( VectorCompare( other->currentOrigin, vec3_origin ) )
{//a brush with no origin
VectorCopy ( dir1, dir2 );
}
else
{
VectorSubtract( other->currentOrigin, self->currentOrigin, dir2 );
VectorNormalize( dir2 );
}
dot = DotProduct( dir1, dir2 );
if ( dot >= 0.2 )
{
force = dot;
}
else
{
force = 0;
}
force *= (magnitude/50);
int cont = gi.pointcontents( other->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->NPC && other->s.number == ENTITYNUM_WORLD )
{//NPCs take less damage
force /= 2;
}
/*
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->svFlags & SVF_GLASS_BRUSH )
{
other->splashRadius = (float)(self->maxs[0] - self->mins[0])/4.0f;
}
if ( self->forcePushTime > level.time - 1000//was force pushed/pulled in the last 1600 milliseconds
&& self->forcePuller == other->s.number )//hit the person who pushed/pulled me
{//ignore the impact
}
else if ( other->takedamage )
{
if ( !self->client || !other->s.number || !other->client )
{//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player
G_Damage( other, self, self, velocity, self->currentOrigin, force, 0, MOD_IMPACT );
}
else
{
GEntity_PainFunc( other, self, self, self->currentOrigin, force, MOD_IMPACT );
//Hmm, maybe knockdown?
G_Throw( other, dir2, force );
}
}
else
{
//Hmm, maybe knockdown?
G_Throw( 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.forceJumpZStart )
{//we were force-jumping
if ( self->currentOrigin[2] >= self->client->ps.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.forceJumpZStart-self->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;
*/
if ( self->NPC && self->s.weapon == WP_SABER )
{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
magnitude = 0;
}
G_Damage( self, NULL, NULL, NULL, self->currentOrigin, magnitude/2, 0, MOD_FALLING );//FIXME: MOD_IMPACT
}
}
}
//FIXME: slow my velocity some?
self->lastImpact = level.time;
/*
if(self.flags&FL_ONGROUND)
self.last_onground=time;
*/
}
}
/*
==============
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->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) { // last check unneccessary
GEntity_TouchFunc( ent, other, &trace );
}
if ( other->e_TouchFunc == touchF_NULL ) { // not needed, but I'll leave it I guess (cache-hit issues)
continue;
}
GEntity_TouchFunc( other, ent, &trace );
}
}
/*
============
G_TouchTriggersLerped
Find all trigger entities that ent's current position touches.
Spectators will only interact with teleporters.
This version checks at 6 unit steps between last and current origins
============
*/
void G_TouchTriggersLerped( gentity_t *ent ) {
int i, num;
float dist, curDist = 0;
gentity_t *touch[MAX_GENTITIES], *hit;
trace_t trace;
vec3_t end, mins, maxs, diff;
const vec3_t range = { 40, 40, 52 };
qboolean touched[MAX_GENTITIES];
qboolean done = qfalse;
if ( !ent->client ) {
return;
}
// dead NPCs don't activate triggers!
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
if ( ent->s.number )
{
return;
}
}
VectorSubtract( ent->currentOrigin, ent->lastOrigin, diff );
dist = VectorNormalize( diff );
memset (touched, qfalse, sizeof(touched) );
for ( curDist = 0; !done && ent->maxs[1]>0; curDist += (float)ent->maxs[1]/2.0f )
{
if ( curDist >= dist )
{
VectorCopy( ent->currentOrigin, end );
done = qtrue;
}
else
{
VectorMA( ent->lastOrigin, curDist, diff, end );
}
VectorSubtract( end, range, mins );
VectorAdd( end, range, maxs );
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->absmin, because that has a one unit pad
VectorAdd( end, ent->mins, mins );
VectorAdd( end, ent->maxs, maxs );
for ( i=0 ; i<num ; i++ ) {
hit = touch[i];
if ( (hit->e_TouchFunc == touchF_NULL) && (ent->e_TouchFunc == touchF_NULL) ) {
continue;
}
if ( !( hit->contents & CONTENTS_TRIGGER ) ) {
continue;
}
if ( touched[i] == qtrue ) {
continue;//already touched this move
}
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
{
if ( Q_stricmp( "trigger_teleport", hit->classname ) || !(hit->spawnflags&16/*TTSF_DEAD_OK*/) )
{//dead clients can only touch tiogger_teleports that are marked as touchable
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 ( !gi.EntityContact( mins, maxs, hit ) ) {
continue;
}
}
touched[i] = qtrue;
memset( &trace, 0, sizeof(trace) );
if ( hit->e_TouchFunc != touchF_NULL ) {
GEntity_TouchFunc(hit, ent, &trace);
}
//WTF? Why would a trigger ever fire off the NPC's touch func??!!!
