1824 lines
48 KiB
C
1824 lines
48 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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void P_SetTwitchInfo(gclient_t *client)
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{
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client->ps.painTime = level.time;
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client->ps.painDirection ^= 1;
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}
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/*
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===============
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G_DamageFeedback
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Called just before a snapshot is sent to the given player.
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Totals up all damage and generates both the player_state_t
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damage values to that client for pain blends and kicks, and
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global pain sound events for all clients.
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===============
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*/
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void P_DamageFeedback( gentity_t *player ) {
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gclient_t *client;
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float count;
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vec3_t angles;
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client = player->client;
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if ( client->ps.pm_type == PM_DEAD ) {
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return;
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}
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// total points of damage shot at the player this frame
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count = client->damage_blood + client->damage_armor;
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if ( count == 0 ) {
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return; // didn't take any damage
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}
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if ( count > 255 ) {
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count = 255;
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}
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// send the information to the client
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// world damage (falling, slime, etc) uses a special code
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// to make the blend blob centered instead of positional
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if ( client->damage_fromWorld ) {
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client->ps.damagePitch = 255;
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client->ps.damageYaw = 255;
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client->damage_fromWorld = qfalse;
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} else {
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vectoangles( client->damage_from, angles );
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client->ps.damagePitch = angles[PITCH]/360.0 * 256;
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client->ps.damageYaw = angles[YAW]/360.0 * 256;
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}
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// play an apropriate pain sound
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if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
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// don't do more than two pain sounds a second
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if ( level.time - client->ps.painTime < 500 ) {
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return;
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}
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P_SetTwitchInfo(client);
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player->pain_debounce_time = level.time + 700;
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G_AddEvent( player, EV_PAIN, player->health );
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client->ps.damageEvent++;
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}
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client->ps.damageCount = count;
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//
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// clear totals
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//
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_knockback = 0;
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}
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/*
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=============
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P_WorldEffects
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Check for lava / slime contents and drowning
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=============
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*/
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void P_WorldEffects( gentity_t *ent ) {
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qboolean envirosuit;
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int waterlevel;
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if ( ent->client->noclip ) {
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ent->client->airOutTime = level.time + 12000; // don't need air
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return;
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}
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waterlevel = ent->waterlevel;
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envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
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//
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// check for drowning
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//
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if ( waterlevel == 3 ) {
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// envirosuit give air
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if ( envirosuit ) {
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ent->client->airOutTime = level.time + 10000;
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}
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// if out of air, start drowning
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if ( ent->client->airOutTime < level.time) {
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// drown!
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ent->client->airOutTime += 1000;
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if ( ent->health > 0 ) {
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// take more damage the longer underwater
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ent->damage += 2;
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if (ent->damage > 15)
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ent->damage = 15;
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// play a gurp sound instead of a normal pain sound
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if (ent->health <= ent->damage) {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex(/*"*drown.wav"*/"sound/player/gurp1.wav"));
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} else if (rand()&1) {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
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} else {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
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}
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// don't play a normal pain sound
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ent->pain_debounce_time = level.time + 200;
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G_Damage (ent, NULL, NULL, NULL, NULL,
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ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
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}
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}
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} else {
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ent->client->airOutTime = level.time + 12000;
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ent->damage = 2;
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}
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//
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// check for sizzle damage (move to pmove?)
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//
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if (waterlevel &&
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(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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if (ent->health > 0
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&& ent->pain_debounce_time <= level.time ) {
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if ( envirosuit ) {
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G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
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} else {
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if (ent->watertype & CONTENTS_LAVA) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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30*waterlevel, 0, MOD_LAVA);
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}
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if (ent->watertype & CONTENTS_SLIME) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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10*waterlevel, 0, MOD_SLIME);
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}
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}
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}
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}
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}
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//==============================================================
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extern void G_ApplyKnockback( gentity_t *targ, vec3_t newDir, float knockback );
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void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf )
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{
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float magnitude, my_mass;
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vec3_t velocity;
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int cont;
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if( self->client )
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{
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VectorCopy( self->client->ps.velocity, velocity );
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my_mass = self->mass;
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}
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else
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{
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VectorCopy( self->s.pos.trDelta, velocity );
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if ( self->s.pos.trType == TR_GRAVITY )
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{
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velocity[2] -= 0.25f * g_gravity.value;
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}
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if( !self->mass )
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{
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my_mass = 1;
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}
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else if ( self->mass <= 10 )
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{
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my_mass = 10;
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}
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else
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{
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my_mass = self->mass;///10;
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}
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}
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magnitude = VectorLength( velocity ) * my_mass / 10;
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/*
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if(pointcontents(self.absmax)==CONTENT_WATER)//FIXME: or other watertypes
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magnitude/=3; //water absorbs 2/3 velocity
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if(self.classname=="barrel"&&self.aflag)//rolling barrels are made for impacts!
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magnitude*=3;
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if(self.frozen>0&&magnitude<300&&self.flags&FL_ONGROUND&&loser==world&&self.velocity_z<-20&&self.last_onground+0.3<time)
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magnitude=300;
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*/
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if ( !self->client || self->client->ps.lastOnGround+300<level.time || ( self->client->ps.lastOnGround+100 < level.time && other->material >= MAT_GLASS ) )
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{
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vec3_t dir1, dir2;
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float force = 0, dot;
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if ( other->material >= MAT_GLASS )
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magnitude *= 2;
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//damage them
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if ( magnitude >= 100 && other->s.number < ENTITYNUM_WORLD )
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{
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VectorCopy( velocity, dir1 );
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VectorNormalize( dir1 );
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if( VectorCompare( other->r.currentOrigin, vec3_origin ) )
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{//a brush with no origin
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VectorCopy ( dir1, dir2 );
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}
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else
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{
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VectorSubtract( other->r.currentOrigin, self->r.currentOrigin, dir2 );
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VectorNormalize( dir2 );
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}
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dot = DotProduct( dir1, dir2 );
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if ( dot >= 0.2 )
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{
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force = dot;
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}
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else
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{
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force = 0;
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}
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force *= (magnitude/50);
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cont = trap_PointContents( other->r.absmax, other->s.number );
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if( (cont&CONTENTS_WATER) )//|| (self.classname=="barrel"&&self.aflag))//FIXME: or other watertypes
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{
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force /= 3; //water absorbs 2/3 velocity
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}
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/*
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if(self.frozen>0&&force>10)
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force=10;
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*/
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if( ( force >= 1 && other->s.number != 0 ) || force >= 10)
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{
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/*
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dprint("Damage other (");
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dprint(loser.classname);
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dprint("): ");
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dprint(ftos(force));
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dprint("\n");
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*/
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if ( other->r.svFlags & SVF_GLASS_BRUSH )
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{
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other->splashRadius = (float)(self->r.maxs[0] - self->r.mins[0])/4.0f;
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}
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if ( other->takedamage )
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{
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G_Damage( other, self, self, velocity, self->r.currentOrigin, force, DAMAGE_NO_ARMOR, MOD_CRUSH);//FIXME: MOD_IMPACT
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}
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else
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{
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G_ApplyKnockback( other, dir2, force );
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}
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}
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}
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if ( damageSelf && self->takedamage )
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{
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//Now damage me
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//FIXME: more lenient falling damage, especially for when driving a vehicle
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if ( self->client && self->client->ps.fd.forceJumpZStart )
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{//we were force-jumping
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if ( self->r.currentOrigin[2] >= self->client->ps.fd.forceJumpZStart )
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{//we landed at same height or higher than we landed
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magnitude = 0;
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}
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else
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{//FIXME: take off some of it, at least?
