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// 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"
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# include "g_icarus.h"
# ifdef _DEBUG
# include <float.h>
# endif //_DEBUG
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# 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 ) ;
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extern void WP_SaberInitBladeData ( gentity_t * ent ) ;
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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 ) ;
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extern qboolean PM_HasAnimation ( gentity_t * ent , int animation ) ;
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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 ) ;
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extern qboolean PM_StandingAnim ( int anim ) ;
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extern qboolean PM_InForceGetUp ( playerState_t * ps ) ;
extern void G_CreateG2AttachedWeaponModel ( gentity_t * ent , const char * weaponModel ) ;
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extern qboolean FlyingCreature ( gentity_t * ent ) ;
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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?
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fwdangles [ 0 ] = 0 ; //Must initialize data!
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fwdangles [ 1 ] = self - > client - > ps . viewangles [ 1 ] ;
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fwdangles [ 2 ] = 0 ;
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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 ;
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if ( ! self - > client | | self - > client - > ps . lastOnGround + 300 < level . time | | ( self - > client - > ps . lastOnGround + 100 < level . time ) )
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{
vec3_t dir1 , dir2 ;
float force = 0 , dot ;
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if ( other - > material = = MAT_GLASS | | other - > material = = MAT_GLASS_METAL | | other - > material = = MAT_GRATE1 | | ( ( 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)) )
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{ //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
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G_Damage ( other , self , self , velocity , self - > currentOrigin , force , DAMAGE_NO_ARMOR , MOD_IMPACT ) ;
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}
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 ;
}
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G_Damage ( self , NULL , NULL , NULL , self - > currentOrigin , magnitude / 2 , DAMAGE_NO_ARMOR , MOD_FALLING ) ; //FIXME: MOD_IMPACT
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}
}
}
//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 ;
}
}
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# ifdef _DEBUG
for ( int j = 0 ; j < 3 ; j + + )
{
assert ( ! _isnan ( ent - > currentOrigin [ j ] ) ) ;
assert ( ! _isnan ( ent - > lastOrigin [ j ] ) ) ;
}
# endif // _DEBUG
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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 ) ;
}
}
}
}
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void G_MatchPlayerWeapon ( gentity_t * ent )
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{
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if ( g_entities [ 0 ] . inuse & & g_entities [ 0 ] . client )
{ //player is around
int newWeap ;
if ( 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 )
{
if ( ent - > weaponModel ! = - 1 )
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{
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gi . G2API_RemoveGhoul2Model ( ent - > ghoul2 , ent - > weaponModel ) ;
}
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 ;
if ( newWeap = = WP_SABER )
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{
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//FIXME: AddSound/Sight Event
WP_SaberInitBladeData ( ent ) ;
G_CreateG2AttachedWeaponModel ( ent , ent - > client - > ps . saberModel ) ;
ent - > client - > ps . saberActive = g_entities [ 0 ] . client - > ps . saberActive ;
ent - > client - > ps . saberLength = g_entities [ 0 ] . client - > ps . saberLength ;
ent - > client - > ps . saberAnimLevel = g_entities [ 0 ] . client - > ps . saberAnimLevel ;
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}
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else
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{
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G_CreateG2AttachedWeaponModel ( ent , weaponData [ newWeap ] . weaponMdl ) ;
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}
}
}
}
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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 Kyle NPC
G_MatchPlayerWeapon ( ent ) ;
}
}
}
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/*
= = = = = = = = = = = = = = = = =
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 ;
}
}
}
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qboolean G_CheckClampUcmd ( gentity_t * ent , usercmd_t * ucmd )
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{
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qboolean overridAngles = qfalse ;
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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 ) ;
}
}
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overridAngles = ( PM_AdjustAnglesForKnockdown ( ent , ucmd , qfalse ) ? qtrue : overridAngles ) ;
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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
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//FIXME: base on difficulty
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ucmd - > buttons = 0 ;
}
else
{
ucmd - > buttons & = ~ ( ucmd - > buttons & ~ BUTTON_ATTACK ) ;
}
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overridAngles = ( PM_AdjustAnglesForSaberLock ( ent , ucmd ) ? qtrue : overridAngles ) ;
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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 ;
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if ( ( overridAngles = ( PM_AdjustAnglesForBackAttack ( ent , ucmd ) ? qtrue : overridAngles ) ) = = qtrue )
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{
//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 ;
}
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cg . overrides . active | = CG_OVERRIDE_3RD_PERSON_RNG ;
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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 ;
}
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cg . overrides . active | = CG_OVERRIDE_3RD_PERSON_RNG ;
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cg . overrides . thirdPersonRange = cg_thirdPersonRange . value + backDist ;
}
}
else if ( ! ent - > s . number )
{
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if ( ent - > client - > NPC_class ! = CLASS_ATST )
{
cg . overrides . active & = ~ CG_OVERRIDE_3RD_PERSON_RNG ;
cg . overrides . thirdPersonRange = 0 ;
}
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}
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 ;
}
}
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overridAngles = ( PM_AdjustAngleForWallRun ( ent , ucmd , qtrue ) ? qtrue : overridAngles ) ;
return overridAngles ;
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}
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 )
{
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ent - > owner - > s . loopSound = 0 ;
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ExitEmplacedWeapon ( ent ) ;
( * ucmd ) - > buttons & = ~ BUTTON_USE ;
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G_Sound ( ent , G_SoundIndex ( " sound/weapons/emplaced/emplaced_dismount.mp3 " ) ) ;
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}
else
{
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// this is a crappy way to put sounds on a moving emplaced gun....