/*
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) {
GEntity_TouchFunc( ent, hit, &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;
gentity_t *touch[MAX_GENTITIES], *hit;
trace_t trace;
vec3_t mins, maxs;
const 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 = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->absmin, because that has a one unit pad
VectorAdd( ent->client->ps.origin, ent->mins, mins );
VectorAdd( ent->client->ps.origin, ent->maxs, maxs );
for ( i=0 ; i<num ; i++ ) {
hit = touch[i];
if ( (hit->e_TouchFunc == touchF_NULL) && (ent->e_TouchFunc == touchF_NULL) ) {
continue;
}
if ( !( hit->contents & CONTENTS_TRIGGER ) ) {
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 ( !gi.EntityContact( mins, maxs, hit ) ) {
continue;
}
}
memset( &trace, 0, sizeof(trace) );
if ( hit->e_TouchFunc != touchF_NULL ) {
GEntity_TouchFunc(hit, ent, &trace);
}
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) {
GEntity_TouchFunc( ent, hit, &trace );
}
}
}
/*
============
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;
gentity_t *touch[MAX_GENTITIES], *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->mins, ent->maxs, size );
stepSize = VectorLength( size );
if ( stepSize < 1 )
{
stepSize = 1;
}
VectorSubtract( ent->currentOrigin, oldOrg, dir );
dist = VectorNormalize( dir );
for ( step = 0; step <= dist; step += stepSize )
{
VectorMA( ent->currentOrigin, step, dir, checkSpot );
VectorSubtract( checkSpot, range, mins );
VectorAdd( checkSpot, range, maxs );
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->absmin, because that has a one unit pad
VectorAdd( checkSpot, ent->mins, mins );
VectorAdd( checkSpot, ent->maxs, maxs );
for ( i=0 ; i<num ; i++ )
{
hit = touch[i];
if ( hit->s.eType != ET_PUSH_TRIGGER )
{
continue;
}
if ( hit->e_TouchFunc == touchF_NULL )
{
continue;
}
if ( !( hit->contents & CONTENTS_TRIGGER ) )
{
continue;
}
if ( !gi.EntityContact( mins, maxs, hit ) )
{
continue;
}
memset( &trace, 0, sizeof(trace) );
if ( hit->e_TouchFunc != touchF_NULL )
{
GEntity_TouchFunc(hit, ent, &trace);
}
}
}
}
void G_NPCMunroMatchPlayerWeapon( gentity_t *ent )
{
//special uber hack for cinematic Munro's to match player's weapon
if ( !in_camera )
{
if ( ent && ent->client && ent->NPC && (ent->NPC->aiFlags&NPCAI_MATCHPLAYERWEAPON) )
{//we're a Munro NPC
int newWeap;
if ( g_entities[0].client->ps.weapon == WP_SABER || g_entities[0].client->ps.weapon > WP_DET_PACK )
{
newWeap = WP_BRYAR_PISTOL;
}
else
{
newWeap = g_entities[0].client->ps.weapon;
}
if ( newWeap != WP_NONE && ent->client->ps.weapon != newWeap )
{
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << newWeap );
ent->client->ps.ammo[weaponData[newWeap].ammoIndex] = 999;
ChangeWeapon( ent, newWeap );
ent->client->ps.weapon = newWeap;
ent->client->ps.weaponstate = WEAPON_READY;
}
}
}
}
/*
=================
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->usercmd.forwardmove ||
client->usercmd.rightmove ||
client->usercmd.upmove ||
(client->usercmd.buttons & BUTTON_ATTACK) ||
(client->usercmd.buttons & BUTTON_ALT_ATTACK) )
{
client->inactivityTime = level.time + g_inactivity->integer * 1000;
client->inactivityWarning = qfalse;
}
else if ( !client->pers.localClient )
{
if ( level.time > client->inactivityTime )
{
gi.DropClient( client - level.clients, "Dropped due to inactivity" );
return qfalse;
}
if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning )
{
client->inactivityWarning = qtrue;
gi.SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
}
}
else
{//FIXME: here is where we can decide to play an idle animation
}
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;
// if we've got the seeker powerup, see if we can shoot it at someone
/* if ( ent->client->ps.powerups[PW_SEEKER] > level.time )
{
vec3_t seekerPos, dir;
gentity_t *enemy = SeekerAcquiresTarget( ent, seekerPos );
if ( enemy != NULL ) // set the client's enemy to a valid target
{
FireSeeker( ent, enemy, seekerPos, dir );
gentity_t *tent;
tent = G_TempEntity( seekerPos, EV_POWERUP_SEEKER_FIRE );
VectorCopy( dir, tent->pos1 );
tent->s.eventParm = ent->s.number;
}
}*/
}
}
/*
====================
ClientIntermissionThink
====================
*/
static qboolean ClientCinematicThink( gclient_t *client ) {
client->ps.eFlags &= ~EF_FIRING;
// swap button actions
client->oldbuttons = client->buttons;
client->buttons = client->usercmd.buttons;
if ( client->buttons & ( BUTTON_USE ) & ( client->oldbuttons ^ client->buttons ) ) {
return( qtrue );
}
return( qfalse );
}
/*
================
ClientEvents
Events will be passed on to the clients for presentation,
but any server game effects are handled here
================
*/
extern void WP_SaberDamageTrace( gentity_t *ent );
extern void WP_SaberUpdateOldBladeData( gentity_t *ent );
void ClientEvents( gentity_t *ent, int oldEventSequence ) {
int i;
int event;
gclient_t *client;
//int damage;
qboolean fired;
client = ent->client;
fired = qfalse;
for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
switch ( event ) {
case EV_FALL_MEDIUM:
case EV_FALL_FAR://these come from bg_pmove, PM_CrashLand
if ( ent->s.eType != ET_PLAYER ) {
break; // not in the player model
}
/*
//FIXME: isn't there a more accurate way to calculate damage from falls?
if ( event == EV_FALL_FAR )
{
damage = 50;
}
else
{
damage = 25;
}
ent->painDebounceTime = level.time + 200; // no normal pain sound
G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
*/
break;
case EV_FIRE_WEAPON:
#ifndef FINAL_BUILD
if ( fired ) {
gi.Printf( "DOUBLE EV_FIRE_WEAPON AND-OR EV_ALT_FIRE!!\n" );
}
#endif
fired = qtrue;
FireWeapon( ent, qfalse );
break;
case EV_ALT_FIRE:
#ifndef FINAL_BUILD
if ( fired ) {
gi.Printf( "DOUBLE EV_FIRE_WEAPON AND-OR EV_ALT_FIRE!!\n" );
}
#endif
fired = qtrue;
FireWeapon( ent, qtrue );
break;
default:
break;
}
}
//by the way, if you have your saber in hand and it's on, do the damage trace
if ( client->ps.weapon == WP_SABER )
{
if ( client->ps.saberDamageDebounceTime <= level.time )
{
WP_SaberDamageTrace( ent );
WP_SaberUpdateOldBladeData( ent );
int wait = FRAMETIME/2;
/*
if ( g_timescale->value&&client->ps.clientNum==0&&!player_locked&&!MatrixMode&&client->ps.forcePowersActive&(1<<FP_SPEED) )
{
wait = floor( (float)wait*g_timescale->value );
}
*/
client->ps.saberDamageDebounceTime = level.time + wait;
}
}
}
void G_CheckClampUcmd( gentity_t *ent, usercmd_t *ucmd )
{
if ( (!ent->s.number&&ent->aimDebounceTime>level.time)
|| (ent->client->ps.pm_time && (ent->client->ps.pm_flags&PMF_TIME_KNOCKBACK))
|| ent->forcePushTime > level.time )
{//being knocked back, can't do anything!