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magnitude = (self->client->ps.fd.forceJumpZStart-self->r.currentOrigin[2])/3;
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}
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}
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//if(self.classname!="monster_mezzoman"&&self.netname!="spider")//Cats always land on their feet
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if( ( magnitude >= 100 + self->health && self->s.number != 0 && self->s.weapon != WP_SABER ) || ( magnitude >= 700 ) )//&& self.safe_time < level.time ))//health here is used to simulate structural integrity
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{
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if ( (self->s.weapon == WP_SABER || self->s.number == 0) && self->client && self->client->ps.groundEntityNum < ENTITYNUM_NONE && magnitude < 1000 )
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{//players and jedi take less impact damage
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//allow for some lenience on high falls
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magnitude /= 2;
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/*
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if ( self.absorb_time >= time )//crouching on impact absorbs 1/2 the damage
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{
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magnitude/=2;
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}
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*/
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}
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magnitude /= 40;
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magnitude = magnitude - force/2;//If damage other, subtract half of that damage off of own injury
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if ( magnitude >= 1 )
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{
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//FIXME: Put in a thingtype impact sound function
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/*
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dprint("Damage self (");
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dprint(self.classname);
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dprint("): ");
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dprint(ftos(magnitude));
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dprint("\n");
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*/
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/*
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if ( self.classname=="player_sheep "&& self.flags&FL_ONGROUND && self.velocity_z > -50 )
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return;
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*/
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G_Damage( self, NULL, NULL, NULL, self->r.currentOrigin, magnitude/2, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT
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}
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}
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}
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//FIXME: slow my velocity some?
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// NOTENOTE We don't use lastimpact as of yet
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// self->lastImpact = level.time;
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/*
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if(self.flags&FL_ONGROUND)
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self.last_onground=time;
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*/
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}
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}
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/*
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===============
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G_SetClientSound
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===============
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*/
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void G_SetClientSound( gentity_t *ent ) {
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if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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ent->client->ps.loopSound = level.snd_fry;
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} else {
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ent->client->ps.loopSound = 0;
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}
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}
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//==============================================================
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/*
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==============
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ClientImpacts
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==============
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*/
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void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
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int i, j;
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trace_t trace;
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gentity_t *other;
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memset( &trace, 0, sizeof( trace ) );
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for (i=0 ; i<pm->numtouch ; i++) {
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for (j=0 ; j<i ; j++) {
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if (pm->touchents[j] == pm->touchents[i] ) {
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break;
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}
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}
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if (j != i) {
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continue; // duplicated
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}
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other = &g_entities[ pm->touchents[i] ];
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, other, &trace );
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}
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if ( !other->touch ) {
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continue;
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}
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other->touch( other, ent, &trace );
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}
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}
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/*
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============
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G_TouchTriggers
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Find all trigger entities that ent's current position touches.
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Spectators will only interact with teleporters.
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============
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*/
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void G_TouchTriggers( gentity_t *ent ) {
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int i, num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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trace_t trace;
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vec3_t mins, maxs;
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static vec3_t range = { 40, 40, 52 };
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if ( !ent->client ) {
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return;
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}
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// dead clients don't activate triggers!
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if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
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return;
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}
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VectorSubtract( ent->client->ps.origin, range, mins );
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VectorAdd( ent->client->ps.origin, range, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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// can't use ent->r.absmin, because that has a one unit pad
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VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
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VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
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for ( i=0 ; i<num ; i++ ) {
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hit = &g_entities[touch[i]];
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if ( !hit->touch && !ent->touch ) {
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continue;
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}
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if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
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continue;
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}
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// ignore most entities if a spectator
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if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
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if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
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// this is ugly but adding a new ET_? type will
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// most likely cause network incompatibilities
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hit->touch != Touch_DoorTrigger) {
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continue;
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}
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}
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// use seperate code for determining if an item is picked up
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// so you don't have to actually contact its bounding box
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if ( hit->s.eType == ET_ITEM ) {
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if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
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continue;
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}
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} else {
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if ( !trap_EntityContact( mins, maxs, hit ) ) {
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continue;
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}
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}
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memset( &trace, 0, sizeof(trace) );
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if ( hit->touch ) {
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hit->touch (hit, ent, &trace);
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}
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, hit, &trace );
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}
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}
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// if we didn't touch a jump pad this pmove frame
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if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
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ent->client->ps.jumppad_frame = 0;
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ent->client->ps.jumppad_ent = 0;
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}
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}
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/*
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============
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G_MoverTouchTriggers
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Find all trigger entities that ent's current position touches.
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Spectators will only interact with teleporters.
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============
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*/
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void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg )
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{
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int i, num;
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float step, stepSize, dist;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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trace_t trace;
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vec3_t mins, maxs, dir, size, checkSpot;
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const vec3_t range = { 40, 40, 52 };
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// non-moving movers don't hit triggers!