if ( ent - > owner )
{
if ( ! VectorCompare ( ent - > owner - > pos3 , ent - > owner - > movedir ) )
{
ent - > owner - > s . loopSound = G_SoundIndex ( " sound/weapons/emplaced/emplaced_move_lp.wav " ) ;
ent - > owner - > fly_sound_debounce_time = level . time ;
}
else
{
if ( ent - > owner - > fly_sound_debounce_time + 100 < = level . time )
{
ent - > owner - > s . loopSound = 0 ;
}
}
VectorCopy ( ent - > owner - > pos3 , ent - > owner - > movedir ) ;
}
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// 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;
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if ( ent - > health < = 0 )
{
ExitEmplacedWeapon ( ent ) ;
}
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}
}
// yes... so stop skipping...
void G_StopCinematicSkip ( void )
{
gi . cvar_set ( " skippingCinematic " , " 0 " ) ;
gi . cvar_set ( " timescale " , " 1 " ) ;
}
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void G_StartCinematicSkip ( void )
{
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if ( cinematicSkipScript [ 0 ] )
{
ICARUS_RunScript ( & g_entities [ 0 ] , va ( " %s/%s " , Q3_SCRIPT_DIR , cinematicSkipScript ) ) ;
memset ( cinematicSkipScript , 0 , sizeof ( cinematicSkipScript ) ) ;
gi . cvar_set ( " skippingCinematic " , " 1 " ) ;
gi . cvar_set ( " timescale " , " 100 " ) ;
}
else
{
// no... so start skipping...
gi . cvar_set ( " skippingCinematic " , " 1 " ) ;
gi . cvar_set ( " timescale " , " 100 " ) ;
}
}
void G_CheckClientIdle ( gentity_t * ent , usercmd_t * ucmd )
{
if ( ! ent | | ! ent - > client | | ent - > health < = 0 )
{
return ;
}
if ( ! ent - > s . number & & ( ! cg . renderingThirdPerson | | cg . zoomMode ) )
{
if ( ent - > client - > idleTime < level . time )
{
ent - > client - > idleTime = level . time ;
}
return ;
}
if ( ! VectorCompare ( vec3_origin , ent - > client - > ps . velocity )
| | ucmd - > buttons | | ucmd - > forwardmove | | ucmd - > rightmove | | ucmd - > upmove
| | ! PM_StandingAnim ( ent - > client - > ps . legsAnim )
| | ent - > enemy
| | ent - > client - > ps . legsAnimTimer
| | ent - > client - > ps . torsoAnimTimer )
{ //FIXME: also check for turning?