ucmd->buttons = 0;
ucmd->forwardmove = 0;
ucmd->rightmove = 0;
ucmd->upmove = 0;
if ( ent->NPC )
{
VectorClear( ent->client->ps.moveDir );
}
}
PM_AdjustAnglesForKnockdown( ent, ucmd, qfalse );
if ( ent->client->ps.saberLockTime > level.time )
{
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
if ( ent->client->ps.saberLockTime - level.time > SABER_LOCK_DELAYED_TIME )
{//2 second delay before either can push
ucmd->buttons = 0;
}
else
{
ucmd->buttons &= ~(ucmd->buttons&~BUTTON_ATTACK);
}
PM_AdjustAnglesForSaberLock( ent, ucmd );
if ( ent->NPC )
{
VectorClear( ent->client->ps.moveDir );
}
}
if ( ent->client->ps.saberMove == LS_A_LUNGE )
{//can't move during lunge
ucmd->rightmove = ucmd->upmove = 0;
if ( ent->client->ps.legsAnimTimer > 500 )
{
ucmd->forwardmove = 127;
}
else
{
ucmd->forwardmove = 0;
}
}
if ( ent->client->ps.saberMove == LS_A_JUMP_T__B_ )
{//can't move during leap
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//hit the ground
ucmd->forwardmove = 0;
}
ucmd->rightmove = ucmd->upmove = 0;
}
if ( ent->client->ps.saberMove == LS_A_BACK || ent->client->ps.saberMove == LS_A_BACK_CR
|| ent->client->ps.saberMove == LS_A_BACKSTAB )
{//can't move or turn during back attacks
ucmd->forwardmove = ucmd->rightmove = 0;
if ( PM_AdjustAnglesForBackAttack( ent, ucmd ) )
{
//pull back the view
if ( !ent->s.number )
{
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
float backDist = 0;
if ( elapsedTime < animLength/2.0f )
{//starting anim
backDist = (elapsedTime/animLength)*120.0f;
}
else
{//ending anim
backDist = ((animLength-elapsedTime)/animLength)*120.0f;
}
cg.overrides.thirdPersonRange = cg_thirdPersonRange.value+backDist;
}
}
}
else if ( ent->client->ps.torsoAnim == BOTH_WALL_FLIP_BACK1
|| ent->client->ps.torsoAnim == BOTH_WALL_FLIP_BACK2 )
{
//pull back the view
if ( !ent->s.number )
{
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
float backDist = 0;
if ( elapsedTime < animLength/2.0f )
{//starting anim
backDist = (elapsedTime/animLength)*120.0f;
}
else
{//ending anim
backDist = ((animLength-elapsedTime)/animLength)*120.0f;
}
cg.overrides.thirdPersonRange = cg_thirdPersonRange.value+backDist;
}
}
else if ( !ent->s.number )
{
cg.overrides.thirdPersonRange = 0;
}
if ( PM_InRoll( &ent->client->ps ) )
{
PM_CmdForRoll( ent->client->ps.legsAnim, ucmd );
ent->client->ps.speed = 400;
}
if ( PM_InCartwheel( ent->client->ps.legsAnim ) )
{//can't keep moving in cartwheel
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
switch ( ent->client->ps.legsAnim )
{
case BOTH_ARIAL_LEFT:
case BOTH_CARTWHEEL_LEFT:
ucmd->rightmove = -127;
break;
case BOTH_ARIAL_RIGHT:
case BOTH_CARTWHEEL_RIGHT:
ucmd->rightmove = 127;
break;
case BOTH_ARIAL_F1:
ucmd->forwardmove = 127;
break;
default:
break;
}
}
PM_AdjustAngleForWallRun( ent, ucmd, qtrue );
}
void BG_AddPushVecToUcmd(gentity_t *self, usercmd_t *ucmd)
{
vec3_t forward, right, moveDir;
float pushSpeed, fMove, rMove;
pushSpeed = VectorLengthSquared(self->s.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->s.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
VectorClear(self->s.pushVec);
}
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 TEAM_PLAYER: //To shutup compiler, will add entries later (this is stub code)
default:
walkSpeed = ent->NPC->stats.walkSpeed;
break;
}
return walkSpeed;
}
/*
-------------------------
NPC_GetRunSpeed
-------------------------
*/
#define BORG_RUN_INCR 25
#define SPECIES_RUN_INCR 25
#define STASIS_RUN_INCR 20
#define WARBOT_RUN_INCR 20
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;
break;
}
return runSpeed;
}
void G_UpdateEmplacedWeaponData( gentity_t *ent )
{
if ( ent && ent->owner && ent->health > 0 )
{
gentity_t *chair = ent->owner;
//take the emplaced gun's waypoint as your own
ent->waypoint = chair->waypoint;
//update the actual origin of the sitter
mdxaBone_t boltMatrix;
vec3_t chairAng = {0, ent->client->ps.viewangles[YAW], 0};
// Getting the seat bolt here
gi.G2API_GetBoltMatrix( chair->ghoul2, chair->playerModel, chair->headBolt,
&boltMatrix, chairAng, chair->currentOrigin, (cg.time?cg.time:level.time),
NULL, chair->s.modelScale );
// Storing ent position, bolt position, and bolt axis
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->ps.origin );
gi.linkentity( ent );
}
}
void ExitEmplacedWeapon( gentity_t *ent )
{
// requesting to unlock from the weapon
int oldWeapon;
// Remove this gun from our inventory
ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << ent->client->ps.weapon );
// when we lock or unlock from the the gun, we just swap weapons with it
oldWeapon = ent->client->ps.weapon;
ent->client->ps.weapon = ent->owner->s.weapon;
ent->owner->s.weapon = oldWeapon;
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
if ( ent->NPC )
{
ChangeWeapon( ent, ent->client->ps.weapon );
}
else
{
extern void CG_ChangeWeapon( int num );
CG_ChangeWeapon( ent->client->ps.weapon );
if (weaponData[ent->client->ps.weapon].weaponMdl[0])
{
//might be NONE, so check if it has a model
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl );
if ( ent->client->ps.weapon == WP_SABER && cg_saberAutoThird.value )
{
gi.cvar_set( "cg_thirdperson", "1" );
}
else if ( ent->client->ps.weapon != WP_SABER && cg_gunAutoFirst.value )
{
gi.cvar_set( "cg_thirdperson", "0" );
}
}
}
// We'll leave the gun pointed in the direction it was last facing, though we'll cut out the pitch
if ( ent->client )
{
VectorCopy( ent->client->ps.viewangles, ent->owner->s.angles );
ent->owner->s.angles[PITCH] = 0;
G_SetAngles( ent->owner, ent->owner->s.angles );
VectorCopy( ent->owner->s.angles, ent->owner->pos1 );
// if we are the player we will have put down a brush that blocks NPCs so that we have a clear spot to get back out.