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if ( !VectorLengthSquared( ent->s.pos.trDelta ) )
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{
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return;
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}
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VectorSubtract( ent->r.mins, ent->r.maxs, size );
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stepSize = VectorLength( size );
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if ( stepSize < 1 )
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{
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stepSize = 1;
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}
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VectorSubtract( ent->r.currentOrigin, oldOrg, dir );
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dist = VectorNormalize( dir );
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for ( step = 0; step <= dist; step += stepSize )
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{
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VectorMA( ent->r.currentOrigin, step, dir, checkSpot );
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VectorSubtract( checkSpot, range, mins );
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VectorAdd( checkSpot, range, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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// can't use ent->r.absmin, because that has a one unit pad
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VectorAdd( checkSpot, ent->r.mins, mins );
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VectorAdd( checkSpot, ent->r.maxs, maxs );
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for ( i=0 ; i<num ; i++ )
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{
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hit = &g_entities[touch[i]];
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if ( hit->s.eType != ET_PUSH_TRIGGER )
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{
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continue;
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}
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if ( hit->touch == NULL )
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{
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continue;
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}
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if ( !( hit->r.contents & CONTENTS_TRIGGER ) )
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{
|
|
continue;
|
|
}
|
|
|
|
|
|
if ( !trap_EntityContact( mins, maxs, hit ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
memset( &trace, 0, sizeof(trace) );
|
|
|
|
if ( hit->touch != NULL )
|
|
{
|
|
hit->touch(hit, ent, &trace);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
SpectatorThink
|
|
=================
|
|
*/
|
|
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
|
|
pmove_t pm;
|
|
gclient_t *client;
|
|
|
|
client = ent->client;
|
|
|
|
if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
|
|
client->ps.pm_type = PM_SPECTATOR;
|
|
client->ps.speed = 400; // faster than normal
|
|
client->ps.basespeed = 400;
|
|
|
|
// set up for pmove
|
|
memset (&pm, 0, sizeof(pm));
|
|
pm.ps = &client->ps;
|
|
pm.cmd = *ucmd;
|
|
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
|
|
pm.trace = trap_Trace;
|
|
pm.pointcontents = trap_PointContents;
|
|
|
|
pm.animations = NULL;
|
|
|
|
// perform a pmove
|
|
Pmove (&pm);
|
|
// save results of pmove
|
|
VectorCopy( client->ps.origin, ent->s.origin );
|
|
|
|
G_TouchTriggers( ent );
|
|
trap_UnlinkEntity( ent );
|
|
}
|
|
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = ucmd->buttons;
|
|
|
|
// attack button cycles through spectators
|
|
if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
|
|
Cmd_FollowCycle_f( ent, 1 );
|
|
}
|
|
|
|
if (client->sess.spectatorState == SPECTATOR_FOLLOW && (ucmd->upmove > 0))
|
|
{ //jump now removes you from follow mode
|
|
StopFollowing(ent);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
ClientInactivityTimer
|
|
|
|
Returns qfalse if the client is dropped
|
|
=================
|
|
*/
|
|
qboolean ClientInactivityTimer( gclient_t *client ) {
|
|
if ( ! g_inactivity.integer ) {
|
|
// give everyone some time, so if the operator sets g_inactivity during
|
|
// gameplay, everyone isn't kicked
|
|
client->inactivityTime = level.time + 60 * 1000;
|
|
client->inactivityWarning = qfalse;
|
|
} else if ( client->pers.cmd.forwardmove ||
|
|
client->pers.cmd.rightmove ||
|
|
client->pers.cmd.upmove ||
|
|
(client->pers.cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) ) {
|
|
client->inactivityTime = level.time + g_inactivity.integer * 1000;
|
|
client->inactivityWarning = qfalse;
|
|
} else if ( !client->pers.localClient ) {
|
|
if ( level.time > client->inactivityTime ) {
|
|
trap_DropClient( client - level.clients, "Dropped due to inactivity" );
|
|
return qfalse;
|
|
}
|
|
if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
|
|
client->inactivityWarning = qtrue;
|
|
trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientTimerActions
|
|
|
|
Actions that happen once a second
|
|
==================
|
|
*/
|
|
void ClientTimerActions( gentity_t *ent, int msec ) {
|
|
gclient_t *client;
|
|
|
|
client = ent->client;
|
|
client->timeResidual += msec;
|
|
|
|
while ( client->timeResidual >= 1000 )
|
|
{
|
|
client->timeResidual -= 1000;
|
|
|
|
// count down health when over max
|
|
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
|
|
ent->health--;
|
|
}
|
|
|
|
// count down armor when over max
|
|
if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
|
|
client->ps.stats[STAT_ARMOR]--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
ClientIntermissionThink
|
|
====================
|
|
*/
|
|
void ClientIntermissionThink( gclient_t *client ) {
|
|
client->ps.eFlags &= ~EF_TALK;
|
|
client->ps.eFlags &= ~EF_FIRING;
|
|
|
|
// the level will exit when everyone wants to or after timeouts
|
|
|
|
// swap and latch button actions
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = client->pers.cmd.buttons;
|
|
if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
|
|
// this used to be an ^1 but once a player says ready, it should stick
|
|
client->readyToExit = 1;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
ClientEvents
|
|
|
|
Events will be passed on to the clients for presentation,
|
|
but any server game effects are handled here
|
|
================
|
|
*/
|
|
void ClientEvents( gentity_t *ent, int oldEventSequence ) {
|
|
int i;//, j;
|
|
int event;
|
|
gclient_t *client;
|
|
int damage;
|
|
vec3_t dir;
|
|
// vec3_t origin, angles;
|
|
// qboolean fired;
|
|
// gitem_t *item;
|
|
// gentity_t *drop;
|
|
|
|
client = ent->client;
|
|
|
|
if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) {
|
|
oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
|
|
}
|
|
for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
|
|
event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
|
|
|
|
switch ( event ) {
|
|
case EV_FALL:
|
|
case EV_ROLL:
|
|
{
|
|
int delta = client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ];
|
|
|
|
if (ent->client && ent->client->ps.fallingToDeath)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( ent->s.eType != ET_PLAYER )
|
|
{
|
|
break; // not in the player model
|
|
}
|
|
|
|