if ( ! VectorCompare ( vec3_origin , ent - > client - > ps . velocity )
| | ucmd - > buttons | | ucmd - > forwardmove | | ucmd - > rightmove | | ucmd - > upmove
| | ent - > enemy )
{
//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_STAND4IDLE1 :
ent - > client - > ps . legsAnimTimer = 0 ;
break ;
}
switch ( ent - > client - > ps . torsoAnim )
{
case BOTH_STAND1IDLE1 :
case BOTH_STAND2IDLE1 :
case BOTH_STAND2IDLE2 :
case BOTH_STAND3IDLE1 :
case BOTH_STAND4IDLE1 :
ent - > client - > ps . torsoAnimTimer = 0 ;
break ;
}
}
//
if ( ent - > client - > idleTime < level . time )
{
ent - > client - > idleTime = level . time ;
}
}
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 = Q_irand ( BOTH_STAND2IDLE1 , BOTH_STAND2IDLE2 ) ;
break ;
case BOTH_STAND3 :
idleAnim = BOTH_STAND3IDLE1 ;
break ;
case BOTH_STAND4 :
idleAnim = BOTH_STAND4IDLE1 ;
break ;
}
if ( idleAnim ! = - 1 & & PM_HasAnimation ( ent , idleAnim ) )
{
NPC_SetAnim ( ent , SETANIM_BOTH , idleAnim , SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ) ;
//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 ) ;
}
}
}
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
{
if ( ent - > client - > NPC_class = = CLASS_R2D2 )
{
ent - > s . loopSound = G_SoundIndex ( " sound/chars/r2d2/misc/r2_move_lp.wav " ) ;
}
if ( ent - > client - > NPC_class = = CLASS_R5D2 )
{
ent - > s . loopSound = G_SoundIndex ( " sound/chars/r2d2/misc/r2_move_lp2.wav " ) ;
}
}
else
{ //not moving under your own control, stop loopSound
if ( ent - > client - > NPC_class = = CLASS_R2D2 | | ent - > client - > NPC_class = = CLASS_R5D2 )
{
ent - > s . loopSound = 0 ;
}
}
}
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}
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/*
= = = = = = = = = = = = = =
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
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if ( ent - > health > 0 )
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{
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if ( ! PM_InRoll ( & ent - > client - > ps )
& & ! PM_FlippingAnim ( ent - > client - > ps . legsAnim ) )
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{
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if ( ent - > s . number & & ent - > s . weapon = = WP_SABER )
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{
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ent - > client - > ps . forceJumpCharge = 320 ; //FIXME: calc this intelligently?
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}
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else if ( ! ucmd - > upmove )
{ //if not ducking (which should cause a roll), then jump
ucmd - > upmove = 127 ;
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}
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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 ;
}
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}
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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 ;
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}
}
}
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else
{ //a corpse? Shit
ent - > clipmask & = ~ CONTENTS_BODY ;
}
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//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!!!
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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...
{
turndelta = ( 180 - fabs ( AngleDelta ( ent - > currentAngles [ YAW ] , ent - > NPC - > lockedDesiredYaw ) ) ) / 180 ;
}
else
{
turndelta = ( 180 - fabs ( AngleDelta ( ent - > currentAngles [ YAW ] , ent - > NPC - > desiredYaw ) ) ) / 180 ;
}
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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 )
{
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cg . overrides . active | = ( CG_OVERRIDE_3RD_PERSON_RNG | CG_OVERRIDE_FOV ) ;
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cg . overrides . thirdPersonRange = 240 ;
cg . overrides . fov = 100 ;
}
else if ( client - > ps . eFlags & EF_IN_ATST )
{
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cg . overrides . active | = ( CG_OVERRIDE_3RD_PERSON_RNG | CG_OVERRIDE_3RD_PERSON_POF | CG_OVERRIDE_3RD_PERSON_VOF ) ;
2013-04-04 14:52:42 +00:00
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 ;
}
}
2013-04-04 18:02:27 +00:00
//play/stop any looping sounds tied to controlled movement
G_CheckMovingLoopingSounds ( ent , ucmd ) ;
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//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 ) ;
}
}
*/
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//try some idle anims on ent if getting no input and not moving for some time
G_CheckClientIdle ( ent , ucmd ) ;
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}
/*
= = = = = = = = = = = = = = = = = =
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
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if ( ucmd - > upmove > 0 ) //if ( (ucmd->buttons&BUTTON_BLOCKING) )
{ //jumping gets you out of it FIXME: check some other button instead... like ESCAPE... so you could even have total control over an NPC?
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G_ClearViewEntity ( ent ) ;
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ucmd - > upmove = 0 ; //ucmd->buttons = 0;
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}
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 ] ;
}
}
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else if ( ent - > client - > NPC_class = = CLASS_ATST )
{
if ( ucmd - > upmove > 0 ) //if ( (ucmd->buttons&BUTTON_BLOCKING) )
{ //get out of ATST
GEntity_UseFunc ( ent - > activator , ent , ent ) ;
ucmd - > upmove = 0 ; //ucmd->buttons = 0;
}
}
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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);
}