//gentity_t *place = G_Find( NULL, FOFS(classname), "emp_placeholder" );
if ( ent->health > 0 && ent->owner->nextTrain )
{//he's still alive, and we have a placeholder, so put him back
// reset the players position
VectorCopy( ent->owner->nextTrain->currentOrigin, ent->client->ps.origin );
//reset ent's size to normal
VectorCopy( ent->owner->nextTrain->mins, ent->mins );
VectorCopy( ent->owner->nextTrain->maxs, ent->maxs );
//free the placeholder
G_FreeEntity( ent->owner->nextTrain );
//re-link the ent
gi.linkentity( ent );
}
else if ( ent->health <= 0 )
{
// dead, so give 'em a push out of the chair
vec3_t dir;
AngleVectors( ent->owner->s.angles, NULL, dir, NULL );
if ( rand() & 1 )
{
VectorScale( dir, -1, dir );
}
VectorMA( ent->client->ps.velocity, 75, dir, ent->client->ps.velocity );
}
}
// gi.G2API_DetachG2Model( &ent->ghoul2[ent->playerModel] );
ent->s.eFlags &= ~EF_LOCKED_TO_WEAPON;
ent->client->ps.eFlags &= ~EF_LOCKED_TO_WEAPON;
ent->owner->noDamageTeam = TEAM_FREE;
ent->owner->svFlags &= ~SVF_NONNPC_ENEMY;
ent->owner->delay = level.time;
ent->owner->activator = NULL;
if ( !ent->NPC )
{
// by keeping the owner, a dead npc can be pushed out of the chair without colliding with it
ent->owner = NULL;
}
}
void RunEmplacedWeapon( gentity_t *ent, usercmd_t **ucmd )
{
if (( (*ucmd)->buttons & BUTTON_USE || (*ucmd)->forwardmove < 0 ) && ent->owner && ent->owner->delay + 500 < level.time )
{
ExitEmplacedWeapon( ent );
(*ucmd)->buttons &= ~BUTTON_USE;
}
else
{
// don't allow movement, weapon switching, and most kinds of button presses
(*ucmd)->forwardmove = 0;
(*ucmd)->rightmove = 0;
(*ucmd)->upmove = 0;
(*ucmd)->buttons &= (BUTTON_ATTACK|BUTTON_ALT_ATTACK);
(*ucmd)->weapon = ent->client->ps.weapon; //WP_EMPLACED_GUN;
}
}
// yes... so stop skipping...
void G_StopCinematicSkip( void )
{
gi.cvar_set("skippingCinematic", "0");
gi.cvar_set("timescale", "1");
}
void G_StartCinematicSkip( void )
{
// no... so start skipping...
gi.cvar_set("skippingCinematic", "1");
gi.cvar_set("timescale", "100");
}
/*
==============
ClientThink
This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.
==============
*/
extern int G_FindLocalInterestPoint( gentity_t *self );
void ClientThink_real( gentity_t *ent, usercmd_t *ucmd )
{
gclient_t *client;
pmove_t pm;
vec3_t oldOrigin;
int oldEventSequence;
int msec;
qboolean inSpinFlipAttack = PM_AdjustAnglesForSpinningFlip( ent, ucmd, qfalse );
//Don't let the player do anything if in a camera
if ( ent->s.number == 0 )
{
extern cvar_t *g_skippingcin;
if ( ent->s.eFlags & EF_LOCKED_TO_WEAPON )
{
G_UpdateEmplacedWeaponData( ent );
RunEmplacedWeapon( ent, &ucmd );
}
if ( ent->client->ps.saberLockTime > level.time && ent->client->ps.saberLockEnemy != ENTITYNUM_NONE )
{
NPC_SetLookTarget( ent, ent->client->ps.saberLockEnemy, level.time+1000 );
}
if ( ent->client->renderInfo.lookTargetClearTime < level.time && ent->health > 0 )//NOTE: here this is used as a debounce, not an actual timer
{//NOTE: doesn't keep updating to nearest enemy once you're dead
int newLookTarget;
if ( !G_ValidateLookEnemy( ent, ent->enemy ) )
{
ent->enemy = NULL;
}
//FIXME: make this a little prescient?