if ( g_dmflags.integer & DF_NO_FALLING )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (delta <= 44)
|
|
{
|
|
break;
|
|
}
|
|
|
|
damage = delta*0.16; //good enough for now, I guess
|
|
|
|
VectorSet (dir, 0, 0, 1);
|
|
ent->pain_debounce_time = level.time + 200; // no normal pain sound
|
|
G_Damage (ent, NULL, NULL, NULL, NULL, damage, DAMAGE_NO_ARMOR, MOD_FALLING);
|
|
}
|
|
break;
|
|
case EV_FIRE_WEAPON:
|
|
FireWeapon( ent, qfalse );
|
|
ent->client->dangerTime = level.time;
|
|
ent->client->ps.eFlags &= ~EF_INVULNERABLE;
|
|
ent->client->invulnerableTimer = 0;
|
|
break;
|
|
|
|
case EV_ALT_FIRE:
|
|
FireWeapon( ent, qtrue );
|
|
ent->client->dangerTime = level.time;
|
|
ent->client->ps.eFlags &= ~EF_INVULNERABLE;
|
|
ent->client->invulnerableTimer = 0;
|
|
break;
|
|
|
|
case EV_SABER_ATTACK:
|
|
ent->client->dangerTime = level.time;
|
|
ent->client->ps.eFlags &= ~EF_INVULNERABLE;
|
|
ent->client->invulnerableTimer = 0;
|
|
break;
|
|
|
|
//rww - Note that these must be in the same order (ITEM#-wise) as they are in holdable_t
|
|
case EV_USE_ITEM1: //seeker droid
|
|
ItemUse_Seeker(ent);
|
|
break;
|
|
case EV_USE_ITEM2: //shield
|
|
ItemUse_Shield(ent);
|
|
break;
|
|
case EV_USE_ITEM3: //medpack
|
|
ItemUse_MedPack(ent);
|
|
break;
|
|
case EV_USE_ITEM4: //datapad
|
|
//G_Printf("Used Datapad\n");
|
|
break;
|
|
case EV_USE_ITEM5: //binoculars
|
|
ItemUse_Binoculars(ent);
|
|
break;
|
|
case EV_USE_ITEM6: //sentry gun
|
|
ItemUse_Sentry(ent);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
==============
|
|
StuckInOtherClient
|
|
==============
|
|
*/
|
|
static int StuckInOtherClient(gentity_t *ent) {
|
|
int i;
|
|
gentity_t *ent2;
|
|
|
|
ent2 = &g_entities[0];
|
|
for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) {
|
|
if ( ent2 == ent ) {
|
|
continue;
|
|
}
|
|
if ( !ent2->inuse ) {
|
|
continue;
|
|
}
|
|
if ( !ent2->client ) {
|
|
continue;
|
|
}
|
|
if ( ent2->health <= 0 ) {
|
|
continue;
|
|
}
|
|
//
|
|
if (ent2->r.absmin[0] > ent->r.absmax[0])
|
|
continue;
|
|
if (ent2->r.absmin[1] > ent->r.absmax[1])
|
|
continue;
|
|
if (ent2->r.absmin[2] > ent->r.absmax[2])
|
|
continue;
|
|
if (ent2->r.absmax[0] < ent->r.absmin[0])
|
|
continue;
|
|
if (ent2->r.absmax[1] < ent->r.absmin[1])
|
|
continue;
|
|
if (ent2->r.absmax[2] < ent->r.absmin[2])
|
|
continue;
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void BotTestSolid(vec3_t origin);
|
|
|
|
/*
|
|
==============
|
|
SendPendingPredictableEvents
|
|
==============
|
|
*/
|
|
void SendPendingPredictableEvents( playerState_t *ps ) {
|
|
gentity_t *t;
|
|
int event, seq;
|
|
int extEvent, number;
|
|
|
|
// if there are still events pending
|
|
if ( ps->entityEventSequence < ps->eventSequence ) {
|
|
// create a temporary entity for this event which is sent to everyone
|
|
// except the client who generated the event
|
|
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
|
|
event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
|
|
// set external event to zero before calling BG_PlayerStateToEntityState
|
|
extEvent = ps->externalEvent;
|
|
ps->externalEvent = 0;
|
|
// create temporary entity for event
|
|
t = G_TempEntity( ps->origin, event );
|
|
number = t->s.number;
|
|
BG_PlayerStateToEntityState( ps, &t->s, qtrue );
|
|
t->s.number = number;
|
|
t->s.eType = ET_EVENTS + event;
|
|
t->s.eFlags |= EF_PLAYER_EVENT;
|
|
t->s.otherEntityNum = ps->clientNum;
|
|
// send to everyone except the client who generated the event
|
|
t->r.svFlags |= SVF_NOTSINGLECLIENT;
|
|
t->r.singleClient = ps->clientNum;
|
|
// set back external event
|
|
ps->externalEvent = extEvent;
|
|
}
|
|
}
|
|
|
|
extern int saberOffSound;
|
|
extern int saberOnSound;
|
|
|
|
/*
|
|
==================
|
|
G_UpdateClientBroadcasts
|
|
|
|
Determines whether this client should be broadcast to any other clients.
|
|
A client is broadcast when another client is using force sight or is
|
|
==================
|
|
*/
|
|
#define MAX_JEDIMASTER_DISTANCE 2500
|
|
#define MAX_JEDIMASTER_FOV 100
|
|
|
|
#define MAX_SIGHT_DISTANCE 1500
|
|
#define MAX_SIGHT_FOV 100
|
|
|
|
static void G_UpdateForceSightBroadcasts ( gentity_t *self )
|
|
{
|
|
int i;
|
|
|
|
// Any clients with force sight on should see this client
|
|
for ( i = 0; i < level.numConnectedClients; i ++ )
|
|
{
|
|
gentity_t *ent = &g_entities[level.sortedClients[i]];
|
|
float dist;
|
|
vec3_t angles;
|
|
|
|
if ( ent == self )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Not using force sight so we shouldnt broadcast to this one
|
|
if ( !(ent->client->ps.fd.forcePowersActive & (1<<FP_SEE) ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
VectorSubtract( self->client->ps.origin, ent->client->ps.origin, angles );
|
|
dist = VectorLengthSquared ( angles );
|
|
vectoangles ( angles, angles );
|
|
|
|
// Too far away then just forget it
|
|
if ( dist > MAX_SIGHT_DISTANCE * MAX_SIGHT_DISTANCE )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If not within the field of view then forget it
|
|
if ( !InFieldOfVision ( ent->client->ps.viewangles, MAX_SIGHT_FOV, angles ) )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Turn on the broadcast bit for the master and since there is only one
|
|
// master we are done
|
|
self->r.broadcastClients[ent->s.clientNum/32] |= (1 << (ent->s.clientNum%32));
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void G_UpdateJediMasterBroadcasts ( gentity_t *self )
|
|
{
|
|
int i;
|
|
|
|
// Not jedi master mode then nothing to do
|
|
if ( g_gametype.integer != GT_JEDIMASTER )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// This client isnt the jedi master so it shouldnt broadcast
|
|
if ( !self->client->ps.isJediMaster )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Broadcast ourself to all clients within range
|
|
for ( i = 0; i < level.numConnectedClients; i ++ )
|
|
{
|
|
gentity_t *ent = &g_entities[level.sortedClients[i]];
|
|
float dist;
|
|
vec3_t angles;
|
|
|
|
if ( ent == self )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
VectorSubtract( self->client->ps.origin, ent->client->ps.origin, angles );
|
|
dist = VectorLengthSquared ( angles );
|
|
vectoangles ( angles, angles );
|
|
|
|
// Too far away then just forget it
|
|
if ( dist > MAX_JEDIMASTER_DISTANCE * MAX_JEDIMASTER_DISTANCE )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If not within the field of view then forget it
|
|
if ( !InFieldOfVision ( ent->client->ps.viewangles, MAX_JEDIMASTER_FOV, angles ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Turn on the broadcast bit for the master and since there is only one
|
|
// master we are done
|
|
self->r.broadcastClients[ent->s.clientNum/32] |= (1 << (ent->s.clientNum%32));
|
|
}
|
|
}
|
|
|
|
void G_UpdateClientBroadcasts ( gentity_t *self )
|
|
{
|
|
// Clear all the broadcast bits for this client
|
|
memset ( self->r.broadcastClients, 0, sizeof ( self->r.broadcastClients ) );
|
|
|
|
// The jedi master is broadcast to everyone in range
|
|
G_UpdateJediMasterBroadcasts ( self );
|
|
|
|
// Anyone with force sight on should see this client
|
|
G_UpdateForceSightBroadcasts ( self );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientThink
|
|
|
|
This will be called once for each client frame, which will
|
|
usually be a couple times for each server frame on fast clients.
|
|
|
|
If "g_synchronousClients 1" is set, this will be called exactly
|
|
once for each server frame, which makes for smooth demo recording.
|
|
==============
|
|
*/
|
|
void ClientThink_real( gentity_t *ent ) {
|
|
gclient_t *client;
|
|
pmove_t pm;
|
|
int oldEventSequence;
|
|
int msec;
|
|
int i;
|
|
usercmd_t *ucmd;
|
|
|
|
client = ent->client;
|
|
|
|
// don't think if the client is not yet connected (and thus not yet spawned in)
|
|
if (client->pers.connected != CON_CONNECTED) {
|
|
return;
|
|
}
|
|
// mark the time, so the connection sprite can be removed
|
|
ucmd = &ent->client->pers.cmd;
|
|
|
|
// sanity check the command time to prevent speedup cheating
|
|
if ( ucmd->serverTime > level.time + 200 ) {
|
|
ucmd->serverTime = level.time + 200;
|
|
// G_Printf("serverTime <<<<<\n" );
|
|
}
|
|
if ( ucmd->serverTime < level.time - 1000 ) {
|
|
ucmd->serverTime = level.time - 1000;
|
|
// G_Printf("serverTime >>>>>\n" );
|
|
}
|
|
|
|
msec = ucmd->serverTime - client->ps.commandTime;
|
|
// following others may result in bad times, but we still want
|
|
// to check for follow toggles
|
|
if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
|
|
return;
|
|
}
|
|
if ( msec > 200 ) {
|
|
msec = 200;
|
|
}
|
|
|
|
if ( pmove_msec.integer < 8 ) {
|
|
trap_Cvar_Set("pmove_msec", "8");
|
|
}
|
|
else if (pmove_msec.integer > 33) {
|
|
trap_Cvar_Set("pmove_msec", "33");
|
|
}
|
|
|
|
if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
|
|
ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
|
|
//if (ucmd->serverTime - client->ps.commandTime <= 0)
|
|
// return;
|
|
}
|
|
|
|
//
|
|
// check for exiting intermission
|
|
//
|
|
if ( level.intermissiontime ) {
|
|
ClientIntermissionThink( client );
|
|
return;
|
|
}
|
|
|
|
// spectators don't do much
|
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
return;
|
|
}
|
|
SpectatorThink( ent, ucmd );
|
|
return;
|
|
}
|
|
|
|
if (ent && ent->client && (ent->client->ps.eFlags & EF_INVULNERABLE))
|
|
{
|
|
if (ent->client->invulnerableTimer <= level.time)
|
|
{
|
|
ent->client->ps.eFlags &= ~EF_INVULNERABLE;
|
|
}
|
|
}
|
|
|
|
// check for inactivity timer, but never drop the local client of a non-dedicated server
|
|
if ( !ClientInactivityTimer( client ) ) {
|
|
return;
|
|
}
|
|
|
|
// clear the rewards if time
|
|
if ( level.time > client->rewardTime ) {
|
|
client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
}
|
|
|
|
if ( client->noclip ) {
|
|
client->ps.pm_type = PM_NOCLIP;
|
|
} else if ( client->ps.eFlags & EF_DISINTEGRATION ) {
|
|
client->ps.pm_type = PM_NOCLIP;
|
|
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
client->ps.pm_type = PM_DEAD;
|
|
} else {
|
|
if (client->ps.forceGripChangeMovetype)
|
|
{
|
|
client->ps.pm_type = client->ps.forceGripChangeMovetype;
|
|
}
|
|
else
|
|
{
|
|
client->ps.pm_type = PM_NORMAL;
|
|
}
|
|
}
|
|
|
|
client->ps.gravity = g_gravity.value;
|
|
|
|
// set speed
|
|
client->ps.speed = g_speed.value;
|
|
client->ps.basespeed = g_speed.value;
|
|
|
|
if (ent->client->ps.duelInProgress)
|
|
{
|
|
gentity_t *duelAgainst = &g_entities[ent->client->ps.duelIndex];
|
|
|
|
//Keep the time updated, so once this duel ends this player can't engage in a duel for another
|
|
//10 seconds. This will give other people a chance to engage in duels in case this player wants
|
|
//to engage again right after he's done fighting and someone else is waiting.
|
|
ent->client->ps.fd.privateDuelTime = level.time + 10000;
|
|
|
|
if (ent->client->ps.duelTime < level.time)
|
|
{
|
|
//Bring out the sabers
|
|
if (ent->client->ps.weapon == WP_SABER && ent->client->ps.saberHolstered &&
|
|
ent->client->ps.duelTime)
|
|
{
|
|
if (!saberOffSound || !saberOnSound)
|
|
{
|
|
saberOffSound = G_SoundIndex("sound/weapons/saber/saberoffquick.wav");
|
|
saberOnSound = G_SoundIndex("sound/weapons/saber/saberon.wav");
|
|
}
|
|
|
|
ent->client->ps.saberHolstered = qfalse;
|
|
G_Sound(ent, CHAN_AUTO, saberOnSound);
|
|
|
|
G_AddEvent(ent, EV_PRIVATE_DUEL, 2);
|
|
|
|
ent->client->ps.duelTime = 0;
|
|
}
|
|
|
|
if (duelAgainst && duelAgainst->client && duelAgainst->inuse &&
|
|
duelAgainst->client->ps.weapon == WP_SABER && duelAgainst->client->ps.saberHolstered &&
|
|
duelAgainst->client->ps.duelTime)
|
|
{
|
|
if (!saberOffSound || !saberOnSound)
|
|
{
|
|
saberOffSound = G_SoundIndex("sound/weapons/saber/saberoffquick.wav");
|
|
saberOnSound = G_SoundIndex("sound/weapons/saber/saberon.wav");
|
|
}
|
|
|
|
duelAgainst->client->ps.saberHolstered = qfalse;
|
|
G_Sound(duelAgainst, CHAN_AUTO, saberOnSound);
|
|
|
|
G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 2);
|
|
|
|
duelAgainst->client->ps.duelTime = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
client->ps.speed = 0;
|
|
client->ps.basespeed = 0;
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
ucmd->upmove = 0;
|
|
}
|
|
|
|
if (!duelAgainst || !duelAgainst->client || !duelAgainst->inuse ||
|
|
duelAgainst->client->ps.duelIndex != ent->s.number)
|
|
{
|
|
ent->client->ps.duelInProgress = 0;
|
|
G_AddEvent(ent, EV_PRIVATE_DUEL, 0);
|
|
}
|
|
else if (duelAgainst->health < 1 || duelAgainst->client->ps.stats[STAT_HEALTH] < 1)
|
|
{
|
|
ent->client->ps.duelInProgress = 0;
|
|
duelAgainst->client->ps.duelInProgress = 0;
|
|
|
|
G_AddEvent(ent, EV_PRIVATE_DUEL, 0);
|
|
G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 0);
|
|
|
|
//Winner gets full health.. providing he's still alive
|
|
if (ent->health > 0 && ent->client->ps.stats[STAT_HEALTH] > 0)
|
|
{
|
|
if (ent->health < ent->client->ps.stats[STAT_MAX_HEALTH])
|
|
{
|
|
ent->client->ps.stats[STAT_HEALTH] = ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
|
|
}
|
|
|
|
if (g_spawnInvulnerability.integer)
|
|
{
|
|
ent->client->ps.eFlags |= EF_INVULNERABLE;
|
|
ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
|
|
}
|
|
}
|
|
|
|
/*
|
|
trap_SendServerCommand( ent-g_entities, va("print \"%s %s\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER")) );
|
|
trap_SendServerCommand( duelAgainst-g_entities, va("print \"%s %s\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER")) );
|
|
*/
|
|
//Private duel announcements are now made globally because we only want one duel at a time.