G_ChooseLookEnemy( ent, ucmd );
if ( ent->enemy )
{//target
newLookTarget = ent->enemy->s.number;
//so we don't change our minds in the next 1 second
ent->client->renderInfo.lookTargetClearTime = level.time+1000;
ent->client->renderInfo.lookMode = LM_ENT;
}
else
{//no target
//FIXME: what about sightalerts and missiles?
newLookTarget = ENTITYNUM_NONE;
newLookTarget = G_FindLocalInterestPoint( ent );
if ( newLookTarget != ENTITYNUM_NONE )
{//found something of interest
ent->client->renderInfo.lookMode = LM_INTEREST;
}
else
{//okay, no interesting things and no enemies, so look for items
newLookTarget = G_FindLookItem( ent );
ent->client->renderInfo.lookMode = LM_ENT;
}
}
if ( ent->client->renderInfo.lookTarget != newLookTarget )
{//transitioning
NPC_SetLookTarget( ent, newLookTarget, level.time+1000 );
}
}
if ( in_camera )
{
// watch the code here, you MUST "return" within this IF(), *unless* you're stopping the cinematic skip.
//
if ( ClientCinematicThink(ent->client) )
{
if (g_skippingcin->integer) // already doing cinematic skip?
{// yes... so stop skipping...
G_StopCinematicSkip();
}
else
{// no... so start skipping...
G_StartCinematicSkip();
return;
}
}
else
{
return;
}
}
else if ( ent->client->ps.vehicleModel != 0 && ent->health > 0 )
{
float speed;
speed = VectorLength( ent->client->ps.velocity );
if ( speed && ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
{
int diff = AngleNormalize180(SHORT2ANGLE(ucmd->angles[YAW]+ent->client->ps.delta_angles[YAW]) - floor(ent->client->ps.viewangles[YAW]));
int slide = floor(((float)(diff))/120.0f*-127.0f);
if ( (slide > 0 && ucmd->rightmove >= 0) || ((slide < 0 && ucmd->rightmove <= 0)) )
{//note: don't want these to conflict right now because that seems to feel really weird
//gi.Printf( "slide %i, diff %i, yaw %i\n", slide, diff, ucmd->angles[YAW] );
ucmd->rightmove += slide;
}
if ( ucmd->rightmove > 64 )
{
ucmd->rightmove = 64;
}
else if ( ucmd->rightmove < -64 )
{
ucmd->rightmove = -64;
}
}
else
{
ucmd->rightmove = 0;
ucmd->angles[PITCH] = 0;
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
}
}
else
{
if ( g_skippingcin->integer )
{//We're skipping the cinematic and it's over now
gi.cvar_set("timescale", "1");
gi.cvar_set("skippingCinematic", "0");
}
if ( ent->client->ps.pm_type == PM_DEAD && cg.missionStatusDeadTime < level.time )
{//mission status screen is up because player is dead, stop all scripts
if (Q_stricmpn(level.mapname,"_holo",5)) {
stop_icarus = qtrue;
}
}
}
// // Don't allow the player to adjust the pitch when they are in third person overhead cam.
//extern vmCvar_t cg_thirdPerson;
// if ( cg_thirdPerson.integer == 2 )
// {
// ucmd->angles[PITCH] = 0;
// }
if ( cg.zoomMode == 2 )
{
// Any kind of movement when the player is NOT ducked when the disruptor gun is zoomed will cause us to auto-magically un-zoom
if ( ( (ucmd->forwardmove||ucmd->rightmove)
&& ucmd->upmove >= 0 //crouching-moving is ok
&& !(ucmd->buttons&BUTTON_USE)/*leaning is ok*/
)
|| ucmd->upmove > 0 //jumping not allowed
)
{
// already zooming, so must be wanting to turn it off
G_Sound( ent, G_SoundIndex( "sound/weapons/disruptor/zoomend.wav" ));
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cg.zoomLocked = qfalse;
}
}
if ( (player_locked || (ent->client->ps.eFlags&EF_FORCE_GRIPPED)) && ent->client->ps.pm_type < PM_DEAD ) // unless dead
{//lock out player control
if ( !player_locked )
{
VectorClear( ucmd->angles );
}
ucmd->forwardmove = 0;
ucmd->rightmove = 0;
ucmd->buttons = 0;
ucmd->upmove = 0;
PM_AdjustAnglesToGripper( ent, ucmd );
}
if ( ent->client->ps.leanofs )
{//no shooting while leaning
ucmd->buttons &= ~BUTTON_ATTACK;
if ( ent->client->ps.weapon != WP_DISRUPTOR )
{//can still zoom around corners
ucmd->buttons &= ~BUTTON_ALT_ATTACK;
}
}
}
else
{
if ( ent->s.eFlags & EF_LOCKED_TO_WEAPON )
{
G_UpdateEmplacedWeaponData( ent );
}
if ( player && player->client && player->client->ps.viewEntity == ent->s.number )
{
int sav_weapon = ucmd->weapon;
memcpy( ucmd, &player->client->usercmd, sizeof( usercmd_t ) );
ucmd->weapon = sav_weapon;
}
G_NPCMunroMatchPlayerWeapon( ent );
}
if ( ent->client )
{
if ( ent->client->NPC_class == CLASS_GONK ||
ent->client->NPC_class == CLASS_MOUSE ||
ent->client->NPC_class == CLASS_R2D2 ||
ent->client->NPC_class == CLASS_R5D2 )
{//no jumping or strafing in these guys
ucmd->upmove = ucmd->rightmove = 0;
}
else if ( ent->client->NPC_class == CLASS_ATST )
{//no jumping in atst
if (ent->client->ps.pm_type != PM_NOCLIP)
{
ucmd->upmove = 0;
}
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//ATST crushed 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->currentOrigin, 100, 0, MOD_CRUSH );
}
//so they know to run like hell when I get close
//FIXME: project this in the direction I'm moving?
if ( !Q_irand( 0, 10 ) )
{//not so often...