|
|
if (ent->health > 0 && ent->client->ps.stats[STAT_HEALTH] > 0)
|
|
{
|
|
trap_SendServerCommand( -1, va("cp \"%s %s %s!\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER"), duelAgainst->client->pers.netname) );
|
|
}
|
|
else
|
|
{ //it was a draw, because we both managed to die in the same frame
|
|
trap_SendServerCommand( -1, va("cp \"%s\n\"", G_GetStripEdString("SVINGAME", "PLDUELTIE")) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vec3_t vSub;
|
|
float subLen = 0;
|
|
|
|
VectorSubtract(ent->client->ps.origin, duelAgainst->client->ps.origin, vSub);
|
|
subLen = VectorLength(vSub);
|
|
|
|
if (subLen >= 1024)
|
|
{
|
|
ent->client->ps.duelInProgress = 0;
|
|
duelAgainst->client->ps.duelInProgress = 0;
|
|
|
|
G_AddEvent(ent, EV_PRIVATE_DUEL, 0);
|
|
G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 0);
|
|
|
|
trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStripEdString("SVINGAME", "PLDUELSTOP")) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
if ( client->ps.powerups[PW_HASTE] ) {
|
|
client->ps.speed *= 1.3;
|
|
}
|
|
*/
|
|
|
|
if (client->ps.usingATST && ent->health > 0)
|
|
{ //we have special shot clip boxes as an ATST
|
|
ent->r.contents |= CONTENTS_NOSHOT;
|
|
ATST_ManageDamageBoxes(ent);
|
|
}
|
|
else
|
|
{
|
|
ent->r.contents &= ~CONTENTS_NOSHOT;
|
|
client->damageBoxHandle_Head = 0;
|
|
client->damageBoxHandle_RLeg = 0;
|
|
client->damageBoxHandle_LLeg = 0;
|
|
}
|
|
|
|
//rww - moved this stuff into the pmove code so that it's predicted properly
|
|
//BG_AdjustClientSpeed(&client->ps, &client->pers.cmd, level.time);
|
|
|
|
// set up for pmove
|
|
oldEventSequence = client->ps.eventSequence;
|
|
|
|
memset (&pm, 0, sizeof(pm));
|
|
|
|
if ( ent->flags & FL_FORCE_GESTURE ) {
|
|
ent->flags &= ~FL_FORCE_GESTURE;
|
|
ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
|
|
}
|
|
|
|
if (ent->client && ent->client->ps.fallingToDeath &&
|
|
(level.time - FALL_FADE_TIME) > ent->client->ps.fallingToDeath)
|
|
{ //die!
|
|
player_die(ent, ent, ent, 100000, MOD_FALLING);
|
|
respawn(ent);
|
|
ent->client->ps.fallingToDeath = 0;
|
|
}
|
|
|
|
if (ent->client->ps.otherKillerTime > level.time &&
|
|
ent->client->ps.groundEntityNum != ENTITYNUM_NONE &&
|
|
ent->client->ps.otherKillerDebounceTime < level.time)
|
|
{
|
|
ent->client->ps.otherKillerTime = 0;
|
|
}
|
|
else if (ent->client->ps.otherKillerTime > level.time &&
|
|
ent->client->ps.groundEntityNum == ENTITYNUM_NONE)
|
|
{
|
|
if (ent->client->ps.otherKillerDebounceTime < (level.time + 100))
|
|
{
|
|
ent->client->ps.otherKillerDebounceTime = level.time + 100;
|
|
}
|
|
}
|
|
|
|
WP_ForcePowersUpdate( ent, ucmd ); //update any active force powers
|
|
WP_SaberPositionUpdate(ent, ucmd); //check the server-side saber point, do apprioriate server-side actions (effects are cs-only)
|
|
|
|
if ((ent->client->pers.cmd.buttons & BUTTON_USE) && ent->client->ps.useDelay < level.time)
|
|
{
|
|
TryUse(ent);
|
|
ent->client->ps.useDelay = level.time + 100;
|
|
}
|
|
|
|
pm.ps = &client->ps;
|
|
pm.cmd = *ucmd;
|
|
if ( pm.ps->pm_type == PM_DEAD ) {
|
|
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
|
|
}
|
|
else if ( ent->r.svFlags & SVF_BOT ) {
|
|
pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
|
|
}
|
|
else {
|
|
pm.tracemask = MASK_PLAYERSOLID;
|
|
}
|
|
pm.trace = trap_Trace;
|
|
pm.pointcontents = trap_PointContents;
|
|
pm.debugLevel = g_debugMove.integer;
|
|
pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
|
|
|
|
pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
|
|
pm.pmove_msec = pmove_msec.integer;
|
|
|
|
pm.animations = bgGlobalAnimations;//NULL;
|
|
|
|
pm.gametype = g_gametype.integer;
|
|
|
|
VectorCopy( client->ps.origin, client->oldOrigin );
|
|
|
|
if (level.intermissionQueued != 0 && g_singlePlayer.integer) {
|
|
if ( level.time - level.intermissionQueued >= 1000 ) {
|
|
pm.cmd.buttons = 0;
|
|
pm.cmd.forwardmove = 0;
|
|
pm.cmd.rightmove = 0;
|
|
pm.cmd.upmove = 0;
|
|
if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) {
|
|
trap_SendConsoleCommand( EXEC_APPEND, "centerview\n");
|
|
}
|
|
ent->client->ps.pm_type = PM_SPINTERMISSION;
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < MAX_CLIENTS ; i++ )
|
|
{
|
|
if (g_entities[i].inuse && g_entities[i].client)
|
|
{
|
|
pm.bgClients[i] = &g_entities[i].client->ps;
|
|
}
|
|
}
|
|
|
|
if (ent->client->ps.saberLockTime > level.time)
|
|
{
|
|
gentity_t *blockOpp = &g_entities[ent->client->ps.saberLockEnemy];
|
|
|
|
if (blockOpp && blockOpp->inuse && blockOpp->client)
|
|
{
|
|
vec3_t lockDir, lockAng;
|
|
|
|
//VectorClear( ent->client->ps.velocity );
|
|
VectorSubtract( blockOpp->r.currentOrigin, ent->r.currentOrigin, lockDir );
|
|
//lockAng[YAW] = vectoyaw( defDir );
|
|
vectoangles(lockDir, lockAng);
|
|
SetClientViewAngle( ent, lockAng );
|
|
}
|
|
|
|
if ( ( ent->client->buttons & BUTTON_ATTACK ) && ! ( ent->client->oldbuttons & BUTTON_ATTACK ) )
|
|
{
|
|
ent->client->ps.saberLockHits++;
|
|
}
|
|
if (ent->client->ps.saberLockHits > 2)
|
|
{
|
|
if (!ent->client->ps.saberLockAdvance)
|
|
{
|
|