AddSoundEvent( ent, ent->currentOrigin, ent->maxs[1]*5, AEL_DANGER );
AddSightEvent( ent, ent->currentOrigin, ent->maxs[1]*5, AEL_DANGER, 100 );
}
}
}
else if ( ent->client->ps.groundEntityNum < ENTITYNUM_WORLD && !ent->client->ps.forceJumpCharge )
{//standing on an entity and not currently force jumping
gentity_t *groundEnt = &g_entities[ent->client->ps.groundEntityNum];
if ( groundEnt &&
groundEnt->client &&
groundEnt->client->ps.groundEntityNum != ENTITYNUM_NONE &&
groundEnt->health > 0 &&
!PM_InRoll( &groundEnt->client->ps )
&& !(groundEnt->client->ps.eFlags&EF_LOCKED_TO_WEAPON)
&& !inSpinFlipAttack )
{//landed on a live client who is on the ground, jump off them and knock them down
if ( !PM_InRoll( &ent->client->ps )
&& !PM_FlippingAnim( ent->client->ps.legsAnim ) )
{
if ( ent->s.number && ent->s.weapon == WP_SABER )
{
ent->client->ps.forceJumpCharge = 320;//FIXME: calc this intelligently?
}
else if ( !ucmd->upmove )
{//if not ducking (which should cause a roll), then jump
ucmd->upmove = 127;
}
if ( !ucmd->forwardmove && !ucmd->rightmove )
{// If not moving, don't want to jump straight up
//FIXME: trace for clear di?
if ( !Q_irand( 0, 3 ) )
{
ucmd->forwardmove = 127;
}
else if ( !Q_irand( 0, 3 ) )
{
ucmd->forwardmove = -127;
}
else if ( !Q_irand( 0, 1 ) )
{
ucmd->rightmove = 127;
}
else
{
ucmd->rightmove = -127;
}
}
if ( !ent->s.number && ucmd->upmove < 0 )
{//player who should roll- force it
int rollAnim = BOTH_ROLL_F;
if ( ucmd->forwardmove >= 0 )
{
rollAnim = BOTH_ROLL_F;
}
else if ( ucmd->forwardmove < 0 )
{
rollAnim = BOTH_ROLL_B;
}
else if ( ucmd->rightmove > 0 )
{
rollAnim = BOTH_ROLL_R;
}
else if ( ucmd->rightmove < 0 )
{
rollAnim = BOTH_ROLL_L;
}
NPC_SetAnim(ent,SETANIM_BOTH,rollAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
G_AddEvent( ent, EV_ROLL, 0 );
ent->client->ps.saberMove = LS_NONE;
}
}
//FIXME: need impact sound event
GEntity_PainFunc( groundEnt, ent, ent, groundEnt->currentOrigin, 0, MOD_CRUSH );
if ( groundEnt->client->NPC_class == CLASS_DESANN && ent->client->NPC_class != CLASS_LUKE )
{//can't knock down desann unless you're luke
//FIXME: should he smack you away like Galak Mech?
}
else if ( ((groundEnt->s.number||(!Q_irand( 0, 3 )&&cg.renderingThirdPerson&&!cg.zoomMode))&&groundEnt->client->playerTeam != ent->client->playerTeam) || ent->client->NPC_class == CLASS_DESANN )
{
int knockAnim = BOTH_KNOCKDOWN1;
if ( PM_CrouchAnim( groundEnt->client->ps.legsAnim ) )
{//knockdown from crouch
knockAnim = BOTH_KNOCKDOWN4;
}
else
{
vec3_t gEFwd, gEAngles = {0,groundEnt->client->ps.viewangles[YAW],0};
AngleVectors( gEAngles, gEFwd, NULL, NULL );
if ( DotProduct( ent->client->ps.velocity, gEFwd ) > 50 )
{//pushing him forward
knockAnim = BOTH_KNOCKDOWN3;
}
}
NPC_SetAnim( groundEnt, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
}
client = ent->client;
// mark the time, so the connection sprite can be removed
client->lastCmdTime = level.time;
client->pers.lastCommand = *ucmd;
// sanity check the command time to prevent speedup cheating
if ( ucmd->serverTime > level.time + 200 )
{
ucmd->serverTime = level.time + 200;
}
if ( ucmd->serverTime < level.time - 1000 )
{
ucmd->serverTime = level.time - 1000;
}
msec = ucmd->serverTime - client->ps.commandTime;
if ( msec < 1 )
{
msec = 1;
}
if ( msec > 200 )
{
msec = 200;
}
// check for inactivity timer, but never drop the local client of a non-dedicated server
if ( !ClientInactivityTimer( client ) )
return;
if ( client->noclip )
{
client->ps.pm_type = PM_NOCLIP;
}
else if ( client->ps.stats[STAT_HEALTH] <= 0 )
{
client->ps.pm_type = PM_DEAD;
}
else
{
client->ps.pm_type = PM_NORMAL;
}
//FIXME: if global gravity changes this should update everyone's personal gravity...
if ( !(ent->svFlags & SVF_CUSTOM_GRAVITY) )
{
client->ps.gravity = g_gravity->value;
}
// set speed
if ( ent->NPC != NULL )
{//we don't actually scale the ucmd, we use actual speeds
if ( ent->NPC->combatMove == qfalse )
{
if ( !(ucmd->buttons & BUTTON_USE) )
{//Not leaning
qboolean Flying = (ucmd->upmove && ent->NPC->stats.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 )
{//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
{
//Slow down on turns - don't orbit!!!
float turndelta = (180 - fabs( AngleDelta( ent->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;
}
}
else
{//Client sets ucmds and such for speed alterations
if ( ent->client->ps.vehicleModel != 0 && ent->health > 0 )
{
if ( client->ps.speed || client->ps.groundEntityNum == ENTITYNUM_NONE || ucmd->forwardmove > 0 || ucmd->upmove > 0)
{
if ( ucmd->forwardmove > 0 )
{
client->ps.speed += 20;
}
else if ( ucmd->forwardmove < 0 )
{
if ( client->ps.speed > 800 )
{
client->ps.speed -= 20;
}
else
{
client->ps.speed -= 5;
}
}
else
{//accelerate to cruising speed only, otherwise, just coast
if ( client->ps.speed < 800 )
{
client->ps.speed += 10;
if ( client->ps.speed > 800 )
{
client->ps.speed = 800;
}
}
}
ucmd->forwardmove = 127;
}
else
{
if ( ucmd->forwardmove < 0 )
{
ucmd->forwardmove = 0;
}
if ( ucmd->upmove < 0 )
{
ucmd->upmove = 0;
}
ucmd->rightmove = 0;
}
if ( client->ps.speed > 3000 )
{
client->ps.speed = 3000;
}
else if ( client->ps.speed < 0 )
{
client->ps.speed = 0;
}
if ( client->ps.speed < 800 )
{
client->ps.gravity = (800 - client->ps.speed)/4;
}
else
{
client->ps.gravity = 0;
}
}
else
{
client->ps.speed = g_speed->value;//default is 320
/*if ( !ent->s.number && ent->painDebounceTime>level.time )
{
client->ps.speed *= 0.25f;
}
else */if ( PM_SaberInAttack( ent->client->ps.saberMove ) && ucmd->forwardmove < 0 )
{//if running backwards while attacking, don't run as fast.
switch( client->ps.saberAnimLevel )
{
case FORCE_LEVEL_1:
client->ps.speed *= 0.75f;
break;
case FORCE_LEVEL_2:
client->ps.speed *= 0.60f;
break;
case FORCE_LEVEL_3:
client->ps.speed *= 0.45f;
break;
}
}
else if ( PM_SpinningSaberAnim( client->ps.legsAnim ) )
{
client->ps.speed *= 0.5f;
}
else if ( client->ps.weapon == WP_SABER && ( ucmd->buttons & BUTTON_ATTACK ) )
{//if attacking with saber while running, drop your speed
//FIXME: should be weaponTime? Or in certain anims?
switch( client->ps.saberAnimLevel )
{
case FORCE_LEVEL_2:
client->ps.speed *= 0.85f;
break;
case FORCE_LEVEL_3:
client->ps.speed *= 0.70f;
break;
}
}
}
}
if ( client->NPC_class == CLASS_ATST && client->ps.legsAnim == BOTH_RUN1START )
{//HACK: when starting to move as atst, ramp up speed
//float animLength = PM_AnimLength( client->clientInfo.animFileIndex, (animNumber_t)client->ps.legsAnim);
//client->ps.speed *= ( animLength - client->ps.legsAnimTimer)/animLength;
if ( client->ps.legsAnimTimer > 100 )
{
client->ps.speed = 0;
}
}
//Apply forced movement
if ( client->forced_forwardmove )
{
ucmd->forwardmove = client->forced_forwardmove;
if ( !client->ps.speed )
{
if ( ent->NPC != NULL )
{
client->ps.speed = ent->NPC->stats.runSpeed;
}
else
{
client->ps.speed = g_speed->value;//default is 320
}
}
}
if ( client->forced_rightmove )
{
ucmd->rightmove = client->forced_rightmove;
if ( !client->ps.speed )
{
if ( ent->NPC != NULL )
{
client->ps.speed = ent->NPC->stats.runSpeed;
}
else
{
client->ps.speed = g_speed->value;//default is 320
}
}
}
if ( ucmd->forwardmove < 0 && !(ucmd->buttons&BUTTON_WALKING) && client->ps.groundEntityNum != ENTITYNUM_NONE )
{//running backwards is slower than running forwards
client->ps.speed *= 0.75;
}
//FIXME: need to do this before check to avoid walls and cliffs (or just cliffs?)
BG_AddPushVecToUcmd( ent, ucmd );
G_CheckClampUcmd( ent, ucmd );
if ( ucmd->buttons&BUTTON_BLOCKING )
{//blocking with saber
ent->client->ps.saberBlockingTime = level.time + FRAMETIME;
}
WP_ForcePowersUpdate( ent, ucmd );
//if we have the saber in hand, check for starting a block to reflect shots
WP_SaberStartMissileBlockCheck( ent, ucmd );
// Update the position of the saber, and check to see if we're throwing it
if ( client->ps.saberEntityNum != ENTITYNUM_NONE )
{
int updates = 1;
if ( ent->NPC )
{
updates = 3;//simulate player update rate?
}
for ( int update = 0; update < updates; update++ )
{
WP_SaberUpdate( ent, ucmd );
}
}
//NEED to do this every frame, since these overrides do not go into the save/load data
if ( ent->client->ps.vehicleModel != 0 )
{
cg.overrides.thirdPersonRange = 240;
cg.overrides.fov = 100;
}
else if ( client->ps.eFlags&EF_IN_ATST )
{
cg.overrides.thirdPersonRange = 240;
if ( ent->client->ps.viewangles[PITCH] > 0 )
{
cg.overrides.thirdPersonPitchOffset = ent->client->ps.viewangles[PITCH]*-0.75;
cg.overrides.thirdPersonVertOffset = 300+ent->client->ps.viewangles[PITCH]*-10;
if ( cg.overrides.thirdPersonVertOffset < 0 )
{
cg.overrides.thirdPersonVertOffset = 0;
}
}
else if ( ent->client->ps.viewangles[PITCH] < 0 )
{
cg.overrides.thirdPersonPitchOffset = ent->client->ps.viewangles[PITCH]*-0.75;
cg.overrides.thirdPersonVertOffset = 300+ent->client->ps.viewangles[PITCH]*-5;
if ( cg.overrides.thirdPersonVertOffset > 300 )
{
cg.overrides.thirdPersonVertOffset = 300;
}
}
else
{
cg.overrides.thirdPersonPitchOffset = 0;
cg.overrides.thirdPersonVertOffset = 200;
}
}
//remember your last angles
VectorCopy ( ent->client->ps.viewangles, ent->lastAngles );
// set up for pmove
oldEventSequence = client->ps.eventSequence;
memset( &pm, 0, sizeof(pm) );
pm.gent = ent;
pm.ps = &client->ps;
pm.cmd = *ucmd;
// pm.tracemask = MASK_PLAYERSOLID; // used differently for navgen
pm.tracemask = ent->clipmask;
pm.trace = gi.trace;
pm.pointcontents = gi.pointcontents;
pm.debugLevel = g_debugMove->integer;
pm.noFootsteps = 0;//( g_dmflags->integer & DF_NO_FOOTSTEPS ) > 0;
VectorCopy( client->ps.origin, oldOrigin );
// perform a pmove
Pmove( &pm );
// save results of pmove
if ( ent->client->ps.eventSequence != oldEventSequence )
{
ent->eventTime = level.time;
{
int seq;
seq = (ent->client->ps.eventSequence-1) & (MAX_PS_EVENTS-1);
ent->s.event = ent->client->ps.events[ seq ] | ( ( ent->client->ps.eventSequence & 3 ) << 8 );
ent->s.eventParm = ent->client->ps.eventParms[ seq ];
}
}
PlayerStateToEntityState( &ent->client->ps, &ent->s );
VectorCopy ( ent->currentOrigin, ent->lastOrigin );
#if 1
// use the precise origin for linking
VectorCopy( ent->client->ps.origin, ent->currentOrigin );
#else
//We don't use prediction anymore, so screw this
// use the snapped origin for linking so it matches client predicted versions
VectorCopy( ent->s.pos.trBase, ent->currentOrigin );
#endif
//Had to leave this in, some legacy code must still be using s.angles
//Shouldn't interfere with interpolation of angles, should it?