ent->client->ps.saberLockHits -= 3;
|
|
}
|
|
ent->client->ps.saberLockAdvance = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.saberLockFrame = 0;
|
|
}
|
|
|
|
Pmove (&pm);
|
|
|
|
switch(pm.cmd.generic_cmd)
|
|
{
|
|
case 0:
|
|
break;
|
|
case GENCMD_SABERSWITCH:
|
|
Cmd_ToggleSaber_f(ent);
|
|
break;
|
|
case GENCMD_ENGAGE_DUEL:
|
|
Cmd_EngageDuel_f(ent);
|
|
break;
|
|
case GENCMD_FORCE_HEAL:
|
|
ForceHeal(ent);
|
|
break;
|
|
case GENCMD_FORCE_SPEED:
|
|
ForceSpeed(ent, 0);
|
|
break;
|
|
case GENCMD_FORCE_THROW:
|
|
ForceThrow(ent, qfalse);
|
|
break;
|
|
case GENCMD_FORCE_PULL:
|
|
ForceThrow(ent, qtrue);
|
|
break;
|
|
case GENCMD_FORCE_DISTRACT:
|
|
ForceTelepathy(ent);
|
|
break;
|
|
case GENCMD_FORCE_RAGE:
|
|
ForceRage(ent);
|
|
break;
|
|
case GENCMD_FORCE_PROTECT:
|
|
ForceProtect(ent);
|
|
break;
|
|
case GENCMD_FORCE_ABSORB:
|
|
ForceAbsorb(ent);
|
|
break;
|
|
case GENCMD_FORCE_HEALOTHER:
|
|
ForceTeamHeal(ent);
|
|
break;
|
|
case GENCMD_FORCE_FORCEPOWEROTHER:
|
|
ForceTeamForceReplenish(ent);
|
|
break;
|
|
case GENCMD_FORCE_SEEING:
|
|
ForceSeeing(ent);
|
|
break;
|
|
case GENCMD_USE_SEEKER:
|
|
if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SEEKER)) &&
|
|
G_ItemUsable(&ent->client->ps, HI_SEEKER) )
|
|
{
|
|
ItemUse_Seeker(ent);
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_SEEKER, 0);
|
|
ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SEEKER);
|
|
}
|
|
break;
|
|
case GENCMD_USE_FIELD:
|
|
if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SHIELD)) &&
|
|
G_ItemUsable(&ent->client->ps, HI_SHIELD) )
|
|
{
|
|
ItemUse_Shield(ent);
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_SHIELD, 0);
|
|
ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SHIELD);
|
|
}
|
|
break;
|
|
case GENCMD_USE_BACTA:
|
|
if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC)) &&
|
|
G_ItemUsable(&ent->client->ps, HI_MEDPAC) )
|
|
{
|
|
ItemUse_MedPack(ent);
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_MEDPAC, 0);
|
|
ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_MEDPAC);
|
|
}
|
|
break;
|
|
case GENCMD_USE_ELECTROBINOCULARS:
|
|
if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_BINOCULARS)) &&
|
|
G_ItemUsable(&ent->client->ps, HI_BINOCULARS) )
|
|
{
|
|
ItemUse_Binoculars(ent);
|
|
if (ent->client->ps.zoomMode == 0)
|
|
{
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1);
|
|
}
|
|
else
|
|
{
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2);
|
|
}
|
|
}
|
|
break;
|
|
case GENCMD_ZOOM:
|
|
if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_BINOCULARS)) &&
|
|
G_ItemUsable(&ent->client->ps, HI_BINOCULARS) )
|
|
{
|
|
ItemUse_Binoculars(ent);
|
|
if (ent->client->ps.zoomMode == 0)
|
|
{
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1);
|
|
}
|
|
else
|
|
{
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2);
|
|
}
|
|
}
|
|
break;
|
|
case GENCMD_USE_SENTRY:
|
|
if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SENTRY_GUN)) &&
|
|
G_ItemUsable(&ent->client->ps, HI_SENTRY_GUN) )
|
|
{
|
|
ItemUse_Sentry(ent);
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_SENTRY_GUN, 0);
|
|
ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SENTRY_GUN);
|
|
}
|
|
break;
|
|
case GENCMD_SABERATTACKCYCLE:
|
|
Cmd_SaberAttackCycle_f(ent);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// save results of pmove
|
|
if ( ent->client->ps.eventSequence != oldEventSequence ) {
|
|
ent->eventTime = level.time;
|
|
}
|
|
if (g_smoothClients.integer) {
|
|
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
|
|
}
|
|
else {
|
|
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
|
|
}
|
|
SendPendingPredictableEvents( &ent->client->ps );
|
|
|
|
if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
|
|
client->fireHeld = qfalse; // for grapple
|
|
}
|
|
|
|
// use the snapped origin for linking so it matches client predicted versions
|
|
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
|
|
|
|
VectorCopy (pm.mins, ent->r.mins);
|
|
VectorCopy (pm.maxs, ent->r.maxs);
|
|
|
|
ent->waterlevel = pm.waterlevel;
|
|
ent->watertype = pm.watertype;
|
|
|
|
// execute client events
|
|
ClientEvents( ent, oldEventSequence );
|
|
|
|
if ( pm.useEvent )
|
|
{
|
|
//TODO: Use
|
|
// TryUse( ent );
|
|
}
|
|
|
|
// link entity now, after any personal teleporters have been used
|
|
trap_LinkEntity (ent);
|
|
if ( !ent->client->noclip ) {
|
|
G_TouchTriggers( ent );
|
|
}
|
|
|
|
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
|
|
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
|
|
|
|
//test for solid areas in the AAS file
|
|
// BotTestAAS(ent->r.currentOrigin);
|
|
|
|
// touch other objects
|
|
ClientImpacts( ent, &pm );
|
|
|
|
// save results of triggers and client events
|
|
if (ent->client->ps.eventSequence != oldEventSequence) {
|
|
ent->eventTime = level.time;
|
|
}
|
|
|
|
// swap and latch button actions
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = ucmd->buttons;
|
|
client->latched_buttons |= client->buttons & ~client->oldbuttons;
|
|
|
|
// Did we kick someone in our pmove sequence?
|
|
if (client->ps.forceKickFlip)
|
|
{
|
|
gentity_t *faceKicked = &g_entities[client->ps.forceKickFlip-1];
|
|
|
|
if (faceKicked && faceKicked->client && (!OnSameTeam(ent, faceKicked) || g_friendlyFire.integer) &&
|
|
(!faceKicked->client->ps.duelInProgress || faceKicked->client->ps.duelIndex == ent->s.number) &&
|
|
(!ent->client->ps.duelInProgress || ent->client->ps.duelIndex == faceKicked->s.number))
|
|
{
|
|
if ( faceKicked && faceKicked->client && faceKicked->health && faceKicked->takedamage )
|
|
{//push them away and do pain
|
|
vec3_t oppDir;
|
|
int strength = (int)VectorNormalize2( client->ps.velocity, oppDir );
|
|
|
|
strength *= 0.05;
|
|
|
|
VectorScale( oppDir, -1, oppDir );
|
|
|
|
G_Damage( faceKicked, ent, ent, oppDir, client->ps.origin, strength, DAMAGE_NO_ARMOR, MOD_MELEE );
|
|
|
|
if (faceKicked->health > 0 &&
|
|
faceKicked->client->ps.stats[STAT_HEALTH] > 0 &&
|
|
faceKicked->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN)
|
|
{
|
|
if (Q_irand(1, 10) <= 3)
|
|
{ //only actually knock over sometimes, but always do velocity hit
|
|
faceKicked->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
|
|
faceKicked->client->ps.forceHandExtendTime = level.time + 1100;
|
|
faceKicked->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim
|
|
}
|
|
|
|
faceKicked->client->ps.otherKiller = ent->s.number;
|
|
faceKicked->client->ps.otherKillerTime = level.time + 5000;
|
|
faceKicked->client->ps.otherKillerDebounceTime = level.time + 100;
|
|
|
|
faceKicked->client->ps.velocity[0] = oppDir[0]*(strength*40);
|
|
faceKicked->client->ps.velocity[1] = oppDir[1]*(strength*40);
|
|
faceKicked->client->ps.velocity[2] = 200;
|
|
}
|
|
|
|
G_Sound( faceKicked, CHAN_AUTO, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
|
|
}
|
|
}
|
|
|
|
client->ps.forceKickFlip = 0;
|
|
}
|
|
|
|
// check for respawning
|
|
if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
// wait for the attack button to be pressed
|
|
if ( level.time > client->respawnTime ) {
|
|
// forcerespawn is to prevent users from waiting out powerups
|
|
if ( g_forcerespawn.integer > 0 &&
|
|
( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
|
|
respawn( ent );
|
|
return;
|
|
}
|
|
|
|
// pressing attack or use is the normal respawn method
|
|
if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
|
|
respawn( ent );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// perform once-a-second actions
|
|
ClientTimerActions( ent, msec );
|
|
|
|
G_UpdateClientBroadcasts ( ent );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
G_CheckClientTimeouts
|
|
|
|
Checks whether a client has exceded any timeouts and act accordingly
|
|
==================
|
|
*/
|
|
void G_CheckClientTimeouts ( gentity_t *ent )
|
|
{
|
|
// Only timeout supported right now is the timeout to spectator mode
|
|
if ( !g_timeouttospec.integer )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Already a spectator, no need to boot them to spectator
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// See how long its been since a command was received by the client and if its
|
|
// longer than the timeout to spectator then force this client into spectator mode
|
|
if ( level.time - ent->client->pers.cmd.serverTime > g_timeouttospec.integer * 1000 )
|
|
{
|
|
SetTeam ( ent, "spectator" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientThink
|
|
|
|
A new command has arrived from the client
|
|
==================
|
|
*/
|
|
void ClientThink( int clientNum ) {
|
|
gentity_t *ent;
|
|
|
|
ent = g_entities + clientNum;
|
|
trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
|
|
|
|
// mark the time we got info, so we can display the
|
|
// phone jack if they don't get any for a while
|
|
ent->client->lastCmdTime = level.time;
|
|
|
|
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
|
|
ClientThink_real( ent );
|
|
}
|
|
}
|
|
|
|
|
|
void G_RunClient( gentity_t *ent ) {
|
|
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
|
|
return;
|
|
}
|
|
ent->client->pers.cmd.serverTime = level.time;
|
|
ClientThink_real( ent );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SpectatorClientEndFrame
|
|
|
|
==================
|
|
*/
|
|
void SpectatorClientEndFrame( gentity_t *ent ) {
|
|
gclient_t *cl;
|
|
|
|
// if we are doing a chase cam or a remote view, grab the latest info
|
|
if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
|
|
int clientNum, flags;
|
|
|
|
clientNum = ent->client->sess.spectatorClient;
|
|
|
|
// team follow1 and team follow2 go to whatever clients are playing
|
|
if ( clientNum == -1 ) {
|
|
clientNum = level.follow1;
|
|
} else if ( clientNum == -2 ) {
|
|
clientNum = level.follow2;
|
|
}
|
|
if ( clientNum >= 0 ) {
|
|
cl = &level.clients[ clientNum ];
|
|
if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
|
|
ent->client->ps = cl->ps;
|
|
ent->client->ps.pm_flags |= PMF_FOLLOW;
|
|
ent->client->ps.eFlags = flags;
|
|
return;
|
|
} else {
|
|
// drop them to free spectators unless they are dedicated camera followers
|
|
if ( ent->client->sess.spectatorClient >= 0 ) {
|
|
ent->client->sess.spectatorState = SPECTATOR_FREE;
|
|
ClientBegin( ent->client - level.clients );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
ent->client->ps.pm_flags |= PMF_SCOREBOARD;
|
|
} else {
|
|
ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientEndFrame
|
|
|
|
Called at the end of each server frame for each connected client
|
|
A fast client will have multiple ClientThink for each ClientEdFrame,
|
|
while a slow client may have multiple ClientEndFrame between ClientThink.
|
|
==============
|
|
*/
|
|
void ClientEndFrame( gentity_t *ent ) {
|
|
int i;
|
|
clientPersistant_t *pers;
|
|
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
SpectatorClientEndFrame( ent );
|
|
return;
|
|
}
|
|
|
|
pers = &ent->client->pers;
|
|
|
|
// turn off any expired powerups
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
if ( ent->client->ps.powerups[ i ] < level.time ) {
|
|
ent->client->ps.powerups[ i ] = 0;
|
|
}
|
|
}
|
|
|
|
// save network bandwidth
|
|
#if 0
|
|
if ( !g_synchronousClients->integer && (ent->client->ps.pm_type == PM_NORMAL || ent->client->ps.pm_type == PM_FLOAT) ) {
|
|
// FIXME: this must change eventually for non-sync demo recording
|
|
VectorClear( ent->client->ps.viewangles );
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// If the end of unit layout is displayed, don't give
|
|
// the player any normal movement attributes
|
|
//
|
|
if ( level.intermissiontime ) {
|
|
return;
|
|
}
|
|
|
|
// burn from lava, etc
|
|
P_WorldEffects (ent);
|
|
|
|
// apply all the damage taken this frame
|
|
P_DamageFeedback (ent);
|
|
|
|
// add the EF_CONNECTION flag if we haven't gotten commands recently
|
|
if ( level.time - ent->client->lastCmdTime > 1000 ) {
|
|
ent->s.eFlags |= EF_CONNECTION;
|
|
} else {
|
|
ent->s.eFlags &= ~EF_CONNECTION;
|
|
}
|
|
|
|
ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
|
|
|
|
G_SetClientSound (ent);
|
|
|
|
// set the latest infor
|
|
if (g_smoothClients.integer) {
|
|
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
|
|
}
|
|
else {
|
|
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
|
|
}
|
|
SendPendingPredictableEvents( &ent->client->ps );
|
|
|
|
// set the bit for the reachability area the client is currently in
|
|
// i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
|
|
// ent->client->areabits[i >> 3] |= 1 << (i & 7);
|
|
}
|
|
|
|
|