VectorCopy( ent->client->ps.viewangles, ent->currentAngles );
VectorCopy( pm.mins, ent->mins );
VectorCopy( pm.maxs, ent->maxs );
ent->waterlevel = pm.waterlevel;
ent->watertype = pm.watertype;
_VectorCopy( ucmd->angles, client->pers.cmd_angles );
// execute client events
ClientEvents( ent, oldEventSequence );
if ( pm.useEvent )
{
//TODO: Use
TryUse( ent );
}
// link entity now, after any personal teleporters have been used
gi.linkentity( ent );
ent->client->hiddenDist = 0;
if ( !ent->client->noclip )
{
G_TouchTriggersLerped( ent );
}
// touch other objects
ClientImpacts( ent, &pm );
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons;
// check for respawning
if ( client->ps.stats[STAT_HEALTH] <= 0 )
{
// wait for the attack button to be pressed
if ( ent->NPC == NULL && level.time > client->respawnTime )
{
// don't allow respawn if they are still flying through the
// air, unless 10 extra seconds have passed, meaning something
// strange is going on, like the corpse is caught in a wind tunnel
/*
if ( level.time < client->respawnTime + 10000 )
{
if ( client->ps.groundEntityNum == ENTITYNUM_NONE )
{
return;
}
}
*/
// pressing attack or use is the normal respawn method
if ( ucmd->buttons & ( BUTTON_ATTACK ) )
{
if (!cg.missionStatusShow) // Has Mission Status screen shown yet?
{
cg.missionStatusShowTime = level.time + 1000;
cg.missionStatusShow = 1;
}
else if (cg.missionStatusShowTime < level.time)
{
respawn( ent );
}
// gi.SendConsoleCommand( va("disconnect;wait;wait;wait;wait;wait;wait;devmap %s\n",level.mapname) );
}
}
if ( ent && !ent->s.number && ent->enemy )
{//keep facing enemy
vec3_t deadDir;
VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, deadDir );
ent->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( deadDir );
}
return;
}
if ((cg.missionStatusShow) && ((cg.missionStatusDeadTime + 1) < level.time))
{
if ( ucmd->buttons & ( BUTTON_ATTACK ) )
{
// cg.missionStatusShow = 0;
// ScoreBoardReset();
// Q3_TaskIDComplete( ent, TID_MISSIONSTATUS );
}
}
// perform once-a-second actions
ClientTimerActions( ent, msec );
ClientEndPowerUps( ent );
//DEBUG INFO
/*
if ( client->ps.clientNum < 1 )
{//Only a player
if ( ucmd->buttons & BUTTON_USE )
{
NAV_PrintLocalWpDebugInfo( ent );
}
}
*/
}
/*
==================
ClientThink
A new command has arrived from the client
==================
*/
extern void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd );
void ClientThink( int clientNum, usercmd_t *ucmd ) {
gentity_t *ent;
qboolean restore_ucmd = qfalse;
usercmd_t sav_ucmd = {0};
ent = g_entities + clientNum;
if ( ent->client->ps.viewEntity > 0 && ent->client->ps.viewEntity < ENTITYNUM_WORLD )
{//you're controlling another NPC
if ( (ucmd->buttons&BUTTON_BLOCKING) )
{//firing gets you out of it FIXME: check some other button instead... like ESCAPE... so you could even have total control over an NPC?
G_ClearViewEntity( ent );
ucmd->buttons = 0;
}
else
{
restore_ucmd = qtrue;
memcpy( &sav_ucmd, ucmd, sizeof( usercmd_t ) );
memset( ucmd, 0, sizeof( usercmd_t ) );
//to keep pointing in same dir, need to set ucmd->angles
ucmd->angles[PITCH] = ucmd->angles[ROLL] = 0;
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
}
}
if ( (ucmd->buttons&BUTTON_BLOCKING) )
{
ucmd->buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);
}
PM_CheckForceUseButton( ent, ucmd );
ent->client->usercmd = *ucmd;
// if ( !g_syncronousClients->integer )
{
ClientThink_real( ent, ucmd );
}
if ( restore_ucmd )
{//restore ucmd for later so NPC you're controlling can refer to them
memcpy( &ent->client->usercmd, &sav_ucmd, sizeof( usercmd_t ) );
}
}
void ClientEndPowerUps( gentity_t *ent )
{
int i;
if ( ent == NULL || ent->client == NULL )
{
return;
}
// 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;
}
}
}
/*
==============
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 )
{
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
// 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);
}